How Would You Tweak Critter A.I.?


Anti_Proton

 

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One annoyance I run into in the game that many probably shrug off as challenge: Alpha strikes (and subsequent Beta strikes).

I'm not sure if that was the balancing goal of the devs when they created the AI but it seems more like a limitation of the first programmers and we just coped.

If I could, I'd stagger the enemy's attacks based on the number of players perceived vs foes present. So stealth would help mitigate how many attacks you get at once when first engaging but more if there are lots of players on the team. On top of that, I'd like enemies to actually 'prepare' for a fight. Rather than all just turning and shooting at once, maybe some of the minions try and buffer their mez resistance (like popping a breakfree) or simply 'block' the alpha strike of the players so they don't just all fallover dead when everyone cycles their AoEs at once.

Sort of like how some Rikti will turn and summon a portal or cast buffs at the start of a fight. This feels more engaging not to mention requires action to thwart or overcome (think AS the guardian or hide-crit the communications officer or outright dominate with mez or debuffs). You don't have to but it's something...


 

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I'd say two major changes:

In missions, the rate at which one takes down the mobs influences how the surviving mobs act in two ways: it influences the attacks they use, and their aggro radius. At the start of any mission, the mobs hold back from using their strongest powers, are less prone to using powers that create reinforcements, and have a small aggro radius. If a player is killing quickly, they remaining mobs will start using their heavy hitters more often, use pet summoning abilities immediately, and will have a doubled or tripled aggro radius. The harder you hit them, the harder they hit back, essentially.

Also, instead of having mobs run away almost randomly, the mobs will only run if they're minion class or lower and the last or second to last mob in a group of six or more. The mobs that run away will NOT come back. Instead, they'll seek out a nearby group and join up with them, increasing the group's aggro radius and causing the group to preemptively use certain buffs. If there are no other groups left on the map, the runners will head into a corner and cower, and will be considered 'defeated' at that point.

Neither of these, however, applies to EB or above type mobs.


-Recruited under Arachnos' "Equal-Opportunity Villainy" plan-

 

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Originally Posted by Leo_G View Post
On the runner thing, I actually like it on my Elec/Regen. Because a runner isn't attacking me. More chance to regen and recharge my powers while still being engaged in combat.
That used to be the sole purpose of Fear powers (and I scratch my head at the thought), but once you get this on a kill-all, it quickly becomes tantamount to a bug. Enemies will run away, sometimes when you're not looking, run back where you came from and where you won't think to look for them, stay away for five minutes, then return to their point of origin after you're two floors down and around the corner. Then when you get to the end of the mission and it doesn't complete, the problems start popping up. The new feature for highlighting "things" on the map when you're almost done helps, but it has a minimal critical range which isn't more than about 300 feet and far less than you'd need on an outdoor map, and it doesn't work across different floors.

I don't mind enemies backing up. I don't mind them running away, like, 50 feet. What I DO mind is them running and running and running so far away that you may as well not bother waiting for them. Considering this happens to enemies who give a high experience reward and whom I've hurt for 9/10 of their hit points, you better believe this irks me. Taunt and Confront help... Sometimes, but not all ATs have access to that.

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And that is equating challenge with bad design. A game should make you work to succeed. But that isn't to say needing a full group to smack on one huge sack of HP for the best xp/hr despite its challenge (looking at you FFXI) is better or even good.
The concept of work in a game notwithstanding, there's challenge requiring some skill and thinking, and then there's challenge that's just cheap. You mentioned the woes of Dominators and Controllers when faced with the purple triangles of doom, and I agree with you completely. When an enemy, be it via stats or AI, is capable of completely negating what is essentially a core feature of your skillset, it may be challenging, but it's not the good kind of challenging. It's a handicap. And if there's one thing I HATE in video games, it's handicaps. Don't crap on my abilities, developers. Please. If you're gonna' let me do a Final Atomic Buster on every enemy in the game, then don't be dicks and make Onslaught immune!

