Shattered Kingdoms

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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 6:09 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Those Zhenshi tigers can wander pretty far though, and they are INSANE trackers.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 6:19 am 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Yeah, I'm pretty sure Edoras posted something about that on the log site, about some Zhensh tigers killing his group mates.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 1:37 pm 
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Mortal

Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
Cougars. Blood-splattered Giants. Even the deep-elf hunter NPCs in Ayamao. Imps. The oni in Zhenshi.

Roads should be the one place characters are safe. Wander aimlessly.. then sure.

EDIT** ayamao needs to get with the program and build a path from the stones to the Entrance of the City. So much traffic goes through there, a path would have formed by now.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 2:10 pm 
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Mortal

Joined: Fri Aug 01, 2008 5:52 am
Posts: 488
Location: In my head
SK Character: Phreya, Kouin, Nosephthyki
Technically there is a path, those light green "p"s stand for path. It isn't a road, but that makes sense to me.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 4:23 pm 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
ninja_ardith wrote:
Yeah, I'm pretty sure Edoras posted something about that on the log site, about some Zhensh tigers killing his group mates.


That's right. Those tigers will track people right into the city and then maul your groupmates in the middle of pvp.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Thu Sep 01, 2011 7:01 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
And that's why I never get into any fights unless I can't lose them, because you never know when a tiger that you aggro'd like an hour ago will run in and bash you.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Fri Sep 02, 2011 9:23 am 
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Mortal

Joined: Thu Aug 02, 2007 4:09 pm
Posts: 832
Location: Sunnyvale, CA
zryych wrote:
The double teaming enormous locusts are pretty awful too. But the ones I think they should do something about are the two bandits between Exile and Everclear, because for starters, they're right by a newbie starting zone, and they're ALWAYS there, not just sometimes there like all the others mention. They're easy enough once you've advanced a little ways, but I had a early char die to one, and I've seen plenty of other newbies make the same mistake.


:( I died a couple times as an amateur...I'll admit it.


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Sun Sep 04, 2011 7:14 am 
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Mortal

Joined: Thu Feb 17, 2011 12:02 am
Posts: 42
Also, who decided it would be a good idea to have the gateguards of Krychire auto-aggress lightie characters? Even lowbies? It's a freaking starting city and it just kills lighties regardless of race/class?


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Sun Sep 04, 2011 8:22 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I think we need more aggro stuff, not less. When death can come at any moment, the game ends up being a bit more exciting. Just be ready to flee, flee, flee!


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 Post subject: Re: Aggro NPCs on Roads
PostPosted: Sun Sep 04, 2011 8:24 am 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Dulrik... how minimal is the XP loss from fleeing? Or does that help file need to be updated too?


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