Guild Wars Vanquishing

cheng

Pre-Searing Cadet

Join Date: Mar 2011

Hi, I don't know if this has been mention before but I was wondering if it was possible to put the red enemy dots on the U map to help locate any stragglers during vanquishing. I usually go around the edges first during vanquishing but always end up spending about 5-15min searching for 1-2 groups.

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

It has been, at least a thousand times, use the search button please.

Also, someone explained how Anet can't do that because of enginge reasons or something.

But foremost, it's the pain of vanquishing, deal with it, we all had to look for the last bloody mob for over half and hour before, it's just the way it is.

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

Something about the game not loading enemies until you come close to encountering them. It's how the Against The Charr speedbook works now, if you're far enough from the mobs, they don't exist so the game can't show you where they are. Saves on server/client resources (I forget which) of the game doesn't have to track all 300+ monsters in a VQ at the same time.

Eowin Of Rohan

Academy Page

Join Date: Mar 2009

The White Seed

There are two reasons why I agree this is not a good idea, but 1 thing I'd like to point out, which is part of the idea.

-> Having to search for mobs and to try to optimize the path you take though the area in order to kill everything without having to search nor to walk 3 times the same way, is a part of the vanquish challenge.
If you have to search during 5-10mins every time, you may have to improve you vanquish skills Having to search often happens when you vanquish for the first time, but once you perfectly know maps and mobs on it, it happens only rarely.

-> As said before, the servers don't manage mobs which arn't further than about 1.5 radar from where players are or where npcs left behind are.

-> There are still some realy annoying mobs : those who run faster than players even if they sometimes stop for 2 seconds. Usualy we try to kill them as soon as we see them but ... sometimes they are going in the wrong direction as we discover them, and it's juste impossible to follow them (and worse if there are unvanquished ennemies on the path they follow). Exemple : 1 hydra boss group in every desert area.
Since the servers don't manage them once they are too farm from players, we can't juste wait for them to come back from the other side.
Only solution is to figure out the whole path, and follow it in backward movement.
Maybe something could be done so that players can catch them (just add 2 seconds to the duration of their stops for exemple)