This seems completely ridiculus.. yes you can invest in see invis potions bu the theing is.. mobs drink the invis before you even come into sight as some can sense you from around corners so you get invis ganked by like 5+ npcs and die. Not fun at all, think it would be better off either removed or made so that the chance of it happening is reduce by alot.
The fix would be removing the pots from the risers in question. Not the feature. However, that particular area is more of gank then a fight anymore, so I cant argue!
Quote from: One_With_Nature;230239... mobs drink the invis before you even come into sight...
Wow, that sounds so cool and exciting!
It's a lot more that Nightrisers doing this. Orcs, Bandits, Mist Ogres, and more.
The AI changes are not going anywhere. Though we will perhaps review the current setup for various creatures.
I'm perfectly fine with one or two of them pulling this off; you know, just to be a little more realistic without being crude, but there's a line that's gotta be drawn.
I would concur when every intelligent creature starts popping potions every two seconds pc's are going to get more and more scared again and soon. Not even druids will bother exploring the wilds in fear of being invis ganked by half a dozen orcs.
Quote from: Germain;230272The AI changes are not going anywhere. Though we will perhaps review the current setup for various creatures.
I don't think anyone wants them to go anywhere, but rather function in a manner that makes it interesting and not just a silly invis chugging contest on mobs.
Ai using potions will never be perfect, but honestly I don't think it's such a bad thing. I kinda like that npc's use thier potion load outs like pc's. This sort of thing will take some getting used to though. Similiar to morts wonderful party change.
oh noes NPC doing something other than being dumb, oh shi
Oh noes, all NPCs using the same annoying tactic predictably and in perfect synchronicity, oh shi....
I posted on this in a thread below, suggesting simply giving mobs a random chance of using the potion they have or not, with it either even chances or more likely they don't. Or that mobs randomly spawn with a couple of extra potions to use, in a similar way that hero spawns turn up. This would keep the use of potions as an unpredictable surprise to PCs rather than a metagamed tactic of "Put ext. Seeing on one tank b4 quest noob", or the wilderness being full of 0 stealth NPC ganksquads.
Quote from: Egon the Monkey;230339Oh noes, all NPCs using the same annoying tactic predictably and in perfect synchronicity, oh shi....
I posted on this in a thread below, suggesting simply giving mobs a random chance of using the potion they have or not, with it either even chances or more likely they don't. Or that mobs randomly spawn with a couple of extra potions to use, in a similar way that hero spawns turn up. This would keep the use of potions as an unpredictable surprise to PCs rather than a metagamed tactic of "Put ext. Seeing on one tank b4 quest noob", or the wilderness being full of 0 stealth NPC ganksquads.
You'll find all potion use by pc's is very predictable as well.
There's not 20 of them being the Haste/Displace/Blur/Invis Musical Display Team.
If it were solely up to me then invisibility would be removed for NPC and PC alike. But we will review the current AI and potion load out for creatures.
Appreciate the second look Germain.
I don't think many of us actually want the new feature to be removed, because it is very cool that npcs will use their stash.
omg snakes and boars are drinking see invis pots in orcs 1 and 2, and on the quest in the docks.
How about instead giving the NPCs a random potion? It could be invis, it could be STR, it could be ghostly vissage, etc. That way you don't get invis ganked by 12 orcs, maybe just by 3 while the rest instead become stonger, or faster or anything like, in such way that encounters become much more uimpredictable?
Yeah, that's what I was thinking too. If a mob had a chance of something of spawning with a random L1-2 potion, it adds some more variety to the mobs on top of the new random weapons system. Nightrisers with Inflict Light potions, mobs that insulate or protect vs PC alignments...
I like Drakill Tannan's idea. Possibly it could be done in a way so the mobs have a small chance of having a really unusual/cool potion like a Shield potion or Sludge Drink or the like, too.
I think it would be best to scale the potion type depending on how strong the monster is. I assume stronger monsters are of a higher HD so the HD could be the mark. Random wild orcs could have a random level 1-2 potion half the time, berzerkers could have a chance of something stronger like displacement or haste (Berzerkers with haste, that would be scarinly awsome) chosen of grathamar could have a chance of a sludge drink, etc.
This would make the server much more dificult by the way, but it would be very fun.
Actually I'd be thinking the other way around. That weaker monsters have a low change of powerful potions, and already strong mobs have a chance of a couple of weak defensive potions that add some variety, like protection from mind spells or Insulation. It would be especially good if some bosses were stripped of the tendency to have uncharacteristically powerful innate defences like high SR and immunities, but given a some anti-caster potions instead.
Generic Wild Orc Warriors with an occasional chance of Stoneskin, displacement, etc would be an interesting change of pace and difficulty in a horde of otherwise faceless mooks, but a Chosen of Gaathmar with one may as well be named "Pitiless Granite Statue of the Dark God of TPK". That would not be "a lot more fun". It would just leave everyone praying that if high level mobs do spawn, they don't luck out and have potions that will let them slaughter the entire team.
EDIT: After playing this for a few days, I've realised what a double-whammy this change is. There's bosses that used to have a 100% chance of Haste, which was rather nice loot. Now, instead you're facing them with a 100% chance of the boss being hasted. PCs face tougher mobs, with fewer supplies.
Plus, it used to be that mobs carry potions was a great way that quest rewards scaled to be better for large groups. Now, mobs with potions just are going to make things harder. If scaled to be a more limited use of potions or compensated by dropping more it would be cool. Instead this is just going to favour 3 man crush teams spamming Knockdown.