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Make pq mobs hostile to both factions

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Pahakukka
Posts: 709

Make pq mobs hostile to both factions

Post#1 » Fri Jul 31, 2026 7:53 am

Hello

Since it was stated that there is no objection to inprove the solo/smallscale QoL if it does not affect the balance in main gameplay, Can the pq mobs be made hostile to both factions.

Its starting to be new solo meta to hang around lake boundaries with PQ close by (specially in praag, but also in DW for example.) to get safe spot to fall back in if ppl bite more than they can chew.

The lakes are not very balances in regatds of what lies in vicinity of rvr lake and keeping praag as example, there is destro pq near KA, and just S from ms, after the bridge, and on top of that order pve camp ch19 N of MS.

This is not just the certain someone hugging the rivers and pve, but its starting to be the new solo/smallscale meta to hang next to these mobs.
Since the pve patch, even the low lvl mobs make it near impossible for hostile faction to enter these areas solo, due to the abilities the mobs use(stacking dots/snares/roots) etc. Not to mention the actual enemy who you went in to fight against. I' m not even sure if mob cc gives proper immunities.

Making the pq mobs attack each player is probably the easiest fix I can think of right now, ofc there are tons of spots where pve mobs are near pvp lake and NOT part of pq, but usually these are smaller groups and easier to move around of.

And before gersy gets here I just want to add "not a solo game"

So we get it over and done with in advance.
Thank you


Edit. Stink is too shy to say this, but he mentioned that pq mobs could also be non hostile if you have rvr tag on. Ofc then the aoe would likely still aggro them
Last edited by Pahakukka on Fri Jul 31, 2026 8:22 am, edited 1 time in total.
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Endari
Posts: 190

Re: Make pq mobs hostile to both factions

Post#2 » Fri Jul 31, 2026 8:21 am

+1 and just want to say I finally had to block gersy over that "not a solo game" in every post even tangentially related to something that might be small scale/solo.

choof
Posts: 10

Re: Make pq mobs hostile to both factions

Post#3 » Fri Jul 31, 2026 8:33 am

Image
Last edited by choof on Fri Jul 31, 2026 6:18 pm, edited 1 time in total.

Nikt
Posts: 50

Re: Make pq mobs hostile to both factions

Post#4 » Fri Jul 31, 2026 8:42 am

Pahakukka wrote: Fri Jul 31, 2026 7:53 am Hello

Since it was stated that there is no objection to inprove the solo/smallscale QoL if it does not affect the balance in main gameplay, Can the pq mobs be made hostile to both factions.

Its starting to be new solo meta to hang around lake boundaries with PQ close by (specially in praag, but also in DW for example.) to get safe spot to fall back in if ppl bite more than they can chew.

The lakes are not very balances in regatds of what lies in vicinity of rvr lake and keeping praag as example, there is destro pq near KA, and just S from ms, after the bridge, and on top of that order pve camp ch19 N of MS.

This is not just the certain someone hugging the rivers and pve, but its starting to be the new solo/smallscale meta to hang next to these mobs.
Since the pve patch, even the low lvl mobs make it near impossible for hostile faction to enter these areas solo, due to the abilities the mobs use(stacking dots/snares/roots) etc. Not to mention the actual enemy who you went in to fight against. I' m not even sure if mob cc gives proper immunities.

Making the pq mobs attack each player is probably the easiest fix I can think of right now, ofc there are tons of spots where pve mobs are near pvp lake and NOT part of pq, but usually these are smaller groups and easier to move around of.

And before gersy gets here I just want to add "not a solo game"

So we get it over and done with in advance.
Thank you


Edit. Stink is too shy to say this, but he mentioned that pq mobs could also be non hostile if you have rvr tag on. Ofc then the aoe would likely still aggro them
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Culexus
Posts: 332

Re: Make pq mobs hostile to both factions

Post#5 » 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.

What could maybe work is auto-unflagging for PvP the moment a player enters a PQ area. That way, as soon as someone enters one, they can't attack or be attacked. This could stop warbands chasing a single player deep into PvP as well.

