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Post by Madman on Jul 17, 2010 1:21:00 GMT -5
It has become a discussion point that the current AI system leaves excessive room for exploitations, and is in need of correction.
the problem: Due to issues with aggro AI foes can switch targets smoothly when not engaged in melee combat. This causes ranged combatants to be able to team up and manipulate the AI to 'trick' it into walking in circles without engaging a given person. this strategy is further enhanced with the GUN class skill 'slow shot'.
The resolutions to date:
Solution A: The only problem is slow-shot, it should be nerfed/removed. As for the AI, it is perfectly fine and use of harrashment tactics is a legitimate strategy.
Solution B: Aggro-lock. When a hostile gets aggro'd it stays on that person without deviation.
Solution C: More baddies. Add 1+ creatures to each spawn to encourage parties of multiple classes, and to prevent aggro-swap, slow-shot, etc.
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Post by zunath on Jul 17, 2010 1:35:42 GMT -5
Contributing Factors- Enmity gained is based on damage dealt.
- Abilities may not generate enough enmity. If attack enmity is lowered, this may be a non-issue.
- Players are either undergeared (Strelok and his group) or overgeared (Betz and her group). The intended level for ASF is around 10 (when tin gear is available). From what I saw, players were either using copper or carbonum gear.
- Movement reduction debuffs like Slow Shot enhance the issue.
- Ability revamp is not in-game yet
- Enemies currently do not score critical hits.
Problems With Suggested SolutionsAny strategy which eliminates the need for a balanced party in a dungeon intended for groups is not a legitimate strategy. AI needs work. Completely eliminates the enmity system as well as the Guardian class's role. More NPCs sounds like the best option but it's not the only step needed to fix the problem. I'll work on things and then we'll test it out to see how it goes.
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Post by Xan on Jul 17, 2010 17:49:29 GMT -5
Solution D: Give some mobs an ability to remove Slow shot. Make that ability have a cast time, cooldown, and chance to be interrupted like an ether.
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