Different approach to make PvE more interesting

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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On the phone today with my girlfriend/co-leader, we were discussing ways to maybe make PvE a bit more interesting, for better or for worse we aren't really sure. She brought up the idea of having the monsters in Normal Mode Dungeons, and Elite Areas and ALL monsters in Hard Mode have random skill sets. For example, the Aatxes in the Underworld (since that seems to be a big topic of discussion right now), some may have the skills they have now, others may have a different build, and others may have yet another skill set. For each mob, the skills are different, but they at least have synergy within the mob. Have like a randomized set of 3-5 different team bars so that a party is unable to go into an area using the same gimmick team build every time and dominate. This way they have to prepare for anything and everything. Of course, I'm sure that once all the builds are learned, the players will find some way to lower the difficulty of this, but at least in my opinion I think it would still be an interesting change to PvE.

When my gf brought this up to me, it seemed like a very cool idea. I like it, but maybe others may not, or have their own suggestions, or spin offs of ideas like this, who knows, but the player base is really smart and I'm sure you all may have other ideas.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

No, going to fight in an area you know nothing about is a bad idea. This would make normal mode harder than hard mode. Nothing spells out f*cking hell better than an Undead ranger with 7 interrupts.

/not signed

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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well Cure, as far as how I would like it to be done, zoning in and out until they have the build they're looking for wouldn't work either, because each mob in the area would have a different build to begin with. Like, the first mob you run into could have one set, and the same exact type of creatures in another mob would have another. And, maybe it WOULD kill farming, but I highly doubt it would, nothing ArenaNet has done thus far has killed farming, so personally I don't think it would.

As for your reasoning Zodiac, I see your concern. But, by no means would I expect a creature in a mob to have a build like that. Ideally, the builds would be viable and synergize with the group they belong to.

I didn't expect to hear this was a bad idea honestly. Sure, it may discourage farming, but as far as I know, I cannot recall a single area unfarmable by a Shadow Form build, Obsidian Flesh build, or 600/smite build. In some areas, there may be less that you actually CAN farm then others, but still, I'm sure if something like this were to happen (even though it never will), the players would find a way around it and farm the hell out of it

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Not sure it is even possible. Builds are designated for monster groups based on their location and type. So all monsters with the same name use the same skills. Variation exists solely for level differences (lvl 20 may have different skills than lvl 24). So you would either need to have new monsters added (Mandragor Imp, Mandragor Necro, Mandragor Pimp, etc.) so there would be different builds. That would allow prediction, and only alter which spawn where.

Far more difficult than I think you expect, and making builds that fit the game takes time, and alters with skill balances. I'd rather not see more time put into skill balances because they have to test out what the changes will do to PvE monster builds on a LARGER scale. Although the idea isn't bad, the implementation and upkeep would be bad.

Dorny

Frost Gate Guardian

Join Date: Apr 2008

Switzerland

Dragons of Shadows [DOS]

N/E

Programming this, and removing the potential for bugs/crashes is way too complex I reckon.

Desert Rose

Krytan Explorer

Join Date: Sep 2007

I keep suggestion this for about 2 or 3 years now, but I would limit it (at least at first) to elite areas.

For each area there would be a pool of teambuilds consisting out of three different types: Small (2-4), Medium (5-7) and Big (7-9). Instead of placing a specific mob the devs simply place a placeholder for e.g. a small mob. Upon entering, the game will randomly place a mob on its place with a teambuild from the small teambuild pool.
For ideas for those teambuilds ANet could look at GvG- and HA-builds.

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

Quote:
Originally Posted by Zodiac Meteor View Post
No, going to fight in an area you know nothing about is a bad idea. This would make normal mode harder than hard mode. Nothing spells out f*cking hell better than an Undead ranger with 7 interrupts.

/not signed
This is called PvP

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

...Or just add the same types of "area effects" as ToPK has. Except now, add effects against Assassins/Paras/Dervs/Rits. They are both marked as "Underworld" so it wouldn't be hurting lore, and you could keep it from being run just like Tombs is. Speaking of which, why did Tombs get the, "profession effect" and not UW?

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by Zodiac Meteor View Post
an Undead ranger with 7 interrupts
See, this is the sort of thing they should already have throughout the game, regularly.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

I'm sure programming this would be to difficult in general, but it's something that would, theoretically be pretty awesome. Maybe not so much random skills as random builds. For instance, One enemy could have one of 5 potential builds. I would advise against doing it to counter-act farming of course (enchantment removal on monsters that don't normally have it).

I'd also suggest it be done in Hard Mode only, really.

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

I like the idea, the boring thing about the pve game is the predictability.