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You need to distinguish this. Running after a guy that moved from your AoE isn't bad design. That's just logic. Nor does it constitute a drastic change in strategy.
It's not so much moving out of AoE range that's the problem as general scatter. I play at -1x3, which means I always see between 8 and 12 enemies per spawn. If I'm unfortunate enough to get two spawns, I can easily get over 20 people on me. To have this many people scatter is just unthinkable, especially if I'm playing a Blaster and rely on killing them before they kill me. Seriously, having enemies scatter just means certain factions are immune to nukes. If it's going to cost me my entire endurance bar and 20 seconds of suppressed recovery, it better damn well kill most of 'em, which it won't do if they scatter.

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I feel people overlook the fun of the game, myself. For whatever reason, fun has been leveraged around efficiency for damn near every MMO I've ever played. This game is different in that you set your own pace. Your own difficulty. Your own missions. That efficiency isn't an important factor is why I'll probably never leave this game.
I don't believe this is a question of efficiency. I know it isn't, not for myself. It's a question of fiddly irritation. On a Blaster, having my enemies scatter would simply make the game completely unplayable. No, I'm not exaggerating. On my Scrappers, having my enemies scatter would do nothing more than force me to chase each and every one of them down and kill him individually. Yes, obviously that adds time, but more importantly, it's ANNOYING. It's not any more difficulty, it's not any more challenging, it's not any more impressive. It's just more running around and more busywork. And, to be honest, large groups of enemies tightly packed just LOOKS damn cool, and is probably the ONE aspect of it that has never failed to impress people, even non-players. Every time I point to the densely-packed dozen or so Council soldiers I'm about to beat up and go "Look! Look! This is what I'll be fighting!" people always go "Woah!" I'm serious. Having them scatter just diminishes that effect.

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There's a reason AoE is so prominent...it's very effective. Don't you feel there should be something to counter this particular tactic just like there are counters for other advantages?
Actually, I don't, but suppose I do for the sake of argument. Which tactic are you referring to? It sounds to me like you're trying to propose the act of "using AoE powers" as a tactic in and of itself, which I have to disagree with. No, there very much does not need to be something to counter the ability of a character to use a power as it was designed to be used. In fact, I specifically went to -1x3 so that my AoE powers would have a POINT. I got sick of the one +1 lieutenant spawns Tenacious was giving me.

If you're looking at HERDING, however, then yeah, I can see THAT having counters put onto it. I do agree that it's kind of odd to see supposedly veteran soldiers follow you around a blind corner into a killing field time and time again, so I guess THAT is something to look at. There is no power (that I'm aware of) that herds. It's a tactic achieved by combining multiple factors and abilities, so I could see this as something AI could address. After all, the old days of Dumpster Diving do suggest SOMETHING may be amiss here.

But AoE powers themselves? No. I don't feel they need to be countered. In fact, I don't agree with most of the counters for most other powers. I agree with the Avoid effect on "patch" type powers, but only because the developers gave them such huge damage they're overpowered otherwise. I don't agree with the drawback of control powers, in that sometimes they just don't WORK. I maintain that control powers should have been treated like another kind of damage depleting another kind of status bar and eventually lead to defeat via control, like turning someone to stone... Permanently! I don't agree with the drawbacks of support powers, in that you can't use them on yourself because the game exclusively prevents you from targeting yourself. I just don't like that design.

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There's gotta be some name for that type of argument...
I believe you're looking for reductio ad absurdum, but it actually isn't. I don't remember which game that was, whether it was EQ, DAOC or that one Final Fantasy MMO, but there was a class which was considered so powerful that it basically suffered an XP gain penalty. I don't know what double brain came up with THAT idea, but aside from having these players simply fall behind on set teams, it also suffered from being a terminally stupid idea to begin with. So the concept of forcing an overpowered class out of the game as a balancing feature is not as outlandish as it seems. It is just as bad as it sounds, though.

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But runners or non-AoE tactics aren't debilitating to the point that you cannot play or cannot progress in this game. Are you so steeped in convenience that you see no other alternatives? Do you ever go camping? Camping can be fun for a lot. If that's not your cup of tea, go for a hike or long bike ride without technology there for your convenience. Having everything spread out infront of you is great but it's not the default...
No offence, but I intend to neither hike nor bike nor go out of my way to inconvenience myself. In order for progress to take root, sooner or later we're going to have to give up on our complete independence of technology. If you think you're going out into nature and leaving civilization behind, you're kidding yourself, because you bring civilisation without, just less of it. Your clothes, your supplies, your navigation tools, even your basic knowledge and education are a product of modern technology and science. Unless you go out into the wild naked and empty-handed, you're enjoying the conveniences of technology. And I see nothing wrong with that.

