anduinkayvaan wrote: »
I think when NPCs move about with various "mechanics" or "tactics" it leads to more enjoyable fights as it is not the same battle over and over again. Also I think one thing that I enjoy is when NPCs move around and interact with one another instead of just standing in one place. Give them some more life and immersion for the player.
Namil wrote: »
Personally I feel like boss encounters should have a static formula which they stick to depending on the difficulty level of the boss, however of course there should still be dynamic elements that can change to throw off players whether that be movement or environmental hindrance caused by the boss.
Bosses should be challenging enough so that they are difficult to defeat without having to rely on randomness, players should have the ability to learn boss phases and mechanics and also be able to expect when to have to face these mechanics. Too much randomness causes fight encounters to go from 'I have this encounter down and I can manage this' to 'This is frustrating and there wasn't anything I could do prevent my death'.
However, standard world monsters and creatures should have a relative degree of randomness and ability to create dynamic fights. Typically the difficulty from these monsters won't come from numbers so adding randomness is a good way of adding difficulty and taking away some monotony from having to kill various amounts of these monsters. One thing I always hated in World of Warcraft was that you'd always expect some world monsters to cast the same spell upon starting the fight so you'd always save an interrupt or damage mitigation spell for it and even more frustrating was that some types of monsters would always use a flee mechanic where they would run away upon reaching a certain % of health every single time. However if a monster only had a chance to flee and didn't always do it at the same point every single time, I think it's something I could genuinely enjoy because it adds a dynamic where you need to quickly dispatch the enemy before alerting others.
In conclusion, randomness should vary depending on the type/status of enemy you're facing in my opinion but is definitely a very good method to create engaging combat.