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Old Oct 29, 2006, 06:07 AM // 06:07   #1
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Default Changing monsters back to normal

I vote that the creators change the monsters back to the way they were before nightfall came out. It is frustrating when elementalist, monk, and mesmer monsters chase after me when I run past them even when I use sprint and charge. Also when I get close to one of those monsters, they run away, and because they run faster than you, it is impossible for a warrior to catch. Plus with the new update, many of the soloing builds are now unusable.


Well enough on my part. I'd like to hear some of the comments from the rest of you.
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Old Oct 29, 2006, 01:42 PM // 13:42   #2
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Although I sympathise, I have no objections to the new monster AI. I've quite enjoyed they way they they seem to spread out with some strategy now, as well as prioritising party members.
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Old Oct 29, 2006, 01:44 PM // 13:44   #3
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Quote:
Originally Posted by DaveKenroy
Also when I get close to one of those monsters, they run away, and because they run faster than you, it is impossible for a warrior to catch.
I've been telling people to just pack a bloody snare, but will they listen? No. So... your loss, I'm afraid.
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Old Oct 29, 2006, 01:47 PM // 13:47   #4
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I'm convinced the monster AI is buggy. They go after the highest armored characters. I've tested this in Old Ascalon. In a party of myself (Warrior lvl 10), and three level 3 henchies (ranger, monk, and ele), they come after me first. To further test, I used a flag to send henchies in first. They go straight for the Ranger. As soon as I pop into aggro range, its back to me. Doesn't seem normal.
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Old Oct 29, 2006, 01:48 PM // 13:48   #5
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Wow, the monsters now have mind's of their own, get used to it, jesus.
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Old Oct 29, 2006, 04:57 PM // 16:57   #6
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Adapt or perish, now as ever, is nature's inexorable imperative.
H. G. Wells
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Old Oct 29, 2006, 05:03 PM // 17:03   #7
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Alright, I do not mind as much the "weaker" monsters running from me when I am fighting them. What I do mind is the part where the monsters chase me everywhere I go, as I said in my first post, despite sprint and charge.
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Old Oct 29, 2006, 05:45 PM // 17:45   #8
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I do think the new Mob AI need some refinement.
I still have not experience how each type of mob would react, but I would suggests that:

1) Running away mob is good, but don't run too far. Maybe have them just run in ciricle or so. This is to prevent aggroing into another mob. (but some coward type should still run far). Also do they ever run back?

2) The chaser should have a distance range too, before giving up. Do they still chase you after you get out of the aggro bubble?

3) If it is possible, have the mob back step (step back while still facing you) ouf the fight, and have them circle around while they wait.

4) Indicator why they back out. A simple indicator, like a speech bubble, to show why they back up. This adds an emersion, as well as show who need to be pressure or finish off. (like a "aagh" when they are low on hp, or "urr" to call other to fall back out of the aoe range)
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Old Oct 29, 2006, 06:00 PM // 18:00   #9
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I think making the monsters fan out and make tactical retreats is only necessary,and anyone who has a dervish will agree with me. Most enemy mobs would'nt last 3 seconds if it were'nt for the AI boost.
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Old Oct 29, 2006, 06:08 PM // 18:08   #10
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Quote:
Originally Posted by actionjack
I do think the new Mob AI need some refinement.
I still have not experience how each type of mob would react, but I would suggests that:

1) Running away mob is good, but don't run too far. Maybe have them just run in ciricle or so. This is to prevent aggroing into another mob. (but some coward type should still run far). Also do they ever run back?

2) The chaser should have a distance range too, before giving up. Do they still chase you after you get out of the aggro bubble?

3) If it is possible, have the mob back step (step back while still facing you) ouf the fight, and have them circle around while they wait.

4) Indicator why they back out. A simple indicator, like a speech bubble, to show why they back up. This adds an emersion, as well as show who need to be pressure or finish off. (like a "aagh" when they are low on hp, or "urr" to call other to fall back out of the aoe range)
i agree with this post entirely.

i'd also like to add, are minions still cowards? -havnt bothered to test, still waitin for nightfall to play for real
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Old Oct 29, 2006, 07:32 PM // 19:32   #11
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i think this is nice now slowdown hexes and skills wich apply cripple see more play in pve
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Old Oct 29, 2006, 10:03 PM // 22:03   #12
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I agree - something needs to be changed. battlefields are a total chaos now, I go for the monk and the monk runs away to another nearby group. I chase (I'm a warrior, I can't cripple, except with Hamstring... But I can't even reach the monk -_-), and am forced to stop cause else I'd lure another group.

