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Your Level Affecting Your Roleplay
#16
(02-02-2013, 06:56 PM)Grakor456 Wrote: Keep in mind, we'll have to be selective with this if we do so. Globally reducing aggro radii to zero, or turning everyone neutral, would lead to...problematic things. Like characters being able to easily get into opposite faction cities or bases. So, we'd need a solution that could work selectively without being too annoying to implement.

Um, wow Grakor. Are you saying I can't walk my dwarf into Orgrimmar?

I call shenanigans on that.
Do you have what it takes to join the Fighting Blues?
Do you have what it takes to defend your homeland?
Will you stand up in defense of the innocent? The weak?
Will you stand up in defense of Justice and the Law?

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#17
I think it'd be best to just reduce all aggro to zero. After all, GMs can just puppet NPCs to kill people if they're near faction cities.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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#18
You could also just not change the aggro radius on the guard NPCs. :V
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#19
(02-02-2013, 08:43 PM)CappnRob Wrote: You could also just not change the aggro radius on the guard NPCs. :V

This would require adjusting each mob type individually, is the point. Which would take a long, LONG time.
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#20
(02-02-2013, 06:56 PM)Grakor456 Wrote: Like characters being able to easily get into opposite faction cities or bases. So, we'd need a solution that could work selectively without being too annoying to implement.

An old pve server I played on used to have something to counter that.

Invisible mobs that blocked all access ways in, and instantly killed people they agroed.

It was effective.

That said, raids of 40 could get by but.. I doubt that'd happen here.
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#21
Thanks for all the response everyone, looks like this was figured out fast and I look forward to, hopefully(crossing my fingers), a little bit of change on aggro ranges come Cataclysm.
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