Showing Posts For reyan.6238:
“ANet tries to balance on the side of preventing abuse”
And they do this to prevent abusing players ruining the experience of regular players.
Makes sense, unless they are themselves making their game worse in order to prevent abuse.
“In the end, we just need to get used to whatever the mechanics are, not what we’d like them to be.”
I guess if this is really how they develop this game, nothing can be done. Improving game mechanics is how you make a better game though.
Thanks for the answer. The first case was definitely due to leashing, however, there should probably be a time limit. I was on a pillar, and the monster was patrolling under, so I was always in its patrolling zone. However, I couldn’t kill it because since it couldn’t reach me its regeneration was really fast.
The boss didn’t go back because I was too far from its spawn. I was cirling around an obstacle near him and after not being able to hit me for some time it just stopped trying. That’s pretty annoying.
I don’t think that the game design targets this AI comportment, so it looks a lot like a bug to me.
I recently started to play this game again and couldn’t help but notice how the state “being in combat” seems broken, both for players and NPCs.
Sometimes, you won’t be attacked for minutes, but still, you will be in combat. This is very annoying in puzzle jumps for example. If nobody attacks you (and you aren’t attacking anybody), how can you still be in combat?
Also, I tried killing a boss (uzolan’s golem) alone, so all is going well, but since I’m dodging every attack it does, it will randomly go back at its spawn, becoming invulnerable and regenerating its life. If a monster attacks you (and you are killing it), it should probably stay in combat.
I’m only lvl 45 and already encountered 2 bad experiences with the combat mode, so I guess I’m not the only one having trouble with it. Maybe this should be looked at?