mobs

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  • The Daily Grind: What enemy groups do you feel are overused?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.13.2011

    There's no denying that the Praetorian Clockwork of City of Heroes are a cool-looking gang of robots. They're powerful, military, and intimidating in numbers, and their prominence in recent task forces isn't unwelcome. Of course, after fighting them all through the first 20 levels of the game, and then fighting them in the most recent task forces, and then fighting more of them in the upcoming Issue 20... some players might be getting just a bit tired of seeing the war machines stomping about. World of Warcraft has at least one troll dungeon per expansion, Star Trek Online loves its Borg, and of course you've got Orcs from dawn to dusk in Lord of the Rings Online. Sometimes they make sense; sometimes they don't. But there's always one group of enemies that seems to get trotted out more often than others. So what group do you feel gets brought into the forefront just a bit too often in your game of choice? Was it a group that you used to like but have grown bored of, or one you never found all that interesting? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • BioWare releases new TOR inhabitants entries

    by 
    Jef Reahard
    Jef Reahard
    11.26.2010

    It may be the biggest shopping day of the year, but that hasn't stopped BioWare from coming through with its traditional Friday update for The Old Republic. Today's calibrated leak focuses on some new inhabitants made available in the Holonet database: the terentatek, the vine cat, the Sith pureblood, the M3-M1 med droid and the S3-F5 probe droid. Staying true to our fanboy training, we jumped right to the Sith pureblood page and found out that this humanoid is a descendant of the original Sith species and features a long history of involvement with the dark side of the Force. The rate of Force sensitivity among purebloods is near 100 percent, and these individuals exhibit many of the visual characteristics of the original Sith race. Check out the Holonet inhabitants page for more info.

  • Persistent zones appear on EQII's test server

    by 
    Jef Reahard
    Jef Reahard
    07.11.2010

    EQ2Wire draws some interesting conclusions from last week's Test Update Notes on Sony Online Entertainment's EverQuest II. The long-running fantasy MMORPG appears to be waffling on whether or not players should level rapidly. Last weekend marked a double XP smorgasbord, but now comes word of new persistent zones on the game's test servers. These zones include many instances in the Desert of Flames and Kingdom of Sky sections of the world of Norrath, and making them persistent will prevent players from zoning in and out for a fresh set of mobs. "This is the type of change that makes players the most negative about a game, these "yank the rug out from under you" changes which only serve to make players feel that their time is being intentionally wasted to maintain an artificial leveling pace. It only emphasizes the treadmill characteristic that all MMOs have, but usually try to conceal," writes EQ2Wire's Feldon. Check out the original article for more commentary, as well as the full patch notes.

  • The Daily Grind: Mob Grudge Match

    by 
    Justin Olivetti
    Justin Olivetti
    05.09.2010

    Ahh, little mobs, you pieces of innocuous computer code you. Standing still or roaming in a set pattern, you live to serve us -- walking bags of experience and loot just waiting to be cracked open. Sure, maybe sometimes you run away when you're hurt (which only ticks us off more) or call out to your buddies when you want them to die as well, but truly, you live a life free of sophistication. You live, you die, you make us better, and then you live once more. Except that's not always the case, is it? Sometimes there's a particular mob that seems to declare a grudge match against you. It's the mob that kills you more often than not, the mob that has a really nasty trick or two up its sleeve, the mob that's stalking you with diligence that's not usually seen outside of a restraining order. What one mob has you seeing red every time it appears? What mob do you attack with a vengeance no matter what, even if you out-level it by the score? What mobs have grated so much that you've declared a crusade against their kind? Grudge match: GO!

