Games should reward better play. The question is, how much? +10%? +50%? +100%? +700%?
P.S. My solution to issues like that? Make kill teams! Have players who play using the same too much tracked and thwarted by kill teams of monsters that specifically target the player's way of playing.
P.P.S. Really funny avatar, Deakon, where's it from?
Why don't we ever talk about improving the opposition?
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What I'm talking about is best illustrated by the first great solo farming nerf, the "loot scaling" one. Before it, Superior vigor runes and similar items cost a lot more than they do now, simply because of overabundance of gold. With the earnings of those days, it took quite a long time to gain that much money in regular play, from regular drops and quest rewards. Nowadays, they cost 20k at the trader.
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1) Golds (gold items) are excluded from loot scaling
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2) Better drops in Hard Mode
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No need to get nasty. He's right, the amount of chess-positions a human brain can evaluate is far less then what a computer can.
There's quite a few more positions to evaluate in chess then 'a couple of million' as you implied, not to mention that in chess there's a bit more to evaluate then in GW. |
For a computer there is no difference - it is all based on their computational power.
Humans don't evaluate all the positions though - there are several positions they discard automatically. A computer can and will (given enough power) evaluate all the positions.
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| GW's mob AI is limited on purpose, just as their skill bars, it would easily become to diffcult if they weren't. |
Still, EoTN charr and stone summit have decent team builds and they still die easily due to their static nature.
Some things could be easy adjusted - for example mobs decide to cast conditions/hexes regarding the weapon you have equipped. That is silly. Just because I've a spear I can't be a caster anymore and instead I'm a physical character relying on attacks...
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Guess your brain hasn't been exposed to courses in biology. A given brain has a finite number of brain cells and each cell can either discharge or not (be "turned on" or "turned off", send an impulse through its axon or not). That a brain has a finite number of positions isn't rude at all, it's a fact.
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Still opposed to AI, we can make decisions without going through all the positions of our brains, making it prone to mistakes, but on the other hand wasting time/resources on completely wrong lines of thinking.
A powerful enough AI, without programming flaws, won't lose a chess game.
Do you want a GW AI that won't lose vs humans?
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| Why would it need to take 30 minutes per area? The point of making AI more human like wouldn't be to make it harder to beat normally, since bad players can be beaten pretty easily. It's to overcome farming. Most farms are based on a one-trick gimmick and if that trick fails the entire thing fails. But there are many tricks. So have mobs adapt somewhat to whatever is being used, the trick fails, and farming turns impossible without making it much harder for a normal group. |
Second, why do you need to overcome farm?
Third, all those tricks are based on the inability of mobs to remove enchantments, spell immunity and/or damage reduction.
I'm not against boost to the MOBs builds. I've advocated that before. But that won't make the game harder (or substantial so) - just less stupider/stats based.
If you look, the harder areas are based on MOBs having huge stats and cheating.
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I want a GW that won't lose vs farmers, but will lose vs people playing normally (if they are good enough).
Because the gimmicks involved in farming are at the absolute core of what I see as the greatest problem in GW, which is mission/dungeon running. Do I care about some guy using SF to farm ectos for 10 hours straight every day? Hell no, it just makes ectos cheaper for me.
But I do care when it comes to running, because it does nothing but devalue both content and certain more unique rewards.
So? It could be something as easy as "it hurts when I hit this guy (because he has Holy Wrath on) so I won't hit him" or "we can't kill this guy even though 4 of us are beating on him (since he's a super buffed tank) so we'll ignore him, or spread out".
Of course skills that makes you 100% invulnerable like Shadow Form did would still need to be treated separately.
Huge stats and cheating is what makes DoA a not exactly popular place to play in.
Because the gimmicks involved in farming are at the absolute core of what I see as the greatest problem in GW, which is mission/dungeon running. Do I care about some guy using SF to farm ectos for 10 hours straight every day? Hell no, it just makes ectos cheaper for me.
But I do care when it comes to running, because it does nothing but devalue both content and certain more unique rewards.
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Third, all those tricks are based on the inability of mobs to remove enchantments, spell immunity and/or damage reduction.
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Of course skills that makes you 100% invulnerable like Shadow Form did would still need to be treated separately.
Huge stats and cheating is what makes DoA a not exactly popular place to play in.
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And that is actually it. This would make adjust the most common foes across the continents, thus providing each region with something that is a half decent challenge. Not as big a problem as one might think. And in the process, mobs get tougher, PvE gets more challenging, and the game gets more involved. Which is good, no?
TL;DR-> A lot of the SC and solo stuff that is complained about is simply an issue because the monsters can't deal with it. Give the most common monsters means of doing so, and we're quite a few steps closer to solving the problem AND making PvE more engaging at the same time. |
Not Allowed you need to stop!!!
Everyone wants the nerf/buff player skills merry go round.
/signed btw
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I want a GW that won't lose vs farmers, but will lose vs people playing normally (if they are good enough).
