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Old Feb 02, 2007, 06:42 PM // 18:42   #101
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I have ab battled. I did it for 15k kurzick armor. I still do it to move characters through the story line. But unless you GvG where all members are on comms in direct communication coordinating movements and such its just a free for all. It's kinda fun. But it will always be more of a challenge(guessing game) than PvE. Or it should be.
The OP thinks that PvE is solo'able because it does not have the things he or she suggested. I think that it is easier because after doing it 12 times, or whatever, it will be easier. But the is no way to prevent that without changing the whole PvE experience for the new Player. Like I posted in my previous post. I believe a solution is being developed for this complaint with the hard mode. These Dev. were from Diablo so there are implementing some kind of hard mode in the future. How they are doing it s anybody's guess. they could be doing it the way the OP suggested or whatever. that is fine. If you can choose between a hard mod and easy mod cool. that way the game isn't a immediate turn off for the new player, hence making him/her give up the game.

Edit: How many skills can you assign to random appear on the foes. You couldn't have a unlimited amout. The Ai couldn't handle it. Until you have true AI you will never have the same experience playing against computer foes vs. Human foes. Just can't Happen. The things they can give the computer and edge that gives them some fighting chance is in areas of more health, more armor. They can target quicker and react quicker. They can micro manage better. But they will never have the X-Factor that humans have, that being humans. It is just going to be really tough to make the PvE experience harder for the veteran without screwing it up for the new person with the suggestions made buy the OP.

Edit again: I shouldn't say the Ai couldn't Handle it. What I should've said is who would want to spend hours and hours coding ai to handle every single random situation that could arise when doing something like that. There has to be some kind of limit set. You would have to make a few skill builds that would spawn randomly. But the the community would just learn to handle that situation too.

Here is the screen shot again:
http://img473.imageshack.us/img473/4074/gw021gv4.jpg

Last edited by EmptySkull; Feb 02, 2007 at 07:08 PM // 19:08..
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Old Feb 02, 2007, 07:01 PM // 19:01   #102
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Quote:
Originally Posted by Lonesamurai
But Empty, your missing the point... This ISN'T a PvE game...

it's a competitive game with a PvE element built over the top of a PvP competitive game
GW was started as a PvE project even before the company was renamed to Arena.net. During all open betas the game was advertised as a CORPG, with the C meaning competitive on the PvP side and cooperative on the PvE side.

When the game was released, every unlock had to be gained by playing PvE. Balthazar faction was introduced 2months later. How can this be, if it was a purely PvP centered game?

Get your history right and stop spreading false information.

Last edited by seut; Feb 02, 2007 at 07:04 PM // 19:04..
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Old Feb 02, 2007, 10:25 PM // 22:25   #103
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Quote:
Originally Posted by seut
GW was started as a PvE project even before the company was renamed to Arena.net. During all open betas the game was advertised as a CORPG, with the C meaning competitive on the PvP side and cooperative on the PvE side.

When the game was released, every unlock had to be gained by playing PvE. Balthazar faction was introduced 2months later. How can this be, if it was a purely PvP centered game?

Get your history right and stop spreading false information.
I know, i was there!

But it was meant to be a competitive game with Pve as a stepping stone for PvP and PvP as the end game!
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Old Feb 02, 2007, 10:29 PM // 22:29   #104
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Quote:
Originally Posted by seut
GW was started as a PvE project even before the company was renamed to Arena.net. During all open betas the game was advertised as a CORPG, with the C meaning competitive on the PvP side and cooperative on the PvE side.

When the game was released, every unlock had to be gained by playing PvE. Balthazar faction was introduced 2months later. How can this be, if it was a purely PvP centered game?

Get your history right and stop spreading false information.
He wasn't talking about history of GW creation, well not accordign to the quote, I'm not going all that far back to really find out either.....nvm, I went back and read a bit....I withdrawl the prior.

Anet has proved that it's centered around PvP by continually adjusting PvE AI to simulate PvP, and adjusting skills so that they're balanced in PvP, however it started, I don't know, but that's how it stands today.

