Beta 6 World/Environment Feedback

I feel like the enemy names in the first areas are a bit confusing, especially as it relates to quests to kill them. It’s especially a problem since they all have the same design, because I don’t know if it’ll ever feel natural to think of them as different enemies, if that makes sense.

This is probably hurt by the fact I can’t get the dynamic name sight thingy to work. I’d love to know what I’m attacking before I go try to complete a mission off it’s corpse.

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I was thinking the actual critters(just solo ones tho, not in big groups), maybe even catchable. but I guess it could get a bit confusing for some

Despite possible confusion, I think it’d be worth it :slightly_smiling_face: With critter capture we ‘spawn’ them and they run/ fly around relatively quickly within a radius and disappear soon. Even if the wildlife moved around a little (like current Orbus Guild City Fort donkeys, the goats, the non-cursed sheep, the precious little hopping birds in Guild City being fed by that NPC, and the current Lamavora butterflies and the awesome stream of Reborn butterflies) and not ermagerd scurries, hopefully it wouldn’t be too hard for most to distinguish.
It may become the new “what are those numbers by the corner path?” but worth it :rabbit2:

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All the mobs in the cave for Colossus seem to instantly reset when attacking them, needs sorting out

To piggyback on Rickness, the Colossus cave had many mobs that were stuck in leash mode especially the Colossus and his group. They were stuck very close to the entrance to the cave, which seemed an odd location for him.

We’ll check it out, thanks for the heads up.

We’ve got that issue tracked down and should hopefully have a fix out later today.

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This was a server side patch that riley put out earlier to fix a problem and got included, once we do the client side patch you it will update to the correct NPC and not the old version

Runemage spells in PvP are invisible or do not show up correctly. Same with ranger arrows.

Half the mobs in the overworld would just reset aggro when I attacked them…

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To add on this, it looks like the mage is casting at their feet but on their screen they’re aiming me. So i will see the spell explode on the ground and a couple seconds later take damage and have a dot on me.

i think PvP discussion should be split in to a different thread. There are a lot of issues in both PvP and the actual world/environment but they are completely separate topics.

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Can you give a specific example or two of where you saw it happening?

Bambi + mom/dad, specifically the one on the second level from Highsteppe was really bad all yesterday.

I didn’t have major issues with the overworld mobs except the new normal animal ones, but I also didn’t get too far from Highsteppe

Okay so in last night’s patch that went out around 11 PM Central, we changed the behaviour on that so that in the overworld if groups get separated and then you attack one of them, they won’t just auto-reset anymore, which I think is what was causing that problem for some of the animals (they have really, really large wander radius). So hopefully that should be better now.

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When under the effects of a invisibility potion you can see a persons pointer where they’re wanting to jump to and particle effects when they jump. Worth noting you can spam check players near you to see if there is a target close to you using invisibility.

near the portal event, the mobs in the cave in the flooded rainforest, in the battlefield the void casters. There are a whole bunch on my stream recording.

I played this morning a bit (9am CET) and I still had mobs resetting when I tried to shoot them or pathing strangely (running away from me out of range then resetting).

Okay, yeah I think specifically on the deer they were auto-instantly resetting all the time because they were too far apart, there are still some other issues we are tracking down in general, I’ll take another look.