Dec 13, 2006, 02:03 PM // 14:03
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#121
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Jungle Guide
Join Date: Jun 2005
Location: Texas
Guild: Purple Puzycats
Profession: R/Mo
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I have noticed when I have monked with my lvl 20 monk, in the ealier areas, that the one with the least amount of health gets attacked first. Not sure if this follows through everywhere tho.
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Dec 13, 2006, 02:15 PM // 14:15
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#122
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Academy Page
Join Date: Mar 2006
Guild: M Cheese [cese]
Profession: R/Rt
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Quick Raw Idea
To: Gaile/Team dev.
Idea: Dead lock aggro will only trigger after 2 or 3 times after the group failed to eliminate the opposing mob.
Dead lock reset only if you resurrected from altar (any resurrect skill will not break aggro, maybe Vengence will break aggro xD)
Example: if your group attempt to kill some mob or get into their aggro area but failed in to kill the mobs in the first time, there is a chance where the mob will not chase team member who would like to res other member, after 2nd or 3rd attempt and still fail, the deal lock aggro triggered.
Example real life (only example): if you annoy stray dog for the first time and maybe the second time, the stray dog will let you go. After a few times the dog will always remember your smelly evil things and will chase you until the stray dog satisfied
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Dec 13, 2006, 04:50 PM // 16:50
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#123
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Ascalonian Squire
Join Date: Jul 2006
Guild: Ascending Phoenix
Profession: Mo/Me
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Quote:
Originally Posted by Gusnana1412
Quick Raw Idea
To: Gaile/Team dev.
Idea: Dead lock aggro will only trigger after 2 or 3 times after the group failed to eliminate the opposing mob.
Dead lock reset only if you resurrected from altar (any resurrect skill will not break aggro, maybe Vengence will break aggro xD)
Example: if your group attempt to kill some mob or get into their aggro area but failed in to kill the mobs in the first time, there is a chance where the mob will not chase team member who would like to res other member, after 2nd or 3rd attempt and still fail, the deal lock aggro triggered.
Example real life (only example): if you annoy stray dog for the first time and maybe the second time, the stray dog will let you go. After a few times the dog will always remember your smelly evil things and will chase you until the stray dog satisfied
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...So basically take the broken AI that everyone has spent the last 6 pages complaining about and implement a form of it as a feature?
...no, just no.
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Dec 13, 2006, 05:06 PM // 17:06
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#124
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Ireland
Profession: N/Me
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So, yeah, the most annoying bug has been promised to be fixed, and now you want it as a feature in the game? And you use an example from reallife to support your reasoning behind it?! This is a game, it's supposed to be challenging, but it is escapism, not an extension of real life(the annoying bits anyway)
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Dec 13, 2006, 05:14 PM // 17:14
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#125
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Academy Page
Join Date: Mar 2006
Guild: M Cheese [cese]
Profession: R/Rt
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Quote:
Originally Posted by Pillie
...So basically take the broken AI that everyone has spent the last 6 pages complaining about and implement a form of it as a feature?
...no, just no.
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I'm not suggesting to revert into old one, 2 or 3 attempt before the complete dead lock would not hurt much, especially with mission. Or by accident you aggroed lot of mobs (maybe not yours but some one else or hench/hero), 2 or 3 or more group, you will still have posibility to run away from total wipe out.
Considering deadlock from 2-3 mobs, 8 lvl 24/mob, most likely will wipe your group in no time.
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Dec 13, 2006, 05:42 PM // 17:42
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#126
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Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Dec 16, 2006, 02:22 PM // 14:22
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#127
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Ascalonian Squire
Join Date: Jul 2006
Guild: Ascending Phoenix
Profession: Mo/Me
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Update - Friday December 15
* Fixed a bug that caused some monsters to remain permanently aggressive toward their targets.
