Spare, or make the mob randomly yield/escape

Spare, or make the mob randomly yield/escape

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Posted by: Mejo.3198

Mejo.3198

It would be great if there were some kind of ability to spare your opponent. Another possibility could be if the mob themselves randomly yield/escape and dropping a bag of loot behind them. I don’t like the feeling of running around killing tons of enemies. Sometimes a mob should be smart enough to just beg for mercy or run away before you can kill them.

Good or bad idea?

(edited by Mejo.3198)

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Posted by: marnick.4305

marnick.4305

You never kill someone, they end up defeated. Seconds later they’re at full health again at the nearest hospik station. That’s even official.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

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Posted by: callidus.7085

callidus.7085

When I kill a skritt… he doesn’t end up defeated. I see his lifeless form laying upon the ground and shortly after dissolving into it like all the others before him. If only he’d give up his shinies so that I could have stayed my blade… but no, my greed must be satisfied, through blood if need be!

The point I’m demonstrating here is that I don’t think that holds true for all NPCs… although I kind of like it the way it is.

Slow down and smell the pixels.

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Posted by: Mejo.3198

Mejo.3198

You never kill someone, they end up defeated. Seconds later they’re at full health again at the nearest hospik station. That’s even official.

I guess you are playing with me…

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Posted by: Mejo.3198

Mejo.3198

Bumperumpdumpflump!

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Posted by: Mejo.3198

Mejo.3198

last bump……………………………..!

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Posted by: marnick.4305

marnick.4305

You never kill someone, they end up defeated. Seconds later they’re at full health again at the nearest hospik station. That’s even official.

I guess you are playing with me…

Not really. Players go into defeated state. At no point are players claimed dead in WvW.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

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Posted by: Mejo.3198

Mejo.3198

I am not only talking about players, I am talking about the enemies in PvE aswell.
I think I have seen alot of quests that says “Kill x numbers of y” by the way…but maybe that just goes for monsters and not human(oids).

You are saying that every enemy I have met/killed didn’t end up killed but was defeated instead?

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Posted by: Webba.3071

Webba.3071

Enemies that you defeated who then ran away leaving a bag of loot were a significant part of several of the Southsun events. Seeing how this is already in the game and working implementing it into the wider open world seems to be a pretty good idea.

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Posted by: Ask Dons Mop.3601

Ask Dons Mop.3601

We can see how this is already in place with some of the Skill Point “trainers” where the objective is to just spar and not entirely kill them.

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Posted by: Mejo.3198

Mejo.3198

Yes, but what I would like to see the possibility to spare “all” (some) mobs, at least the humanoid one’s. I am not saying I don’t want to kill anyone in the game, but I don’t like the feeling of killing every single mob in the game. Makes me feel like mass murderer, and not a hero.

Or that they randomly (pretty often) yield and become immune to damage just as with the skill challenger duels.

Or run away and leave a loot bag.

For example:

Let’s say my quest objective is to “defeat” 10 centaurs or whatever.

I would like to have the choice to spare them/only hurting them instead of killing them, or at least that some of them give up and become passified or something.

Get it?

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Posted by: Webba.3071

Webba.3071

Yes, but what I would like to see the possibility to spare “all” (some) mobs, at least the humanoid one’s. I am not saying I don’t want to kill anyone in the game, but I don’t like the feeling of killing every single mob in the game. Makes me feel like mass murderer, and not a hero.

Or that they randomly (pretty often) yield and become immune to damage just as with the skill challenger duels.

Or run away and leave a loot bag.

For example:

Let’s say my quest objective is to “defeat” 10 centaurs or whatever.

I would like to have the choice to spare them/only hurting them instead of killing them, or at least that some of them give up and become passified or something.

Get it?

We understand man, we’re just saying the mechanic already exists in the game so it wouldn’t be that hard for Anet to implement. Understand?

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Posted by: Mejo.3198

Mejo.3198

Yes, but what do you think of the idea? That’s what I want to know.
Ofc I know the mechanic exists.

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Posted by: Mejo.3198

Mejo.3198

Kebabrullemedsåsbump!

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Posted by: Pew Pew Dont Q Q.5168

Pew Pew Dont Q Q.5168

When I kill a skritt… he doesn’t end up defeated. I see his lifeless form laying upon the ground and shortly after dissolving into it like all the others before him. If only he’d give up his shinies so that I could have stayed my blade… but no, my greed must be satisfied, through blood if need be!

The point I’m demonstrating here is that I don’t think that holds true for all NPCs… although I kind of like it the way it is.

LOL that pooor skritt =( Sad face!

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Posted by: Mejo.3198

Mejo.3198

We understand man, we’re just saying the mechanic already exists in the game so it wouldn’t be that hard for Anet to implement. Understand?

I never said it would be hard. And if it already exists in Southsun cove then great, but it would be even better if it existed in the “whole” game, at least for the humanoids.

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Posted by: Gabby.3205

Gabby.3205

Enemies that you defeated who then ran away leaving a bag of loot were a significant part of several of the Southsun events. Seeing how this is already in the game and working implementing it into the wider open world seems to be a pretty good idea.

This.

I support this idea. It makes sense and it would make me feel better. All sentient beings that were not corrupted by the dragons should be able to yield. Maybe they shouldn’t yield 100% of the time, but having like 30% chance of yielding instead of dying would be nice.

Tarnished Coast
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”

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Posted by: Subfocus.4732

Subfocus.4732

What bugs me is not everything drops loot, oh well.