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The main problem is the attacks on farmer did nothing to the people playing normally.
Skeleton of Dhuum and bazzilion spawns in UW? Harder to normal teams than farmers (and I'm still working on finish that with 2p+6h, 8 skellies spamming flurry of splinters while a dozen spiders knock everyone can be annoying).
All these years the additions for the normal players are reduced to zaishen quests and books (and some of those are still faster with farming/running builds).
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Because the gimmicks involved in farming are at the absolute core of what I see as the greatest problem in GW, which is mission/dungeon running. Do I care about some guy using SF to farm ectos for 10 hours straight every day? Hell no, it just makes ectos cheaper for me. But I do care when it comes to running, because it does nothing but devalue both content and certain more unique rewards. |
In the end you get nerfs on farming but exactly no buffing on regular play.
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| So? It could be something as easy as "it hurts when I hit this guy (because he has Holy Wrath on) so I won't hit him" or "we can't kill this guy even though 4 of us are beating on him (since he's a super buffed tank) so we'll ignore him, or spread out". |
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| Huge stats and cheating is what makes DoA a not exactly popular place to play in. |
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There is nothing that differs from the way your brain evaluates things except the scale of parallelism.
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So it is processing power.
AI is good at those kind of problems.
But problems where they need to learn - nope. Not yet, at any rate.
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... Socialism has no place in a game. Games reward the players who are smarter, faster and who are well prepared for the challenge.
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Farming, Speedclears, Dungeonruns and all that may have their own place, as evidenced by the fact that it was never destroyed, but they should not replace the game as it was originally intended to be played.
And you know how to define intelligence? What makes you so sure that intelligence is something different from doing many calculations fast, or evaluating many situatiosn fast and accurately? Anyway, in chess evaluating millions of positions gets the job done better then human intelligence. What, then, makes you say it's 'just' doing many calculations?
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I don't understand how people can write scripts/macros/bots (against the EULA) to mow down the stiff competition in PvP areas but the creators of the game can't write code to moderately give speed runners a hard time in PvE.
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Just my 2 cents on that point.
imo, pve mobs should be more balance, more professions spread across the mobs, pretty much what upier said. Beside, to make it even more "fun", monsters skills bar should generate random builds
everytime you enter a mission/explorable area.
Builds that are not some random skills put together. Mb a build that reflects current meta.
everytime you enter a mission/explorable area.Builds that are not some random skills put together. Mb a build that reflects current meta.
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And you know how to define intelligence? What makes you so sure that intelligence is something different from doing many calculations fast, or evaluating many situatiosn fast and accurately? Anyway, in chess evaluating millions of positions gets the job done better then human intelligence. What, then, makes you say it's 'just' doing many calculations?
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Tic-tack-toe is also evaluating positions, but it isn't as challenging as chess simply because our brain can evaluate all those positions in a short period of time.
Human intelligence developed to deal with a set of problems, mostly how to interact with other humans.
Making calculations very fast is a type of intelligence but not very interestiing for GWs AI.
Most important is that AI always act in predictable ways. That makes it exploitable.
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The main problem is that drops are quite random. Finishing Forgewhight HM to get 2 diamonds? Please.
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The problem is that diamonds are boring and almost worthless.
They'd find the best target. If everyone is invulnerable I guess they'd try to avoid and interrupt the invulnerability skills.
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Socialism or any other ideologies have nothing to do with it, It's an RPG, meaning that RPG characters group up and have adventures. GW's PvE - and it's PvP - were intended to be played cooperatively, in groups, as is evidenced by the fact that groups of 4, 6 and 8 characters can be - and are expected to be - formed for missions and quests.
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If I want to solo or h/h, then I'm being anti-social but still enjoying my purchase in a way I'm happy with. Me being anti-social should not cause anyone else consternation. You still have the option of grouping with like-minded individuals in order to accomplish a goal. It has never been denied you as a player. It may be denied to your preferred character or build.
You can't just show up at a Laker's tryout and demand that you be allowed to be on the team and receive the same salary as the starting line-up. You can, however, get together with friends and hit the playground for a fun game of b-ball.
I have much better success with my h/h than I ever had in a PuG. And taking away my ability to play within the game mechanics in a way that makes me happy isn't going to make me want to join a PuG. It makes me less interested in playing GW at all.
If Anet want to promote balanced team play then great. But you don't trim the living limbs from a tree so the dying ones have a chance to survive. I believe the game is dying and from what I can tell so does the majority. Improving the opposition, nerfing skills, buffing skills etc. etc. is simply putting a band-aid on a gaping wound. All good things come to an end. Let it go with grace and dignity... or add new content.
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| If Anet want to promote balanced team play then great. But you don't trim the living limbs from a tree so the dying ones have a chance to survive. I believe the game is dying and from what I can tell so does the majority. Improving the opposition, nerfing skills, buffing skills etc. etc. is simply putting a band-aid on a gaping wound. All good things come to an end. Let it go with grace and dignity... or add new content. |

