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Make pq mobs hostile to both factions

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Pahakukka
Posts: 716

Re: Make pq mobs hostile to both factions

Post#11 » Fri Jul 31, 2026 11:37 am

What about beastlords, as i think they actually are in pvp area
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Shogun4138
Posts: 340

Re: Make pq mobs hostile to both factions

Post#12 » Fri Jul 31, 2026 12:02 pm

This should definitely be fixed. It is mostly abused in Praag and Reikland.
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Nikt
Posts: 50

Re: Make pq mobs hostile to both factions

Post#13 » Fri Jul 31, 2026 12:31 pm

Culexus wrote: Fri Jul 31, 2026 9:25 am
Pahakukka wrote: Fri Jul 31, 2026 7:53 am And before gersy gets here I just want to add "not a solo game"

Skill issue

On a serious note, having the mobs attacking both sides would raise some lore issues. Having a bunch of Empire mobs attacking Order players doesn't make much sense.
I would like to recall the century-long period of the Empire's history known as the Era of the Three Emperors (1547–2304 I.C.), a time of anarchy. The soldiers of the three Empire Electors ( good guys, you know) slaughtered one another with gusto. So its completly with lore!

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gersy
Posts: 392

Re: Make pq mobs hostile to both factions

Post#14 » Fri Jul 31, 2026 12:35 pm

Pahakukka wrote: Fri Jul 31, 2026 7:53 am
And before gersy gets here I just want to add "not a solo game"

not sure why you have such a hard-on for me, it's kinda weird. same to the other guy but even weirder. i just speak the truth, not my fault some cannot deal with reality or the consequences of the way they play. stink would be the first to tell you that soloing comes with a set of consequences for "coloring outside of the lines" and those who don't accept these consequences are the ones giving soloers a bad name. also this particular thing isn't only solo related since good 6man roaming teams have utilized these pve routes and PQs for years to escape from those certain desperate 24man warbands that like to chase smaller groups for 3+ minutes at a time because they can't win 24v24s :lol: :lol: :lol:

anyway on topic - making all mobs hostile or neutral isn't a realistic solution since it doesn't fit the lore/thematic/game systems in place. the bigger issue is with the mobs' capabilities. mobs were given way too much damage, cc, debuffs, etc when they were reworked. the fact 2 or 3 mobs can kill a bis non-tank/healer class in a matter of a few seconds is absurd. every open world mob has silence, kd, magic dmg dot, snare, punt, etc. that is the real issue which must be addressed.
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70-80+
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RP/WL
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Brew
Posts: 115

Re: Make pq mobs hostile to both factions

Post#15 » Fri Jul 31, 2026 1:51 pm

The original VP (Victory Point) system for locking a zone required you to successfully finish PQs in that zone to contribute to a zone lock (along with owning both keeps, all 4 BOs, winning zone specific scenarios, and winning the zone kills). Going into the other faction's pve zone and ganking them was a legit strategy to stop a zone lock.

If the campaign gets improved or gets reverted (god willing) to a state where it is engaging and as it was intended, changing these mobs to be hostile to everyone will just cause more problems. All for what? To satisfy the ego of some gank bros who have no impact on rvr or the campaign in any meaningful way?

Lore wise, this makes no sense.

Play in a group.

Avoid those places.
<Art Supplies>

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kpihuss
Posts: 253

Re: Make pq mobs hostile to both factions

Post#16 » Fri Jul 31, 2026 2:19 pm

Why an Empire Soldier NPC fighting against Marauder NPC will attack to a Warrior Priest of Sigmar player??

This is a ROLE play game, so lets to role play it! :)
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Narfii
Posts: 71

Re: Make pq mobs hostile to both factions

Post#17 » Fri Jul 31, 2026 2:48 pm

kpihuss wrote: Fri Jul 31, 2026 2:19 pm Why an Empire Soldier NPC fighting against Marauder NPC will attack to a Warrior Priest of Sigmar player??

This is a ROLE play game, so lets to role play it! :)
Clearly you are unfamiliar with the volatile ways of the elector counts, hehe

Narfii
Posts: 71

Re: Make pq mobs hostile to both factions

Post#18 » Fri Jul 31, 2026 2:50 pm

Maybe the correct option is to give destro some accessible PQs near the lakes. Maybe that's too big of a scope though.

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Akalukz
Posts: 1935

Re: Make pq mobs hostile to both factions

Post#19 » Fri Jul 31, 2026 3:05 pm

At a minimum need to get rid of bolster around those areas. It is certain death for any low levels. Maybe make bolster last 1 min after leaving RvR
-= Agony =-

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Pahakukka
Posts: 716

Re: Make pq mobs hostile to both factions

Post#20 » Fri Jul 31, 2026 3:23 pm

gersy wrote: Fri Jul 31, 2026 12:35 pm
Pahakukka wrote: Fri Jul 31, 2026 7:53 am
And before gersy gets here I just want to add "not a solo game"

not sure why you have such a hard-on for me, it's kinda weird. same to the other guy but even weirder. i just speak the truth, not my fault some cannot deal with reality or the consequences of the way they play. stink would be the first to tell you that soloing comes with a set of consequences for "coloring outside of the lines" and those who don't accept these consequences are the ones giving soloers a bad name. also this particular thing isn't only solo related since good 6man roaming teams have utilized these pve routes and PQs for years to escape from those certain desperate 24man warbands that like to chase smaller groups for 3+ minutes at a time because they can't win 24v24s :lol: :lol: :lol:

anyway on topic - making all mobs hostile or neutral isn't a realistic solution since it doesn't fit the lore/thematic/game systems in place. the bigger issue is with the mobs' capabilities. mobs were given way too much damage, cc, debuffs, etc when they were reworked. the fact 2 or 3 mobs can kill a bis non-tank/healer class in a matter of a few seconds is absurd. every open world mob has silence, kd, magic dmg dot, snare, punt, etc. that is the real issue which must be addressed.
Never intended this as serious insult, and I do apologise. it was bad attempt to lighten the post up a bit. In my defence, you do say "not a sologame" to many posts. This was a miss judgement from me, and will not happen again in next month or so. In most cases I respect your opinions and I do understand that this is not a sologame and never should be treated as such. Tho as I'm mainly forced to play with stink, you do understand that I rather play alone most of the time , hence my perspective is mostly from this point, and I try to find solutions into issues that bother this small niche that dont affect the main gameplay too greatly. Sometimes I hit, Mostly I miss, 100% i'm ignored by majority

On actual topic, I dont think this is as much of an ego issue, more than unfair advantage and possibly very bad experience, and example, for new players. The ppl who know whats up do already just not go in these areas, but ignorant newbies will be the K/D boosters for these groups. Also I find it to be a bit againmst the spirit of RoR to to just farm the the ppl from safespots.

I do accept that its a bit of a immersion breaker, but tried to come up with solution that is actually doable. rather than sayin "fix this" or ask them to redo whole lake. Wathing praag/reik/dw thro destro eyes lately and it feels that 80% of smallscale is about ppl running from pve to gank someone who has lost his wb, and then running right back, knowing it will take a lot more ppl to try and catch the kite groups as all the NPC's have all the possible CC now
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"

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