Tell you what:,
nepenthe,
02-Mar-06 04:52 PM, #2
This is the mob I was thinking of also N/T,
Amora,
02-Mar-06 05:01 PM, #3
Maybe not...was thinking lich in Barovia N/T,
Amora,
02-Mar-06 05:02 PM, #4
That's Xoltrindar all right. (n/t),
nepenthe,
02-Mar-06 05:20 PM, #5
Also:,
Valguarnera,
02-Mar-06 05:28 PM, #6
Not even close.,
Valguarnera,
02-Mar-06 04:37 PM, #1
oh you mean THAT kind of intelligence,
ManDaDa,
02-Mar-06 05:42 PM, #7
Not to beat a dead horse or anything,
TheDude,
02-Mar-06 11:58 PM, #8
RE: Not to beat a dead horse or anything,
Valkenar,
03-Mar-06 12:33 AM, #9
RE: Not even close.,
Valkenar,
03-Mar-06 12:42 AM, #10
RE: Fleeing.,
Valguarnera,
03-Mar-06 08:57 AM, #11
RE: Not even close.,
nepenthe,
03-Mar-06 08:58 AM, #12
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nepenthe | Thu 02-Mar-06 04:52 PM |
Member since 04th Mar 2003
3430 posts
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#12450, "Tell you what:"
In response to Reply #0
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Go fight Xoltrindar a few times.
All mobs need to be at least as smart as Xoltrindar before I'd even think about it.
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Amora | Thu 02-Mar-06 05:01 PM |
Member since 28th Feb 2006
123 posts
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#12451, "This is the mob I was thinking of also N/T"
In response to Reply #2
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Amora | Thu 02-Mar-06 05:02 PM |
Member since 28th Feb 2006
123 posts
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#12452, "Maybe not...was thinking lich in Barovia N/T"
In response to Reply #3
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nepenthe | Thu 02-Mar-06 05:20 PM |
Member since 04th Mar 2003
3430 posts
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#12453, "That's Xoltrindar all right. (n/t)"
In response to Reply #4
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Valguarnera | Thu 02-Mar-06 04:37 PM |
Member since 04th Mar 2003
6904 posts
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#12448, "Not even close."
In response to Reply #0
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1) Mobs have been able to use skills like Boneshatter and Cranial for a very long time. At least in 1997, and probably earlier than that.
2) Even the 'smarter' automated functions aren't that smart. Let's say you and your friend are going to walk up to an NPC and start interleaving trips. (As in, one person trips while the other pauses until the first trip has almost worn off, then trips again.) A two-person group is going to make it so the NPC rarely gets a skill off. A three-person group, especially one employing more reliable techniques than Trip, means the NPC is basically never going to use its class abilities. This effectively makes all NPCs into "vanilla" NPCs, which isn't very interesting, and certainly not worthy of the extra XP you presently get for fighting these more challenging foes.
3) NPCs aren't remotely as intelligent as even the most inept PCs. Notably, they don't try to avoid combat even if they're clearly losing. (They may flee, but then they will typically stand there until you re-engage seconds later.) Casters and communers don't use Word of Recall or Teleport to escape you once you're beating on them. They don't use "where" and come attack you when your group is beaten up and resting. They keep aiming at the arial pole spec while the dark-elf necromancer lobs in spells. Etc.
valguarnera@carrionfields.com
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TheDude | Thu 02-Mar-06 11:58 PM |
Member since 20th Sep 2005
285 posts
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#12458, "Not to beat a dead horse or anything"
In response to Reply #1
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but if all three groupmates are tripping, etc, then they aren't necessarily doing ~their~ nastiest melee* skills either. So that'd make it a wash, wouldn't it?
* yes, in certain situations a simple trip, bash, etc IS the best skill, I know.
Ok, but now I read point 3. Please don't make the mobs any smarter in that regard. Let's keep things how they are. good point Valg :-).
(and here I always thought that certain tactics like feinting against mobs were actually helping me succeed.. am I that big of a moron?)
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Valkenar | Fri 03-Mar-06 12:42 AM |
Member since 04th Mar 2003
1203 posts
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#12460, "RE: Not even close."
In response to Reply #1
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>3) Notably, they don't try to avoid combat even if they're >clearly losing. (They may flee, but then they will typically >stand there until you re-engage seconds later.)
Does having fleeing ability give an exp boost? Fleeing mobs definitely does slow down ranking, particularly in certain kinds of circumstances (a popular gathering of dwarves being the first example that leaps to mind). I've always been bothered by the inability to prevent them from fleeing, though I supopse that's pretty much exactly the what you're talking about here.
I guess my thought here is that since fleeing can be a significant hinderance and even sometimes a danger (because sometimes they'll be reengage in perilous circumstances once they're healed). So for that reason it would be reasonable to add a smallish bonus for fleeing mobs compared to non-fleeing mobs. Then again, for many mobs fleeing makes almost no difference at all whereas a spec-using mob almost always is significantly more difficult.
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nepenthe | Fri 03-Mar-06 08:58 AM |
Member since 04th Mar 2003
3430 posts
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#12463, "RE: Not even close."
In response to Reply #10
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>Then again, for many mobs fleeing makes almost no >difference at all whereas a spec-using mob almost always is >significantly more difficult.
Additionally, while sometimes problematic, a fleeing mob also often means you don't have to tank it for the last X% of its hit points. That is, you knife it (or whatever) and it flees before you have to take any attacks, repeat.
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