for there you have been and there you will long to return.
[LC] Should enemies flee more?
for there you have been and there you will long to return.
That exists to some extent already, moas. And in LS 3 there have been other mechanics added to the new map foes to improve ai, scatter.
As another silly thought, why can’t you drive enemies off cliffs?
THIS!!! i NEED this!!
I will like to see more realistic ambush by the AI in the future
I’d love to see more intelligent AI’s in general. Wolves calling other nearby wolves into packs (not just the summon spell), lots of yellow mobs just trying to run away instead of trying to fight you etc.
Heck I’d love to even see some natural movements and perhaps even a cyclic migration path for different creature types But yeah that’s not going to happen.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
Unless the action actually gives them a chance of surviving it is an entirely pointless action.
Fleeing is just annoying in a way as it works now. Mobs usually just flee for a while and then come back to you or just keep you in combat forever if you’re not chasing and finishing them off.
I wouldn’t mind fleeing if they actually would keep on fleeing and get out of combat as soon as they flee.
As another silly thought, why can’t you drive enemies off cliffs?
Mobs are dumb. If their pathing allowed them to go off cliffs, they might do so even when not fighting a character?
As another silly thought, why can’t you drive enemies off cliffs?
Mobs are dumb. If their pathing allowed them to go off cliffs, they might do so even when not fighting a character?
Maybe they should get gliding too! :p
for there you have been and there you will long to return.
Fleeing is just annoying in a way as it works now. Mobs usually just flee for a while and then come back to you or just keep you in combat forever if you’re not chasing and finishing them off.
I wouldn’t mind fleeing if they actually would keep on fleeing and get out of combat as soon as they flee.
Yeah, that’s exactly my experience with fleeing mobs; you’ve won, you just have to chase down a couple of corrupted wolves or griffons who just ran in opposite directions with a sliver of health each.
It’s tedious and the only thing it does now is prolong fights.
If you ever played GW1 then you might remember the “fun” when they introduced mob AI that was smart enough to run from lots of AOE damage. The joy of making a your tank run after a group of enemies in the desert as they forced more mobs to get aggro.
So no. Its not a fun thought. Knocking them off cliffs though, that needed to be in game since day one.
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!
AI behavior should be more varied and more natural. For some mobs, it should mean to fly or hide after the first attack, and you should chase them (And they probably should be faster than you). For other mobs, it should mean they become extremely agressive, like it is now for almost all creatures. For others it should mean they try to get help or make a last run, or even that they try to make a final, kamikaze attack that really hurt.
The point is: Variety is good.
that it makes every other class in the game boring to play.”
Hawks