Leaving aside the question of how a Blaster survives if he can't kill things fast, yes, I am just so steeped in convenience that having it taken away from me is not something I will stand for. You talk about how much efficiency is not needed, yet you keep suggesting we make the game harder, thereby NEEDING efficiency just to survive. The reason I got into City of Heroes and the reason I've stayed with the game for as long as I have is because it doesn't treat me as harshly as all the other MMOs. All the others seem purpose-designed to piss me off, with death traps, cheap enemies, harsh penalties and unfriendly design. City of Heroes is the one MMO I can play COMFORTABLY, and I'd rather not lose that comfort because someone else feels the game isn't uncomfortable enough.

I have nothing against people who go hiking. More power to them. But I have A LOT against people who insist on taking me with them and then try to browbeat me when I refuse like I should be ashamed of myself for not wanting to be tough enough. If I wanted to be tough enough and abandon the conveniences of City of Heroes, I'd play Aion or Lineage II or any other Korean grindfest MMO. That's not what I want. What I want is City of Heroes. No more, no less.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Leo_G View Post
If I could, I'd stagger the enemy's attacks based on the number of players perceived vs foes present. So stealth would help mitigate how many attacks you get at once when first engaging but more if there are lots of players on the team. On top of that, I'd like enemies to actually 'prepare' for a fight. Rather than all just turning and shooting at once, maybe some of the minions try and buffer their mez resistance (like popping a breakfree) or simply 'block' the alpha strike of the players so they don't just all fallover dead when everyone cycles their AoEs at once.
See, this I can get behind. Because of how attacks work in this game, it's not just possible but probable that your enemies will react to your attack, turn and shoot you BEFORE your attack even hits them. In fact, I've had instances where I'll snipe an enemy from 100 feet away and he'll be able to turn around and shoot me before I can move A FOOT to the right and duck behind a corner. At the very least, I like to give enemies around a second's worth of reaction time after being hit. Even superhuman monsters will need to look around for what shot at them after being blindsided.

And, yeah, having enemies prep for battle would be a cool idea. The buffs themselves may be problematic, but I don't think it'd be by too much.

See, that's the kind of AI improvement that I really like - not necessarily adding more challenge or making things harder to do, just making the enemies a little less frustrating a little more believable. I actually like how sometimes you'll aggro something but not exactly aggro it, so the enemy will be standing there looking at you, going "Who the hell is that?" If you stand around long enough he'll attack anyway, and even if you run, he'll often still come after you, but it's a nice little touch.

If anything, I'd like to see some enemies that won't attack us on sight like the Praetorian Clockwork are said to. That way you can put overpowered enemies in missions that the players need to avoid attacking, like a level 40 Greater Devoured in a level 30 missions that you just don't want to bother if you can help it.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Samuel plays this game pretty much exactly how I do: I love feeling powerful, I love the sight of multiple enemies charging and falling before me, I love that I can take on a dozen or more enemies at once and expect to come out victorious every time. I hate when the game robs me of my powers - be it through being mezzed and having toggles dropped, through endurance drain, through extremely high resistances and protections to my tools and tricks or through AI clever enough to avoid my main sources of damage - and find it utterly frustrating that certain enemy groups (especially ones that are nearly impossible to avoid) have more of these cheats than others (Longbow, I'm looking at you.)

So basically, I agree with everything he said. I play this game, and not other MMOs, because it is easy, because it makes me feel powerful, because I feel super when I beat down waves of enemies.

This is a game about super powers. Why shouldn't I have them?


 

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Set running to individual groups (Weaker, more cowardly groups such as the Hellions and Skulls)

More powerful groups would NOT RUN EVEN when they are LOSING!


to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!

