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Old Nov 19, 2005, 05:31 AM // 05:31   #41
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Quote:
Originally Posted by Roza
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Better and especially more diverse AI would be excellent, I think, especially for the new monsters in the next chapter. If this makes the game harder. then Anet can simply adjust the amount of creatures in a particular area so as to keep it playable.
Mostly, I agree with you. But I think there needs to be a balance of some sort for the first chapter. In effect many of the higher level and more difficult mobs were created when the AI was dumber. To make the AI better at this point basically penalize the new-comers.

I think the issue with the 28th level Ataxes certainly reflect this.

The other item is that I think there needs to be commensurate (in fact, more) AI improvement to the henchmen. For every AI improvement to the monsters, there should be two for the henchmen. It's really upsetting to see Anet improving the monsters and nerf this and that and putting off the henchmen improvements that had been asked for since day 1.

I mean, I can't imagine that making the monster stepping outside an AoE effect is THAT much easier than making sure Alesia doesn't run in the front of the warriors. Or for the henchmen to walk on a bridge when there is poisonous water.
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Old Nov 19, 2005, 05:37 AM // 05:37   #42
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If you add a human-like adaptability to those factors... you may end up with something more than an 8-player group can handle.
I do understand you. If me and my guild (and many others like us) would be able to take up the role of titans for a bit, no one would get past the last mission of the game.

But I am not talking about all monsters becoming a lot smarter. As in the case of interupts, they should perhaps become a little less skilled or intelligent in places. But in general, if monsters were a little smarter in the next chapters, that would simply mean that anet would not have to put in as many or at least not as many with high stats, skills, smarter strategies, etc. If they make the 'brains' more equial, they should up the odds for the player a little as well.

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In effect many of the higher level and more difficult mobs were created when the AI was dumber. To make the AI better at this point basically penalize the new-comers.
I agree. No need to make the game so for much harder then it is right now (even if it is not yet that hard really). I can see that Anet would want to improve some parts of the PvE world before the release of the next chapter, just to see how this works out with real in game players. This should not be to the detrmiment of new players though, for whom the game is pretty well balanced.

Last edited by Roza; Nov 19, 2005 at 05:44 AM // 05:44..
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Old Nov 19, 2005, 11:11 AM // 11:11   #43
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Quote:
Originally Posted by Hockster
But once empathy wears off it's still me(us) against him, and 4X the strength. At that point as we're having the stare down, some silly ele will cast meteor shower and cause the axe to run towards all the casters. The new AI kicks in and the Axe is thinking, "hmm, there's the SOB that empathied me." *slap* :Oh look, the monk with SoJ", expired of course. *slap* Looks back at me "aha, youre the one that scratched my nose with that level 12 100 blades, bite the pillow bitch, I'm taking the dirt road this time." *slap slap slap*

You're party has been defeated.
Click here to return to the outpost rightfully shamed by superior AI.
dunno about you guys but i'd LOVE this to be true. i would LOVE the AI to follow this kind of code.

healing the ele is a bit different from healing the tank with 140ac vs physical.

of course it is still totally predictable. but realistically predictable.
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Old Nov 19, 2005, 09:29 PM // 21:29   #44
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Originally Posted by Tactical-Dillusions
You are basically suggesting that all hexes should do 1 thing - make the enemy stop it's actions.
Every single hex will have the exact same effect and the game would die a painful death.
You must not know many hexes beyond Empathy and Backfire. Let's see...hexes that would *not* have that effect:

Conjure Phantasm
Crippling Anguish
Ethereal Burden
Fevered Dreams
Fragility
Imagined Burden
Migraine
Phantom Pain
Soothing Images
Ether Lord
Blurred Vision
Deep Freeze
Frozen Burst
Ice Prison
Ice Spikes
Rust
Life Siphon
Life Transfer
Barbs
Defile Flesh
Faintheartedness
Lingering Curse
Malaise
Mark of Pain
Parasitic Bond
Rigor Mortis
Shadow of Fear
Soul Barbs
Spinal Shivers
Suffering
Weaken Armor
Wither
Malign Intervention

Yup, all hexes will have the same effect.
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Old Nov 19, 2005, 11:11 PM // 23:11   #45
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Firstly, i'd like to mention something that really grabbed my attention yesterday.
I went to Piken Square on a little personal adventure and while there, i saw only a couple of dozen people, and that was in district 1. "Hmmm..." so i checked district 2....and....no district 2!
Now, even for being 10AM GMT on the American districts, it was a bit of a surprise to see so few people.

Secondly, about the original topic.

I think monsters AI and tactics should be increased only if there is a boss monster present. Consider him the commander in chief and he is giving orders to attack, retreat, heal, flank, spike the monk etc.

Suddenly, the game is challenging when it comes to that boss. The teams priority target used to be the troops first but it would then be a case (probably) of defeating the boss first.

In a battle, would a leaderless enemy not be more disorganised?

So, i don't believe in making enemies stop attacking when empathied etc...that would be putting the horse before the cart.
However, i do believe it should take effect if a boss is present in the group/engaged in battle, not just passing/in the area.

This would make a boss mean...a BOSS. Not just a coloured scumbag with extra hitpoints/mana and natural resistance.
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Old Nov 20, 2005, 12:05 AM // 00:05   #46
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Quote:
Originally Posted by Phades
Nah, it should keep a tally and have an announcer voice like Unreal tournament and say things like K.O., devs win or Flawless victory, with some crunching and ripping sounds, maybe a little screaming followed by fatality. Could even have one person's connection get killed at that point. Then when you go back and try it again, it would show the #of attempts like round 762, Fight!. Make a really big and overdone production with it too, just to rub in how much we suck at their game n stuff, er yeah thats it.
how about...

