Mechanics that have to be removed!

Mechanics that have to be removed!

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Posted by: Spider.3109

Spider.3109

Everybody know it, everybody hates it. Mechanics that are present to try to prevent the horrible AI from beeing exploited.
What I’m speaking of are mainly the following 3 mechanics.

1. Invulnerability for mobs that “cannot” hit you. I understand that this should prevent savespots, but it actually doesn’t. There’s not a single savespot I know where this would help anything. But it randomly triggers if you’re walking over a little stone on the floor. Also if you’re on different environmental levels it can trigger quite often. I havn’t noticed any problems with this in the HoT beta so it was maybe fixed for the new AI?

2. Mobs getting outfight and reset as soon as they cross an incincible line. It’s ok that mobs don’t follow you to every spot in the game, but why do they have to reset , with no chance to actually hinder them? They could simply get immunity from cc/superspeed and run to their spawn, and have the same rules for ooc as players.

3. In some dungeon if you agro mobs and don’t hit them, they just teleport after you to almost infinite distance. I actually can’t see for what this mechanic should be any good for…

(edited by Spider.3109)

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Posted by: Agemnon.4608

Agemnon.4608

1. Agreed 100%. This was one of my biggest contentions with WoW. If I scout an area, observe I can be somewhere where I can’t be hit or at least get in a few good ones before they reach me (in those cases they develop hypersonic speed and get to you in a “regular” timeframe anyway), set everything up and…“evade” keeps kicking in. Also sort of related are champions who can’t be crowd controlled. Thanks for rendering certain builds and skills totally useless.

2.I don’t like this either, what I typically do is load them with conditions so that when they reset they’ll start off with that disadvantage again and get them.

3.Yeah that’s really cheap.

I’ll add a fourth:

4.Stealth not resetting aggro after a certain point. Sometimes you’ll stealth because you just don’t wanna fight. Maybe there are more mobs than you can handle? Maybe there are 3 mobs and all have knockdowns, lots of crowd control, and are tanky so the time to reward ratio isn’t worth it. You set to autorun in stealth with the in-combat speed, they’re still standing there waiting to fight. And no matter how far you seem to go you’ll always be in combat, even if you log out and back in again (tried it in some other game, didn’t work there either) you’re kept in battle.

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Posted by: lioka qiao.8734

lioka qiao.8734

Dungeon mobs chasing you to the ends of time has been a thing since WoW to prevent players from skipping all the trash mobs and running straight to the boss. It is at least how its supposed to go. So long as you don’t aggro them they won’t chase you though.

I agree on the reset thing. If you attack the mob while it tries to reset it should forget about resetting and attack you.

Invulnerable for mobs that can’t get to you/hit you has also been a thing since WoW. It’s there to prevent you from outsmarting the mob with a good position they can’t reach to keep challenge. Imagine if you can get on top of a rock and blast a dragon with ranged attacks just cause it can’t figure out how to climb the rock to counter attack. How stupid would it look? “Hi im Zaitan and im gonna stare at you while you slowly shoot me to death with 10,000 arrows you somehow carry.”

Some games will have the mob be able to impossibly climb obstacles to get to you (think final fantasy does this). I’ve seen it here in GW2 as well. It’s done to get around limitations in AI programming and keep the challenge up. Things that may appear to make sense to a player may not make sense to the AI. A well written AI wouldn’t need these “cheats.” An AI that can’t overcome the problem needs these “cheats” to keep the game interesting. That and the terrain design needs to help the AI as well. It seems to hinder it more here than help it.

Little red Lioka

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Posted by: Ayrilana.1396

Ayrilana.1396

1) So because something doesn’t work as intended sometimes then this means it should be removed without regard to the impact its removal would have? I disagree.

2) They reset because they are leashed to a certain location. Don’t attack them outside of that area and don’t attack them from an area the boss can’t path to.

3) I don’t remember ever seeing this.

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Posted by: Torenn.2598

Torenn.2598

Mob aggro mechanics could use some work. People training mobs to you so they can run on their merry way is annoying as all get out. It’s one of the reasons I always run with Elixir S in the open world on my Engineer now. When I see that train coming, I just throw a bottle at my feet and watch it go by. Shame I have to use a utility slot to combat fellow players in PvE.

…and no, it’s not hard to just kill the mob(s) they’re bringing. It’s the principle of it that grinds my gears.

(edited by Torenn.2598)

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Everybody know it, everybody hates it.

Please try not to speak for “everybody” — I don’t agree with your assumptions and I don’t “hate” any of these.

1. Invulnerability for mobs that “cannot” hit you. I understand that this should prevent savespots, but it actually doesn’t. There’s not a single savespot I know where this would help anything. But it randomly triggers if you’re walking over a little stone on the floor. Also if you’re on different environmental levels it can trigger quite often. I havn’t noticed any problems with this in the HoT beta so it was maybe fixed for the new AI?