 

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While I greatly disagree with Samuel Tow's thought process on difficulty, I think things could possibly be handled differently. Rather than change all spawns, tweak a few current missions and enemies but also create brand new missions that require a bit more tactics in how they are approached. We've already got some under utilized mission mechanics here and there that could stand to be more prevalent.

Concerning running enemies, I see it as "it depends". It should be variable by enemy but also by mission. If you've hunted down this mob boss, he should be trying to run away at the first sign of trouble. Yet, that same Family guy should hold his ground in a different mission. I do agree that the Avoid affect could stand some tweaking though. It's possible that it lasts too long and that the ticks should be doubled in number but halved in duration. Also, it would make sense to make rain style powers frontload the damage but make the avoid affect start low and then exponentially increase the longer they stay in the area.


 

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What if, instead of running, when all but a few mobs on a map were defeated, the last few stragglers surrendered? That would be particularly realistic in Paragon City, but maybe not so much in the Rogue Isles.

Of course there would be the issue of XP - since the mob is no longer a threat to you, you technically wouldn't gain any XP. I suspect something like this might play into the "moral choices" aspect of GR - if you accept the enemy's surrender, your morality bar moves towards the blueside; if you strike them down while they're helpless, your morality bar moves towards the redside.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

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Lots of things can be done to tweak AI.

Flavor Tweaks: Some mobs have prefered targets. Lots of possibilites here. AT, gender, Origin or power use. So a Carnie Ring Mistress could have a preference for attacking Males. Each mob could have anywhere from 1-3 of these. So Luddies would prefer to attack Tech and Science characters. Crey Snipers could have a prefered target of Defenders and Controllers.

Runners warn nearby groups. Rather than just running away, now runners aggro nearby groups to help them.

Anti herding/AoE tactics. Spreading. Running or refusing to chase.

More "nasty" combos by groups. So facing groups with debuffers, taunters, buffers and control.

Archetype Diversification: Having more than 2 of an AT triggers the AD code. So if you have 3 or more buff/debuff types then 99% debuff resist mobs appear who ignore buffs on players too! Have 3 tanks? Well here comes some nasty debuffers. Have 3 control types? Here comes mobs with PToD up all the time. Have too many blasters? Here comes mobs full of mez. Have too many scrappers? Mobs with PBAoE debuffs are coming.

Nemesis mobs: Works like AD but this is to help with "corner solution" formulas for "hard" content. So now mobs will adjust on the fly to make the next mission in the TF/SF harder. Have a Granite tank? Well the next mission in the TF has a mission where TP and Speed boost is suppressed and mobs switch to Psy based attacks. oh yeah, they stick small speed bumps so you have to jump over them. Something to spice up high level TFs. They also toss out snowstorm spamming mobs


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

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Originally Posted by Zamuel View Post
Concerning running enemies, I see it as "it depends". It should be variable by enemy but also by mission. If you've hunted down this mob boss, he should be trying to run away at the first sign of trouble. Yet, that same Family guy should hold his ground in a different mission. I do agree that the Avoid affect could stand some tweaking though. It's possible that it lasts too long and that the ticks should be doubled in number but halved in duration. Also, it would make sense to make rain style powers frontload the damage but make the avoid affect start low and then exponentially increase the longer they stay in the area.
If you're talking about bosses that run AND FAIL THE MISSION, then ugh... That is probably the WORST mission mechanic in the entire game, and I'm counting the visits to PvP liasions and simu-click missions in that one. I'm tired of being beaten over the head about using the slows and holds I don't have on these, so let me leave it at this: I HATE THESE MISSIONS!

On more general running enemies, what bugs me about them isn't that they run, it's that I have to chase them. In, say, Assassin's Creed, a guard who runs away just disappears into the distance, never to be seen again. In City of Heroes, a guard who runs away moves to a different place, then returns, either forcing you to wait (which sucks) or forcing you to backtrack (which also sucks). I'm usually committed to killing everything I can target, but even I will tend to go "Ah, screw it!" and move on. I don't always have the option, however.

