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Make pq mobs hostile to both factions

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Narfii
Posts: 71

Re: Make pq mobs hostile to both factions

Post#31 » Sat Aug 01, 2026 11:15 am

Game is never beating the casual allegations lol

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Pahakukka
Posts: 716

Re: Make pq mobs hostile to both factions

Post#32 » Sat Aug 01, 2026 11:26 am

Lescargo wrote: Sat Aug 01, 2026 11:02 am
Pahakukka wrote: Sat Aug 01, 2026 9:49 am There was no need to chase him over the map, and we were all pretty aware whats gonna happen to choppa pulling each pve mot to him :D, but It is fairly simple to show you that this has became a thing. go see it yourself in praag specially, but also in other maps. I have no beef against you, nor this post was any sort of personal vendetta against anyone im fully aware about the rock paper scissor nature of solo play here, and some classes can bring both scissors and a rock in the fight. only to be tied by another rock, as reference I bring you my epic duels against gilgam with my def magus spec, Or against vapo with my def magus spec) which lasted for 20 mins with no player going under 90% health.

Also I have to point out, that it was duo, and stink said he wont be healing me if I charge in, so naturally I had to :D, you might be able to see it from my VoD that was borrowed too, not sure
You didn't understand what I said—let me be clearer: if you can't manage to kill a solo player in a 6v1 situation before they reach the safety of PvE zones, then you guys just suck.
I said it in my post: you had chances to catch and kill him before he got to the mobs, but you played poorly—the video proves it. And now you're telling me you knew you'd die to the mobs but tried anyway? So, not only do you suck, but you're also completely stupid?

Fair enough—you're allowed to be stupid and make bad decisions on purpose; nobody is forced to play like a pro at all times. But the mobs need to stay right where they are; the game shouldn't have to adapt to your random stupidity.

And once again, you haven't proven that there's a widespread meta revolving around these spots. Even if there were, if you want to successfully kill solo players or small groups in those areas, it's up to you to adapt—meaning you need to bring enough firepower or survivability to get the job done.
Im not entirely sure what to say to this. This topic was never intended to attack anyone personally, and it was staying clean until now. Please refrain from personal remarks as I would love to keep the thread alive, there was lots of ppl agreeing with it and also it has little impact on anything really so why now let us have this? The clip you keep brining up has not been involved in theard really, and is 1 incident from 1 of the spots, not even the worst one. sadly the chat is not visible in the vod you keep bringing up, it would show the incident more clearly.

Lets not dwell on this 1 incident and stay on the main topic, thank you
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Daewuur rr8x Magus
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-"renown pinata for small groups"

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Florian90210
Posts: 252

Re: Make pq mobs hostile to both factions

Post#33 » Sat Aug 01, 2026 11:40 am

I would also add shark and piranha in those rivers bordering RvR. Swim teams which only kill solos and run away as soon as they see threat are really annoying.

Lescargo
Posts: 129

Re: Make pq mobs hostile to both factions

Post#34 » Sat Aug 01, 2026 12:34 pm

Pahakukka wrote: Sat Aug 01, 2026 11:26 am
Lescargo wrote: Sat Aug 01, 2026 11:02 am
Pahakukka wrote: Sat Aug 01, 2026 9:49 am There was no need to chase him over the map, and we were all pretty aware whats gonna happen to choppa pulling each pve mot to him :D, but It is fairly simple to show you that this has became a thing. go see it yourself in praag specially, but also in other maps. I have no beef against you, nor this post was any sort of personal vendetta against anyone im fully aware about the rock paper scissor nature of solo play here, and some classes can bring both scissors and a rock in the fight. only to be tied by another rock, as reference I bring you my epic duels against gilgam with my def magus spec, Or against vapo with my def magus spec) which lasted for 20 mins with no player going under 90% health.

Also I have to point out, that it was duo, and stink said he wont be healing me if I charge in, so naturally I had to :D, you might be able to see it from my VoD that was borrowed too, not sure
You didn't understand what I said—let me be clearer: if you can't manage to kill a solo player in a 6v1 situation before they reach the safety of PvE zones, then you guys just suck.
I said it in my post: you had chances to catch and kill him before he got to the mobs, but you played poorly—the video proves it. And now you're telling me you knew you'd die to the mobs but tried anyway? So, not only do you suck, but you're also completely stupid?

Fair enough—you're allowed to be stupid and make bad decisions on purpose; nobody is forced to play like a pro at all times. But the mobs need to stay right where they are; the game shouldn't have to adapt to your random stupidity.

And once again, you haven't proven that there's a widespread meta revolving around these spots. Even if there were, if you want to successfully kill solo players or small groups in those areas, it's up to you to adapt—meaning you need to bring enough firepower or survivability to get the job done.
Im not entirely sure what to say to this. This topic was never intended to attack anyone personally, and it was staying clean until now. Please refrain from personal remarks as I would love to keep the thread alive, there was lots of ppl agreeing with it and also it has little impact on anything really so why now let us have this? The clip you keep brining up has not been involved in theard really, and is 1 incident from 1 of the spots, not even the worst one. sadly the chat is not visible in the vod you keep bringing up, it would show the incident more clearly.

