Can't fight bad guys because of wild animals roaming around
Yeah. I notice this too. It is especially annoying when trying to fight a champ or vet when there are few people around. One or two unintended adds in those situations can make things a lot more “interesting” than they would be otherwise.
Honestly, I like it. It forces you to choose your skills selectively, or move enemies to places where the terrain is better suited for your playstyle.
I get that it’s inconvenient, but not every aspect of combat is supposed to be – nor should be – convenient. So you have to give up an ability or two to kill an enemy. Or you have to begin thinking about positioning in combat. This is a good thing.
Honestly, I like it. It forces you to choose your skills selectively, or move enemies to places where the terrain is better suited for your playstyle.
I get that it’s inconvenient, but not every aspect of combat is supposed to be – nor should be – convenient. So you have to give up an ability or two to kill an enemy. Or you have to begin thinking about positioning in combat. This is a good thing.
It wouldn’t be quite so bad if the mob leashes weren’t so short. As it is, you really don’t have much chance of strategically moving an enemy to a more advantageous spot because they’ll likely run away and heal to full long before you can get them there.
They just need to make yellow enemies not affected by AoE abilities, unless you are specifically attacking them.
On my Engineer, when using Static Shot on a red enemy, I wish it would just shoot the red enemy. Instead it goes after every deer, dolyak, rabbit, chicken, and grandma in the vicinity. Really is frustrating when you are trying to get rid of the enemy, and the forest animals fight against you cause of it.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
Agree with Drakos. What’s the problem? That you are getting killed by these adds or just that the additional seconds you take to kill them are interrupting your leveling efficiency?
The only thing I dislike about all the random beast adds is that they’ll chase me down twice as far as whatever objective I’m trying to complete at the time will. If I attack a Bandit guarding a roadblock, why would they left me off the hook sooner than some stupid bird? Logically makes no sense and really think that the max aggro range of yellow mobs should be shortened greatly.
As far as them getting in the way – they’ll burn eventually. I don’t let them get around to doing damage to me while I kill what I’m trying to kill and while they do happen around veterans I’ve yet to find a champion mob (the ones that actually pose a threat) that are surrounded by the yellow mobs. We can’t always strategically place our targets as the aforementioned suggestion because DE ranges exist… but until you start listing areas in those zones with mobs that can’t be solo’d because of the yellows I’d venture to say Anets done a decent job strategically placing the yellows.
I’m of the opinion that they need to adjust pretty much everything in regards to enemy density and combat behavior. Spread wildlife out a little more in the open world; put a little more space between groups of mobs within noteworthy areas; reduce respawn rate globally; increase the time before each event restarts; increase the radius of the tether to allow mobs to be moved further from their spawn point; remove the invulnerability effect when mobs are attacked from an unreachable position, allowing players to use terrain from a tactical perspective.
If they are worried that too few enemies and too much time between respawns will ruin things in areas of high population, well, isn’t that the point of the scaling feature they discussed before release? If they get that scaling feature to properly adjust density/respawn based on number of players, they can do all of the things I mentioned and the game would be better for it (in my opinion).
I definitely, 100% agree. I like the yellow mobs ‘cuz they add flavor to the game. But if I’m walking through a field and I get attacked, I don’t want to be swarmed by the four of them that just happened to be in my AOE.
This has honestly been my number one complaint since the first time I logged in, and it still bugs me to this day.
It’s like the designer in charge was like, “I think we need to add more animals….no…more….yes, that’s right, I want the world to feel alive!”
The thing is, more creatures doesn’t make the world feel more alive, it makes it feel more contrived. I am constantly annoyed that every direction is filled with some perfectly spaced out aggressive creature.
I have to stop myself from ranting again, but I’m going to say that whoever is in charge of creature density has A) never stepped foot in the wild didn’t have the confidence to let the world stand on its own, and over compensated by over populating every single inch of the world.
GW2 makes the same mistake virtually every other MMO does out there: it doesn’t place animals in a realistic way. You never see deer running away from you in the forest or a pack of wolves hunting across the map. The pretty much just stand there and like you said, wait for AoE as an excuse to attack.
I’m no animal expert but I think they should have made it more realistic. Especially with animals like hyenas or other predatory mammals. They just don’t wander around in the open waiting for you to come along so they can attack you.
On the flip side it’s especially hilarious when the mob your fighting unintentionally hits a neutral mob and gets ganked by them.
