Mobs mass aggroing you

TRAIN TO ZONELINE!!!

oh wait wrong game :rofl:

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love it when passive aggressive ‘pvp’ happens, it then becomes a game of pass the mob train, its especially hilarious if its all over an iron node.

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

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i don’t know why, like i said it’s screwy. can’t trust t6he usual route.

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.

trash scripting = endless entertainment for trolls

Ugh.

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.

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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.

Dem tree choppers are the worst!

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.

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As a long-time healer, I appreciate a good tank. Makes my role much easier :grin:.

I was trying out musket one day, shot a mob in the head from at least 50m range and what does it do? Proceed to run after the higher level guy mining an iron node right next to said mob. So just for a laugh I did the same again to another mob, low and behold it went to the same guy mining the same node. Yes I realize by now this guy probably hated me but still I was testing a theory lol. Anyway at no point did those two mobs run to me, I shot them in the head they ran to a guy mining Iron and he killed them.

That really shows how badly it is designed. I’m certain the developers have no clue about mmo’s