There are tons of “safe spots” in the game where people would stand and attack, including the initial spider room of AC.

It’s true it triggers too often in some spot. However, the issue is the pathing AI, since it also affects teleports and skill targeting, e.g. “no valid path” when you can easily ‘walk’ without jumping.

2. Mobs getting outfight and reset as soon as they cross an incincible line. It’s ok that mobs don’t follow you to every spot in the game, but why do they have to reset , with no chance to actually hinder them? They could simply get immunity from cc/superspeed and run to their spawn, and have the same rules for ooc as players.

The reason they “have to reset” is that people could easily exploit the ‘tether’ mechanic, as can be done in many other games: pull the foe to the edge of the tether and hit it with conditions, allow it to start walking back, and pull it back again. It’s easy to get the AI into a perpetual loop where the foe keeps walking back|forth and never heals or attacks. There are other ways to deal with this issue; resetting the health is just the easiest and most difficult for players to get around.

3. In some dungeon if you agro mobs and don’t hit them, they just teleport after you to almost infinite distance. I actually can’t see for what this mechanic should be any good for…

Outside of rubberbanding (a symptom of which includes what you describe), I have never seen this. The leashes of some mobs are really long and a few have their own teleports. None of them follow for “almost infinite distance” and there’s no meaningful distinction in your example between “aggro” and “hit” — mobs with aggro don’t need to be hit to keep following you (depending on the AI needs of the situation).

tl;dr the implementation of some of these mechanics is sometimes annoying. However, I think they are reasonable to remain in the game (even though I wish ANet could tweak some of the details).

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Khisanth.2948

Khisanth.2948

1) So because something doesn’t work as intended sometimes then this means it should be removed without regard to the impact its removal would have? I disagree.

The removal would be a slight improvement at least especially with the cases where the mob is happily swinging at you or shooting you with no problem but the game still thinks you are attacking from a safespot. I get that one frequently with the harpies in the uncategorized fractal.

2) They reset because they are leashed to a certain location. Don’t attack them outside of that area and don’t attack them from an area the boss can’t path to.

It’s also inconsistent which combines poorly with invisible leash ranges.

Then we have mobs any sort of charge/dash attack such as risen abominations. They can just run out of their own leash range on their own and then reset. In the case of abominations they are also immune to effects that would allow you to prevent them from running out of their own leash range.

3) I don’t remember ever seeing this.

You are not running Arah often enough.

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Posted by: Kitty La Boom Boom.4065

Kitty La Boom Boom.4065

Not being able to map travel because for some reason I am “In combat”, even though I am not engaged with anything, haven’t hit anything, nothing is hitting me, but maybe something, somewhere within range has my pet or minion targeted, even though I’m now out of aggro range. I can put away my pet, and sometimes that works, but minions are out until they’re dead, so I have to wait, or use my workaround, but that takes just as much or more time because of load screens.

If I am not actively engaged in combat, I should be able to toggle out of it and just GO.
It’s very frustrating, and the only way I’ve been able to work around it is to go to the structured PvP area and walk through the gate to LA, and THEN, I can port to where I want to go.
Everything else is a mere annoyance, but this; this is the biggest pain in the kitten in this game, for me.

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Posted by: Ayrilana.1396

Ayrilana.1396

1) So because something doesn’t work as intended sometimes then this means it should be removed without regard to the impact its removal would have? I disagree.

The removal would be a slight improvement at least especially with the cases where the mob is happily swinging at you or shooting you with no problem but the game still thinks you are attacking from a safespot. I get that one frequently with the harpies in the uncategorized fractal.

2) They reset because they are leashed to a certain location. Don’t attack them outside of that area and don’t attack them from an area the boss can’t path to.

It’s also inconsistent which combines poorly with invisible leash ranges.

Then we have mobs any sort of charge/dash attack such as risen abominations. They can just run out of their own leash range on their own and then reset. In the case of abominations they are also immune to effects that would allow you to prevent them from running out of their own leash range.

3) I don’t remember ever seeing this.

You are not running Arah often enough.

1) No. The restriction is there for a reason. Removing it will just exacerbate the problem.

2) You pull them away from their spawn point and fight them near the edge of their leash range. That’s your own fault. There is a certain abomination boss in Arah where I have seen people do exactly this and cause it to leash back. None of the bosses will reset when you’re fighting well within their leash range unless you do something to lose aggro such as stealth or on somewhere that it cannot path to.

3) It’s been awhile since I’ve run Arah but some enemies do have long leashes with blink skills. Just look at nobles.

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Posted by: Wanze.8410

Wanze.8410

Farm Bots would agree with your suggestions.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Ok I Did It.2854

Ok I Did It.2854

2. on the mobs aggro, and then they reset, it would be nice that when they reset you instantly become out of combat, I find running threw Cursed Shore, a mob hits you, runs a few steps after you then resets but it leaves you in combat for way longer, even though you didn’t start the battle.