GW2 makes the same mistake virtually every other MMO does out there: it doesn’t place animals in a realistic way. You never see deer running away from you in the forest or a pack of wolves hunting across the map. The pretty much just stand there and like you said, wait for AoE as an excuse to attack.
I’m no animal expert but I think they should have made it more realistic. Especially with animals like hyenas or other predatory mammals. They just don’t wander around in the open waiting for you to come along so they can attack you.
Less is always more. You’re right, in the wold animals actually tend to avoid most human contact. Large predetory animals will attack, but do so with a lot of stealth.
I realize GW2 isn’t a simulator, but that’s no excuse for not event attempting some kind of realism. I personally feel that animals should be given bigger ranges, slightly better AI, and less density.
For example, let wolf packs roam large areas, but make them strong. As a player, I need to decide what it means when I see one. Am I going to take the long way around and avoid them, or continue on my path and hope I don’t become the target? The wolves, should be prowling. Some simple AI that allows them to appear as though they’re hunting.
Of course each animal is different and some animals do group in herds. Deer for example ( we have lots here in my town) will generally group together, but are very easily startled. If you even look at them funny, they’ll start moving away.
In GW2 they’re mindless creatures that could care less what is happening. Yu can stand right next to a moose and it will continue doing its animations, oblivious of what I’m doing. In the real world, this encounter would be much different.
All I have ever asked for in this game is to, at the very least, reduce the density of non-essential animals. There are more than enough enemies to loot if that’s what the player wants to do. I’m just so very, very, very, tired of trying to get to a vista, or POI, or whatever and being constantly attacked by the same carbon copy creature.
Some people are taking about how the animals aren’t realistic in the game now… that deer should run away at the sight of someone else? Shall I step outside and take a pic of the deer at my apartment complex that do nothing unless I get withing 5 feet of them? Furthermore why would a Moose run away just cause it sees someone? You do know that there have been Moose standing on railroad tracks that will stare down and attack trains yes? They have nothing to fear…
Your misconceptions of how animals ‘always’ behave amuse me. Could they be coded better perhaps, but they can’t be coded to be realistic simply because animals always act differently. And if you’re really expecting a bunch of people coding a F2P game to spend their time making yellow mobs have such an impact then I’d say to expect disappointment on that front.
Agree with Drakos. What’s the problem? That you are getting killed by these adds or just that the additional seconds you take to kill them are interrupting your leveling efficiency?
why bother replying if your response to him is to learn 2 play. go kitten somewhere else
Dude, I live in Canada. You think I have misconceptions about how moose and deer behave?
Deer at are closer to cities/towns tend to be a lot less timid than the ones you find in the wild. In the town of Banff for example, the amount of tourists that visit that place has virtually domesticated deer species and they will approach most people
Moose, on the other hand are tricky. More times than not, they will avoid human contact. The only time you really see them is when they happen to wander into a town, but event hen they’re pretty easily startled. The only time they’re really aggressive is during rutting season where they will attack anything they feel is a threat (my stepdads old car has the dents to prove it).
The point is, there are many other games (Skyrim for example) that have basic AI for animals that feels much more natural. The density in that game also feels much better and the occasional eye candy they provide makes that world feel really nice. In GW2, it’s a visual eyesore. Every single direction is filled with something.
They don’t need to spend time coding some crazy AI that would impress MIT, they just need to cut the density down, and add simple AI like..
Non-aggressive animal
- player approaches, take notice
- player gets closer, move away slowly
- player gets too close, run or aggressive display
- player attacks, attack back
Aggressive animal (predetory)
- player approaches, take notice
- player get closer, move away, or start stalking AI
- player is now being stalked
- player attacked
Aggressive animal (non-predetory)
- player approaches, move away
- player gets closer, display defensive behavior
- player gets too close, attack
Then, up the strength, and reduce the density. Now, you have a world that is full of dynamic creatures with basic behaviors that somewhat mirror the real world. It allows the world to breathe.
If a player is trying to farm deer for leather, they now need to do a bit of work. The game could compensate by dropping a bit more leather or meat for the reduced animal count.
Agree with Drakos. What’s the problem? That you are getting killed by these adds or just that the additional seconds you take to kill them are interrupting your leveling efficiency?