Lets not dwell on this 1 incident and stay on the main topic, thank you

On the contrary, it is worth dwelling on this "incident"; it illustrates the kind of bias that might exist regarding this topic.

I’ve laid out the arguments: no one is forcing you to chase solo players or small groups in PvE, and it’s a good thing solo players have escape routes, given how greedy warbands can be. Plus, you always have the option to organize yourselves to counter that.

There isn't a "meta" of players spending all their time near these spots just to escape; at most, there are a few well-known solo players and perhaps the occasional small group making an opportunistic getaway.
If that really is the case, though, show the pattern with a video covering several weeks.

Claims made without evidence can be dismissed without evidence. That’s a basic rule.

To be perfectly clear, the very title of the thread reveals the bias, in my opinion.
Why ask for mobs to be hostile to both factions? To me, that smacks of Destro bias—the idea that solo Order players shouldn't be able to escape Praag.

A more honest and logical request would have been: "Please balance things and add spots with Destro mobs so solo Destro players can escape too."
But if you believe the game should be even more restrictive for solo players—and that none of them should have an escape route—then I really don't know what to say to you.

coldhunter
Posts: 68

Re: Make pq mobs hostile to both factions

Post#35 » Sat Aug 01, 2026 12:49 pm

Lescargo wrote: Sat Aug 01, 2026 12:34 pm I’ve laid out the arguments: no one is forcing you to chase solo players or small groups in PvE
Can you already log on on your main account, Vapo?

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Pahakukka
Posts: 716

Re: Make pq mobs hostile to both factions

Post#36 » Sat Aug 01, 2026 1:13 pm

I do believe that there shouldnt be spots where 1 side can easily get to. and other cant, maybe you are correct and there should be equal amount of these spots for both factions and we could all hang on our own parts of map and blast away the ignorant who happen to walk past the designated gank zone.

Maybe the problem is that these spots are one sided, haven't thought of it that way.

personally I have thought its healthier for solo niche to roam around lake dodging the WB's and trying get the good fights. The kiting is naturally a way to go , but this pq camping is essentially the same as standing at keep postern in reikland. or the pve camps in ostland. This is probably just easier to fix.
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"

Lescargo
Posts: 129

Re: Make pq mobs hostile to both factions

Post#37 » Sat Aug 01, 2026 1:44 pm

Pahakukka wrote: Sat Aug 01, 2026 1:13 pm I do believe that there shouldnt be spots where 1 side can easily get to. and other cant, maybe you are correct and there should be equal amount of these spots for both factions and we could all hang on our own parts of map and blast away the ignorant who happen to walk past the designated gank zone.

Maybe the problem is that these spots are one sided, haven't thought of it that way.

personally I have thought its healthier for solo niche to roam around lake dodging the WB's and trying get the good fights. The kiting is naturally a way to go , but this pq camping is essentially the same as standing at keep postern in reikland. or the pve camps in ostland. This is probably just easier to fix.

I’m in favor of having retreat zones balanced between Destruction and Order, and I also think these exit points should be viewed as options for solo players during prime time.
That said, if some players abuse and stick to those spots constantly, it’s really their own loss; they’re depriving themselves of the chance to improve their roaming strategy and creativity, as well as the opportunity to take risks and get rewarded for them.

But, they should be free to make that choice for themselves—that’s how I see it.

Shogun4138
Posts: 340

Re: Make pq mobs hostile to both factions

Post#38 » Sat Aug 01, 2026 3:21 pm

Its not a bad idea in general to make mobs attached to rvr zones attack either side.

Its not a bad idea to add destro friendly mobs to the side of rvr zones.

What is bad is when it's one sided game play. A massive advantage to a single side. I won't say it's bad game play but it's a bad design.
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Pahakukka
Posts: 716

Re: Make pq mobs hostile to both factions

Post#39 » Sat Aug 01, 2026 3:58 pm

Shogun4138 wrote: Sat Aug 01, 2026 3:21 pm Its not a bad idea in general to make mobs attached to rvr zones attack either side.

Its not a bad idea to add destro friendly mobs to the side of rvr zones.

What is bad is when it's one sided game play. A massive advantage to a single side. I won't say it's bad game play but it's a bad design.
and hopefully something that can be fixed
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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leftayparxoun
Posts: 485

Re: Make pq mobs hostile to both factions

Post#40 » Sat Aug 01, 2026 4:17 pm

Simplest solution is to take all the problematic PQs and add an additional stage as stage 1 where members of the intended faction have to click X number of banners/crates/pillars, etc. to progress to stage 2 onwards (i.e. the PQ as it is now).

No need to complicate things.
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