A solution that keeps enemies running away but solves the dilemma of having to chase them is this: Have enemies who run away run away for the instance entrance and LEAVE. Enemies who left award partial experience equal to the percent health an enemy had when he left, just the same way as if someone else had finished him off. That way, not only will running enemies be much more realistic (enemies fleeing in fear ought to run AWAY, not run in circles), they'll be significantly less irritating, becoming sort of self-disposing villains. You're still only earning for the damage you do, so it isn't exploitable, I wouldn't think.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by newchemicals View Post
Flavor Tweaks: Some mobs have prefered targets. Lots of possibilites here. AT, gender, Origin or power use. So a Carnie Ring Mistress could have a preference for attacking Males. Each mob could have anywhere from 1-3 of these. So Luddies would prefer to attack Tech and Science characters. Crey Snipers could have a prefered target of Defenders and Controllers.
Sure, why not. I doubt this will make enough of a difference for players to notice it, though. The way aggro is handled, either they'll be on the "tank" or you'll be playing solo in which case it doesn't matter. Still, I agree.

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Runners warn nearby groups. Rather than just running away, now runners aggro nearby groups to help them.
No. Under no circumstances. Chain aggro is never a good idea, especially with the spawn sizes we face here. Just now, playing my Mastermind, I managed to simultaneously aggro two spawns of fireball-happy Circle mystics and even on that overpowered character, I was in serious trouble. When I play my Blaster, a minion runs EVERY SINGLE SPAWN. Either this will turn the game into one big never-ending melee (which I don't want) or it will keep dumping multiple spawns on me at the same time (which I REALLY don't want). It's realistic, but it has the potential to break the game for a lot of people.

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Anti herding/AoE tactics. Spreading. Running or refusing to chase.
Anti-herding, sure. Anti-AoE, I'm not sure I'm a fan. Anti-herding measures can typically consist of enemies not following blindly around corners or not wanting to approach or clump up too much. That I can kind of see. But causing enemies to scatter? Not sure I enjoy this. Ignoring the fact that this will send them dropping over ledges, into other spawns and probably into geometry, knowing our AI, scatter is just not a good idea. At most, it will make the situations where AoE is useless even more so while not really affecting situations where it's useful. For instance, right now I went through a full Oranbegan map of pretty much nothing but corridors, where each spawn was upwards of 10 mystics, myself and my six rather large demons. We could barely FIT let alone think about dispersing. And at the difficulty I play at (-1x3), there isn't often room for enemies to disperse anyway.

I don't mind this from special encounters, but as a general practice even for specific factions, it'd be far too irritating.

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More "nasty" combos by groups. So facing groups with debuffers, taunters, buffers and control.
That's not really an AI tweak, though. That's just adding more enemies to existing groups, essentially turning all enemy factions into Malta. Frankly, one Malta is more than cheap enough to suffice for the entire game. I'd rather not have every faction be the Soldiers of Rularuu.

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Archetype Diversification: Having more than 2 of an AT triggers the AD code. So if you have 3 or more buff/debuff types then 99% debuff resist mobs appear who ignore buffs on players too! Have 3 tanks? Well here comes some nasty debuffers. Have 3 control types? Here comes mobs with PToD up all the time. Have too many blasters? Here comes mobs full of mez. Have too many scrappers? Mobs with PBAoE debuffs are coming.

Nemesis mobs: Works like AD but this is to help with "corner solution" formulas for "hard" content. So now mobs will adjust on the fly to make the next mission in the TF/SF harder. Have a Granite tank? Well the next mission in the TF has a mission where TP and Speed boost is suppressed and mobs switch to Psy based attacks. oh yeah, they stick small speed bumps so you have to jump over them. Something to spice up high level TFs. They also toss out snowstorm spamming mobs
You know, the rest I could see, but that's just cheap. So basically you're suggesting that if a team ends up having a useful team member, the game should alter to all but kick that team member off the team? Have a Granite Tank? Next mission will cause his connection to fail. Because that's what it amounts to. Any change in the game designed to specifically and deliberately take a player out of the game with no option for retaliation other than logging in a different character is not well designed. Void Hunters and Quantum Gunners are currently just about skirting the line, and even then I think they're just cheap. At least hey no longer deal unresistable damage. Doesn't stop them from doing lots of knockback and stun, though.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by newchemicals View Post
Archetype Diversification: Having more than 2 of an AT triggers the AD code. So if you have 3 or more buff/debuff types then 99% debuff resist mobs appear who ignore buffs on players too! Have 3 tanks? Well here comes some nasty debuffers. Have 3 control types? Here comes mobs with PToD up all the time. Have too many blasters? Here comes mobs full of mez. Have too many scrappers? Mobs with PBAoE debuffs are coming.
I'm going to assume that this is sarcasm, because part of what I keep hearing is a good point about this game is that teams don't need to diversify to work, as opposed to what I think goes like "healer tanker DPSer" or something.