  • LotRO Welcome Back Weekend now extended to April 6th

    by 
    James Egan
    James Egan
    04.03.2009

    We've got good news for everyone taking advantage of the free Welcome Back Weekend for Lord of the Rings Online, which is hot on the heels of 'Leaves of Lorien' (Volume 2: Book 7). The free 'weekend' promotion just keeps growing. Although it began on March 26th it will now continue until April 6th, plus there's a 25% experience increase on mob kills to sweeten the deal. This sounds like a great time for former subscribers to come back and check out how Lord of the Rings has improved with Leaves of Lorien.%Gallery-46767%%Gallery-47129%

  • Breakfast Topic: Awesome Animations

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.28.2009

    So hot on the heels of the best mob noise in game discussion, I thought I'd ask another question: What about the animations? We probably don't think about it too much, but the sounds and animations of PCs and NPCs alike probably end up making a lot of atmosphere we take for granted. It fills out the world and makes it feel more immersive, more real.With that in mind, the noise topic got me thinking of what animations I really like. There's a lot of them that at least deserve a mention, from the howling of Coyotes to the nervous skittering of the Silithid. In the new animations, we get stuff like Stinker's escapades and the wildlife of Grizzly Hills going on with their every day activities. Beyond that, even PC animations can have their awesome looks, such as a Draenei twirling a Polearm to attack or a male Blood Elf dying with Shakespearean dramatics. Ethereals also have some pretty graceful moves overall, even in the way their bandages move and their energy pulses.What animations and graphics have you encountered in WoW that have made you stop and say, "Hey, that's pretty neat?"

  • How to level up through the Argent Tournament

    by 
    Mike Schramm
    Mike Schramm
    03.27.2009

    Banana Shoulders has a really excellent guide to just what the Argent Tournament is all about. I played it for the first time the other night (while we were streaming live from the PTR), and it's a strange little mix of minigame, questing, and rep grind. The Argent Tournament has set up north of Sindragosa's Fall, and there are three basic stages: first, we've got to help them build the place (which will send you to quest in other parts of the world), second, you'll be moving up the ranks from Aspirant in the tournament to Champion, and third, you'll be acting as an Argent Tournament Champion, and picking up Champion's Seals to spend on various rewards and items.The tournament itself involves a minigame of mounted combat -- you can ride around on a mount, lance equipped, that has a few different abilities. There's a ranged attack that will let you break down an opponent's shield, there's a Defend ability that will let you build up your own shield, and then there's a Thrust melee attack that just does damage, and a Charge attack that will do damage as well as break down your opponent's shield. And out of combat, you can fully heal your mount or challenge someone else to a duel. The Aspirant quests teach you all of this, and then the Valiant quests really put your knowledge to the test as you move up through the ranks, fighting NPC mobs as challengers to the title.The Argent Tournament definitely seems like a lot of fun -- as I said way back when, the whole event seems like a one-stop shop for picking up rep and items in Northrend, so I wouldn't be surprised at all if Blizzard plans to add more events and more daily quests on to what we're building up there. Banana Shoulders will be posting part three of their guide soon, and of course you can stay tuned to WoW Insider -- as we get closer to the patch 3.1 release on the live realms, we'll have everything you need to know about the Tournament and then some.

  • Quests added to mob tooltips on the PTR

    by 
    Mike Schramm
    Mike Schramm
    03.03.2009

    The Godmother over at ALT:ernative ducked into the PTR recently, and noticed something new: Blizzard is apparently testing adding Questhelper-style notes to tooltips of the quest-related mobs you come across. This looks so familiar that I thought it was an addon, but no, apparently Blizzard really is planning to tell you when a mob you're looking at happens to be the target of a quest.It shocked me for a second -- not only is this dumbing down the questing game even further (maybe someday we will have a large red arrow pointing out a quest target from zones away), but it seems to be an awfully big break in immersion. Blizzard is basically telling you that "this is the mob you need, right here," and actually reading the quest text becomes even less necessary.But then I realized that tooltips themselves aren't exactly paragons of game immersion -- it's already a little jump in the reality of the game to see a box with a mob's name and level whenever you mouse over it. Tooltips are already where the UI meets the road, so to speak. And as for the "dumbing down" of the game, most experienced players already had this functionality through addons like Questhelper and MonkeyQuest anyway (and if you do plan to complain that this makes things way too easy, make sure Questhelper is out of your Addon directory before you start typing). But if the tips stay in the game when the patch goes live, questing will be that much easier for people who stick to the basic UI.