Why on earth should a mob be constructed of the same creatures with the same balance of skills always in the same spot.
Are they supposed to be that stupid that they never evolve their tactics.

Would it destroy farming ?
The solo farming build that is basically an exploit of the game would find it tough to continue.
Elite dungeons and areas would be all but impossible, except to balanced teams.

Farming of ordinary areas would continue though would occasionally fail depending what you met up with.

Make the game more fun though.

pvp has such variations and I believe is quite popular with a number of players.

So please yes try this out in a couple of areas in normal mode so more can try it out and await feedback.

tealspikes

Lion's Arch Merchant

Join Date: Jul 2009

I would normally agree with your idea, but the majority doesn't play guild wars to adventure into the unknown anymore. They play to farm the hell out of what they do know.

Neith

Neith

Krytan Explorer

Join Date: Jun 2008

Texas

One in Guild Wars

R/

There's nothing wrong with builds being designated for monster groups. As a necro there are a variety of skills to choose from. I can either go SS necro, FoC necro, Aura Necro, anet can do the same thing with the skill bars of the foes. If anet can take 5-6 months trying to figure out SF, Obby Flesh, 600/smite...Why not take those months and figure out even a few of the overfarmed locations and change those skill bars to be variable. It would make the elite areas a little bit more of a challenge but would make PvE more interesting instead of always knowing where they spawn and what skills they use. I've monked in the UW and almost fallen asleep because it was predictable. The upkeep wouldn't be bad, if they can have the game for 4 years and not upkeep monster skill bars they can implement a 3-5 skill bar variables into the game and not have to upkeep them....granted as stated before groups would learn the skill bars and probably be able to exploit it after a while but the idea is that there would still be the variable of not knowing which skill bars the foes would be using, even that small variable would make the game more interesting. but seems like some people don't care about interesting. they just care about boring.

Fap

Fap

Ascalonian Squire

Join Date: Jan 2010

this would be a good idea if pve wasn't full of sh*t like consumables, pve skills, pve skill versions, titles etc... meh it may still be a good idea.

vBeryl

Ascalonian Squire

Join Date: Dec 2009

D/W

Quote:
Originally Posted by Sethellington View Post
This is called PvP
No, PvP is Player vs. Player.
Even if every player has the same build.

PvE though, is atleast 1 or more players vs. AI.
Even if every AI has a different skill.
-
Edit: /signed

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

I liked the idea of monsters having non-stagnant skill bars, and then someone brought up the issue of farming.

I don't really know at the moment how to create a happy medium of the two, so I'm going to have to pass judgment on this at the moment. Either way, it likely is not happening in GW, but I would hope there's a chance of something like this appearing somewhere in GW2.

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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That is exactly what I was thinking... it would be a really nice addition to Guild Wars 2, make it unpredictable and since it started like that no one can say that the foes are predictable .

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

A way to make PvE different: Change it from a format where you kill 100's no 1000's no 100,000's of mobs, to where you have to kill a very few number of challenging mobs.

Maybe if the mobs didn't all have the trifecta of terrible AI, terrible bars, and no team build coordination?

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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Well, some do. Mainly in Eye of the North. Mandragors inflict every condition in the book, and spread them to the entire party; Jotun have caster shutdown/melee shutdown along with strong warriors to hit hard. I'm not saying the builds are the greatest, but they synergize very well together.

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

No the eye of the north mobs have builds that have some synergy, but really not all that much. It just comes as a huge shock after 3 campaigns where the mobs had no synergy what-so-ever. They still have terrible AI, their bars are still terrible, and team build coordination is minimal.

Even then because EoTN is still based around killing thousands of mobs, the fact that each group has some organization as opposed to none makes the game more banging head against wall than the previous games.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I won't mind having monsters that copy player builds.

You enter an area with ice-based monsters and fight with a fire-based elementalists, and after a moth, fire elementalists monsters in another area start using the most used fire builds.

That would be neat. As long as they don't change every time you enter. You can't have a PvE without tactics and being able to predict what monsters will bring.
Enter the area to check what monsters do now, change build and enter again to fight them.
The pint of PvE is being able to win 100% of the time. And with absolute randomness that is impossible in GW. There is no unbeatable build.