Seconds add up. If I am trying top get to a dynamic event, or make my way back to Lions Arch, the last thing I want to do is stop every 30 seconds and fight some aggressive creature for 30 seconds or more.
Not only does it annoy me, but it costs me time, and possibly money. It takes away from my ability to enjoy the beautiful world, and it feels immersion breaking.
Why make a game with dynamic events, cool stories, amazing scenery, and then jam pack it full of carbon copy animals that stand around just waiting for me to pass? Why muddy up the world with perfectly spaced creatures that add nothing to the environment but excessive visual stimuli?
Sigh…if I had my way, you people would love this game. I guarantee if I wrote my ideas down here for each creature I’ve encountered in the game, you would be betting ANet to implement them.
It would be kinda cool if at least once in a while an animal would run away. I really don’t mind them attacking me if I hit them with AoE, and since everything is AoE to a certain extent — it’s just a matter of how wide a diameter of damage your dealing — I’m bound to draw in a few unintended victims.
I guess I can see your point though — a yellow could be more likely to run away if only receiving slight damage, while they might attack if receiving damage over a certain threshold.
{SN} Sentimental Nightmares
Darsveth, Warrior – Dexter Oliver, Thief
Dude, I live in Canada. You think I have misconceptions about how moose and deer behave?
Deer at are closer to cities/towns tend to be a lot less timid than the ones you find in the wild. In the town of Banff for example, the amount of tourists that visit that place has virtually domesticated deer species and they will approach most people
Moose, on the other hand are tricky. More times than not, they will avoid human contact. The only time you really see them is when they happen to wander into a town, but event hen they’re pretty easily startled. The only time they’re really aggressive is during rutting season where they will attack anything they feel is a threat (my stepdads old car has the dents to prove it).
The point is, there are many other games (Skyrim for example) that have basic AI for animals that feels much more natural. The density in that game also feels much better and the occasional eye candy they provide makes that world feel really nice. In GW2, it’s a visual eyesore. Every single direction is filled with something.
They don’t need to spend time coding some crazy AI that would impress MIT, they just need to cut the density down, and add simple AI like..
Non-aggressive animal
- player approaches, take notice
- player gets closer, move away slowly
- player gets too close, run or aggressive display
- player attacks, attack backAggressive animal (predetory)
- player approaches, take notice
- player get closer, move away, or start stalking AI
- player is now being stalked
- player attackedAggressive animal (non-predetory)
- player approaches, move away
- player gets closer, display defensive behavior
- player gets too close, attackThen, up the strength, and reduce the density. Now, you have a world that is full of dynamic creatures with basic behaviors that somewhat mirror the real world. It allows the world to breathe.
If a player is trying to farm deer for leather, they now need to do a bit of work. The game could compensate by dropping a bit more leather or meat for the reduced animal count.
Lol simple AI… feel free to code that and send it to them – see how simple that really turns out to be. It might be cake compared to the rest of the engine but I’d much rather them fix other actual problems than make yellow mobs realistic. And if they can’t take the time to fix tooltips that have been broken since the first Beta, I wouldn’t expect them to jump right to work on that idea was my point.
To me the density is fine, drop rate is fine, realistic-ness doesn’t matter. Aggro range is the only problem so guess we’ll just disagree on what they should do to fix this.
Lol simple AI… feel free to code that and send it to them – see how simple that really turns out to be. It might be cake compared to the rest of the engine but I’d much rather them fix other actual problems than make yellow mobs realistic.
Well, if I didn’t have my own business to run, and had those skills, I may just do that. However, I’ve played a lot of games with simple animal AI. It’s not that it’s hard to do, it just seems that it wasn’t a priority for ANet.
The animals in the world feel more like this conversation happened.
“So, we need some animals obviously, so just, I dunno, space them out in different areas.”
“Ok, but won’t that be a bit boring?”
“No, no, we need to make the world feel more alive, plus the players need stuff to kill all the time so they feel like they’re accomplishing something.”
“Hmmm, I suppose…should we perhaps give them some AI or something?”
“Nah, players won’t care. They just want to see stuff on the screen.”
“Ok…”
*Dev sits down and places animals in environment Sim City style.
“That work?”
“Ya, perfect! See how no matter what direction you look, there is something happening? That’s how you make a world seem alive!”
“Awesome, I suppose I should work on those bugged skill challenges huh?”
“Nah, take the rest of the week off.”
