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  1. #41
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    Anyone else played the total war series?

  2. #42
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    Quote Originally Posted by Alaris View Post
    Yeah, well...

    That requires you to pretty much implement a way to detect the cause of failure across different kinds of causes (AoE, warriors, etc) and learn how to properly respond to this, while also not changing your behavior in inappropriate ways (i.e. kite so much you don't get any damage done).

    How hard is that to implement in AI? Well, put it this way. Adult humans have a hard time doing it with their fully functional brain.
    I don't think they should actually make this into a learning AI. That will take ages (LOL). They should just have a few pre-set AIs to get the job done. Give the player a sense that the AI is learning, when they isn't.

    For example AoE->spread out. Warrior->kiting. The AI do not need to learn what is AoE and what is Warrior. Neither does the AI need to learn how to spread out and how to kite. Anet can just program them to know so and act accordingly.

    That said, it will be awesome if they can have some low level AI. For example mobs would naturally move to high grounds during a fight. Mobs would naturally hide behind walls to avoid an attack. etc.

    Quote Originally Posted by EnoughAlready View Post
    Anyone else played the total war series?
    I did. Loved that game. Here is one of my proudest victories. I had so many useless units (siege units and Eastern Infantries) but I still won. ^^

    http://img.photobucket.com/albums/v2...3-31-57-07.jpg

    http://img.photobucket.com/albums/v2...0-12-53-70.jpg

    http://img.photobucket.com/albums/v2...0-12-48-76.jpg

    Anyways I was in Nageling earlier, where Separatists had taken over. They marched in perfect formation. So I believe the game engine allows for the things I recommended.

    http://img.photobucket.com/albums/v2...Wars/gw505.jpg
    Last edited by CHIPS; 30-11-2012 at 07:01.

  3. #43
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    Combine tactical AI with siege warfare, there are all of these forts everywhere after all, & instructions for siege engines. That would be something for Alliance battles!

  4. #44
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    Quote Originally Posted by CHIPS View Post
    Give the player a sense that the AI is learning, when they isn't.
    Or... randomize the AI, so different foes act differently, and you don't know who will kite and who won't in advance. That gives the illusion that they have personality (and they die too fast anyway for learning to be relevant or noticeable).

    Don't go trademark that idea though, I am already implementing it.

    Quote Originally Posted by EnoughAlready View Post
    Combine tactical AI with siege warfare, there are all of these forts everywhere after all, & instructions for siege engines. That would be something for Alliance battles!
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  5. #45
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    Quote Originally Posted by CHIPS View Post
    I heard the dungeons of Skyrim isn't bad.
    you are pretty much on your own in skyrim and followers are useless in dungeons anyway, they are fun but if you want this in GW2 then they can better be solo dungeons. (not that i object to that mind you)
    it's alive but cannot be living, it's dead but lives a mortal life.

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  6. #46
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    Quote Originally Posted by EnoughAlready View Post
    Combine tactical AI with siege warfare, there are all of these forts everywhere after all, & instructions for siege engines. That would be something for Alliance battles!
    To replicate a real siege, the town gates need to be closed during a siege. As of right now, most town doors stays open and just let mobs pour in. That's not how siege works. The siege-ing side needs to have siege equipment, like siege ladders and catapults. With that, the siege would look more realistic.

    1) Defenders closes the gate to prevent mobs from pouring in. The players can exit the fort by other means (jump out from a spot on the wall, underground tunnels, etc).
    2) Mobs rush the walls and uses siege ladders to scale the walls.
    3) Defenders and reinforcements can counter the siege by attacking the mobs from their back.

    Or

    1) Defenders closes the gate to prevent mobs from pouring in. The players can exit the fort by other means (jump out from a spot on the wall, underground tunnels, etc).
    2) Mobs uses siege weapons like catapults to destroy the gate or the wall. Once an opening is created, all the mobs would pour in at once (not one wave after another).
    3) Defenders and reinforcements can sneak outside and destroy those siege weapons. If successful, the siege would be lifted and the mobs would retreat.

    Here is an example:
    https://www.youtube.com/watch?v=joQ73cM2KHg
    https://www.youtube.com/watch?v=K8xqvyTZlWA

    Quote Originally Posted by Alaris View Post
    Or... randomize the AI, so different foes act differently, and you don't know who will kite and who won't in advance. That gives the illusion that they have personality (and they die too fast anyway for learning to be relevant or noticeable).

    Don't go trademark that idea though, I am already implementing it.



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    Last edited by CHIPS; 30-11-2012 at 21:06.

  7. #47
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    I like those ideas Chips.

    The PvE foes doing the siege sometimes do have catapults, and the associated event is to destroy them.

    I like how in WvW there's a teleport door so you can move in and out freely but foes can't. Likewise, you could have foes capturing a fort and putting up doors to lock you out, provided that you can more easily retake forts in small teams than in WvW... for example, with NPC's setting up mortars etc to help you out, so you can defend those enough to retake the fort.
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  8. #48
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    Some events do start with closed gates but mobs usually break them down quickly.
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  9. #49
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    Quote Originally Posted by RabidCoqui View Post
    Some events do start with closed gates but mobs usually break them down quickly.
    Because there is no way to actually defend the gates from up on the wall (archers, boiling oil), no firing slits in and near the gate, and no way to defend the approach to the gates. GW2 fortresses mostly seem to be designed and staffed by morons.

  10. #50
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    Quote Originally Posted by BrettM View Post
    Because there is no way to actually defend the gates from up on the wall (archers, boiling oil), no firing slits in and near the gate, and no way to defend the approach to the gates. GW2 fortresses mostly seem to be designed and staffed by morons.
    There are a few forts where you can stand on top of the wall to defend. For example the fort in Crossroads Haven.

    http://img.photobucket.com/albums/v2...Wars/gw708.jpg

    But of course, melee mobs under the wall are invincible due to height difference and hence that was useless. Heck I remember there was this siege mission in an open area, where the only protection for the players are a few piles of rock. The mobs were dumb and cannot jump, so they couldn't get on top. 2 seconds later, guess what? Invincible!

    In Roman times simple wooden walls (e.g. you cannot get on top of it) on a mount/hill works because archers can shoot in an arc and hit the enemies on the other side. In GW2 it doesn't work b/c bows are shot in a straight line. And so, like you said, simple wooden walls are useless since you cannot attack mobs on the other side of the wall. All the wall does is slightly delay the enemy from entering the gate, while the players can only sit in the middle of the town and wait for the onslaught.

    In fact, assuming that the enemies are attacking from all sides, the defenders are trap in there due to the wall. They cannot even retreat safely like guerrillas do.

    So yes. Most of the forts and town walls are poorly designed. Although there are a few that's pretty good. Most of them are in Norn land.

    http://img.photobucket.com/albums/v2...Wars/gw730.jpg

    I think clever map designs and tactics goes a long way. Instead of trying to attract the WoW crowd to increase the player base, why not try to attract strategy gamers though map design and tactics?
    Last edited by CHIPS; 01-12-2012 at 19:15.

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