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Multi-Mob Leveling

Posted: Fri Jul 01, 2005 6:10 pm
by sehracii
Just a random thought.

Pretty much all combat leveling here is done by the pull-kill-pull kill method.
The only time we fight multiple mobs simultaneously is when we get adds, particularly on treks and bad pops and such. It is avoided as much as possible, with the exception of chaining. But that's still only two mobs.

To mix up the level grind, perhaps it would be interesting to have some species of herbivores that were beyond "social." This meaning absolutely unseperable from the group of 5-10 they wandered with, so to take one on there would be no choice but to take them all on simultaneously. They would have a significant XP bonus for this increased difficulty and only mid to large teams would be capable of taking down a group because it would require multiple tanks and healers.

If you're going solo or in a small team, just avoid them. And of course only herbis. I think it would be fun for something different and to encourage more people to level in large teams, maybe even help the highest level people who are having difficulty finding anything to hunt with more than 2 people.

If balance is an issue, introduce it first with only a mild XP bonus. The playerbase will determine if the groups are worth the trouble or not. If no one hunts them, nudge up the XP a little next patch. Continue that until they start to see some action but before everyone and their mother is hunting them all the time.

Yes, I know there are more pressing issues. But I think we all enjoy talking about possible game enhancements even if we don't expect them to happen. ;)


Thoughts, comments, suggestions, and flames welcome :D

Re: Multi-Mob Leveling

Posted: Fri Jul 01, 2005 8:10 pm
by jokque
sehracii wrote: ... maybe even help the highest level people who are having difficulty finding anything to hunt with more than 2 people.

Well this is the problem, and id rather see this issue get fixed than they add a whole bunch of new mob and aggro types (like the 5x hp 5x xp mobs they have announced are coming)

Re: Multi-Mob Leveling

Posted: Fri Jul 01, 2005 8:34 pm
by sehracii
Well, isn't this a possible solution then?

It seems like kind of a good idea that players with levels that high need to face a unique challenge to continue to progress with a large team.
Can that challenge be these group of inseperable mobs?

They'll be normal mobs so there's no problem with them respawning quickly after they're killed, but there is added difficulty in having to take on 5-10 at a time.

And it's not as boring as taking something we already have and just multiplying it's HP by 5.

Re: Multi-Mob Leveling

Posted: Fri Jul 01, 2005 11:45 pm
by g00st
Hi

When Ghuiss does ever get his sword out he developed a circular attack type method where you taunt one then smack another. pretty interesting to do and far better use of melee than some may think (dmg levels).

also sure lot of homins when they use there off melee skills (1h etc) take on multi targets?. had a nice team taking out 4 vicous kipees at a time on, 70-80 skills, 2 nukes 2 melees. anyone up for insane fighting with the ghuiss? so pull kill pull gets rediculously boring try mixing it up a bit.

/target ghuiss
/give up

Re: Multi-Mob Leveling

Posted: Sat Jul 02, 2005 12:03 am
by zyryx
You mean like a Hive-mind type deal? what if they had a new type of kitin, that was a hive-mind type of kitin. So they would attack in the 5-10 groups like you were suggesting.

This would fit into the storyline somewhat, and allow a good way for higher level people to level. Not only that, it'd make the world of atys more diverse.

THey'd also be fun to pull/kill. :P

just make sure the risk vs reward is worth it :)

Re: Multi-Mob Leveling

Posted: Sat Jul 02, 2005 12:52 am
by thurgond
sehracii wrote:To mix up the level grind, perhaps it would be interesting to have some species of herbivores that were beyond "social." This meaning absolutely unseperable from the group of 5-10 they wandered with, so to take one on there would be no choice but to take them all on simultaneously. They would have a significant XP bonus for this increased difficulty and only mid to large teams would be capable of taking down a group because it would require multiple tanks and healers.
Let me see, you want a group of social creatures that come at you as a group, perferably with low hit points so you can kill them with circular attacks and elemental bombs.

The examples of this I know of are not herbivores, but omnivores (I'm making assumptions based on normal homin eating habits, never having had a discussion with them about food.) better known as bandits. There is no exp bonus, but you can get fame and they drop dappers so you never have to go back to town to sell/store mats.

Re: Multi-Mob Leveling

Posted: Sat Jul 02, 2005 2:12 am
by omsop
At high lvl its bad enough when you accidently run into a mob of 3 or 4, but to have 5 - 10 attacking @ the same time will be a nightmare for several reasons, but the Main one being, that many attacking @ once will result in lots of broken incantations by mages therefor few heals or Ele attacks which will eventually result in Very High DP's.

In my opinion, they should just impliment what they said they would for high level hunting.... problem solved ( hopefully ).

Re: Multi-Mob Leveling

Posted: Sat Jul 02, 2005 5:31 am
by caitiff
omsop wrote:At high lvl its bad enough when you accidently run into a mob of 3 or 4, but to have 5 - 10 attacking @ the same time will be a nightmare for several reasons, but the Main one being, that many attacking @ once will result in lots of broken incantations by mages therefor few heals or Ele attacks which will eventually result in Very High DP's.

In my opinion, they should just impliment what they said they would for high level hunting.... problem solved ( hopefully ).
You dont have to have elementalists and healers being the only ones fighting, do you? What about meleers and healers? The melee people would taunt them while the healers do what they do. Not too hard. Oh, through in an elementalist if you want to do some extra damage.

Re: Multi-Mob Leveling

Posted: Sat Jul 02, 2005 11:03 am
by vinnyq
I think they should make some of the named mobs and boss mobs with goons harder to find, hunt, and take down, but get rid of the 3K cap altogther and give the appropriate xp for the team that successfully killed it.

I would love to spend hours hunting down a mob if I know that the xp reward at then end is more than 3k.

(p.s. first time I took down Ocyketh with a team and see the 3K xp message after spending 45 minutes fighting it, I almost peed my pants)

Re: Multi-Mob Leveling

Posted: Sun Jul 03, 2005 1:09 am
by madnak
Sounds nice. I think having some way to boost xp is necessary given the high-level situation. Just imagine if a team of melees could effectively gain levels!