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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Well yes, that's also the point in PvP also. Don't you WANT to win every time? It's not always possible, and it will still be possible to win 100% of the time in PvE, it is just harder, and that is the goal I would want to achieve. I would not, nor would anyone else, want it to be impossible, I just want it harder for the sake of having fun. If it takes me a certain amount of time to think of a counter for whats being used in an area, and it turns out that it didn't work and I have to go find another build to try, that's where my fun is. You learn the best from your failures, so when I try to beat an elite area, and it ends up not working out for whatever the reason, it helps you learn what you need to fix about what you're using. I just want there to be more diversity to many team builds people use in PvE. Not just the typical "super damage spike -Imbagon - tank" that most people prefer. I would want there to be a counter for that, so that it doesn't work every time. Stuff like that, I don't know, maybe I'm thinking to ideally, or too outside the box, it would just be nice to see people using many different things.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Nope. The point in PvP is wining 50% of the time, when both sides have the same skill.
That's balance.

In PvE, losing 50% of the fights it's just frustrating, and monsters do not have skill at all. PvE can't be balanced against NPCs.

WarcryOfTruth

WarcryOfTruth

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Join Date: Nov 2009

Atlanta

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Actually, the point of PvP is to win. You don't go into a Guild vs. Guild or Heroes' Ascent match wanting to win only 50% of the time. You want to win every time you play. I think I know what you are trying to say though, it should be balanced where both teams have an equal chance of succeeding. In PvE, sure you want to be able to succeed, but personally I don't think it should be as easy as it is .

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Quote:
Originally Posted by MithranArkanere View Post
I won't mind having monsters that copy player builds.

You enter an area with ice-based monsters and fight with a fire-based elementalists, and after a moth, fire elementalists monsters in another area start using the most used fire builds.

That would be neat. As long as they don't change every time you enter. You can't have a PvE without tactics and being able to predict what monsters will bring.
Enter the area to check what monsters do now, change build and enter again to fight them.
The pint of PvE is being able to win 100% of the time. And with absolute randomness that is impossible in GW. There is no unbeatable build.

In an ideal version of gw I wouldn't want a random change each time I entered.
The dumb creatures should pretty much stay the same skill wise as these are innate abilities not learned skills.
Whereas the intelligent creatures Charr etc should change tactics and skills when they don't work.

This should happen over time and I guess that's what we will get in some parts of GW2 where player actions make changes in the gameworld.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

More interesting is having the option to bring all my heroes not 4 dumb as crap henchmen which I cannot control.
Would also be fine If I can get into the UW or other Elite areas since I am playing alone, and I understand that experienced groups have no interest in doing those areas with me in their team.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

I'd love to see this idea implemented but I think that it really won't help GW's stagnation and lack of upcomming campaigns. This should be implemented for GW2 though.

/signed

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by MithranArkanere View Post
I won't mind having monsters that copy player builds.
I am not confident that this would give them better builds then they have now.

Turbo Ginsu

Turbo Ginsu

I despise facebook

Join Date: Feb 2008

Australia

Meeting of the Lost Minds

Me/

Quote:
Originally Posted by WarcryOfTruth View Post
Well, some do. Mainly in Eye of the North. Mandragors inflict every condition in the book, and spread them to the entire party; Jotun have caster shutdown/melee shutdown along with strong warriors to hit hard. I'm not saying the builds are the greatest, but they synergize very well together.
Mandragor are nothing but toast the moment you give their conditions back to them. Jotun drop like flies the moment you put a little PI on them. Whilst the "attempt" to synergize them is noticeable, against someone with little more brainpower than that of the average pimply 15y/o, that synergy is little more than a joke.

Neo Atomisk

Neo Atomisk

Krytan Explorer

Join Date: Dec 2008

State College, Pennsylvania, United States

Zealots of Shiverpeak [ZoS]

W/

in certain areas, yes.
this game NEEDS to be harder.
/signed

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Quote:
Originally Posted by Turbo Ginsu View Post
Mandragor are nothing but toast the moment you give their conditions back to them. Jotun drop like flies the moment you put a little PI on them. Whilst the "attempt" to synergize them is noticeable, against someone with little more brainpower than that of the average pimply 15y/o, that synergy is little more than a joke.
You are exactly correct sir . But that doesn't mean they don't synergize even in the slightest. Sure, they are easily dealt with, but with all of the Eye of the North that I have done, in areas fighting Mandragors, I have never seen anyone with any skills that transfer conditions back to them. So yea, sure they can be sent back, but no one ever uses those skills (Plague Signet, Extend Conditions, etc).

As for the Jotun, yes Pain Inverter generally will do that to anyone, which is why I am not a huge fan of PvE-Only skills, but that is a separate issue. Anyway, that is exactly my point. The fact that "a little PI" or "sending conditions back to them" is a simple enough solution to kill mobs of enemies, shows how easy PvE is, and I do not like playing a game if it is too easy .

