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Thread: New agro

  1. #1
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    Feb 2006
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    Default New agro

    After watching golems completely ignore the people beating on them to attack the healer(remember golems cant be intimed or bluffed) I have to give the new agro mechanics/mob ai a BIG thumbs down... Unintelligent mobs should act unintelligent and hit what hits them..this is both for sake of common(not so very) sense and play balance.

  2. #2
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    Feb 2006
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    I forgot to mention the curious behavior in which unintelligent mobs or "savage" animals now run off to find friends. Combine that behavior with the inability to actually hit fleeing mobs in melee(by not hit I mean no attack roll is generated even when you are colliding with them preventing you from running past) well over half of the time. Add to this wonderful mix a dungeon alert system that is already overly punitive with no reasonable basis(there are still numerous places in the game that spawn instant dungeon alert without this change and this will worsen it) and it becomes very nearly laughable. I for one am having a hard time enjoying a combat system as "superior" as this. I like DnD and I have liked many things about this representation of it but...enough is enough. Please generate multiple ais that are reasonable.

    The hirelings clearly have a diferent one. Speaking of which please change the suicidal hireling programming. Hirelings consistently stand in the place were they will take the most damage. It is not subtle nor is it cute. Case in point..I watched a hireling that had stacked on me the entire dungeon to share damage with me run to and stand in a trap. This was pretty much the only time he wasn't standing on my loc while I was in combat. In fact he ran past me to stand in said trap and yes the trap did more damage than the mob.

    Boiled down my point is this, reasonable AI is the single most important component to a game like this. It might be funny once or twice but it will get old fast. It should be the top priority.

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