Another thing I would like to see removed/fixed is when mobs spawn and have Invulnerability, yet you see them dying, then they die but the entire time you attack them it said they where Invulnerable….how can they be Invulnerable yet be dying???

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Posted by: Bensozia.8071

Bensozia.8071

1

4.Stealth not resetting aggro after a certain point. Sometimes you’ll stealth because you just don’t wanna fight. Maybe there are more mobs than you can handle? Maybe there are 3 mobs and all have knockdowns, lots of crowd control, and are tanky so the time to reward ratio isn’t worth it. You set to autorun in stealth with the in-combat speed, they’re still standing there waiting to fight. And no matter how far you seem to go you’ll always be in combat, even if you log out and back in again (tried it in some other game, didn’t work there either) you’re kept in battle.

A patch on Feb 26 2013 took away aggro reset on stealth
“Using stealth no longer resets NPC aggression tables.”
https://wiki.guildwars2.com/wiki/Game_updates/2013-02-26

Guardians of the Light [GOTL]
The Dragonfly Effect [Phi]
DragonBrand

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Posted by: TexZero.7910

TexZero.7910

The only mechanic they really need to remove or rework is bosses with non-removeable boons.

If it’s a boon, it should be able to be stripped, stolen, converted.

Additionally, removing the 50% reduction of duration from weakness and vuln would go a long way.

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Posted by: Rauderi.8706

Rauderi.8706

One-hit KOs. Those can die in a fire.
Speed spamming hard CC. That can die in a fire, too.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Agemnon.4608

Agemnon.4608

1

4.Stealth not resetting aggro after a certain point. Sometimes you’ll stealth because you just don’t wanna fight. Maybe there are more mobs than you can handle? Maybe there are 3 mobs and all have knockdowns, lots of crowd control, and are tanky so the time to reward ratio isn’t worth it. You set to autorun in stealth with the in-combat speed, they’re still standing there waiting to fight. And no matter how far you seem to go you’ll always be in combat, even if you log out and back in again (tried it in some other game, didn’t work there either) you’re kept in battle.

A patch on Feb 26 2013 took away aggro reset on stealth
“Using stealth no longer resets NPC aggression tables.”
https://wiki.guildwars2.com/wiki/Game_updates/2013-02-26

The problem with that is if you intend to disengage you’ll still have in combat speed instead of traveling speed. In some cases it’s good since the enemy maintains the health level they had from before stealthing ensuring all your hard work isn’t undone with a battle reset but in other situations it’s unwelcome. Let’s say you see a group of four mobs and take them, then another randomly joins. You didn’t scout and plan for five, so stealthing then is a great opportunity to simply get away.

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Posted by: Khisanth.2948

Khisanth.2948

1) No. The restriction is there for a reason. Removing it will just exacerbate the problem.

Sure there are reasons but as the OP points out it isn’t actually doing its job.

2) You pull them away from their spawn point and fight them near the edge of their leash range. That’s your own fault. There is a certain abomination boss in Arah where I have seen people do exactly this and cause it to leash back. None of the bosses will reset when you’re fighting well within their leash range unless you do something to lose aggro such as stealth or on somewhere that it cannot path to.

1) Attempt to commune for a skill challenge
2) champion risen knight teleports on top
3) attempt to kill the champion risen knight
4) knight uses charge attack that leaves trail of fire
5) knight leashes itself and resets to full HP

my fault for trying to solve the problem with violence?

3) It’s been awhile since I’ve run Arah but some enemies do have long leashes with blink skills. Just look at nobles.

What I have in mind involves mobs walking through walls …

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Posted by: Ayrilana.1396

Ayrilana.1396

1) No. The restriction is there for a reason. Removing it will just exacerbate the problem.

Sure there are reasons but as the OP points out it isn’t actually doing its job.

2) You pull them away from their spawn point and fight them near the edge of their leash range. That’s your own fault. There is a certain abomination boss in Arah where I have seen people do exactly this and cause it to leash back. None of the bosses will reset when you’re fighting well within their leash range unless you do something to lose aggro such as stealth or on somewhere that it cannot path to.

1) Attempt to commune for a skill challenge
2) champion risen knight teleports on top
3) attempt to kill the champion risen knight
4) knight uses charge attack that leaves trail of fire
5) knight leashes itself and resets to full HP

my fault for trying to solve the problem with violence?

3) It’s been awhile since I’ve run Arah but some enemies do have long leashes with blink skills. Just look at nobles.

What I have in mind involves mobs walking through walls …

Then it should be fixed so it does do its job properly. We have laws that don’t always work as effectively as intended so should they just be removed because of that (out of game example)? And how do you know it’s not doing its job? There may be some cases where it needs to be adjusted to compensate for what the code misses.

I’ve never had that issue in Malchor’s Leap.

Walking through walls is a new one and not something I personally have seen. It sounds more like a bug that should be reported as the enemies should follow their pathing. .

(edited by Ayrilana.1396)