Nov 01, 2006, 07:59 PM // 19:59
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#1
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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PvE Battlefield: total chaos!
So... what's with the new freaky updates? The battlefield these days looks like a circus, monsters running around everywhere doing nothing they're supposed to do...
Why were these updates implanted in the first place?
Is it because A-net want the monsters to be more realistic? I'm sure some people will say 'lol finally we got a challenge', but the old AI was a challenge enough for me. I still had problems with missions, unless I had a good team, but now even the best team won't work cause the battlefield is too unpredictable now.
The monsters now run past me (a Warrior) and go for the monks. The monks stop doing ANYTHING and run away as fast as they can, with monsters following them. And after being hit 2 or 3 times, the monks die and monsters move on with other casters. WTF? Why do warriors even wear armor these days? We are barely getting attacked, and IF we are attacked it's too late anyway since all the healers are dead and there's nobody to save us.
So as a warrior, I can't attack anything now. If I attack a caster, they run away and I can't attack melee users either, cause they are too busy chasing my monks.
So... is this what a true intelligent AI is all about?
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Nov 01, 2006, 08:10 PM // 20:10
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#2
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Quote:
Originally Posted by reetkever
So... is this what a true intelligent AI is all about?
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Well it certainly seems to be outdoing you from your description...
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Nov 01, 2006, 08:13 PM // 20:13
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#3
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Wilds Pathfinder
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If they got your monk - then yes I would think that is intelligent - actually more intelligent than many PUGs. I mean, it is no secret that monks and soft targets should be your primary targets as often as possible.
Bring a snare and a bit of warrior hate next time. Try to out think them :0
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Nov 01, 2006, 08:14 PM // 20:14
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#4
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Jungle Guide
Join Date: Oct 2005
Guild: Kinetic Fusion [kF]
Profession: Me/
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It's like normal intelligent monsters/people - like in pvp!
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Nov 01, 2006, 08:17 PM // 20:17
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#5
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Krytan Explorer
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yup anet killed a good game by over nerfing, there is nothing 'intelligent' , 'harder to play' or 'better ai' about monsters that run halfway across a map, its just bloody frustrating and boring to spend half your time chasing and no snares arent always an option and why the hell should you have to snare every enemy just to be able to attack them.
no doubt we'll have the sheep who think everything anet do is great reply in defense but they have cocked the game up totally, its just not fun anymore, its a chore to play.
or the pvp morons who never play pve will comment about how its good because its more like the elitist side of the game
Last edited by led-zep; Nov 01, 2006 at 08:19 PM // 20:19..
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Nov 01, 2006, 08:19 PM // 20:19
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#6
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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Quote:
Originally Posted by Chilly Ress
It's like normal intelligent monsters/people - like in pvp!
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And that's the whole problem. I didn't buy GW Nightfall to play PvP
I didn't buy armor pieces with 80 armor to not get attacked anyway
And I don't take casters in my team just for them to die.
So this is what an 'intelligent monster' thinks: attack low armor/if attacked run away until not being chased. Wow if that's what PvP is all about as well, I'm sure I'm not missing anything.
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Nov 01, 2006, 08:24 PM // 20:24
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#7
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Umm combat and the art of killing other people is NOT all neat, clean and orderly. People/Monsters don't want to die
I like the AI it seems more realistic. And the bulk of my playing has been and is PvE.
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Nov 01, 2006, 08:36 PM // 20:36
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#8
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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Quote:
Originally Posted by EternalTempest
Umm combat and the art of killing other people is NOT all neat, clean and orderly. People/Monsters don't want to die
I like the AI it seems more realistic. And the bulk of my playing has been and is PvE.
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So you're saying that it's okay to run away when being targetted by something all the friggin time? I didn't know that 'the art of killing other people' was like a game of tag.
This is what they should call all the caster henchies:
Mhenlo [Run Away Henchman]
Eve [Run Away Henchman]
Cynn [Run Away Henchman]
casters don't do ANYTHING except running away. They don't heal, don't attack, don't cast stuff like Fireball, they all friggin run away all the time... Casters have lost their value now, and so did melee users, cause they can't even hit the enemy.
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Nov 01, 2006, 08:50 PM // 20:50
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#10
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Academy Page
Join Date: Apr 2006
Guild: Balthazar's Fury
Profession: R/Me
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Quote:
Originally Posted by Carth`
Have we been playing a different game? My aggro has been perfect. T he monsters REFUSE to attack anything except the person with the highest AL. It's too easy. I wish the game was more like how you describe.
The one thing that does annoy me is the monks (the monsters) run away at the slightest amount of damage, and keep running for ever! They run right across the whole map, through 5 more mobs. The AI lured me.
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That tells me you haven't played since the most recent update....
It aint that way anymore...
