Playing Guild Wars 1 long ago, mobs there used the same abilities which players used/had same hp, and they were very good at using those- tank mobs were actually making tank walls in front of healers/rdps, rdps were bursting targets, aoe rdps would spam aoe on players, healer mobs were very good at keeping other mobs alive, etc. I specifically remember for example pair of tank+healer mobs which our party couldn't kill (despite like I mentioned, same hp and same abilities as players), or a specific instance where our team got killed, except for 1 npc healer which we hired, and then the npc healer rezzed our team 1 by 1 while kiting the mobs in the area using aoe snare.
Since GW1 isn't a new technology, in theory the same can be done in RoR- so the suggestion is to add mobs which will use the same tactics which players use/ use abilities the way the players use those in rvr. Tank mobs guarding, healer mobs healing, dps mobs assisting to take down priority player targets (2 WH mobs opening on healer from stealth), etc. Maybe even put a full npc 6man in a different locations. Just allowing mobs to use some abilities occasionally did made pve better, but scripting mobs to use a full set of player tactics will make pve that much more interesting.
Or can even add this to rvr- mob parties which roam open rvr zones, to make things a bit more interesting for players.
Give mobs player tactics.
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Give mobs player tactics.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
— Azeila, Alluress of Slaanesh
— Azeila, Alluress of Slaanesh
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Re: Give mobs player tactics.
I played GW1 activly for 6 years and am still somewhat in touch through friends who are actively pushing for achievments and new game records to this day. I do not think that the PvE system of GuildWars should be adapted to RoR. Currently RoRs PvE content lacks the depth to be overly engaging. Even though i have to say i prefere the difficulty to more modern PvE content like it's present in WoW for example, where PvE is an overly bloated game mode, that you can't beat on the hardest difficulty with your own abilities and need addons for to be able to beat it. This in my opinion is absurd, lazy and straightup bad game design. Being able to see PvE Encounters and learn while beating the encounter itself is peak design imo. Like it was for me with the new BB boss mechanics, i think the new boss additions are a great success. They are straightforward and easy to understand. It took my group 3 tries to figure out how to beat the new pox puddle Boss with the gems to dop off the 1 shot mehcanic and we all went in totally blind without any prior knowledge whatsoever. But maybe that's just me. I played so many MMORPGs and have seen so many facets of PvE that i am at a point where i feel like i have seen every Bossmechanic imaginable. Dodge red stuff, turn in objective, time based mechanics, enrage, immunities, conditional dmg, positionals,....there is only so much one can think off and tbh i really can't be bothered to be on high alert and focused to be able to beat PvE content anymore. At least in RoR. I want to PvP, that's why i play RoR.
BUT
If i imagine PvE Mobs, actually coordinating abilities RoR would need to give an incentive to beat those Mobs. Outside of Dungeons to gear quickly to Bloodlord and a few appearance items there is no real reason to do PvE outside of Stalward Talisman and just simply increasing the difficulty without reason would just be wasted effort in my opinion.
It would definitely be cool to have some really, really hard and intense PvE encounters that require group-wide perfection to be beaten. But don't make this applicable to all PvE content.
Roaming PvE packs in RvR could be interesting, they could either be designed to be extremely dangerous or the opposite where they could be used to buffer Morales. Or maybe some middle ground. I have no clue what would be best to elevate the quality of RvR.
BUT
If i imagine PvE Mobs, actually coordinating abilities RoR would need to give an incentive to beat those Mobs. Outside of Dungeons to gear quickly to Bloodlord and a few appearance items there is no real reason to do PvE outside of Stalward Talisman and just simply increasing the difficulty without reason would just be wasted effort in my opinion.
It would definitely be cool to have some really, really hard and intense PvE encounters that require group-wide perfection to be beaten. But don't make this applicable to all PvE content.
Roaming PvE packs in RvR could be interesting, they could either be designed to be extremely dangerous or the opposite where they could be used to buffer Morales. Or maybe some middle ground. I have no clue what would be best to elevate the quality of RvR.
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- Posts: 285
Re: Give mobs player tactics.
Gw 1 i have heard had this perfected, and this would expose and embarass some pvpers in RoR because " they lose in a pvp to pve npcs with same tactics " Tbf i wouldnt mind if everony was npc, if i didnt knwo it and they played like Human, illusions rules
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