The downside to this is that rdps players would hug the borders of PQs to run into them if their gank attempt goes south. Though there are not that many areas where that would be possible, so players would learn to avoid them, and stealthers would know that they're prime hunting grounds, which could balance it out.

The best solution, of course, is for players not to do it in the first place. But that's far too much to ask.
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Pahakukka
Posts: 709

Re: Make pq mobs hostile to both factions

Post#6 » Fri Jul 31, 2026 9:30 am

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.

What could maybe work is auto-unflagging for PvP the moment a player enters a PQ area. That way, as soon as someone enters one, they can't attack or be attacked. This could stop warbands chasing a single player deep into PvP as well.

The downside to this is that rdps players would hug the borders of PQs to run into them if their gank attempt goes south. Though there are not that many areas where that would be possible, so players would learn to avoid them, and stealthers would know that they're prime hunting grounds, which could balance it out.

The best solution, of course, is for players not to do it in the first place. But that's far too much to ask.
I have easy fix for a lore issue.. just add prefix "not" to each pq mob like "not empire rifleman"
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
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Pahakukka
Posts: 709

Re: Make pq mobs hostile to both factions

Post#7 » Fri Jul 31, 2026 9:30 am

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.

What could maybe work is auto-unflagging for PvP the moment a player enters a PQ area. That way, as soon as someone enters one, they can't attack or be attacked. This could stop warbands chasing a single player deep into PvP as well.

The downside to this is that rdps players would hug the borders of PQs to run into them if their gank attempt goes south. Though there are not that many areas where that would be possible, so players would learn to avoid them, and stealthers would know that they're prime hunting grounds, which could balance it out.

The best solution, of course, is for players not to do it in the first place. But that's far too much to ask.
I have easy fix for a lore issue.. just add prefix "not" to each pq mob like "not empire rifleman"
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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Stinksuit
Posts: 493

Re: Make pq mobs hostile to both factions

Post#8 » Fri Jul 31, 2026 9:33 am

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.

What could maybe work is auto-unflagging for PvP the moment a player enters a PQ area. That way, as soon as someone enters one, they can't attack or be attacked. This could stop warbands chasing a single player deep into PvP as well.

The downside to this is that rdps players would hug the borders of PQs to run into them if their gank attempt goes south. Though there are not that many areas where that would be possible, so players would learn to avoid them, and stealthers would know that they're prime hunting grounds, which could balance it out.

The best solution, of course, is for players not to do it in the first place. But that's far too much to ask.
Getting auto flagged off instantly honestly seems like a terrible idea xD you would have so many people abuse the heck out of this. I also agree with you that making the pq mobs be hostile for both is not the way to go hence I told Daewuur that imo just making the npc's non hostile (to me seems) the best solution to this "problem".

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coldhunter
Posts: 60

Re: Make pq mobs hostile to both factions

Post#9 » Fri Jul 31, 2026 9:45 am

It would be great. Its not a good thing, when you need entire wb just to deal with some 6man kiting group, right?
Rn we have a lot of kiters, who hiding in PvE from each equal fights and come out only to kill some easy prey...
If you dont want to have some "lore issues" - just make mobs neutral for everyone, thats all.

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Culexus
Posts: 332

Re: Make pq mobs hostile to both factions

Post#10 » Fri Jul 31, 2026 10:00 am

Pahakukka wrote: Fri Jul 31, 2026 9:30 am I have easy fix for a lore issue.. just add prefix "not" to each pq mob like "not empire rifleman"

A truly immersive experience :lol:

Stinksuit wrote: Fri Jul 31, 2026 9:33 am Getting auto flagged off instantly honestly seems like a terrible idea xD you would have so many people abuse the heck out of this. I also agree with you that making the pq mobs be hostile for both is not the way to go hence I told Daewuur that imo just making the npc's non hostile (to me seems) the best solution to this "problem".

Yeah, you're right. It is a pretty terrible idea.

Your solution makes the most sense. If a player can't attack when not flagged for PvP, then it makes sense that mobs shouldn't be able to attack when you are.

It's a simple change, and as this isn't an open-world PvP server, it doesn't go against the direction of the rest of the game.

+1
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