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Nov 01, 2006, 08:59 PM // 20:59
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#11
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Lion's Arch Merchant
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keep things in one thread please
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Nov 01, 2006, 09:06 PM // 21:06
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#12
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Frost Gate Guardian
Join Date: Mar 2006
Location: Chicago
Profession: W/R
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adapting
Have you tried , knockdowns, crippling, none shall pass?
It would be interesting to see if a tank runs in and the casters stay back just long enough for the tanks to take aggro. Once aggro has been estaqbished have the casters run in and heal & deal.
It would be interesting to see if the monsters will break aggro off the tanks once the monks and casters come in or if they will hold the aggro until the tank is daed.
Keep in mind that only the tanks should be in range of the monsters until aggro is established.
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Nov 01, 2006, 09:08 PM // 21:08
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#13
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: Mo/R
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From my testing, it seems that they break off to attack the casters even if the warrior run in far far ahead. Maybe other people can confirm this...
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Nov 01, 2006, 09:12 PM // 21:12
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#14
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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Quote:
Originally Posted by Spydergst1
Have you tried , knockdowns, crippling, none shall pass?
It would be interesting to see if a tank runs in and the casters stay back just long enough for the tanks to take aggro. Once aggro has been estaqbished have the casters run in and heal & deal.
It would be interesting to see if the monsters will break aggro off the tanks once the monks and casters come in or if they will hold the aggro until the tank is daed.
Keep in mind that only the tanks should be in range of the monsters until aggro is established.
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Yes I did try this. I ordered my henchies to stay back and I aggroed a group. Then I canceled the order so henchies could back me up, but immediately the monsters ran away from me and went for the monks.
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Nov 01, 2006, 09:19 PM // 21:19
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#15
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Jungle Guide
Join Date: Aug 2005
Location: Vlaardingen, The Netherlands
Guild: Survivor Squad[SS]
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Quote:
Originally Posted by reetkever
Yes I did try this. I ordered my henchies to stay back and I aggroed a group. Then I canceled the order so henchies could back me up, but immediately the monsters ran away from me and went for the monks.
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`
please, this is whine thread #28542826... serious people, adapt..it isent so hard.
Tha Ai get ssome smarter? they now attack your monks? FINALLY! Maybe you could now try to bring some team support instead of only damage... and for heavens sake, adapt...
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Nov 01, 2006, 09:22 PM // 21:22
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#16
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Desert Nomad
Join Date: Aug 2005
Profession: Mo/
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You can complete almost (I'm only to the Vortex, so I don't know about the rest) all of Nightfall with hench and heroes, so I don't think monster AI needs to be reduced. What people seem to be encountering more and more is their own inability to judge what should be done in a battle and to properly control henchmen, even with the wonderful new flag system.
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Nov 01, 2006, 09:23 PM // 21:23
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#17
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Wilds Pathfinder
Join Date: Dec 2005
Location: Belgium
Guild: Remnants of Ascalon, KT alliance
Profession: R/N
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I like new AI changes
k, I agree sometimes when the enemy monk start running miles away, its kinda irritating, but overall, I love it.
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Nov 01, 2006, 09:26 PM // 21:26
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#18
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Desert Nomad
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Well, maybe its finally time to dust off those useful utility spells?
I mean, a ton of skills were not used in PvE simply because monsters were ridiculously stupid, now maybe its time to actually spice it up a bit. We can change skills/professions/attributes at every output/town.
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Nov 01, 2006, 09:30 PM // 21:30
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#19
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/E
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Quote:
Originally Posted by KamikazeChicken
You can complete almost (I'm only to the Vortex, so I don't know about the rest) all of Nightfall with hench and heroes, so I don't think monster AI needs to be reduced. What people seem to be encountering more and more is their own inability to judge what should be done in a battle and to properly control henchmen, even with the wonderful new flag system.
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Well before this update, everything was fine, but now even good balanced teams without monks/heroes get wrecked. There's no point in being warrior, I can't hit something and I'm not being hit. I don't need armor and don't need a weapon. I've tried stuff liek hamstring, but I can't even reach my target cause the target's too busy chasing the monk all the time.
Controlling henchmen is impossible now - everything you tell them to do or call gets ignored because they are busy running away (heck they are barely healing themselves, no wonder they die in 3 friggin melee attacks)
In real party, the field is a total chaos, warriors chase the enemy monks throughout the entire map, aggroing 4 other mobs, casters get wrecked because they don't have enough armor to survive (sure, the monk heals some, but it can't heal against 7 monsters attacking 1 elementalist with no self heal and only 60 armor) and rangers have no idea what to do - save the monks or attack the enemy monks.
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Nov 01, 2006, 09:30 PM // 21:30
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#20
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: Mo/R
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The flag system does NOT allow control of henchmen separately. Which mean you are forced to use a warrior hero even when you want to try something else. Even with the flag system, the enemy monk and casters still run the moment you approach them. All the flag system do is to prevent further aggro, but still slowing down the battle. No, I don't want to be forced to dedicate one of my hero just for snares.
Adapting does not make it any more fun to play at all.
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