Ok, I kid a bit, but it honestly just feels like the animals are in the game because that’s what is expected in an MMO. They don’t feel like they have been placed in a way that makes logical sense, or for any reason other than to give the player a false sense of a living breathing world.
tl;dr
Ok, I kid a bit, but it honestly just feels like the animals are in the game because that’s what is expected in an MMO. They don’t feel like they have been placed in a way that makes logical sense, or for any reason other than to give the player a false sense of a living breathing world.
The manner they were placed was so that there wouldn’t be excessive running between fights. It’s nice to see for a change that I don’t have to run between fights that if I so choose I can ranged attack a mob from where I last killed one and just continue my chain of death.
If you think the goal of any MMO is for wild animals to give a sense of ‘living breathing world" please let me know which one does so. Personally I feel the living breathing part stems from mobility of the people who need help. They don’t stand in one spot begging you to kill stuff, and they actually join in the fighting at times or duck and cover their head like a coward. The coding for the sentient races in the game make it feel alive, and on that I commend Anet.
What hope is there for Tyria if the legendary Hero Of Shaemoor can’t even cope with Shaun the Sheep?
Use neutrals to your advantage if you can. If you stand next to one and the mob you’re trying to get away from attacks, then the animal will fight the mob. Saved me a few times.
tl;dr
When your reply is that, your opinion becomes invalid.
Those animals also drop hides, cooking ingredients, loot, and even dyes ^_^
tl;dr
When your reply is that, your opinion becomes invalid.
funny because I thought the same thing about your conversation with yourself. This isn’t the place for you to seek psychological help buddy…
Action-heavy games need special attention paid to pacing, balancing the combat with occasional downtime, or the action is trivialized and quickly becomes repetitive and stale. It’s one thing to pack enemies together inside their towns, camps or caves where they’re expected to congregate, but it’s another for individual wolves to be spread an even 20 yards apart throughout an entire forest. Guild Wars 2 isn’t the first MMO designed like this, but that doesn’t make it good.
The animals really do need slightly improved AI and spacing, right now they honestly feel like cardboard cutouts or machines walking around. Their only use is loot, meat shields, and making your journey a bit more difficult, and not in a fun, challenging way.
If Anet can make AI for Heroes and Henchmen in GW1, then basic animal AI can’t be a problem.. It just looks on the outside that the game was rushed enough that no one even thought about it. Or they didn’t care.
Animals can be a challenge, and could change how you play the game. In Skyrim, if I heard wolves howling and I was already in trouble, I’d hunker down and hope they would pass. In Red Dead Redemption, if I heard a cougar scream and I wasn’t on a horse, I would run like hell while calling my horse, hoping it didn’t get to me first – part of that was due to how RDRs game saves are infrequent, but I still wouldn’t want one of those mountain lions after me even if the game saved constantly. They’re fast enough that it’s disorienting, leaving you barely any time to retaliate or think of an escape. In RDR, if you hear a rattlesnake and you can’t see it, your options are frightening and limited. Do you freeze and hope it moves into view, or run and pray you’re not barreling right toward it? In GW2, if a jaguar comes after you, the worst you have to put up with is waiting for it to show up again after it uses its Stealth skill. Then you just stand there and wail on it until it dies, more of an inconvenience than a real obstacle that needs to be planned around.
Yes, there are bigger problems to deal with, but this is one of the things that would do so much to make GW2 feel like a living, breathing game. Those two games mentioned above are the two most “alive” feeling games I’ve played yet, and both of them have solid animal AI.
Sometimes I attack animals and lead them to the bad guys I want to kill. Then I watch them fight each other to lower their health.
Egon,
You took the words right out of my mouth. It’s strange how one or two wolves in Skyrim can create that uneasy feeling that 50 wolves never could in GW2.
Sadly, I doubt ANet will ever change this. They seem to be stuck in the old MMO mentality that in order for players to feel like they’re doing something, they have to pad the world with fodder. What they don’t seem to realize is that when your world is predictable and static, players will become bored very quickly.
GW2 makes the same mistake virtually every other MMO does out there: it doesn’t place animals in a realistic way. You never see deer running away from you in the forest or a pack of wolves hunting across the map. The pretty much just stand there and like you said, wait for AoE as an excuse to attack.
I’m no animal expert but I think they should have made it more realistic. Especially with animals like hyenas or other predatory mammals. They just don’t wander around in the open waiting for you to come along so they can attack you.
