There are many roaming mobs in old quests, but, newer ones have only standing still mobs.
Roaming mobs could bring some randomness for challenge.
ps> Roaming reapers would be awesome, too.
There are many roaming mobs in old quests, but, newer ones have only standing still mobs.
Roaming mobs could bring some randomness for challenge.
ps> Roaming reapers would be awesome, too.
“Be extremely subtle, even to the point of formlessness.
Be extremely mysterious, even to the point of soundlessness.
Thereby you can be the director of the opponent's fate.”
- Sun Tzu, The Art of War
I have often wondered if the lag found in some quests is due to mobs spawning only on a "trigger", something you can notice if you go "different routes" through a quest
I've always like the idea of adding "wandering monsters" chance to quests as a way to make the experience different each run.
As for wandering reapers, my issue has to deal with mechanics used by the "fear reaper", I think they need to make this a more limited range and require line of site, or this could lead to the issue that was sited as the reason why the Tangleroot quests are not Reaper capable.
But for that, I'm right there with you on the idea.
There is that Korthos Mayor who wanders WHILE you are speaking to him
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
I completely agree. All the newer quests feel lifeless to me because they are full of groups of monsters just standing around like statues waiting for an adventurer to start attacking them.