Complete lack of any AI for the monsters
#29
Skandranon,Aug 31 2005, 08:59 AM Wrote:Prior to level 60 end-game raids, you don't actually need a warrior for anything.  At level 60 end-game raids, what you propose is impossible.  Elaboration below.
This sounds all well and good, but doesn't actually make sense.[right][snapback]87730[/snapback][/right]

We are not talking about how the game is and what can and can't be done in the game. We are complaining about how the game is and that it isn't "good enough" and what we would like it different. In that case, it is indeed not impossible at all, or at least, it doesn't have to be.


Skandranon,Aug 31 2005, 08:59 AM Wrote:You cannot have a system where anyone can play whatever role they choose and have success without either making the encounters trivially easy for anyone employing the classes in their correct roles, or making all classes equally good at everything, thus obliterating the need for distinct classes or spells or abilities at all.

Well, you can, but that is not what I would propose. What I would like to see is that for different encounters, characters need to have different roles. Sometimes you meet monsters that DO go after the healers and weakly armored, sometimes you don't. Sometimes you get both types of monsters mixed up. Throw in a whole bunch of other type of monsters and behaviour and it gets exiting. Sure, some characters might have a very hard time in some situations, some will have it easy in others. It varies.

Skandranon,Aug 31 2005, 08:59 AM Wrote:Your main point, from what I can tell, since you are relatively inexperienced, is that any group of any class should be able to accomplish any thing. [right][snapback]87730[/snapback][/right]


No not at all. And in part, for everything but the very last raid encounters, this is actually true. Any class can for example solo most content (although might need higher or lower levels).

The point I was making though, was that I want more varied opponents and better, more varied and smarter monsters (smarter in that they react more to what is going on and what opponents they face). That would provide for more of a challenge and better game experience in my opinio. With varying monster behaviour and tactics, you also do have the potential to balance things out.



Skandranon,Aug 31 2005, 09:09 AM Wrote:Then all you've done is replaced the current system, which doesn't make much sense, with another system, which doesn't make much sense.  Just because it's different doesn't make it better.


Sure, but at least it is a system with variation, were there are more monsters than the "go for the one with most aggro" (and aggro generated the same way regardless of opponent) to one that vary with different situations. There are no longer the "tank get and hold aggro, DPSers deal damage and healer keep people alive" (yes, simplified, I know, just trying to make the point). You have asituation were the role of different characters may change and vary, when you encounter a new situation with new enemies, you really don't know what to except and so on.

I am not saying it is one way or the other, I am syaing, give us both, actually, give us a whole bunch of other types of monsters, tactics and so on as well. Mix them up and so on.


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Messages In This Thread
Complete lack of any AI for the monsters - by Jarulf - 08-31-2005, 03:15 PM
Complete lack of any AI for the monsters - by savaughn - 09-01-2005, 09:33 PM

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