Credit where it’s due.. I have seen plenty of wolf packs roaming around in-game. Not everything stands in one spot.
I’m also a fan of the way predatory animals will attack weaker animals that they would normally consider food. I think there’s plenty of realism in the game if you watch for it.
As for the idea mentioned further above about AoE attacks not damaging “yellow” mobs unless they are hit with a single-target attack first, while that may sound like a good idea it would actually be a pain for players who purposely open up with an AoE attack on clusters of these animals. I believe almost all (if not all) of them drop materials used in crafting and cooking, and thus purposely hunted by players.
Everything you can kill usually has a purpose. Very little seems to be there just because someone thought it’d be neat.
If something has to change, I’d prefer “yellow” animals just scatter in the opposite direction whenever a battle starts against something other than them (unless they’re flagged as the type of mob that would purposely assist the target). It would cut down on the friendly fire and that would at least make some sense.
(edited by Edge.4180)
My problem with the endless sea of animals is their respawn timer. If I’m fighting a Vet/Champ mob and I accidentally pull adds they’ll respawn before I finish killing the main target. Or I’m going to a vista, clear the whole way, then try to carefully jump my way to the ledge… only to get sniped in the back 10 seconds later because the mobs have repawned….
They just need to make yellow enemies not affected by AoE abilities, unless you are specifically attacking them.
On my Engineer, when using Static Shot on a red enemy, I wish it would just shoot the red enemy. Instead it goes after every deer, dolyak, rabbit, chicken, and grandma in the vicinity. Really is frustrating when you are trying to get rid of the enemy, and the forest animals fight against you cause of it.
While it is annoying, I agree that they should be affected by AoE, even when you are not targeting them specifically. It’s a tactical decision as to whether to use AoE skills and where to place them so they don’t aggro yellows.
GW2 makes the same mistake virtually every other MMO does out there: it doesn’t place animals in a realistic way. You never see deer running away from you in the forest or a pack of wolves hunting across the map. The pretty much just stand there and like you said, wait for AoE as an excuse to attack.
I’m no animal expert but I think they should have made it more realistic. Especially with animals like hyenas or other predatory mammals. They just don’t wander around in the open waiting for you to come along so they can attack you.
Having animals run away from you, would be fun, I agree. I love it how animals run away from you in Skyrim (mainly because I love trying to hit a moving target with my bow, but that’s another topic!), if they’re not considered ‘aggressive’ animals. Also agreed that animals like deer should be in herds (kinda like the Dolyak in northern Wayfayer foothills), that flee/attack together. The ‘sprinkling’ of single deer to cover a larger area doesn’t exactly follow normal behaviour (and yes I know, it’s a fantasy game!). Patrols of small packs of the more predatory animals (like wolves) would be also nice to see (though some like cats would patrol singularly, in stealth), instead of them always just standing around.
On the flip side, I have noticed multiple times that aggressive animals will go after yellows/whites that wander too close and it’s always fun to sit back and watch, placing bets on who will win. So there is some behaviours ingame that match what you would expect.
To get back to to Original post, I kinda like it, yesterday I pulled 2 of the slightly strongers mobs towards each other and had them battle it out, I couldn’t solo either of them, but when they both were low health I was able to finish them both and thus get the loot… So it works both ways…
Lets just say that the wild life of tyria appears to have zero self preservation instinct. Like moas that walk stupidly into aoe, then decide that they must battle with you to the death. the density of wolves/bears/jaguars is quite silly too, irl you never see that many predators packed into one area like sardines, nor do they always attack on sight…
-NaughtyProwler.8653
I pointed out in my post that I would actually prefer it to be more difficult and harrowing via animal AI.
And I’m an Engineer. If I use Static Shot while I’m standing in an exceptionally large group of animals, I’m pretty screwed. Turrets can have the same problem by firing off and randomly hitting a red target I didn’t intend for it to. I have to be mindful of what I’m doing and pay attention, and I’m fine with that.
If I were running through a flock of moas with a group of better-AI wolves chasing me and I made the terrible decision to use Static Shot, that would be hilarious and also entirely my fault.
They don’t need to spend time coding some crazy AI that would impress MIT, they just need to cut the density down, and add simple AI like..
Sounds like the stuff they added in to LotRO a while back. It was a neat idea, but they overdid it, added “threatens to attack” AI on just about everything that used to attack you, even the road trolls.
