Celebrim
Legend
Gloombunny said:Is collision detection really that hard?
Yes. It's not an impossible problem to handle, but it is a really really hard problem.
Gloombunny said:Is collision detection really that hard?
Gloombunny said:The solution is to change things so that it's not the best strategy (as 4e is doing), or assume that it is the best strategy and balance things around it so it's fun anyway (as Guild Wars did). Requiring that all enemies fought act in the same predictable but insanely stupid way is... not a good solution to the problem.
Is collision detection really that hard? Guild Wars doesn't seem to have any problem with it, and they don't even have monthly fees from all their players to support their server expenses. Player-griefing is easily solved by letting players not hostile to each other pass through each other.
I actually did enjoy playing a tank in WoW. However, I would never want to see anything like it in an actual RPG, because it makes no sense from an in-character perspective. I can accept it in WoW only because I don't roleplay when playing a video game.FadedC said:But it's chosen at least in WoW to use a traditional warrior holding off the enemy system with classes. And plenty of people enjoy it, but no game is for everyone.
AoO's are a start. Giving fighters ways to punish people who move past them, or block such movement altogether. Give them abilities that make them much more dangerous to people who ignore them, like that feat I mentioned way back at the beginning of this thread. Make the soft targets less soft or harder to get at. (Anything from letting the healers wear armor to giving the wizards spells like mirror image.) That sort of thing.GSHamster said:Change things how? Give an example of a realistic change that would make attacking the mage a non-optimal strategy?
ainatan said:If you are an archer and two enemies are charging you, an orc with a greataxe and a goblin with a stick. Which one will you attack first? That's the aggro/threat mechanism. It's in our judgement, but it exists.
Back to the aggro/threat rules, we COULD have some guidlines regarding some types of monsters. If the group faces some unintelligent beast, which one will it attack first? The largest character? The smallest? Will it run away? How does a creature with Int lower than 5 makes that kind of choice, or other choices like fighting to death, running away when "bloodied", etc. Do orcs fight to death? Or trolls? What about a dragon? We could really have better rules or just guidelines concearning monsters behaviour in combat.
GSHamster said:Change things how? Give an example of a realistic change that would make attacking the mage a non-optimal strategy?
Gloombunny said:I actually did enjoy playing a tank in WoW. However, I would never want to see anything like it in an actual RPG, because it makes no sense from an in-character perspective. I can accept it in WoW only because I don't roleplay when playing a video game.
GSHamster said:This seems to be a paradox to me.
If the fighter is just as dangerous as the mage, the monster should attack the mage because the mage is more fragile. If the fighter is less dangerous than the mage, the monster should definitely attack the mage because it poses the greatest threat and is more fragile. If the fighter is more dangerous than the mage, I feel very sad for the mage.
So why should the monster attack the fighter? Wouldn't the superior tactic in all cases be to attack the mage?
Put a party of skilled PCs against a similar party of NPCs. Watch what they do. Most of the time, they will target the healer and wizard types first, because that's the best strategy.
I think it's very sad that you and so many other D&D gamers seem to think that computer games rot your brains, wither your spine, grow hair on your palms and make you blind.Driddle said:I think it's sad that they even had to consider incorporating computer game "aggro" mechanics.
Or perhaps because they're aiming for 4e to have more monsters per fight than 3e, so that a simple rule system for morale and/or aggression might help a DM, especially a novice, to keep the game fluid, fast and fun?Was Merls & Co. testing the possibility because the latest generation of DMs is so brain-addled that they can't imagine what a combat opponent will do without a bunch of programmed rules? Or because there are so many players now who expect their enemies to respond like they do online?