Quoted from "pazuzzu;530691"
each mob has at least 3 range parameters out of the like 87 variables total..probably more but the identifiers are hard to translate sometimes. looks like range, monitor range, and follow range until it drops aggro. the guards arent the highest rangers in rom but looks higher than the anything else in siege. easy to change..but they put the increased range for a reason i imagine.

Quoted from "MegaMouseSEC;531374"
Sorry for the wall of text Mal, but sometimes I forget while typing. But I do not believe that sttting the Guards so they only attack players will create easy mode. Doing it would stop guilds from drawing baloons to the guards and thus "exploiting" their propensity to attack anything that gets close (I only say exploiting because they were not intended to do that).
First, I've *never* seen anyone intentionally kite a balloon to a guard. In fact, most players, unless they are under-level and under-geared/skilled, will one-shot the castle balloons.
As I said previously, tossing the word "exploit" around willy-nilly shows that one doesn't understand either the term or how class skills properly work.
I'm not a mind reader, nor have I interviewed the RW programming team to ask them what they intended the guards to do. But a WAG would be that they're intended to be super-aggroing NPC Elites, therefore responding to and attacking *anything* which enters their normal detection range or envelope--including the castle balloons. Rogues in Hide and other players using Invis Potions are outside the envelope and aren't attacked *until* they enter that envelope, either by leaving Hide or the Invis Pot wears off, or either are negated (Eye of True Knowledge effect.)
As it stands now Guards attack anything they see as a threat to the team they are supposed to be assisting. Reducing their range is one fix but others need done too. I am not calling for an all out nerf of the Guards, but a simple redo of them so they actually protect the towers, instead of wandering all over creation.
True, for the dimensions of this discussion. The guards will attack balloons *if* those balloons are in turn attacked by a flame or electric tower, or if the balloons attack a Face of Treachery (FoT), Eye, or Sea Washed Stone (SWS) placed within the radius of the guards' detection envelope.
I've already agreed with you that the actual radius or range away from their tower should be reduced. But how *much* it should be reduced is another question entirely.
While using traps is nice some guilds do not know what they actually do. Not sure if it is because they do not read their description or what, but with a tower debuff it will become harder for ANYONE to sneak up on a tower and take it without the Guards seeing them. I am not specifically talking about Rogues in hide but other players using invisi pots also. Its not real fair for a Guild to work hard at gaining a tower to have it sneakily taken away by someone that even the Guards cannot see.
If players don't know what an FoT, Eye, or SWS does, then they either need to learn or be instructed by their guild officers/leaders. In my experience, it's common for a newbie player to either ask about them, as well as other defenses that can be acquired and placed. It's equally common for guild members to give at least short explanations before or during siege, and then longer explanations when there's more time. It's a matter of strategies and tactics, and every guild should explain them to their new members .
And that's where we disagree. If there's an item already available which provides the effect you want, then use the item, instead of asking that RW change something else to provide the effect.
Quoted from "L3g3nd;531518"
I haven't problems with guards too much in siege war but it would be nice if guards couldn't fly across the wall of a guild castle and end up beating a tower on top of a castle.