PDA

View Full Version : New Mob ESP



Desonde
06-16-2014, 12:33 PM
With the addition of the new enhanced mob AI, it's breaking the old systems of sight lines and dungeon alert and requiring them to need an urgent update (or another way to alert nearby mobs of their friends being attacked).

When you attack anything near a wall or door (worse case, a hallway of doors) the new 'nearby ally is under attack' feature doesn't take into consideration if the nearby mobs are able to see or hear the target being attacked. Casters will turn and start casting spells at you (how they are able to target still amazes me), even if you aren't immediately near them.

In quests like thrill of the hunt (which is notoriously bad for bad dungeon alert design) if you attack a shadow in the final hallway. you will alert your presence to all 16 shadows in the hallways, and the 16 shadows in each of the two rooms, as well as the red name. I shudder to think how Bastion of Power will play out (or quests that require stealth, one person detects you and everyone in nearby rooms detects you as well).

This becomes a huge problem when you open one room and attack a red name to instantly gain red alert because everyone in nearby rooms is now active and throwing things at the walls in their rooms. You have to defend against a red named critter with super speed, immunity to secondary effects, and a 90% speed reduction on hit while you either try and twiddle him down, or hobble to every nearby room and clear them out.

And in situations where two paths move near each other but require looping back at a much later point, everyone you attack in hallway 1 will aggro the ones in hallway 2 building dungeon alert up with no way to reduce it until you reach the end of the first hallway and fight the entirety of the second hallway at once.

The idea is nice, but the execution is bad:
It needs to factor in sight lines (preferably set them back to how they acted before, but when they enter investigative mode and see someone injured they can pick up their target).
Fix dungeon alert so if mobs are not able to do anything but stand still and hurl rocks at a wall they don't sit there and continue to play catch with the wall and have the dungeon blame you for not playing with them (especially if you cannot turn around and go back).
Or set it so that mobs are grouped and share aggro.