I want that feeling you guys got in skyrim in this game! but the feel is overall diff so i dont think it’ll be implemented. however, I’m all for better animal AIs =P One suggestion I can make, is say you’re walking into a forest, you suddenly hear the wolf howl, the out of nowhere a wolf comes in and attacks you. :P or you see moa eggs in a nest. if you wander too closely, a moa will come and fight you. =P
The yellow animals are definitely a nuisance. Especially when you’re using an attack that bounces, like ele/staff/air autoattacks. You don’t control the bounces and they bounce kinda far. You can always switch attunements but it would be nice if they didn’t bounce to neutrals.
I find this to be an interesting and fun complication. It forces you to think about what you are doing and consider carefully before you use an AoE. It makes combat more strategic and fun.
I do wish that certain abilities were smarter, though. I mainly play a D/D thief and my #4 ability is Dancing Dagger which bounces around and hits up to 3 (or is it 4) targets. To my mind, this ability is not an AoE and it should never bounce and hit a neutral opponent, but it does, and I find that annoying.
I dont mind the yellow mobs…..they die fast enough. But I do think they could stand to increase the respawn time across the board. Sometimes its kinda frustrating to work hard to defeat a tough champ only to get overwhelmed by trash around them that you just killed like 5sec ago all the sudden respawn. Or to feel good about getting thru a rough section only to barely have enough time to gather your loot, admire your ‘handywork’ before everything is back up and on you.
I like it the way it is, it makes you think before you attack. I sometimes change the traits that hit multiple targets with my auto attack just so that I don’t hit passive targets on my journey.
I always felt the static animals should all be white critters… I mean, we’re tearing down dragons and demons with our characters, why shouldn’t a deer or mosquito get one-shot?
?
It’s more exp/loot, just continue your back and forth or circle kiting while they die from collateral lol.
I find this to be an interesting and fun complication. It forces you to think about what you are doing and consider carefully before you use an AoE. It makes combat more strategic and fun.
I do wish that certain abilities were smarter, though. I mainly play a D/D thief and my #4 ability is Dancing Dagger which bounces around and hits up to 3 (or is it 4) targets. To my mind, this ability is not an AoE and it should never bounce and hit a neutral opponent, but it does, and I find that annoying.
Use that to your advantage. Dancing Dagger is ideal on 2 targets, will hit both for really good dmg.
I’m up to a point, with my elementalist (dagger/dagger) that I can safely say that I find quite fun when I notice adds charging my way. Numbers don’t matter (unless they are risen, of course).
I think this game was made for more than 1×1 fights. Even against elites, I believe people can handle one, maybe two normal adds… Now, champions are another thing.
I don’t mind accidently hitting deer and whatnot with aoes so much. But what i seriously can’t stand is when i use a skill that jumps between a very limited number of mobs and it almost always jumps to a critter walking by instead of the half dozen red named mobs i am already fighting.
They can leave aoes hitting critters as you can avoid hitting them most of the time with better placement, i just want them to change the skills that jump randomly between enemies to not jump to yellow named mobs. This is the pretty much the main reason i stopped playing my engineer after the first few levels since his auto attack is a jump skill so i was constantly pulling yellow named mobs.
What I would like to see is yellow mobs tagged with a different color health bar (yellow) instead of just the name. Makes snap judgements easier to make when in a group event and you are tab targeting.
This is why i dont use chain lightning in areas filled with yellow mobs.
I would like to see raptors hunting in packs too, like in GW, so that you actually have to make a tactical decision whether to confront or avoid them.
Also would like to see yellow mobs scatter when hit by aoe, not run after you baying for blood.
-NaughtyProwler.8653
Probably got murdered by jackalopes while protecting them from the Sons of Svanir. Oh the irony.
You’d think wild animals would be terrified of people, and would stick to heavily crowded woods, caves, and so on. When a player approached, they would run, and maybe just vanish into the woodland thick. And most aggressive animals would stick near their nests, and do a threatening display, warning you not to come near their homes, and would attack only when necessary.
But nope. Deer just wander into explosions then get all mad about it when they catch on fire. And will fight you to the death rather than running away. And aggressive mobs should be all rights go extinct within a few months, as they foolishly attack anything that comes near them.
Ahh, Guild Wars, Guild Wars…