๐ Hi, today I noticed my character pausing a lot with water harg and wind griffon fully skilled, and here is why I believe it is intentional and why I believe it is a defect:
What I noticed while I was repeat questing on my character, is that sometimes a secondary drop would occur from a "pack of monsters" [mob]. When this occurs MY character would pause, wait for the item to start floating and join me on the journey. Only then did I start moving. I thought this looked peculiar at first so I kept watching. Sometimes OTHER Players would arrive at the mobs before me, which is very important in these types of games, because player credit is only awarded to the first hit, which is why the mob names turn from red to gray.
Now I believe this is intentional to allow even loot distribution. With water harg and wind griffon, the occassional double drop will create a long enough pause that entire rotations will slow down, allowing other players to arrive and attack mobs and then you essentially help them finish it. If they get a double drop, they will pause while you continue to move on.
I believe this is a defect because the attack buff and movement speed buff both lose efficacy, among other probable issues. The time and energy placed into skills and powering monsters should gain value and this system tarnishes everyones efforts on very limited type monsters. Only a few monsters buff movement speed. I also believe this to be a defect because it is in part the reason the game appears to โbe choppy with poor player movementโ and creates a sort of lag feel or poorly designed ai. This essentially mutes the movement speed buff and attack speed buff. Frankly speaking, nit enough random or worthwhile drops come from mobs to warrant manual play.
Regardless if intentional or not, I hope there is a simple fix, like letting players move before drops are registered. Thank you for your time.
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