Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Say NO! to stupid mechanics
ArchivedUser
Guest
We have all played these type of games.
You get attacked by 4 mobs, you decide to run like hell due to the fact you don't think you can defeat them. As your running you see 2 drop off. You think to yourself hey I can handle 2 of them. So you engage, you move around so not to get hit much but in doing so the mob area limit gets hit. The mobs go to full health and run back.But your at half health or less. You scream what a stupid mechanic. All it needed was an addition in the code. If engaged and at area limit don't run back stay engaged, on players death then run back. Its so simple.
Ensure we have wall collisions too many times npcs can hit you though a wall or a door. But the reverse is not possible.
Ensure spawns do not spawn on top of players, this can get very annoying.
This one is just plain annoying the GW2 wolf howl spawn. People who played GW2 will know what I mean.
Can people think of anymore stupid mechanics?
You get attacked by 4 mobs, you decide to run like hell due to the fact you don't think you can defeat them. As your running you see 2 drop off. You think to yourself hey I can handle 2 of them. So you engage, you move around so not to get hit much but in doing so the mob area limit gets hit. The mobs go to full health and run back.But your at half health or less. You scream what a stupid mechanic. All it needed was an addition in the code. If engaged and at area limit don't run back stay engaged, on players death then run back. Its so simple.
Ensure we have wall collisions too many times npcs can hit you though a wall or a door. But the reverse is not possible.
Ensure spawns do not spawn on top of players, this can get very annoying.
This one is just plain annoying the GW2 wolf howl spawn. People who played GW2 will know what I mean.
Can people think of anymore stupid mechanics?
0
Comments
I remember how in vanilla WoW people would kite overland raid bosses to major cities, bosses which would then proceed to kill every afk person & low lvl player in the supposedly "safe" area.
I'm not sure if that's something people still do, haven't played the game in ages (10+ years).
Now, I don't personally mind that (in fact, I find it kinda funny - I wonder what that says about me as a person), but I can understand why some developers opt to have a mechanic to prevent that.
That said, there's always ways to improve the mechanic, should Intrepid choose to include it. I.e. you can add some kind of visual/audio cue that would indicate a mob or boss is approaching the maximum range they can be pulled to.
It works this way to prevent exploiting it.
Hint: run&hit tactic exploits the dumb AI. The whole leash range is here, so players aren't kite them forever, so in tl.dr if you don't know how to kite npcs don't kite them, it's not the game's fault if you suck and pull it out from leash range.
You say don't spawn on players, but I say I go there and afk to prevent important npc's from re spawning? well?
Most of those mechanism that you listed works like this for a reason or two. You can remove them, but it will cause other problems instead...
Well I dont know what to say about you, you just attacked my post. Assumed I was not smart and that you knew better. Well you missed the piece of Pseudocode I embed in my post and yes it is possible. So dont assume anything about me because it will be all wrong.
The Smartest NPC Opponents I've seen were the NPCs in DarkFall: Rise of Agon:
The Mob has the potential to attack you first from very far away without you being close to them - before you every realize who's attacking you. And i did like the A.I they've shown to possess. Despite how the Combat Style was an ... " MMOFPS "
( you had to aim your Spells & Melee Attacks )
Even the Low-level NPCs in the Starting Area can " hold-their-own " in a Battle
(i could link a Video if you want ...but not sure if its Necessary
A group of mobs attack you, you run away to gain ground and attack to take them out one by one and all of a sudden they run back to their original location with all hit points restored.
This mechanic is a more recent MMORPG solution to avoid the problems/exploits players could use in games of past.
In early L2, you could pull a raid boss across the landscape as far as you liked as long as keeping it aggro. Some players would bring one across the map just to wipe out all the AFK players with setup shops in town (for fun, I presume) and also into the Arena where they could fight with no fear of death penalty and a small group could do what a large group would usually do.
Essentially exploiting the system openness.
But the advantages of the system were the pulling capability for AOE levelling in dungeons where players could run to multiple rooms and pull large quantities of mobs back to their team to power level!
Alas, little by little designers introduced different mechanics to stop these to a certain degree.
That being said, the mechanics used as you described are a little shallow and could be vastly improved with as @Eragale suggested better scripted AI.
And would definitely be something to include.
It does not really matter what mechanics do get introduced, there will be players out there that try to exploit to advantage one way or another against what is design intended, and they will be ironed out over time!
Let's hope for some great AI!
Even the mobs decide to stop chasing they should immediately engage if you get close again. Their health should recover at a moderate rate when they're out of combat, it would give a lot more realistic feel.
This is due to server tick, or update rate. A common complaint by FPS gamers the lower the tick typically the cheaper the servers purchased. The server isn't a 1:1 update in live time. It's delayed to save processing and to check things. Then it updates, then it updates you. You come last in this operation, then you add your latency on top of this.
This is what you're experiencing its not a mechanic and until the internet has 5ms latency or less you'll keep experiencing it perhaps even after.
Cause even if you have this latency the company might be using a low tick rate to save money.
You had to get lucky in an experimentation to get a successful outcome which then allowed you to craft a potion to count towards your next level.
And since there is a time to do these tasks you can't do them in bulk. I got unlucky and it felt like forever just to level it up once.
To sum up I don't mind if there is some RNG involved in the professions but don't make it so that by being a bit unlucky you can't make any progress for days as that's just frustrating and tilting.
But up side is that all the design elements are almost always designed as component parts of a larger game.. should anything not work, then in time it has the potential to be reworked and improved.
Lets hope most of these get sorted, time permitting, during the various betas
You see even creating a algorithm that can't be exploited by player is hard alone.
But that's not all. The more complex the AI script, the more resource it costs to run it. A single complex AI can be run, but if there are 10000+ NPC on a big world that constantly active, then you need enormous amount of processing power to make them work.
You see in wow NPC-s have dumb AI, but that's not only cause the developers was lazy to give them better AI, but when there are thousands of npc-s and players on a map, then it's already a smaller miracle that it doesn't crash with such a simple AI...