Why would enemies run to someone who didn’t interact with them at all? Why would enemies aggro someone who’s just standing nearby when you’ve been the one who pulled them? In every other game aggro is bound to the person who interacted with the enemy first, by sight or by action. Not in New World though, as the AI is uncontrolable and doesn’t make any sense.
Again, do what I said: place your mate at the edge of an enemy infested village or whatever. He has to be higher level than you. He’s just standing there, doing nothing. Now you’re running through the village and face pulling enemies without even interacting with them. Now you’re running back to where your higher level friend is. Why on earth would enemies now aggro him instead of you who initially pulled these mobs?
The main thing that I think is a bit off is the respawn timers. Their a bit fast in the under populated areas but they are just right in areas with more than one party killing stuff. So you have densely populated areas of NPC Mobs.
Couple that with old school aggro mechanics and you have what your experiencing.
People have to understand they have to watch their surroundings. That enemies will agrro and add on at a much broader range of radiuses based on several factors. Your level versus theirs, weither the NPC is a pack hunter, and weither your healing.
If you don’t outlevel the mobs by a good 3-5 levels then you can expect anything within half your ranged attack radius to attack you.
Also crouch and crawl both reduce your aggro radius incrementally. So if your just having issues traveling you may need to use one of those to sneak pat things.
I was 5+ levels higher than the mobs. I fought my way to “the end” of the place. We where near a cliff, so they couldn’t come from that many places. Yet the mobs from where i came, down a platform, came up, before we where done killing those on the platform (so they had already respawned). And they just keept coming till i was dead. I used healing potions, rolling etc, but it just wasn’t enough. This is the worst respawn and aggro i have seen in a game. Clearly the developers aren’t competent enough to work on a game like this. I’m tired of dying due to their lack of compitence
If it was something like that, ie trying to grab a node, i’d be ok with it. But usually it’s just someone running through after finishing a quest that trains the crap out of those going in
it is not true, I was alone with no mobs near me and a guy level 23(i’m level 21) passed near me with 5-6 skeletons and they turned on me for no reason
Was a big issue in EQ, still a thing I think. It was not pretty if you got hit by it. We called them, trains, back in the day due to the sheer amount of mobs. They killed/attacked anything in there path.
If I am correct, there was a few eq devs working with this title. Not funny folks… Just saying.
The most funny encounter I had, when I was leveling up mastery for the war hammer.
I gathered 5 zombies pulled them into second store of the building, made sure sure they wouldn’t knock me out of the healing circle, stunned them and started smashing them with the hammer.
I got them to under 50% health, when they all run away, down the stairs, across the village to chase some random guy who was running on the road like 50m away from the encounter…
At that point I gave up on deciphering aggro system in New World lol.
Here’s an idea. Maybe don’t pull mobs and play the game like it’s WoW power leveling.
The aggro in this game is way more sophisticated than you give it credit for.
Maybe try playing the game with real maneuvering tactics instead of running down the center of a village like a lunatic trying to herd everything so you can mass kill 10 enemies all at once.
Worth a shot. If you play the game just for the sake of getting through it as quickly as possible, don’t expect the game to give much of anything back.
but when you come close to the other player and you havent hit them they still see the other player and the mobs hate every singel one of us players cus we dont come from this world so they attack anyone of us they see. To me it makes sens cus all of us is the enemy to them.
If it would have been to gangs irl and they chase another gang member and they cant get to him and they see another gang member in a corner they will for sure go for him insted
It’s a wee bit overwhelming to be surrounded by a sudden influx of mobs. I’ll be there trying to heal myself and it’s a challenge to get a heal off or stay in my healing AOE circle because the mobs are knocking seven bells out of me all over the place.
The aggro in this game is not sophisticated, lol, it doesn’t make any sense. It’s completely random. And what I suggested was an experiment to test out aggro and not an advice on how to play this game.
Enemies don’t have clear threat recognition, sometimes they zoom around the place to another player although you’re clearly the only one attacking them. Enemies that have been pulled by someone else all of a sudden turn against you although you didn’t even interact with them. Threat and aggro in this game have no ruleset behind them, it’s completely randomized. You can witness this best in dungeons when your tank doesn’t have taunt gems.
Why do enemies have to follow a set pattern for the benefit of players? You’re contradicitng yourself. You’re saying that you want better AI in games but then you want the mobs to act predictably in a way that allows you to pull them and kill them easier…because “that’s how MMOs are supposed to work.” Lol. Which is it?
Enemies are not obligated to attack the person that attacked them! Aren’t you as a player free to run away from one enemy and go and attack another, or just run away altogether to not get killed? Well…
Plus, we’re talking about undead here. Of course they are going to attack someone randomly, they don’t care who initiated the battle.
Again, to me the AI and aggro work just fine in NW from a realism perspective. But apparently they don’t work for your power leveling and the checklist way you play the game.
I figured that it was setup like that because of mob grouping, you could test this by pulling a mob and if it comes with others then kill them all, when the mobs all respawn pull the same one again, if they all come, they’re likely grouped up together, kinda like in WoW when mobs would walk together.
its not just the aggro, i have been in a quest area where i literally just defeated 3 mobs and then 3 more respawn right on top of me at half health the respawn rate in some locations need to be turned down tremendously especially if not a high pop area.
One of the reasons I decided on running a tank spec for this game. The AoE taunt is great for pulling those giant mob blobs off people and being a tank I can take them. Just wish the taunt had a lower cooldown 45sec is cumbersome wish it was closer to 25/30sec to line up with the other cooldowns.