Can we have a feature where if there are two people fighting and one person joins and then flee's and brings another mob with them the mob dissapears or something?
It's really annoying and happens frequently,and i'm sure the game wouldn't have to be flipped over just to add this.
I would be for this, and I agree, it doesn't seem terribly hard to implement.
Being burdened unexpectedly like this ends up making players more anti-social because they become afraid unpleasant things will happen again and again. That's pretty bad for a game with such a strong social component.
It can be a mild annoyance, but only at the lowest levels. It only happens with street mobs, not really a big deal. I don't really see much need for it, especially when working on defeat & collect quests where the extra mob HELPS you finish faster.
I tend to agree with seethe42 in that this is typically a lower level issue. At higher levels, most people: A) are careful enough to not get drawn into a fight. B) if they join or get pulled in they're experienced enough to appreciate the inconvenience they'd create if they flee.
I've always been in favor of some sort of penalty if this occurs in dungeon settings but for street mobs it's not usually a big deal.
I tend to agree with seethe42 in that this is typically a lower level issue. At higher levels, most people: A) are careful enough to not get drawn into a fight. B) if they join or get pulled in they're experienced enough to appreciate the inconvenience they'd create if they flee.
I've always been in favor of some sort of penalty if this occurs in dungeon settings but for street mobs it's not usually a big deal.
Where it could be an issue at higher levels is if you have a pesky friend who ports without asking because they want to see some cool new world they haven't seen before. Personally I haven't had it happen for a couple of years now, but I know a few times when I was still in Celestia I had friends who were still in Wizard City who would port and flee.
And yeah, a lot of time street mobs aren't a problem. But what happens if you're a strategist who has a limited number of cards loaded in your deck when you're patrolling the streets? Some low level wizard ports in halfway through the round where you launched your that was killing the enemies you were already up against, and now you have no attack cards left and a new enemy the next round that has taken no damage. That wizard doesn't have anything to take on this enemy so they flee. Now you're stuck. Flee, die, hope someone else can port in to save you, or hire a henchman or two.
It's likely a very rare scenario these days, but it can happen. In that situation, an idea like this could be very useful.
Where it could be an issue at higher levels is if you have a pesky friend who ports without asking because they want to see some cool new world they haven't seen before. Personally I haven't had it happen for a couple of years now, but I know a few times when I was still in Celestia I had friends who were still in Wizard City who would port and flee.
And yeah, a lot of time street mobs aren't a problem. But what happens if you're a strategist who has a limited number of cards loaded in your deck when you're patrolling the streets? Some low level wizard ports in halfway through the round where you launched your that was killing the enemies you were already up against, and now you have no attack cards left and a new enemy the next round that has taken no damage. That wizard doesn't have anything to take on this enemy so they flee. Now you're stuck. Flee, die, hope someone else can port in to save you, or hire a henchman or two.
It's likely a very rare scenario these days, but it can happen. In that situation, an idea like this could be very useful.
Turn off your allow teleport option, or carry some Reshuffle TC in your deck.