  • The Simpsons take on 'Mapple'

    by 
    Robert Palmer
    Robert Palmer
    12.01.2008

    As Dave and Mike discussed during last night's talkcast, Sunday's episode of The Simpsons included plenty of wink-wink-nudge-nudge references to our favorite fruit company. (The video is also available on Hulu.com.) Lisa discovers a "Mapple store" has appeared in the Springfield Mall, complete with "myPods," "myPhones," and even a "Brainiac Bar." Comic Book Guy wants to know why OS 4.2 is built so poorly, and Krusty the Klown wants to get rid of his myPod. Mapple CEO "Steve Mobbs" also makes an appearance, with typical Simpsons hilarity ensuing. While not particularly biting social commentary, the sketch pokes fun at Apple Mapple customers' willingness to shell out big bucks for their products. The Simpsons have taken on Apple before, with the now-famous Newton "eat up Martha" gag. You might say this is one more thing to add to the list of gags that The Simpsons have done. In the words of Steve Mobbs and Steve Jobs, it's "insanely great." Thanks to everyone who sent this in!

  • Breakfast Topic: Most annoying Northrend Mob

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.28.2008

    Hey, don't get me wrong. I am a confirmed Northrend fanboy. As a big fan of Warcraft III, Norse Mythology, High fantasy, and the like, Wrath of the Lich King is pretty much almost perfect. It taught me how to love again and fixed my hot rod. But there's still some annoying parts too. In particular, my problem the last few days has been with the Shoveltusk.

  • Taunt and Growl to be increased to 20 yards

    by 
    Adam Holisky
    Adam Holisky
    10.03.2008

    Warriors, Druids, and Death Knights are going to be creating their own version of a very happy dance soon. The range on Taunt, Growl, and Dark Command will be increased to 20 yards.This is a big change. Now the other tanking classes will have equal ability to ranged taunt mobs off other players, pulling the mob to them. Often times warriors and druids have to either Intervene or Charge around in order to taunt a mob, and that can lead to a whole kaboodle of mobs following the tank. It often is not the ideal situation, especially if the mobs cleave or otherwise do AoE damage.Now the whole process is simplified immensely and made much more efficient. Quite an awesome change, and one that has put a smile on my face today.

  • Rare mobs in classic, BC, and Wrath

    by 
    Eliah Hecht
    Eliah Hecht
    08.20.2008

    Rare mobs are one of my favorite unexpected pleasures in WoW. It's such a thrill to be questing or grinding along and see that silver dragon; it adds a lot of flavor to what could otherwise be some boring runs through out-of-the-way zones. In fact, that's an upside to the current depopulation of Azeroth: I find many more rare mobs, since no-one's been by to kill them in an hour or two. Fun fight, interesting mob, automatic green. However, when Burning Crusade came out, it was discovered that all the Outland rare mobs were also elite. There was a blue post around the time that defended the decision as allowing them to put better loot on the mobs, making them walking treasure chests (BC also has no world treasure chests, sadly Thanks; I guess there are still new things for me to learn in BC) . But it did make them basically unsoloable, which takes a lot of the excitement out of spotting one, at least for me: by the time I get four more people to come help me out, I don't really care any more.

  • New bear animations for eating and fishing discovered

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.06.2008

    Everyone knows that bears are actually pretty good fishermen, but for some reason Ferals have to shift back out of form and use a pole like everyone else. That may be changing, however. Andrige, the same person who bought us the new data-mined Hairstyles, has discovered the animations showcased in the above video, which point to the possibility of more life injected into the old Druid Feral forms. One animation called EmoteEat shows the bear bracing a piece of food against the ground with his paw while tearing off a chunk with his teeth, while another is a fishing animation where the bear looks to be pawing at the water, waiting to slap out a fish. The other exciting thing in the video is the possibility of a closed mouth on my bear! Do you know how many flies he's caught with that constantly open mouth of his? I logged onto my Druid on the Beta servers to check on the status of the animations. While you can now eat, drink and use potions in Feral forms on Beta, there are still no animations associated with the act (You simply sit down while eating). In addition, you can't fish at all in Feral forms (Trying to cast my line put me back in Night Elf form). Unfortunately, the fact that these animations haven't been implemented yet does lead me to a bit of pessimistic thought: They simply be meant for bear mobs, and not for Feral bears at all. Blizzard's been adding a lot of cool little idle animations to mobs, such as mama beasts who flush out critters for their cubs to chase and eat, so this may simply be one more set. Still, since they exist, they could easily be added on to the Feral bear's animation list in a future patch even if they aren't originally meant for Ferals. Here's hoping we see them there!