Current main:
Schrodinger's Gun, Dual Pistols/Mental Blaster, Virtue

Avatar: Becky Miyamoto from Pani Poni Dash. Roulette roulette~

 

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What surprises me about you Sam is that you actually like fighting games. I say that because they require high dexterity, the AI for some series are notorious for move reading/cheating, and playing against a human requires you to think on the fly. Yet, you seem to be so vocally opposed to the same concepts in CoH. Having the computer simply cheat is bad but making enemies actually try to fight back is not.

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Originally Posted by Samuel_Tow View Post
Anti-herding, sure. Anti-AoE, I'm not sure I'm a fan. Anti-herding measures can typically consist of enemies not following blindly around corners or not wanting to approach or clump up too much. That I can kind of see. But causing enemies to scatter?
Thing is, anti herding generally IS anti AoE and AoE is generally the reason to want to herd. There's other reasons such as herding as a form of soft control for the rest of your team but the main reason is just to drop AoEs on the enemies.

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Originally Posted by Samuel_Tow View Post
If you're talking about bosses that run AND FAIL THE MISSION, then ugh... That is probably the WORST mission mechanic in the entire game, and I'm counting the visits to PvP liasions and simu-click missions in that one. I'm tired of being beaten over the head about using the slows and holds I don't have on these, so let me leave it at this: I HATE THESE MISSIONS!
I don't see the problem if warning is given beforehand. This is where I was coming from on that we should have a greater abundance differing mission types so that someone who wants to melee and just do damage can do that while someone who wants missions that favor control can do that. For example, my favorite TF is the Abandoned Sewer Trial. Under most circumstances, attempts to set it up aren't just met with dislike, it's met with a reaction of fear. Most people don't want to run it (or don't know it exists since it isn't the ITF...) but it's good to have the option for that kind of mission.


 

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Originally Posted by Samuel_Tow View Post
You know, the rest I could see, but that's just cheap. So basically you're suggesting that if a team ends up having a useful team member, the game should alter to all but kick that team member off the team? Have a Granite Tank? Next mission will cause his connection to fail. Because that's what it amounts to. Any change in the game designed to specifically and deliberately take a player out of the game with no option for retaliation other than logging in a different character is not well designed. Void Hunters and Quantum Gunners are currently just about skirting the line, and even then I think they're just cheap. At least hey no longer deal unresistable damage. Doesn't stop them from doing lots of knockback and stun, though.
This is for TF/SF since the incarnate system is supposed to make characters more powerful. How do you make the game "harder" without pushing things into corner solutions? RSF is a good example.

This type of code isn't for single missions.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

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Originally Posted by Zamuel View Post
What surprises me about you Sam is that you actually like fighting games. I say that because they require high dexterity, the AI for some series are notorious for move reading/cheating, and playing against a human requires you to think on the fly. Yet, you seem to be so vocally opposed to the same concepts in CoH. Having the computer simply cheat is bad but making enemies actually try to fight back is not.
A fighting game is a very different beast to an RPG, though. Playing preference aside, RPGs depend almost entirely on preparation. Sure, knowing what to do is important, but having the right skills of the right level is is critical. City of Heroes is more forgiving than most, so a variety of skills can do the same job, but all too often NOT having a specific skill can be crippling in a way that "tactics" just can't overcome. Having an enemy that can kill you faster than you can kill it and is immune to any incapacitation you can give it is a good example. A Blaster, for instance, survives on killing things before they kill it, but killing an Elite Boss fast is simply not an option. My only other alternative is to overdose on purples, fire up all my damage buffs and hope I can deal enough before I run out of crutches. It's a clever little trick, but it comes at the cost of completely and totally breaking the game as it is designed to be balanced.

