Notorious criminal NPCs ignoring low-level players

Notorious criminal NPCs ignoring low-level players
effort 3.6 5 quality 3.6 5 reasonability 4.25 12

Because Averill and Trigno dont really care much about causing havoc, they just wanna do whatever the hell they want to without being restricted by laws

lamina isnt worth shit it costs 15k for a sailboat, assuming sailboat cost is equal then 300 galleons is worth 15k lamina.
this means lamina is worth 50 times galleons
meaning a 100 million bounty would only equate to 2 million galleons
thats still a lot but not emperor of the sea those guys have like 11 million bounty

boi those guys are playing all day every day we can’t count them what’s the highest renown npc you seen?

we were talking about trigno and rupin :man_facepalming:

Eh, not a real issue for me, but why not, pirates ignoring players untill certain level

Yes this will keep newbies in the game

Honestly unfair deaths is why most new players leave, so reducing that by making npc’s that they can’t possibly kill not attack them on sight is a good thing.

And also helps me when I wanna do banana quest on limestone or charts on harvest.

maybe like up to lvl 50 atleast since then players should have their protective aura

nah just run. only problem i have with them rn is that they sometimes end up guarding treasure chart locations and they destroy the ground which prevents u from marking an area and what not.

what i was thinking to solve this issue would be, like, for rivals they would say something like “You’re not who I’m looking for, get out of my sight.” then trigger a 60 second timer for you to leave their aggro range. for villains who are 25 times the sea number levels apart from you or further something like that would also happen (eg 25 level difference in bronze, 50 in nimbus, etc). this would also happen for lower level npcs but they would cower in fear
overall good suggestion im not interested in being jumped by a 3k health attack size warrior at level 160

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Not a big fan of this idea, areas have to be dangerous somehow and the threat of high level encounters make the open world flow better in my opinion.

Why isn’t this in the game anyway?

But then again I can’t insert a lv300 rival into the bronze sea in the future :frowning:

an aggro timer would definitely help alert the player that they should leave unless they’re seriously confident enough

alternatively they would aggro if you started charging up an attack and aiming at them while in their sight, akin to how someone would start attacking you if you aim a piercing shot at them

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Yeah, big problem with criminals that can randomly spawn on islands. I was trying to help a friend play AO without holding his hand through it. I watched him go from frostmill to Palo to level up, take the banna collection quest, sail to limestone, get attacked by a level 140 npc, flee to whispering, get attacked by a level 160 npc, then I told him Shell Island has bananas so he ran to shell only to get killed by another random level 160 npc in the wild.

Obviously thats a worst case scenario and we both laughed over the riduclouseness of the situation, but there are plenty of people who probably didn’t find that as funny. People who didn’t know these were random spawning npcs and thought progression was being gate-kept behind uber strong npcs they had no hope of defeating.

also if someone says “just run” do you think a level 20 savant could outrun a level 160 zerker? you need experience in the game and this is to mitigate that basically requirement to have played the game beforehand in order to not unfairly die and quit the game

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