  • In WoW and other games, pathfinding is still "kind of a problem"

    by 
    Mike Schramm
    Mike Schramm
    07.30.2008

    If you're not much of a computer programming person, this one might make your eyes glaze over a bit, but if you have any interest how the AI of videogame characters, including those in WoW, is programmed, this article about designing AI pathfinding is a terrific read. "Pathfinding" is a method of determining how NPCs move within a game world like Azeroth -- you and I can clearly see where the walls and bad guys are, and so we just have to press buttons to avoid either ingame, but NPCs (including pets and mobs) aren't quite that easy -- they need to be told clearly by programmers where they can go and how to get there. And when the rules they're given don't quite work, you get the funny seen above.Many games use a "waypoint" system -- NPCs are given a series of paths around the space they can move in, and use those paths to determine where they can and can't go. The article argues for a "navigation mesh," a much looser definition of available space, which NPCs can then draw their own path across. It's a little technical, but it's cool to see the inner workings (and weaknesses) of Azeroth's code.Of course, it's extremely unlikely that we'll ever really see the NPC pathfinding engine updated in WoW anyway -- Blizzard will update their system in certain places to fix things like exploits (and the occasional annoying escort quest, i.e. all of them), but there's no real need to update the whole system completely when there's so much content to be done. Hopefully videos like this will bring the problem to light, and in future games we'll see some better pathfinding. Someday, that NPC will know that it's easier to go around the pillar rather than trying to walk right through it.

  • No threat for Lifebloom

    by 
    Mike Schramm
    Mike Schramm
    07.28.2008

    Lume the Mad has done the math (very thoroughly), and he's got the answer for Druids: the end healing burst of Lifebloom doesn't cause any threat at all, either for the caster or the recipient. He first pared the entire situation of casting Lifebloom down to its basic elements -- you've got a player who body pulls a mob, and a Druid healing them. He took out all possible reactive abilities that might cause threat, and then set up a situation where the Druid obtained threat, and cast LIfebloom on another player, with an opposing faction Shaman purging the spell early (so it could jump straight to the end heal), and the mob stayed on the Druid -- the big heal didn't cause threat for the recipient at all. Finally, Lum tested if the Druid was recieving aggro, and as you can see above, neither the Druid caster or the Warlock is affected by the end heal of Lifebloom -- just one point of damage can still pull the mob around.There's been a lot of discussion about this already -- the HoT aspect of Lifebloom still does cause threat (for the Druid), and so you combine that with the fact that lots of people were testing under "unsecure" situations, and the whole thing got very confusing. But Lum's tests seem very clear: Druids can cast away knowing that they won't pull aggro with that burst of healing at the end of the spell.[Thanks, Matticus!]

  • Evade me no longer

    by 
    Matthew Rossi
    Matthew Rossi
    05.24.2008

    For some reason, the first evade bug moment I remember happened in Zul'Farrak. We were clearing the basilisk pulls before attempting Antu'sul (why is it that the optional bosses always have a couple of sweet warrior drops?) and the mage in the group wanted to skip the whole thing. Impatient, he decided to start nuking away from atop one of the hills surrounding the area and managed to pull aggro, but the basilisk couldn't path up to him (and to be honest I'm not sure how he got up there) and promptly went evade. He wouldn't come down because he rightly knew the mob would hit him, and so it took us a solid ten minutes of arguing before he finally came into the monster's reach so that I could taunt it.I'm thinking about this because of the Isle of Quel'Danas dailies, specifically the quest Crush the Dawnblade. For some reason whenever I do this quest I run into Dawnblade Summoners who are evading. This puzzles me because I can't understand why a ranged mob is evading: it doesn't have to path to anything to hit it, just get into range. Is there some way a hunter or some other ranged class can shoot them but stay out of their range?