Ut2004 sexy voice: you yust got horribly mauled by a level 28 superior aataxe AI !!!
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Old Nov 20, 2005, 01:26 AM // 01:26   #47
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I would love to see better AI across the board.
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Old Nov 20, 2005, 02:06 AM // 02:06   #48
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Smarter AI is a must, and it was destined to be implimented eventually. The people that are whining (yes whining, cause its unbased crap) are the same people who can't reword their builds, and also the people running IWAY's and other such FOTM's in the tombs. It's really not that hard to adjust to something that requires you to switch a couple skills. If anything, it should make your game experience less repetitive and boring.
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Old Nov 20, 2005, 10:13 AM // 10:13   #49
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I think better AI would be complimented by having random/rotating monster types too.
Perhaps Anet could add some new monsters into the mix, but without actually creating new monsters.
Here's how...

Let's take a region, diviners ascent. This is populated by sand drakes mainly. Add in a few monsters called sand drake guardians. These are basically sand drakes with more hp and maybe a few levels higher.

Hmmm, thinking about this, wouldn't it be better if all monsters were higher levels too?
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Old Mar 30, 2006, 10:42 AM // 10:42   #50
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I'm against this. I like being able to hex enemies in PvE and see them take it. Then I like going to PvP to hex opponents and see them stop whatever they're doing (or continue to kill themselves) as my team takes a target down.

If the AI gets smart enough to work around skills then those skills become useless, as well as drawing out my PvE experience to mind-numbing levels as i try to chase enemies down, wanding/slashing/shooting them to death. I REALLY dont want to see the equivilant of the last-man-standing kiting ranger in PvE standing between me and finishing a mission.
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Old Mar 30, 2006, 10:51 AM // 10:51   #51
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I also must mention the AI's current system on distracts. I hear its designed to work like how another player would react, but when a 1/2 sec skill is distracted, thats just insane. Its even worse when you're obvisiously not the current target, then start a quick skill and ZAP suddenly u are the one in the crosshairs. I swear sometimes the AI knows when/what im gonna do before i do it.
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Old Mar 30, 2006, 11:15 AM // 11:15   #52
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Quote:
Originally Posted by Loch
A thought hit me the other day. Imagine if there was another AI change. A change where enemies could choose not to attack through Empathy, or choose not to cast through Backfire, or choose not to do anything through Spiteful Spirit. This kind of change would bring out the true "damned if you do, damned if you don't" nature of these hexes if enemies sometimes played conservatively and waited some of these hexes out. Note how I say sometimes. Also, enemy choices would be partially determined by the strength of the hex cast on them.

All I have to say is, be prepared. It may happen sooner or later.
AHAHAHAHAHAhAhAhaHAHaHAHhAhahahAhAhAhAhAhAhahah

What you whant? More chalenge? A game a bit more harder?

AHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHHAHAHAHAHA

Simple give more skills to foes... remenber that foes have 1 <> 6 skills (6 skill have the best of best foes in the game) only... I wil laught a lot... seeing foes monks with real good skills... elem burning everyone to ashes... rangers interup everyone... warrirors making you bleeding and input deep wound... mesmers kick everyone ass... and necros spreed the virulence...

Foes have bad skills, not have bad AI...
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Old Mar 30, 2006, 11:17 AM // 11:17   #53
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Originally Posted by get cha
I also must mention the AI's current system on distracts. I hear its designed to work like how another player would react, but when a 1/2 sec skill is distracted, thats just insane. Its even worse when you're obvisiously not the current target, then start a quick skill and ZAP suddenly u are the one in the crosshairs. I swear sometimes the AI knows when/what im gonna do before i do it.
Everyone kowns foes have TS to...
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Old Mar 30, 2006, 11:28 AM // 11:28   #54
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Improved AI 100% /signed
Its to easy now the only hard missions are the missions with enemy's that do a lot of dmg, i like to see enemy groups that are as hard as pvp groups, maybe some elite teams in missions or quests that you must have a full team to kill.
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Old Mar 30, 2006, 11:30 AM // 11:30   #55
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H3x0rd
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Old Mar 30, 2006, 12:13 PM // 12:13   #56
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Quote:
Originally Posted by get cha
I'm against this. I like being able to hex enemies in PvE and see them take it. Then I like going to PvP to hex opponents and see them stop whatever they're doing (or continue to kill themselves) as my team takes a target down.

If the AI gets smart enough to work around skills then those skills become useless, as well as drawing out my PvE experience to mind-numbing levels as i try to chase enemies down, wanding/slashing/shooting them to death. I REALLY dont want to see the equivilant of the last-man-standing kiting ranger in PvE standing between me and finishing a mission.
Good forbid that pve be anything but a skill unlocking extravaganza for pvp players....
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Old Mar 30, 2006, 12:16 PM // 12:16   #57
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Death to SF farming then...we have to dig out the old nukers...
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Old Mar 30, 2006, 01:34 PM // 13:34   #58
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[sarcasm]
Since ANet wants to make PvE and PvP more alike I say it just bans all PvP... that way they don't have to tweak AI. Maybe just make sure all the PvP players are brainless.
[/sarcasm]

Seriously I am all for new enemies having new AI, but changing the current AI should be done with a gentle touch. My only hope is that ANet looks at the PvP and PvE effects when they consider changes.
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Old Mar 30, 2006, 01:36 PM // 13:36   #59
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Quote:
Originally Posted by Poison Ivy
Death to SF farming then...we have to dig out the old nukers...
Death to Poison Ivy's ideas.
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Old Mar 30, 2006, 01:49 PM // 13:49   #60
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Great, another way to make Mesmers less-wanted.
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