Majere said:
Should do it like Everquest 2 does and leash the mobs. At a certain distance the mob breaks the encounter and goes back to its spawn point. In our case it would need to go back to the fortification. Should be an easy fix...
That...
Danagon said:
im saying ya cant get mad at someone soloing for more exp >_> dont like it leave
Of course ya know, mob hording is a nono. As well as you monopolizing the new Union system. If ya wanna solo they created FoV for joo, not campaign. Campaign is for a mass group to fight not just for you to fight.
Even though I find it humorous to put RR on and kite Campaign mobs to the solo'ers and die next to them and get up after they are dead and leave them for dead. I mean the far off solo'ers too, few feet in visible range of fort is cool but like RolanberryS and thier past that NE gate or way in the corner on other side of that skeleton spine thingy, yea, they gonna HP from there too.
Luckily in Campaign accidents happen since the campaign mobs agro all with tags ^^ Havent seen anyone banned yet for a campaign MPK, doubt we'll see that in the future either ^^b Possibly because to explain you're getting MPK'd you're gonna have to explain your mob hording way away from the fort.
Aledacia said:
SE needs to fix NPC deployment as well as when battle is over. Absolutely.
Fort-K-N (S), 1 group of Yags, 6 groups of NPC, 100 people (No *** thanks.)
That...
They need to fix whack-a-fort too. I dont care if someone goes afk on a fort or not myself. Didnt effect my xp. Now campaign is if beastmen get a zone...it's thier zone. No one wants to waste thier time reaquiring that zone.