And while I DO enjoy fighting games, I HATE cheating enemies. And cheat is the only thing the AI in those games can do, to the point where it becomes obvious. Move reading is a no-brainer, so you just have to wait for the AI to use a long-recovery move that it can't block from, or which can be interrupted. Marvel vs. Capcom 2 has the Incredible Hulk constantly trying to jump in on you with a heavy kick, leading to him eating a lot of anti-air special moves. Basically, your only choice is, again, to exploit the AI. I wouldn't call that a true victory. I also hate cheating enemies in terms of stats. Marvel Super Heroes Thanos and his stupid auto-filling supers is just cheap, as is Marvel Super Heroes vs. Street Fighter's Cyber Akuma, the ******* with high priority instant-cast attacks with no recovery that hits like a train.

Fighting games are only ever fun with other people, partly because the computer is dumb, partly because the computer cheats, but mostly because people you can interact with. Other people make human mistakes, which are the most fun kind to deal with. While computers do make mistakes, themselves, theirs are either deliberate or require me to play cheap, neither of which I enjoy. Humans I can count on to just plain old screw up, and that's what makes it fun.

That said, City of Heroes is not an action game. It depends far too much on preparation, has far too diverse encounters and relies on far too many factors. Fighting games are fun because there aren't that many options, so it's a question of timing and reflexes. In City of Heroes, it's far too easy to have an ability that is rendered useless or lack an ability that you really need, or face a situation you are simply not equipped to handle. Considering there are a fair few characters who depend on AoE for their solo game, simply taking it out of their hands has the potential to make certain missions anything from NOT FUN to unwinnable.

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Thing is, anti herding generally IS anti AoE and AoE is generally the reason to want to herd. There's other reasons such as herding as a form of soft control for the rest of your team but the main reason is just to drop AoEs on the enemies.
I view anti-herding measures as those that prevent enemies from bunching up in the first place, whereas anti-AoE measures are those designed to scatter them. The fact is that enemies congregate naturally, and indeed spawn clumped together naturally. To force them to spread out and possibly scatter is too big a gameplay shift for this late into the game, but making it harder to pull big trains is not something I feel could be detrimental overall.

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I don't see the problem if warning is given beforehand. This is where I was coming from on that we should have a greater abundance differing mission types so that someone who wants to melee and just do damage can do that while someone who wants missions that favor control can do that. For example, my favorite TF is the Abandoned Sewer Trial. Under most circumstances, attempts to set it up aren't just met with dislike, it's met with a reaction of fear. Most people don't want to run it (or don't know it exists since it isn't the ITF...) but it's good to have the option for that kind of mission.
The problem with these missions is that, all too often, they are unwinnable. Stopping Biff from escaping or, better yet, stopping Agent Crimson (an AV immune to immobilization that has super speed and can root you in place) are just insulting to me, especially since I never have access to enough control, and doubly so because City of Heroes is not designed for mobile combat, what with all the root times. I wouldn't mind the mission if I were guaranteed the tools to finish it, but I'm not, and that just means I'm given an impossible mission.

As far as the Sewer Trial goes, people tend to be afraid of it because it's very difficult, on account of head-scratchingly awkward design which intends that you fight spawns of a dozen or so bosses +3 to the entire team all the time, and gives you an aggressively small timer AND hidden clickies to go through. I actually enjoy the Sewer Trial a lot, but that's simply because it's rarely cheap and never impossible. It's not even all that annoying once you know what you're supposed to do.

Basically, I don't want to be put in situations where I simply lack the tools to get the job done, and while people who don't play Scrappers are no doubt vindicated every time a Scrapper player complains about being unable to do something, I still don't consider it good design.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by DKellis View Post
I'm going to assume that this is sarcasm, because part of what I keep hearing is a good point about this game is that teams don't need to diversify to work, as opposed to what I think goes like "healer tanker DPSer" or something.
It is a sarcastic remark. I'm trying to speculate how Positron plans to balance the pandora's box of Incarnates.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD