How mob AI should be

How mob AI should be

in Guild Wars 2 Discussion

Posted by: Zoid.2568

Zoid.2568

I’ve have a few ideas how you can make PvE better and more interesting, while you will want to have other builds than a zerker in your party. I will try to cover the basics of the AI. I won’t go into calculations and stuff.

- All mobs scale in stat + skills.
- Mobs can see your build. (Are you built for tanking, CC, Support, Healing, Zerker?)
- Mobs will counter your build by gaining new type of skills.
- These type of skills can vary in power.
- Mobs also have elite skills.
- Mobs can call nearby mobs to help them out, when close to death.
- A pack of mobs will gain new skills to support each other.
- Fewer mobs is easier to kill than many. (AoE kill a pack will be much harder than solo kill)
- If you stand in the same position for too long mobs will CC. (Knockback, Knock down, Pushback etc) to prevent stacking.
- Depending on your build or party setup a mob will counter you differently. (Spider in AC might be going all out AoE for a party and another party it might go more tanky and CC. For a third party it might build more for single target nuke + summoning two adds to help her)

How mob AI should be

in Guild Wars 2 Discussion

Posted by: Zoid.2568

Zoid.2568

Anyone agree?
12char

How mob AI should be

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Posted by: Orpheal.8263

Orpheal.8263

In brief:

alot more like the Veterans in EotM… fro mthe Mobs in EotN I’ve to say.. some of them are solo so hard to fight against, that for the first time I thought in this Game, I’m battling against an other player and not against an A.I

Enemies, that use attacks, that feel synergistic, that are dangerous (in the case of those aetherblases with the hammers I’d say these are again far OP, bycause they launch or knock down you away with basically every attack, but there you can definetely say, these types of enemies are made to be battled as a group, they should keep solo roamers asway from the place and by that, even if they are basically OP, they fulfill by their OPness absolutely their role)

Defient and all that crap needs to get removed, only then will become finall Control Build on par with Damage, but if all the strogner enemies are always completely immune against all kinds of CC, whole builds for classes become instantly useless in this game and thats just plain said totally wrong and makes no fun.
Enemies need Resistances and Weaknesses.
The Husks in the Wurm battle are a perfect example for this. This way has Anet for the first time shown, that they finally have grasped that enemies need more diversity and that this is the only way how to make other build types equal and to reduce the importancy of pure full damage builds with Berzerker Equipment only, if you hit on an enemy out of a sudden, which has a very good defense (resistance) against direct damage and is WEAK agaisnt conditions to the point, that they deal to these monsters far mroe damage, than normal, that if you for example poison such a monste,r that the poison da,mage agaisnt these creatures is like 500% strogner, than normal agaisnt an other creature, that has no Poison Weakness.

However, Enemies should get removed their silly Auto Regen, if you kite them too far away from their spots.. more the A.I more intelligent not to get kited unendlessly and you don’t need this annoying Auto Regen anymore that resets the battle and just kittenes people massively off.

What we see here right now that ANet finally has grapsed this I thin is sicne like 20 whopping just the god darn BASICS for RPG Games and it took ANet a whole year to grasp this. Thats really sad to see, that ANet seems to have forgotten many RPG basiscs, when it comes down to creature combat design.
Seriously, even the absolute origin on which GW was based on from the begin on, used these simple basics – Magic – the Gathering – a card game

http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=22968
http://www.wired.com/geekdad/wp-content/uploads/2012/06/Knight-of-Infamy.jpg

Just examples and also two for Weaknesses

http://www.examiner.com/images/blog/replicate/EXID21272/images/Mortal_Flesh_Is_Weak.jpg
https://abugames.com/images/products/facethehydra/strike_the_weak_spot.jpg

So ANet should go a little bit back to the roots, that will definetely improve combats agaisnt creatures in GW2 and will make them more fun, if you simply can’t kill everything with only massive power, but more also by using your BRAIN and havign good tactics agaisnt the various types of creatures, that you need to learn, how you can beat the specific types of creatures best, so that you can use their weaknesses against them and adapt your fightign style, if you see, that a creature is resistant to your attacks

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

How mob AI should be

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Posted by: Zoid.2568

Zoid.2568

I agree with you Orpheal. Once mobs have a good AI, mobs don’t need defiant.
And yes, the new mobs in this update which protects those thumpers do indeed have a better AI and also the NPCs in WvW, like guards.

How mob AI should be

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Posted by: Wethospu.6437

Wethospu.6437

Enemies will never get a good AI because of hardware restrictions. If you want them to consider your ideas you should try to keep them simple. For example giving enemies reflections make them seem smarter even if they just spammed them on cooldown.