AI improvements/shoving feedback
Moderator: Moderator
Re: AI improvements/shoving feedback
Fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: AI improvements/shoving feedback
darkgod wrote:Fixed
You changed it back, then? It does take a bit of the strain off melee (or, rather, non-ranged attack, at least early game) characters, especially since the LOS rules have apparently been changed to allow enemies to hit you around corners no matter which way they approach now (which makes corridors pretty deadly if you're in an area with range attackers with limited means of closing the distance to an enemy lurking at a corners. If Rush is on cooldown and you haven't found a movement infusion -- or, like me, base game strategy on other runes/infusions most of the time -- you can get into some pretty tight spots when you have no means of firing back or egressing the corridor quickly.)
Re: AI improvements/shoving feedback
No, he fixed the swarming issue.Hunter wrote:darkgod wrote:Fixed
You changed it back, then?
http://git.develz.org/?p=tome.git;a=com ... e4e0431b83
Symmetric LOS is not a problem, it's a feature.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: AI improvements/shoving feedback
Says the guy with the bow, to the guy with the sword.supermini wrote: Symmetric LOS is not a problem, it's a feature.
Re: AI improvements/shoving feedback
Symmetric LoS is a feature that's more intuitive but makes the game a bit more difficult.
I am admittedly sorta biased against asymmetrical LoS because I've gotten a ton of clears and all it's ever done is trigger "Wait what are the rules to this argh" situations for me, because I'm lazy, particularly with features I dislike and that have relatively niche applications. Especially if they feel abusive, a feeling that I admit is subjective. I never figured out when exactly it was asymmetrical.
To me, it feels like if there's a problem with it, then the classes that really are screwed over by its lack need a buff. I'm not feeling it, but like I said, I never abused it. Shouldn't melee classes by and large be able to get by with Blindside, Nimble Movements and Rush in those situations? I guess Mindslayer has to unlock a category for their movement skill...maybe that shouldn't be?
Also, I think it's more consistent with the genre-and, generally, RPGs-to have few situations where the enemy can see you without you seeing them and vice-versa, and none that aren't relatively intuitive, like differing vision radius.
Basically, it adds a bonus-intuitive play for new players-in exchange for upping the difficulty a bit. If it needs a few minor tweaks to boost classes that were hit by it, that seems like it shouldn't be too hard to do, if I've been entirely ignoring it and playing fine...
I am admittedly sorta biased against asymmetrical LoS because I've gotten a ton of clears and all it's ever done is trigger "Wait what are the rules to this argh" situations for me, because I'm lazy, particularly with features I dislike and that have relatively niche applications. Especially if they feel abusive, a feeling that I admit is subjective. I never figured out when exactly it was asymmetrical.
To me, it feels like if there's a problem with it, then the classes that really are screwed over by its lack need a buff. I'm not feeling it, but like I said, I never abused it. Shouldn't melee classes by and large be able to get by with Blindside, Nimble Movements and Rush in those situations? I guess Mindslayer has to unlock a category for their movement skill...maybe that shouldn't be?
Also, I think it's more consistent with the genre-and, generally, RPGs-to have few situations where the enemy can see you without you seeing them and vice-versa, and none that aren't relatively intuitive, like differing vision radius.
Basically, it adds a bonus-intuitive play for new players-in exchange for upping the difficulty a bit. If it needs a few minor tweaks to boost classes that were hit by it, that seems like it shouldn't be too hard to do, if I've been entirely ignoring it and playing fine...
Re: AI improvements/shoving feedback
I've only been playing melee for the last few chars. I prefer it when I know what's shooting me, even if funneling casters through a corridor has become impossible due to both sym.LOS and AI changes.greycat wrote:Says the guy with the bow, to the guy with the sword.supermini wrote: Symmetric LOS is not a problem, it's a feature.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: AI improvements/shoving feedback
I figured it wasn't an accident, ergo a feature. That doesn't mean it's not sometimes a problem too. But it's just one we'll have to adjust to. It'll take some time, since the old version was a fairly huge part of the gameplay and we have to unlearn some major habits.supermini wrote:No, he fixed the swarming issue.Hunter wrote:darkgod wrote:Fixed
You changed it back, then?
http://git.develz.org/?p=tome.git;a=com ... e4e0431b83
Symmetric LOS is not a problem, it's a feature.
In any event, I'll settle for the swarming issue being fixed. Interestingly, I just finally got around to doing the Kill Bill achievement. It was beyond hard, not because of the difficulty in killing Bill with a level 1 character, but because they were swarming me like crazy for the first three levels of Trollmire and I obviously had to be very careful about how many I killed. I finally had to start a character (archmage) with immediate access to phase door to keep ahead of the buggers. OTOH, not having to find all three lore items to unlock the entrance to Bill's level was helpful, so I guess it evened out.
