mcstackerson wrote: » Similar to wow, is it that weird to have difficulty and available abilities vary between mobs? Is it bad that there are some mobs that are frustrating to fight? CC breaks and interrupts are normal for pvp, I don't think they should become dead abilities in pve.
Caeryl wrote: » AI should know to make distance if they’re ranged, they should have a threat priority system if taunt gets lost, some should try to flee, some should have the sense to call for backup, some should be hostile the moment they see you instead of requiring you be in close proximity, others shouldn’t do anything until you attack them first (especially influenced by some kind of reputation system, aka high corruption might have some affect on bandit npcs, a religious cult might let someone pass if they follow the same deity) They shouldn’t all follow the same behavior just with different colors of attacks.
Nagash wrote: » The better the AI the more fun I have but thats just me
Damokles wrote: » Nagash wrote: » The better the AI the more fun I have but thats just me I want brain dead summons, give them WoW hunter pet intelligence and we are gucci.
George Black wrote: » My 2cents: I dont want mobs to stop chasing you and return to their post. It makes zones extremely easy to adventure in, and so the whole meaning is lost. Back in the 2000s, players were careful not to aggro more mobs than they could kill. Today ppl run through mobs without fear of dying, to get from point A to B. There has to be some challenge
Damokles wrote: » George Black wrote: » My 2cents: I dont want mobs to stop chasing you and return to their post. It makes zones extremely easy to adventure in, and so the whole meaning is lost. Back in the 2000s, players were careful not to aggro more mobs than they could kill. Today ppl run through mobs without fear of dying, to get from point A to B. There has to be some challenge I think that they should find a middle ground between following and not following. Make them stop following if you have not damaged them in any way, and let them chase if you HAVE damaged them.
Wandering Mist wrote: » mcstackerson wrote: » Similar to wow, is it that weird to have difficulty and available abilities vary between mobs? Is it bad that there are some mobs that are frustrating to fight? CC breaks and interrupts are normal for pvp, I don't think they should become dead abilities in pve. I think what makes the Murlocs in WoW so frustrating and jarring is that they are the only mobs that act the way they do. If all mobs acted the same way (or even just the majority of them) it wouldn't be so bad because players become more used to it. It's not even so much that they are harder to fight, they just require a different approach to deal with. It's like those annoying stealth levels that get put into fps games. You spend most of the game running and gunning and then are suddenly told to be sneaky and patient.
mcstackerson wrote: » Wandering Mist wrote: » mcstackerson wrote: » Similar to wow, is it that weird to have difficulty and available abilities vary between mobs? Is it bad that there are some mobs that are frustrating to fight? CC breaks and interrupts are normal for pvp, I don't think they should become dead abilities in pve. I think what makes the Murlocs in WoW so frustrating and jarring is that they are the only mobs that act the way they do. If all mobs acted the same way (or even just the majority of them) it wouldn't be so bad because players become more used to it. It's not even so much that they are harder to fight, they just require a different approach to deal with. It's like those annoying stealth levels that get put into fps games. You spend most of the game running and gunning and then are suddenly told to be sneaky and patient. I'll have to go back and play some wow because i thought that behavior is what some other humanoid mobs exhibited but that is beside the point. I disagree with the premise that all mobs should function the same, especially in a MMO. The behavior murlocs show in wow doesn't come across as weird to me. I don't find it out of place that little fish people run away when they are starting to get beat, try to get friends, and heal up their friends. If anything, that's great for several reasons. It makes the mobs seem more then mindless punching bags and teaches players good habits like pulling mobs a way from others and focusing down healers when present. You have given examples of mobs and behaviors you don't like, maybe it would help me understand your point of view if you gave examples of things you do like. It seems like you want to limit mobs to little more then mindless zombies that only have the goal of getting into range and attacking you. Not saying we can't have simple mobs like that in the game but i don't think every mob should be that simple.