I知 not sure you understood the order of events that took place. Scavengers were not in front of me. I spawned from a fast travel and immediately set forth to my destination. They were behind me to start. They don稚 show on radar until they attack so about 15-20 meters from my destination I took a hit. Immediately jumped into cover and engaged. When I engaged them the territory control ( now behind me) aggro壇. Again I did survive the ambush without taking much of anymore damage than the surprise allowed. And I was able to clear several of the now rushing black tusk. I知 behind a barrier , engaged on a mini tank when the manhole spawn activated. Again , I think difficulty is fine. Problem here is the fact that enemies can literally spawn on top of you.Originally Posted by Noxious81 Go to original post
Another for instance maybe will help you understand. During a solo heroic CP. I fought to capture and was in the middle of defending vs outcasts. I知 in the territory control and suddenly a random patrol rolls in. This patrol is also outcasts. So now I知 dealing with these also. I知 killing , I知 staying alive and then all of the sudden the control point I just captured and finished spawns a wave of outcasts out of said control point on top of me while I知 trying to to finish killing the boss. Before I could return to spawn back on the officer he was dead. Control point was reset and opportunity for the patrol rewards were also lost. If these things only happened once in a blue moon I壇 likely be frustrated for a short time and move on. However these instances are becoming more probable than not.
I知 not asking for a redesign of the entire game. Just to tone down the density of some of these spawns inside of or directly adjacent to targeted activities.
Making A.I. Smart is a hard thing for every game in particular.
Thinks about "Summon" on Summoner class or something like that for example.
if your Summon is so god damn smart, Normal Mob or Even Boss will not possible to fight it.
but if you make it too dumb that Summon will be useless.
So, in between Dev. usually fix that problem with another function like a "Command" for example to micro your Summon as you wish without making it way too useless in that sense.
Or make your Summon very strong also have tons of DMG but brainless.
A.I. when well coded it can be very effective with less to no mistake.
Not to mention about Tactical base game.
you'll see they pull out some great micro out of nowhere.
but that's on RTS game or fantasy MMORPG something like that.
if A.I. is so good in this game every enemy will be harder than they are atm, I assure that.
Thinks about a Tank that will Splint into Cover and Ratatatatatatatatata you none stop from save spot.
or even a sniper that will not came out of hard reach spot but then when you popout your head for a miliseconds you ded.
Black Tusk Doggo is a fine example on this one.
That minigun Doggo, if they have better intelligence I thinks it will chase us to no end or flank us on every cover we find.
This is why Special spawn in L4D is so god damn weak interm of HP.
because they already strong enough plus Human brain to make it work = Lethal.
one miss step on Survival team = Wipe
on the other hand, when it's come to PVE... not so Lethal. which make normal zombie a real problem more than brainless Special.
yeh I agreed that pump up Enemy Damage to compensate the lack of "Tactical" A.I. in this game is ridiculous.
I find that it's the best way for a player to easily exploit them and adapt to it so you can still fight them back in most situation without thinking way too much or it will become more frustrate instead of having fun.
It's still need alot of stuff to make it "balance" anyway. but I'm fine with Enemy DMG right now.
hope you understand my point.
I'm sorry I couldn't understand what you were trying to point out. I was just trying to help a bit, and of course you are free to either consider it or ignore it. Yet I still think that the easiest way to have the difficulty of any activity toned down is by lowering the difficulty setting.Originally Posted by daviidt Go to original post
Them dudes that STILL **** the Revive hive when it was """""""""""""""""""""""""""""""""""""""""""""""""" """"""""""""""""""""""""""""Fixed""""""""""""""""" """""""""""""""""""""""""""""""""""""""""""""""""" """"""""""""?Originally Posted by FattySkinnyBoy Go to original post
Yes, that's a lot of quotation marks. It may need fixing too. I could try but it may break something else.
It's my opinion that this is really the only change needed. I can take on a Heroic CP, Bounty, Execution, Territory etc etc. I can take on their reinforcements too, but what is beyond me is taking on a CP only to have two other factions (I had three factions a few times) getting dragged into the fray with all of them instantly deciding that it's all my fault. 10-15 heck even 20 enemies I can handle but a 45 minute battle involving multiple waves of multiple factions reinforcements all going after me at the same time... oh throw in some rogues and a quadcopter because that regularly happens too... well that's more than I would like and certainly more than anyone would rationally choose to take on.Originally Posted by daviidt Go to original post
True Son's AI is basically disperse, hide and encircle while exploiting any movement you're forced to make to create angles of attack. That dispersing behaviour often has them entering additional activities and aggroing those too. The Black tusk will also do this but to a lesser extent. NPC AI in general needs to have some engagement range rules enforced because some times I feel like I'm playing kiss chase and it's frustrating because that Hyena beatch is one ugly mother $%!%*!
Yeah that's something...if one of that Flamethrower screwovers toasts a shotgunner that sprays in her face and you start shooting it's a kiss on the cheek and they decide to all kill the lonely poor bastard covering behind a trashcan.Originally Posted by RichardOshea Go to original post
@OP the point you are bringing is true for almost every game out there. Take the Witcher games for instance just, as a single example, where you are this super human mutant, expert swordsman etc etc, yet game play wise you can die to a random beggar or a street tug on the streets on the higher difficulties. Mixing lore and game play is never a valid point imo. Higher difficulties are meant to give you a challenge, if you want to be this elite person that never dies and dispatches wave after wave after wave of enemies easily, the lower difficulties is where you find this.
Personally I think Challenging is in a very good place atm not too hard not too easy.
Now if Heroic and Legendary are messed up then yes they'll need toning down or adjusting.
My biggest concern or hate in the game is the loot.
Constant Rainbows
most under 50% on everything
Purples more than yellows and purples having better stats than yellows for the most part.
Named when found can have have awful stats
Doing a CP4 and getting awful stuff
Loot needs sorting. big style.
I agree with the rainbow loot. It needs some serious fine tuning. We really shouldn't see gear pieces with a Skill repair brand bonus, weapon damage, as main attribute and Skill damage and Armor repair, as attributes with a red mode slot to boot and that kind of loot drops waaaaay more than it should.Originally Posted by Cadillac-Jack Go to original post
As someone who plays Heroic constantly though, most of the loot % alone I see is fine. Most of the time I am getting rolls well above 60 to 80% and I see a lot of maxed out pieces and god rolls, but again its overshadowed by the number of rainbow drops and awful brand bonuses and talent combinations too.
Purples I don't have issue with that -- the only purples I am getting on both Challenging and Heroic is from World and mission containers, which doesn't scale with difficulty and I sell or salvage those for mats. I've never once seen purple drop on those difficulties from NPC's or targeted loot farming or from the CP4 big orange box at the end.