On that note, I think they've gone about far enough. The point of PvE is to learn the mechanics of the game a bit before diving right into PvP, and the option to do either is what keeps people playing the game.

They've gotten it to where even without AoE, if one monster out of a mob is getting roasted, he'll withdrawl(not far enough, but he does) and attempt to get his regen kicking.

They take it much further and they'll lose their some of customer base.

I think some of the pro OP votes are based out of jealousy that they cannot work a build that is able to solo farm(or don't for purely asthetic reasons), not all, but some.
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Old Feb 02, 2007, 10:56 PM // 22:56   #105
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Quote:
Originally Posted by Aeon_Xin
They've gotten it to where even without AoE, if one monster out of a mob is getting roasted, he'll withdrawl(not far enough, but he does) and attempt to get his regen kicking.

They take it much further and they'll lose their some of customer base.
Some of their PvE customer base actually likes this aspect (smart monsters, mimicking PvP team tactics), and hope ArenaNet will continue to develop it.

But yes, there is also a group that want dumb monsters. Even when the game was first released, some players complained that they could not lure a single monster out of its group.
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Old Feb 02, 2007, 11:17 PM // 23:17   #106
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Quote:
Originally Posted by Deagol
Some of their PvE customer base actually likes this aspect (smart monsters, mimicking PvP team tactics), and hope ArenaNet will continue to develop it.

But yes, there is also a group that want dumb monsters. Even when the game was first released, some players complained that they could not lure a single monster out of its group.
Damn elitist. "If it's not my way it's dumb."
ppffhht.

What I was talking about, is that if monsters are uber hard, a minority will like it. They're not going to quit, however, if it doesn't become that hard.

A vast number of players will quit though, when the PvE becomes too hard. The last thing Anet wants is to alienate people who already like the game as it is.
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Old Feb 02, 2007, 11:31 PM // 23:31   #107
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Quote:
Originally Posted by Deagol
Some of their PvE customer base actually likes this aspect (smart monsters, mimicking PvP team tactics), and hope ArenaNet will continue to develop it.
Hopefully this will be the currently fabled "hard Mode" we're hearing about
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Old Feb 02, 2007, 11:47 PM // 23:47   #108
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Quote:
Originally Posted by BigTru
To put it quite bluntly, PvE is way too predictable.

It only takes 1-3 visits to a certain area to learn what types of enemies you will encounter and what strategies to use against them, as well as quite a few of the spawn points.
Hell, if I knew what my oponent was going to use in PvP everytime, you can bet I'd be rank 12+ by now.

Furthermore, the builds that these enemies use generaly are, for lack of better words, crappy. Isn't it about time that more advance enemies should have a secondary profession? And why is it that none of the enemies seem to understand how to work as a team?

Mabey it's not realistic to have an Aatxe or a Hydra coordinate and work together, or be able to learn multiple professions, but I think it certainly would make the game more fun.

My Suggestions:
  • Re-think the builds that enemies currently use.
  • Give enemies secondary professions.
  • Make spawn points much more random.
  • Have a monk in about 80% of all enemie groups.
  • Give a wider variety of enemy builds in a given area. A Bladed Aatxe shouldn't always have the exact same build as the next
foes have began to have a culture.......i dissagree on rethinking all enemy builds, but they do need a whole spell list, not just 4 spells....

charr, and other things that are civilized in thier own way should have the same simple builds, but yes 8 spells.

the hydra, and FoW/Uw monsters should have random builds

no one monster should have the same build as another I agree, but instead of saying give diffrent builds to each foe outside, might want to say give more builds to diffrent races harpies have one set of builds, crusader guys have another set of builds

there arent already 80%? I never noticed.....I think every civilized race should have monks 100%......but the un-tamed should rarly have a monk on the side....monks are hard enough when it comes to two in a group.....

