(edited by Xokks.3876)
Remove Unnecessary Mobs from WvW?
simple – so u can often take advantage of having those – like an eneymy running away from you gets slowed down by those(and/or damaged). If not that then to at least make that part of the world seem ‘alive’ instead of a barren land left for humanoids only. Lastly ppl like those farmers u mentioned are easy prey to whoever finds them. Running between towers/keeps through a deserted lands would feel so wrong… :o
simple – so u can often take advantage of having those – like an eneymy running away from you gets slowed down by those(and/or damaged). If not that then to at least make that part of the world seem ‘alive’ instead of a barren land left for humanoids only. Lastly ppl like those farmers u mentioned are easy prey to whoever finds them. Running between towers/keeps through a deserted lands would feel so wrong… :o
I agree it might feel weird if it was completely empty. I do not think mobs should be there to help players get a kill on another. It should be left up to skill, if you can’t catch someone because they can get away, why should you get an assist from some random mob attacking them?
The solution to fix both these farmer problems and hostile mobs being an annoyance would be to make every mob non aggressive. The problem with Krait farming is that people can sit half AFK while Krait attack them over and over. Engineers with turrets can sit and hit F to collect look while turrets kill everything over and over because millions of Krait run at them automatically.
While they are a detriment to their server by afk farming in the water for hours, Anet needs to nerf how profitable it is so people do not have good reason to sit there for ever.
Just make all mobs non aggressive. I even think aggressive mobs that randomly attack Doyalks are a bad idea. No reason for that either.
I still disagree – it makes stuff more random the way it is now. Does any1 really believe WvW is about skills ? SPvP is about skill – WvW is about quantity – budget – organization – about who has more 80 lvls with proper gear. It isn’t about being fair when u’re meeting some1 on the field. It’s about who’s standing when the dust falls and who is not. As for running away – any character that knows what it’s doing can run away (with thiefs on the lead).
Lastly imagine how dull it will become if the only way to earn currency (gold) you often need to buy siege weapon (or most often for repairs) would be conquering towers/keeps. What if I prefer to play solo instead of being a part of zerg group? I’ll have to ‘farm gold’ in PvE in order to be efficient in WvW? y-y <shakes in deny> bad idea. People need to stop treating WvW like a BG from WoW and think of it as another zone from GW2 but with real enemies to face except for the fauna/flora. Thus the Vistas, Skillpoints, Puzzles, Points of Interest.
I still disagree – it makes stuff more random the way it is now. Does any1 really believe WvW is about skills ? SPvP is about skill – WvW is about quantity – budget – organization – about who has more 80 lvls with proper gear. It isn’t about being fair when u’re meeting some1 on the field. It’s about who’s standing when the dust falls and who is not. As for running away – any character that knows what it’s doing can run away (with thiefs on the lead).
Lastly imagine how dull it will become if the only way to earn currency (gold) you often need to buy siege weapon (or most often for repairs) would be conquering towers/keeps. What if I prefer to play solo instead of being a part of zerg group? I’ll have to ‘farm gold’ in PvE in order to be efficient in WvW? y-y <shakes in deny> bad idea. People need to stop treating WvW like a BG from WoW and think of it as another zone from GW2 but with real enemies to face except for the fauna/flora. Thus the Vistas, Skillpoints, Puzzles, Points of Interest.
You could still farm non hostile mobs for money if that’s your prerogative but why do you think you have to ‘farm’ gold at all in WvW to afford things? I doubt most players can even play enough to make use of doing the 4 jumping puzzles a day for 8 free blue prints + some random items for money and then actually WvWing for a couple hours on top of that.
I actually make 50s-1g a hour capping sentrys/doyalks/keeps/killing players. Without ever selling the natural resources I harvest along the way.
I honestly just think mobs get in the way even in small skirmishes suddenly some group has 4 random mobs on them distracting from you fighting and this would still happen even if they weren’t auto aggro due to aoe spells and such, but I can understand the idea that having non there would make it seem weird and desolate.
The reason to remove auto aggression is because people abuse it to AFK farm certain areas more than you ever can in PvE. There’s no reason to be in PvE to kill monsters if you still have best PvE gold farm in WvW.
You claim that WPvP is not about skill. Of course it is. If you are just going around following a zerg you will get beaten by superior strategy every time, even when you have greater numbers. If you don’t think there is any strategy to it then you don’t know what you are doing.
Example: Keep was zerged, orb was stolen, being escorted north by about 40 attackers. 8 people from our guild decided to try and split the group up while another 10 headed off the rest from the north. We recovered the orb AND ran it back to our keep in the chaos.
Example 2: Starfleet Dental was attacking Dreaming Bay. They were horribly outmanned. They grouped up on each other and had the guardians rotate their shields so we couldn’t touch them. As people saw them grouped up as one big bunch they jumped off the ramparts to AOE them, and didn’t realize what they were doing. They wiped our defense.
Here let me define skill for you and everyone else that doesn’t understand how WvW works.
Skill: the learned capacity to carry out pre-determined results often with the minimum outlay of time, energy, or both.
Using the environment to your advantage requires skill….if you don’t like the environment in WvWvW maybe we should just make it a small square room with no landscape or anything else…that sounds like sooo much fun!
Seriously tho, if I’m trying to run away (whether I’m out manned or not) I often run through mobs and aoe them to pull them along behind me. As they drop aggro and stop chasing me, they stop and start running back to where they came from, and generally aggro onto the chasers. I don’t know how many times this has saved me or enabled me to then turn and kill the pursuers in turn.
They are there. Thats all there is to it.