Sometimes you are a few feet from a mob ganking another and it doesn't even raise an eyebrow.
You might have been playing MMO for so long that you find this behaviour normal: you aren't in it's aggro range or it isn't a social creature.
Too often challenging mobs does not mean smart ones, but high or even insane health and resists. Add timed actions and windows of opportunities and voila.
Also have you never been frustrated not able to heal NPCs or creatures? Doesn't it breaks your immersion?
We all know this is due to the fact most of the MMO game play is kiting walking exp/loot bags.
==> Don't you think you deserves a bit more than that?
Would you spot an armed specie or a dangerous looking creature, in an unsafe place, wouldn't you either shoot or run instead of waiting to what will happen next?
In the FPS, you have a gun, they do and well when they see you they shoot first ask questions after. I agree sometimes they even see you way before you are able physically to spot them.
I think it's time to improve MMO game play in terms of AI.
- I'd replace the aggro zone with sight/smell/sense view. As soon as a mob/creatures spot you it reacts either:
- chasing you
- calling for help
- keeping a safe range from you
Mobs could even lure you into a ambush.
- A second change needed is the detection system.
Hiding in plain sight in front of a mob without magical or electronic devices is just plain stupid. Same thing for animals not even able to smell you 2 feet away.
- Another change would come with the level ranges.
Levels are supposed to represent the combat expertise of characters and mobs. Too often it makes the high level untouchable.
For example even the most experienced and armed warrior will have no chances of survival against a few peons ready to die against him.
I agree this system could make venturing alone really dangerous. But it could also improve socialization and knowledge of the game.
Wile wandering you would learn what which to avoid, safe routes to take, tricks to lure creatures.