I rolled a foot fighter, but see how easily and especially safely people farm solo with a mounted archer. MAs have the open road and can efficiently farm everything in it, whisking off at the slightest danger, so how about some equally efficient content for other builds?
QUESTION: Does SV monitor which builds are farming the most mats? Is the person on a horse shooting a bow 90%+ of the time when the creature is downed?
-- Leash radius of mobs in open spaces much smaller. Currently wolves will run after you forever, which just isnt fun in the dark especially when exploring. Bad newb experience. Shrinking leash makes circling MA/MM less an advantage.
-- Mobs that shoot back when they cant hit with melee and the player is hitting multiple times with ranged
-- Put creatures with equivalent/good loot in hilly areas where mounts cant easily move (like using hills to balance foot vs. mounted pvp in general)
-- Interesting mobs that actually foot fight by circling, spinning and dodging around.
-- Ability to pull 1 bandit from a camp, or 1 mob from a spawn. Currently only 3 come running out in nearly every camp, so this means you need 2 players with decent gear or......... (drum roll please)...... an MA in vendor gear.
In general all the mobs seem to be a HP/damage machine with only minor variations to their AI challenge.
-- Mobs that take more damage from one kind of attack: Melee, Fire/Electricity/etc., Pets. In terms of a Foot Fighter Dungeon, Mage Dungeon, Beast Master Dungeon
-- Mobs with 50% damage reduction from arrows when untamed
-- Creature special attack that hamstrings horse to 1st gear only (cant do it when tamed)
QUESTION: Does SV monitor which builds are farming the most mats? Is the person on a horse shooting a bow 90%+ of the time when the creature is downed?
-- Leash radius of mobs in open spaces much smaller. Currently wolves will run after you forever, which just isnt fun in the dark especially when exploring. Bad newb experience. Shrinking leash makes circling MA/MM less an advantage.
-- Mobs that shoot back when they cant hit with melee and the player is hitting multiple times with ranged
-- Put creatures with equivalent/good loot in hilly areas where mounts cant easily move (like using hills to balance foot vs. mounted pvp in general)
-- Interesting mobs that actually foot fight by circling, spinning and dodging around.
-- Ability to pull 1 bandit from a camp, or 1 mob from a spawn. Currently only 3 come running out in nearly every camp, so this means you need 2 players with decent gear or......... (drum roll please)...... an MA in vendor gear.
In general all the mobs seem to be a HP/damage machine with only minor variations to their AI challenge.
-- Mobs that take more damage from one kind of attack: Melee, Fire/Electricity/etc., Pets. In terms of a Foot Fighter Dungeon, Mage Dungeon, Beast Master Dungeon
-- Mobs with 50% damage reduction from arrows when untamed
-- Creature special attack that hamstrings horse to 1st gear only (cant do it when tamed)
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