So I run back to attack something else, and then the FRIGGIN monk comes back again to heal. When I attack monk again he runs away again etc etc.

It's so friggin annoying. I didn't know running away and coming back all the time makes something 'intelligent' ¬_¬
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Old Oct 29, 2006, 10:03 PM // 22:03   #13
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Water ele will have a use in PvE..at last

@ above poster..form better groups, new times require more thinking, bring a ranger with snares or a mesmer or a water ele..thinkk.
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Old Oct 29, 2006, 10:23 PM // 22:23   #14
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Its about time that crippling plays a more important role in monster hunting. It will be nice to see a water ele in the games^^
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Old Oct 29, 2006, 10:23 PM // 22:23   #15
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I think the monk running away thing bothers most warriors the most. I have no problem w/ my ranged classes, I just use ranged attacks on them as they tend only to run to about half a aggro circle away from me. If I get closer they'll run again. Warriors just need to take a look at what their secondary classes may offer them


But the priority of attack by monsters is seriously bugged. It makes places like FOW/UW ridiculously easy. Doesn't matter how you aggro the groups, who pulled them or anything - they make a beeline straight for the highest armored warrior.

Makes things more boring than the stupid book trick from before. If the warrior goes down, the next target will be the ranger if you have one.

As a monk I can run around and pull 3 mobs into our party and know that they'll head straight for the warrior, waste all spikes and interrupts on the warrior. It's pretty stupid.. and makes many areas ridiculously boring
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Old Oct 30, 2006, 01:33 AM // 01:33   #16
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At last, something that will make a tank, actually tank! To think of all that wasted time, just because that one guy running to a monk and letting the 3 abysals get to our monks (thusly resulting in our deaths) will never happen again!

Off that note, there is almost as much of an outrage now than there was with the 1st AoE nerf way back when. I haven't been online GW in a while (mainly because my comp has been hacked and I'd rather not have my account stolen thank you), but some of the new nerfs have really gotten people in a fuss and might actually have to be revoked...

Things that I think have to be revoked: Monsters running to regen, this seems to be the cause of a huge protest.
Monsters targeting highest armored players, now that isn't very smart is it?

Things that should be kept: AoE being slightly tolerable by AI, low armoed monsters running from high armored players (like a monk runnin from a tank), why? because it makes the monsters smarter, and more challenging. Now, if tanks can ever get used to it, a fight might actually look like a battle! Just think about that, it'd make some awesome screenies!
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Old Oct 30, 2006, 04:23 AM // 04:23   #17
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YAY the monsters are smarter than that grey stuff in the soles of my boots. I have to say that the Defend Droknars Forge quest was harder now then the first time I did it but I enjoyed the challenge. Before the monsters were stupid
the only thing they did was run for meteor storm. Now they actually seem to think (artifical intelligence?) The only flaw i have seen was on DDF when one of the monk titans continued to follow me even when the other titans backed off. then when i attacked it, it pulled an Alesia and ran around in circles while the henches and I killed it. The only thing I dont like is some of the skill nerfs.
But as another poster mentioned you adapt or your die. So I will try to adapt.
What will you do?


~the Adapting Rat~
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Old Oct 30, 2006, 06:16 AM // 06:16   #18
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Quote:
Originally Posted by cointerm
I'm convinced the monster AI is buggy. They go after the highest armored characters. I've tested this in Old Ascalon. In a party of myself (Warrior lvl 10), and three level 3 henchies (ranger, monk, and ele), they come after me first. To further test, I used a flag to send henchies in first. They go straight for the Ranger. As soon as I pop into aggro range, its back to me. Doesn't seem normal.
They go for what seems to be the most effective member of the team, and try to kill them as quickly as possible. Of course, in a hench team this is always going to be a player so maybe it does need tweaking slightly.
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Old Oct 30, 2006, 03:24 PM // 15:24   #19
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Quote:
Originally Posted by AaronSwitchblade
They go for what seems to be the most effective member of the team, and try to kill them as quickly as possible. Of course, in a hench team this is always going to be a player so maybe it does need tweaking slightly.
so they are now like the raptors in jurassic park?


"clever girl"


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Old Oct 30, 2006, 06:47 PM // 18:47   #20
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/not signed

I love the fact that they made the monster more realistic and allow for AOE nuking again. To me it's a realistic balance and it makes sense.

Monster OMG = I'm being slaughtered, maybe I can retreat to my friends just over the bend, or they don't want to die.

The AI may be a bit odd in Tyria/Cantha in times, but in NF is very nice.
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