Adine Kara

Ascalonian Squire

Join Date: Feb 2006

Being a worshiper of Lyssa i LIKE throwing a wrench into things. (and sometimes a wench in too) this would make things interesting ...at least for a while . however once all the builds of the classes were up on Wiki it would only be a matter of time before farm builds were up to counter said builds.

either way i support this idea

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

Quote:
Originally Posted by WarcryOfTruth View Post
Actually, the point of PvP is to win. You don't go into a Guild vs. Guild or Heroes' Ascent match wanting to win only 50% of the time. You want to win every time you play. I think I know what you are trying to say though, it should be balanced where both teams have an equal chance of succeeding. In PvE, sure you want to be able to succeed, but personally I don't think it should be as easy as it is .
Obviously, the point is to want to win. The expectation in truly balanced PvP should ideally be that you will win about 50% of the time if you are decent. You win some, you loose some, that's the way it goes. Especially as, to loose you have to be outplayed.

In PvE, bring on the steamroller, it would just be annoying struggling against the AI. The novelty would wear off quickly, and it'd be like pugging in prophecies all over again (except the issue there was player builds, not mobs)

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

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Quote:
Originally Posted by enter_the_zone View Post
Obviously, the point is to want to win. The expectation in truly balanced PvP should ideally be that you will win about 50% of the time if you are decent. You win some, you loose some, that's the way it goes. Especially as, to loose you have to be outplayed.
Right, that's what I was trying to say, I could not find the words. Thank you for that . PvP will never be balanced though, they keep nerfing skills because people get upset when they cannot find a counter to a build.

Quote:
Originally Posted by enter_the_zone View Post
In PvE, bring on the steamroller, it would just be annoying struggling against the AI. The novelty would wear off quickly, and it'd be like pugging in prophecies all over again (except the issue there was player builds, not mobs)
Personally, this isn't how I want PvE. I want it challenging, and to struggle against the AI really draws my interest.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

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Well, either they planned it anyway or they liked the idea in this thread . The Peacekeepers each have 3-4 different builds and are moderately tough to kill in normal mode. Have yet to try Hard Mode but when we vanquish I am sure it will be tough .

robmdq

robmdq

Academy Page

Join Date: May 2005

In certain way, a suggestion like this would refresh that old feeling we all had the very first time we ventured into the lands of tyria. I like the idea of a new challenge everytime you zone in.

For that one who said that entering an area without knowing what awaits on the other side, well, that's the whole idea of RPG, if you need to know what's on the other side then maybe RPGs aren't for you.

As for farmng, i don't believe that most people play for farming, thats just plain stupid (sorry, thats the softer word i can use) If you wanna farm, play age of empires and gather wood, doh! Specially ina game like HW where there is no actual reason for farming O_O

So far, i agree with the suggestion. On a second thought, another thing that kill the challenge are the runs, but that topic was discussed ever since the game was released and there wer never a real attitude against them from the devs, so i guess i wont wast nor my time nor the readers time with it, but just wanted to mention it anyways.

Morphy

Morphy

Wilds Pathfinder

Join Date: Nov 2009

The Netherlands

Not going to keep up with that anymore

R/

Other singleplayer games are interesting because every monster has different AI. GW monsters all have the same crappy AI. Even if you improve it for all the monsters, it's still the same on every monster, meaning it gets boring after you know exactly what they do. To make PvE interesting, the AI has to be changed for EVERY monster in the game in a way that you always need to adjust your playstyle to it. Since this is pretty much the same as making a completely game, PvE is a lost case.

newbie_of_doom

newbie_of_doom

Wilds Pathfinder

Join Date: Oct 2006

WTFPRIVACYDUDE

Endangered Feces [DoDo]

W/Mo

Cool idea but it won't matter, because all you have to do is bring SY.

Reformed

Reformed

Jungle Guide

Join Date: Aug 2009

Quote:
Originally Posted by Reverend Dr View Post
A way to make PvE different: Change it from a format where you kill 100's no 1000's no 100,000's of mobs, to where you have to kill a very few number of challenging mobs.
I agree although Anet doesn't seem to understand the concept of less is more at all. Monsters have gotten progressively better skill bars and group synergy, just take a look at the Charr or Slavers units in EotN. The problem though is that they stick to their tried and true formula of numerical supremacy on top of it. Take a look at the new Peacekeeper units they added...good skill bars and rotating ones at that are a huge plus. Medium to large sized groups with closely overlapping patrols, no Anet no. It is entirely possible to make something hard without forcing us to wade through 100's of foes.

Terrible Surgeon

Terrible Surgeon

Krytan Explorer

Join Date: Oct 2009

hopper

A/

I think everything[baddies] in pve should have skills like blinding surge and rend enchantments on its skill bar. PvE would be awesome then.