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  1. #11
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    Mobs should adhere to the same basic rules as the players. It's up to the devs to give mobs skills to counter these "unfair strategies", otherwise the foes deserve to die.

    Simple mobs can be left weak, that's not really a problem. What you gain in terms of farming is minimal.

    Melee champions etc should be given skills like blocking, pulling, or teleporting. Or they might be smart and walk away from range, or strafe to avoid getting hit. The reset just clashes with lore. Purely melee foes deserve to die to smart use of ranged attacks. Afterall, every melee profession has ways to deal with ranged foes... just give some of those abilities to foes instead of resets. You can't cheat a champion if he starts using skills that bounce your shots back to you, pulls you to him, and/or teleports itself to you...

    Ranged champions have no reason to reset. If you can hit them, they can hit you.

    This is even more frustrating when underwater foes reset... there's just no reason for that to happen whatsoever.
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  2. #12
    This is also why people find the harpies in the Uncategorized Fractal so infuriating. They are ranged foes, but we are not allowed to use ranged attacks on them, because they can't reach us. Ranged enemies do not need to reach players! They are ranged! And even if players found a spot where they have cover from the harpies, but can still attack them... then that's a good strategy. Why not allow that? It's not going to give players a huge advantage that allows them to farm them infinitely.

    And I agree that champions should simply have ways to get around being unable to reach a player. Teleports and pull-skills are a good solution. Currently it feels like a lot of the enemies in GW2 simply spam their available attacks at random. There doesn't seem to be any special situation that prompts these enemies to use one attack over the other. An enemy that can charge, will charge, regardless if he has a direct line of attack on the player.

  3. #13
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    Making good AI is pretty difficult, especially if you want that AI to be protected from abuse, as players get creative in how they abuse the AI. Especially if you also have to worry about computing efficiency.

    This is one reason that MMORPGs tend to have much worse AI and much slower skill execution times... it allows them to run efficiently on networks.

    If you allow "good strategy", unfortunately, that opens up the game to abusive farming, which is also something they want to avoid. It's one thing if players need to strategise on-the-spot, that's good design. But if a path can always be abuse the same way, that's Dulfy boring unchallenging etc, so it reflects bad for the game even worse than "invulnerability" does. Because at least in the latter situation, you are forced into a challenging fight.
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  4. #14
    Quote Originally Posted by Alaris View Post
    Making good AI is pretty difficult, especially if you want that AI to be protected from abuse, as players get creative in how they abuse the AI. Especially if you also have to worry about computing efficiency.

    This is one reason that MMORPGs tend to have much worse AI and much slower skill execution times... it allows them to run efficiently on networks.

    If you allow "good strategy", unfortunately, that opens up the game to abusive farming, which is also something they want to avoid. It's one thing if players need to strategise on-the-spot, that's good design. But if a path can always be abuse the same way, that's Dulfy boring unchallenging etc, so it reflects bad for the game even worse than "invulnerability" does. Because at least in the latter situation, you are forced into a challenging fight.
    But... being able to consistently abuse a certain path the same way always has nothing to do with allowing good strategy...

  5. #15
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    Strategy is being able to find an optimal solution to a combat scenario.

    It is a puzzle, if you will.

    And like any puzzle, once you know the solution, then you can post it on Dulfy and farm it.

    What we need is something more like chess, where the situation(s) are not set in stone but rather adapt or vary. And then, you need to think on the fly. But that is very complex to design, and very complex to implement.
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  6. #16
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    chess is easier then you think, you just need to know how to respond to a situation, chess is also limited within the rules of the peaces.
    a truly complex game is D&D, that takes so much time and effort and actually makes you act quickly within a situation that has a small but decisive amount of rules.
    it's alive but cannot be living, it's dead but lives a mortal life.

    sorudo.9054

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