(edited by Mejo.3198)
Spare, or make the mob randomly yield/escape
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.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
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.
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…
Bumperumpdumpflump!
last bump……………………………..!
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.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
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?
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.
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.
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?
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?
Yes, but what do you think of the idea? That’s what I want to know.
Ofc I know the mechanic exists.
Kebabrullemedsåsbump!
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!
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.
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.
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”
What bugs me is not everything drops loot, oh well.