First of all, thank you to the Dev team for this fix, and thanks to Gaile for passing this along to them. However, I feel there may still be a problem here (albeit a much smaller one) The monsters no longer chase indefinitely. However it does take an incredibly long time for them to give up (much longer than it used to) - at least 3-4 radar lengths before they left me alone. Running around the shiverpeaks I also noticed that avicara guile, dolyak masters and grawl shaman still like to chase for far longer than other classes of the same race. They also do not attack you, only cast spells, and will not allow you anywhere near them (always moving when you come close to maintain a few feet of distance).
Can someone confirm if this is intended behavior or not?
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Dec 16, 2006, 02:32 PM // 14:32
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#128
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Wilds Pathfinder
Join Date: Oct 2005
Location: European servers
Guild: RTFM
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Looks like a partial fix to me.
I explerienced the same situation with the mursaat spellcasters and ice golems.
See here (and other posts in this thread):
http://www.guildwarsguru.com/forum/s...6&postcount=25
I appreciate the fix but sadly, it's only a weak remedy.
Frankly, the AI problem is the only thing that keeps me from buying Nightfall for my second account
Last edited by Alya; Dec 16, 2006 at 02:47 PM // 14:47..
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Dec 16, 2006, 04:39 PM // 16:39
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#129
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Desert Nomad
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I really don't understand why people complaint about the AI. For me, AI must be as human as possible, I mean, emulate a human player. When I am in PvP, people normally follow me forever until I am dead, or they get out of AoE spells, or run when nearly dead. I think that complainers about AI are just ... farmers, no? Imagine for a moment you are not farmer and you just play for fun, you will see the good AI is now. I vote for make AI even more similar to real players; and at the same time triplicate the drops of rare materials and weapons.
Last edited by NeHoMaR; Dec 16, 2006 at 04:41 PM // 16:41..
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Dec 16, 2006, 04:56 PM // 16:56
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#130
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Wilds Pathfinder
Join Date: Oct 2005
Location: European servers
Guild: RTFM
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Please understand: THERE ARE PEOPLE WHO DO NOT!!!! DO NOT!!! DO NOT!!! like PvP and DON'T WANT the PvP style pushed down their throats
PvE is not PvP and should not be. If I ever, ever, ever (not likely) want to PvP, I will go to arenas.
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Dec 16, 2006, 05:16 PM // 17:16
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#131
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Banned
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Quote:
Originally Posted by NeHoMaR
For me, AI must be as human as possible, I mean, emulate a human player.
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If the AI were as human as possible there would be no such thing as 'agro'. Hostile enemies, leaving aside the sometime perplexing question of why they're hostile (why does the Jade Brotherhood want me dead, anyway?), would attack you on sight, albeit likely after calling all allied patrols over to join in the fun. The moment you were spotted by a patrol that would pretty much be that, as very few would survive being attacked by every enemy in a given instance at once.
Quote:
I think that complainers about AI are just ... farmers, no?
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No.
Quote:
I vote for make AI even more similar to real players; [...]
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You want the AI to be limited to level 20, ~500 health, and 25 - 100 (depending on class) energy? Wouldn't that make the game too easy?
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Dec 16, 2006, 06:01 PM // 18:01
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#132
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Wilds Pathfinder
Join Date: Jul 2006
Profession: W/Mo
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/AGREE If this is to become standard game play i'm gone..
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Dec 17, 2006, 12:09 AM // 00:09
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#133
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Ascalonian Squire
Join Date: Jul 2006
Guild: Ascending Phoenix
Profession: Mo/Me
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slight aside...when did the thread name change?
*end offtopic*
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Dec 17, 2006, 01:41 AM // 01:41
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#134
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Desert Nomad
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Quote:
Originally Posted by Myria
You want the AI to be limited to level 20, ~500 health, and 25 - 100 (depending on class) energy? Wouldn't that make the game too easy?
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PvP is very hard normally, and all are lvl20 and the same amount of people as your team. You can see that playing HA with heroes, I can make a hero/henchie team for HA impossible to kill, and IS 83,3% AI if I exclude myself, not too much damage, but a full team with 6 real people can't kill the team, impossible, at least they have a really specific build that luckily are "anti-my-build", so, yes, no need for lvl32 monsters with exclusive skills for make this game "hard".
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