A simple(?) solution for the Last Mob problem
Could still be problematic if they're on another floor, since you'd just see them as somewhere 10 billion feet out in space. You'd still find them a lot more easily by using this and going to all the floors until you find the one they're on than you would currently, though. I've seen some ideas I like better, like the 'Kill 90%' options, but this one could be more doable.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
How about /Marco?
Type /Marco and you will see a chat bubble appearing from the enemy's location saying "Polo!"
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Or we could just set up explosives and collapes the cave. If a Thorn Wielder want to hide and seek, he can go dig himself out.
Diary of a Trapped Thorn Wielder
Day ?: Been trapped for a while, don't know how long because the mages wouldn't let me keep a watch. I've decided to log my days as slowly slip into insanity.
Day ?: I've given up on trying to escape and used my time to develope other aspects of myself. I've manage to teach myself to watch television through extra sensory perception.
Day?: I found a hero left by it's team. I stabbed it few times, it made me feel a little better.
Day?: I desided do to certain events I am now a unique character, so now I call myself Sara. I think Sara is a manly name. I can't wait to tell the other Thorn Wielders when I get out.
Day?: I think Mr. Color Discooridinate might be mad at me as he hasn't talked to me in awhile.
Rocks start to fall from the pile blocking the enterance's path. Sara hears the loud sharp claps as they hit other rock. He looks around and wonders what the sound was. More rocks fall and clap, Sara is now able to determin where to sound is coming from. He follows the sound until he reaches the pile blocking the exit. As he arrives he sees more rocks fall. Instantly he's filled extasy. This could be the rescue party coming to save him. He waits anxiously for more rocks to fall, but none fall.
Time passes and Sara begins to wonder why the rocks have stopped falling. He walks up to the pile and wonders if there was anyone on the otherside or were the rocks only falling due to past Crossbow aided escape attempts.
A while passes; Sara now depressed turns and hope Mr. Color Discoordinate isn't still mad at him. He walks out a bit and the ground starts to rumble. He wonders what could be happening and his heart fills with new joy. This has to be a rescue, there has to be someone on the otherside. Excited he faces the pile, all muscles tense up.
Then a thought occurs, it probally would be a good idea to move. Before he is able to get away the pile explodes knocking him back while being pelted by multiple rocks. A Force Mage walks over the remaining pile laughing as the Thorn Wielder lays in pain covered in rocks. "See, I told you I could get the Thorn Weilder to stand by the pile.", the Force Mage says to the other mages whom are laughing as well. The Thorn Wielder angry at Force Mage, but knowing it's best not to retalliate asks how long he was in the cave. "Two hours."
So yes. I do think it's a good idea to give all combat NPCs actual names instead of titles.
Actually being able to target through the map is a pretty good idea. I also like the defeat 90% of the map as well. My suggestion is to have a mob location tracker, where when you see a mob the groups location will be marked on the map as a red dot and when all mobs are defeated in the group the dot vanishes. It does have a flaw of not being able to track patrols and ambushes if they are seen before they reach their destination.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
Even a pinging minimp red circle on the last mob once you have cleared the rest, the same way some pvp maps ping the bounty target player.
Some devs confirmed at PAX that this will soon be solved:
The best news (in my opinion) came not from the panel but just from discussion with Matt and Joe. I'm not sure when it's going to happen (likely I16) but soon at any rate. We are going to get a missing glowie/hunt indicator. When the remaining amount of glowies or needed enemies is 10% then they will show up on the map.
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Edit: although I liked the /marco command idea!
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
We're all familiar with the problem with defeat-all maps where you need to track down that one last mob in a huge Orangbagel maps etc, so I won't rehash the old arguments.
What I don't remember seeing is this - a command to target an NPC enemy while ignoring the line of sight. So far all the targeting commands available rely on you having the target visible on the screen - if they're behind any kind of obstacle or even just behind you, you can't target them.
So what I propose is a new command, like target_enemy_nolos, that targets the nearest NPC enemy within your targeting range, even if it's behind twenty feet of rock. That way if you've missed something, you can just make a quick sweep through the map and mash that command and as soon as you come near enough to the enemy, it will be targeted.
Of course, the Standard Code Rant applies, but the approach seems a lot less complicated than having to deal with AI behavior, ambushes by the last group on the map, various conditions etc.
Any thoughts?