  • Breakfast Topic: The easy/hard grind

    by 
    Mike Schramm
    Mike Schramm
    04.14.2008

    I'm currently working through Zangarmarsh on my Hunter, and this weekend I spent a lot of time grinding two completely different kinds of mobs. The Withered Bog Lords in northern Zangarmarsh were cake for my Hunter -- they weren't exactly gentle with my pet, but he was able to eat the damage, and I could have grinded right away on them all day. At the exact opposite end of the grinding scale, however, were those stupid Umbrafen Eels -- not only were they under water (always annoying), but they've got this on-hit electrical damage thing that just drove me nuts. I stayed to play with the Bog Lords for a long time, racking up the XP, but as soon as I was done with the Eels, I got out of the water and stayed out.Fighting these two back to back got me thinking: what's the easiest/hardest mob to grind on? Some mobs (like the tigers in Stranglethorn or the bears/spiders in Ashenvale) are super easy to grind -- they have no special abilities, they're spaced out, and they go down fast. But others -- most gnolls, in my experience, and lots of casters -- are just annoying as all get out; they run around, pull others, heal up when they're almost dead, and give you lots of headaches while taking them down. Those are the mobs you don't sit around and grind on -- they're the ones you avoid completely after you've done whatever quest requires you to kill them.What are your favorite or least favorite mobs to just grind on in the game?

  • Lorebook describes things older and fouler than orcs

    by 
    Samuel Axon
    Samuel Axon
    12.17.2007

    Another Lorebook entry has been featured on the official Lord of the Rings Online website. This time we get to learn a bit about the Rogmul -- a monster found in high-level encounters.While Turbine has worked hard to stay as faithful to Tolkien's literature as is practical, they've had to extrapolate a few new things from the texts to fill up the game world. For example; the Neeker-Beekers of the Midgewater Marshes are based on an odd sound described in one one line from the books.The Rogmul are also a Turbine invention. They're lesser demons that serve the Balrogs. "Wherever a Balrog is or once was," says the Lorebook, "it can be wagered that a Romgul or two is not far away."

  • Age of Conan video all about scary monsters

    by 
    Samuel Axon
    Samuel Axon
    11.28.2007

    GameSpot is hosting its sixth official Age of Conan video, which we've embedded here. This time, members of the Age of Conan team talk about the philosophies and motivations behind the designs of the various hostile monsters and NPCs of the game-world.The interview clips are interspersed with glimpses at the game's gorgeous graphics in motion. We're sure the graphics will go over well with XBox 360 players, but a case can and has been made that MMOs on the PC can benefit from low system requirements. On the other hand, AoC is not exactly aimed at your grandmother.So if you've got one of those computers so powerful it has to be submerged in 15 gallons of liquid nitrogen to prevent a planet-busting anti-matter explosion, then rest assured that the monsters shown in the video look awesome. [Via Warcry]

  • Playing by different rules: should mobs be subject to interrupts?

    by 
    Chris Chester
    Chris Chester
    11.22.2007

    Don't you wish sometimes that mobs had to play by the same rules as players? On his WoW blog, Gitr relates the story of how his tankadin came upon a group of 4 Gordunni shaman in Feralas and had to suffer the combined effects of their melee and spell attacks, while out-damaging their healing as well. Undoubtedly, part of the problem is that, as a paladin, his stun options with Seal of Light up are almost nill -- it's simply a product of the class. But the larger question, and the question that Gitr explores at modest length, is why aren't NPC spells interrupted by damage like players are?Obviously, there are balance issues to consider here -- if damage interrupted mob spell casting, quick-hitters like rogues and warriors would have an even greater advantage over casters than they already do. Gitr argues that giving casters the ability to interrupt casting by hitting mobs with their own spells would add an added utility to faster, lower-damage spells. While I generally agree in principle with anything that gives squishies more survivability, I think it betrays the balance between casters and melee. In general, melee have an advantage over caster mobs and casters have an advantage over melee mobs. That paladins, and one specced for tanking at that, have problems downing healing mobs is no surprise -- it's a function of the spec. Still, it's an interesting discussion to mull over, even if I don't quite agree.