I think spawn point shouldent be more random......(the places where you respawn right?) because people built them, or something did, and it woldent be smart to build one somewhere........not usefull...

good thinking on this, there has to be more....not a simple topic to type down a couple things about
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Old Feb 03, 2007, 12:07 AM // 00:07   #109
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This new hard mode A.Net is designing is the exact opposite of this suggestion.

I too want a variety of mobs, level 20, but tough, 8 skills on the skillbars, and ready to work together.
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Old Feb 03, 2007, 08:51 AM // 08:51   #110
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Quote:
Originally Posted by Tide to Go
there arent already 80%? I never noticed.....
Things were different back then, when this thread started. Were the battle isles even introduced?
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Old Feb 03, 2007, 07:02 PM // 19:02   #111
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UW needs to be soloable so people have anything left to do in the endgame, seeing as doing the endgame with 8 people is completely pointless due to the horrible drop rates of Ectos.

I agree with the suggestion to make PVE harder and give monsters real skills, but don't apply it to UW unless they also increase the Ecto drop rate 8x or give Ectos as quest rewards. Otherwise UW would just become another DoA that almost no one plays.
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Old Feb 03, 2007, 07:15 PM // 19:15   #112
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Actually, it has been stated that drop rates are actually better with more party members... I shall scout out a Quote, but I believe it was Alex Weekes that stated it
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Old Apr 21, 2007, 02:08 AM // 02:08   #113
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Sorry to bump up an older topic, but i believe this should apply to hard mode.
/signed
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Old Apr 21, 2007, 02:17 AM // 02:17   #114
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A bit too late now...

Maybe for GW:EN or GW2?

I still prefer charrs with different combinations of the Cora and Prophecies Fire and Energy storage skills and better AI than having them doped.

But as Hard mode currently is it is ok too.
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Old Apr 21, 2007, 02:26 AM // 02:26   #115
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Quote:
Originally Posted by MithranArkanere
A bit too late now...

Maybe for GW:EN or GW2?

I still prefer charrs with different combinations of the Cora and Prophecies Fire and Energy storage skills and better AI than having them doped.

But as Hard mode currently is it is ok too.
Yep, i'm just hoping for the small chance that they remove the DoA like effect of 50% casting time, 50% attack speed ect and replace it with monsters with eight skills, a secondary and maybe some sort of team build. Imo that would not make it easier, just more enjoyable (for my taste anyway) and maybe help out on the mesmer being useful debate at the same time.
What would you prefer? (just generally interested)
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Old Apr 21, 2007, 03:31 AM // 03:31   #116
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Quote:
Originally Posted by BigTru
To put it quite bluntly, PvE is way too predictable.

It only takes 1-3 visits to a certain area to learn what types of enemies you will encounter and what strategies to use against them, as well as quite a few of the spawn points.
Hell, if I knew what my oponent was going to use in PvP everytime, you can bet I'd be rank 12+ by now.

Furthermore, the builds that these enemies use generaly are, for lack of better words, crappy. Isn't it about time that more advance enemies should have a secondary profession? And why is it that none of the enemies seem to understand how to work as a team?

Mabey it's not realistic to have an Aatxe or a Hydra coordinate and work together, or be able to learn multiple professions, but I think it certainly would make the game more fun.

My Suggestions:
  • Re-think the builds that enemies currently use.
  • Give enemies secondary professions.
  • Make spawn points much more random.
  • Have a monk in about 80% of all enemie groups.
  • Give a wider variety of enemy builds in a given area. A Bladed Aatxe shouldn't always have the exact same build as the next
My suggestion: Play nightfall, where they usually do work as a team (kind of), or PvP. The campaign mobs and areas are fine as they are for the most part. AI and farming rules need some work, especially after the recent update, but monster demographics are fine.
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Old Apr 21, 2007, 03:54 AM // 03:54   #117
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OH GOD YES

This would make it SOOO much more exiting so I dont feel like I'm running around a reset version of the land I just slaughtered!

Variable enemy builds... /signed
-so that mob of Wind Riders dont ALL have the same skill list, just variations of some skills.
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