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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.
Enemy AI
Mushin
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
So I'm really hoping that there actually is an AI system that give pve enemies some character. For example, dragons dogma, monster hunter, dark souls. The reason these games were so fun and challenging was that the enemies were actually challenging at times frustrating. Also, I hope the enemy dots don't make it to the final build. Showing enemy dots is such a dumb feature of mmos.
3
Comments
When you are talking about areas that are going to have a ton of people running around hunting stuff, even if the generic mob AI was decent it would die before you could appreciate it anyway and there is no reason to take up resources for a wolf or generic goblin to have AI.
That being said, I do hope at least instance group content has decent boss AI and maybe some open world special monsters especially in the open world dungeon and raid areas, just wouldn't expect the common trash to be developed.
The only game I've played that had "smart" AI was in the original Guildwars. In that game, instead of the traditional threat system, enemy mobs used a priority system that gave them the illusion of intelligence. The AI would actively focus players with low max health and armour values within a certain range (i.e. healers and cloth-wearing casters). It meant that if you played a caster and you stood too close to the mobs, you would die very very quickly.
Of course, this system meant there was no "holy trinity" as such. Since there was no threat generation mechanic, "tanks" had to body-block and CC the mobs to stop them from destroying the casters in the back. I honestly really liked this system as it punished players for poor positioning. Unfortunately I've never seen such a system used in any other game.
As for boss AI, back in the day a lot of WoW players complained that the boss AI was stupid. "why doesn't the boss go after the healers?" they said. Jeff Kaplan (the current Vice President of Blizzard and former Lead Designer for WoW) replied to this in a raid panel, basically saying that yes, they could make the boss ignore the tanks completely and 1-shot the healers, but that would ruin the point of the raid encounter. Killing players is very easy, but making a boss that challenges players while still being able to kill it is very hard.
You can see the full panel here. It's actually really interesting as it explains the design decisions in Vanilla WoW:
https://www.youtube.com/watch?v=Falm0H7VEiQ
Also hoping that IS surprises me.
EDIT: If you need a reference then go youtube a Tera raid and watch the lagfest commence.