02-02-2013, 01:22 PM
I'd like to state that this is purely discussion and I would appreciate those of opposite stance do not point out anyone individually, and are willing to reply in civil and respectful manner. My ultimate reason for making this post. is to garnish enough support from the community, and hopefully in the end see if the whole Admin/GM team would be willing to yet again grace us with another roleplay enhancement. Please and thank you.
Ever since the first day I logged onto CotH's website, I've understood that level should not affect your ability to roleplay, I wish to point out that in Outlands and Northrend monsters are usually higher level than the cap of 50 for those who have not acheived Gruntship, or have unapproved profiles. Because of this cap, some character's roleplay has been hindered, as they're unable to travel freely without the risk of possibly dying to an abundance of monsters with extremely high aggro range. Now, I've read an argument against this claim, which went something similar to this: "The reason the monsters are so aggressive is it is to keep you away from areas you shouldn't easily be able to get to, if ic." Now, I understand that it is true that some areas our characters shouldn't be able to get to icly without a fight. At the same time, the sheer amount of some npcs found in certain areas is completely unrealistic from an ic point-of-view, but makes sense from an ooc pont-of-view because WoW is used to possibly fifty people all questing at the same time in one area.
This brings me to another argument I've heard: "If we were to remove so many npcs, it would begin to break make quests take longer, or make them easier." I also understand why one would argue that, but is this not a roleplay server? If it makes questing a little easier maybe some more difficult, I wouldn't mind, as it would be able to enhance our roleplay.
Now, I understand we should be switching to Cataclysm relatively soon. Therefore, these suggestions I'm going to list really wouldn't make sense to implement now, and therefore are more pointed towards something to get around to doing once the server makes the switch over, and things begin to calm down. I also don't know how difficult it would be to perform some of these suggestions, so I don't want to come off as 'demanding' these things be done, and I can completely understand why some would be impossible should I be informed of so.
1.) GMs/Admins (possibly hire a few Grunts for a limited amount of time) would go around and take away a good chunk of aggressive(red) npcs out of the world where they're just completely clustered together, to an amount that would make much more sense from an ic point-of-view.
2.) Universally lower the aggro range of all monsters down to 0, so that we're still able to identify what monsters would icly attack us, and which ones icly would remain neutral, and this would still allow us (those who roleplay on CotH) to avoid constant death from higher-leveled monsters.
3.) Universally lower the aggro range of all monsters down to a much smaller number, but still have it so aggressive monsters will still keep those who would wish to exploit rule #3 away from certain areas in roleplay.
If anyone else comes up with other suggestions in the replies, and wish for me to add it in with the list I've created, point out in your reply that you'd like me to do so, and I shall add it to the list with your name so we know who came up with what originally.
Quote:I think one of the problems with Northrend being dead, is it is a high-level zone, and the many monsters there (along with the huge aggro range on all mobs, and the fact that roleplay gear lacks stats means even 80s could have a hard time should more than one level 80-mob decide to attack) makes it relatively hard for a lower level to adventure around outside of towns. I completely agree though that Northrend is amazing, and I've not yet had the privilege of roleplaying with a large group of people there icly. Hell, I've not even explored the entire thing oocly, I just know from the few times that I've been there on someone under level 80, I was constantly being killed by level 70 to 80 monsters.
Ever since the first day I logged onto CotH's website, I've understood that level should not affect your ability to roleplay, I wish to point out that in Outlands and Northrend monsters are usually higher level than the cap of 50 for those who have not acheived Gruntship, or have unapproved profiles. Because of this cap, some character's roleplay has been hindered, as they're unable to travel freely without the risk of possibly dying to an abundance of monsters with extremely high aggro range. Now, I've read an argument against this claim, which went something similar to this: "The reason the monsters are so aggressive is it is to keep you away from areas you shouldn't easily be able to get to, if ic." Now, I understand that it is true that some areas our characters shouldn't be able to get to icly without a fight. At the same time, the sheer amount of some npcs found in certain areas is completely unrealistic from an ic point-of-view, but makes sense from an ooc pont-of-view because WoW is used to possibly fifty people all questing at the same time in one area.
This brings me to another argument I've heard: "If we were to remove so many npcs, it would begin to break make quests take longer, or make them easier." I also understand why one would argue that, but is this not a roleplay server? If it makes questing a little easier maybe some more difficult, I wouldn't mind, as it would be able to enhance our roleplay.
Now, I understand we should be switching to Cataclysm relatively soon. Therefore, these suggestions I'm going to list really wouldn't make sense to implement now, and therefore are more pointed towards something to get around to doing once the server makes the switch over, and things begin to calm down. I also don't know how difficult it would be to perform some of these suggestions, so I don't want to come off as 'demanding' these things be done, and I can completely understand why some would be impossible should I be informed of so.
1.) GMs/Admins (possibly hire a few Grunts for a limited amount of time) would go around and take away a good chunk of aggressive(red) npcs out of the world where they're just completely clustered together, to an amount that would make much more sense from an ic point-of-view.
2.) Universally lower the aggro range of all monsters down to 0, so that we're still able to identify what monsters would icly attack us, and which ones icly would remain neutral, and this would still allow us (those who roleplay on CotH) to avoid constant death from higher-leveled monsters.
3.) Universally lower the aggro range of all monsters down to a much smaller number, but still have it so aggressive monsters will still keep those who would wish to exploit rule #3 away from certain areas in roleplay.
If anyone else comes up with other suggestions in the replies, and wish for me to add it in with the list I've created, point out in your reply that you'd like me to do so, and I shall add it to the list with your name so we know who came up with what originally.