12-17-2004, 08:12 PM
LavCat,Dec 17 2004, 03:48 PM Wrote:I have a question about this. From what I read in beta, the town guards in a neutral city (like Ratchet) would join in the attack (since, as Blizzard says, it is bad for business), and the perpetrators would lose honor in all goblin areas.
In beta I was honored in the goblin areas and I would not have jeopardized that to engage in this kind of PvP. Are horde stupid, or has Blizzard changed how honor works?
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The problem is that the honor system as it is implemented currently was designed for the use in what Blizzard is planing for the Battlegrounds. In those cases there will be better control over what levels can even participate in the scenarios.
For a case like Ratchet or Booty Bay, the level of the guards is somewhat lower than the level of the players causing the problems. Throw in that a higher level character could gank-kill a lower level player quickly, then avoid direct contact with the guards and jump in the water and loose the guards aggro in about a minute, it is easy to do what is described frequently in these places.
Various fixes to this would be to
Not have the guards loose aggro until the perpetrator is dead or at least one zone area away.
Up the levels of the guards.
Have the guards active more guards in larger radius areas based on the level of the player they are aggroing on. I.E. a guard reacting to a level 60 threat would activate a call for help in twice the radius as it would if the threat was a level 30.
Use more than the 'standard' warrior model for what is stationed around a city for guards. This is something I had spotted needed to be done in PnP Games over 25 years ago; guards that are only warrior/fighter models will almost alway loose to a player type group, but a guard group that has a few non-warrior types could often stop players much more easily.