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Main Forums => Suggestions => Topic started by: One_With_Nature on March 19, 2011, 01:31:28 PM

Title: Remove the new AI invisibility chug
Post by: One_With_Nature on March 19, 2011, 01:31:28 PM
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.
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Post by: Ebok on March 19, 2011, 01:44:57 PM
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!
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Post by: el groso on March 19, 2011, 01:56:30 PM
Quote from: One_With_Nature;230239... mobs drink the invis before you even come into sight...

Wow, that sounds so cool and exciting!
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Post by: BeteNoire on March 19, 2011, 06:51:36 PM
It's a lot more that Nightrisers doing this. Orcs, Bandits, Mist Ogres, and more.
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Post by: Germain on March 19, 2011, 07:13:09 PM
The AI changes are not going anywhere. Though we will perhaps review the current setup for various creatures.
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Post by: Luke Danger on March 19, 2011, 07:19:39 PM
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.
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Post by: Lenthis on March 19, 2011, 08:23:19 PM
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.
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Post by: BeteNoire on March 20, 2011, 12:18:43 AM
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.
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Post by: TheImpossibleDream on March 20, 2011, 12:54:42 AM
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.
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Post by: putrid_plum on March 20, 2011, 02:17:01 AM
oh noes NPC doing something other than being dumb, oh shi
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Post by: Egon the Monkey on March 20, 2011, 03:34:22 AM
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.
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Post by: TheImpossibleDream on March 20, 2011, 03:45:40 AM
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.
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Post by: Egon the Monkey on March 20, 2011, 11:24:51 AM
There's not 20 of them being the Haste/Displace/Blur/Invis Musical Display Team.
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Post by: Germain on March 20, 2011, 03:34:28 PM
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.
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Post by: Ebok on March 20, 2011, 07:30:27 PM
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.
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Post by: Spiffy Has on March 20, 2011, 07:36:16 PM
omg snakes and boars are drinking see invis pots in orcs 1 and 2, and on the quest in the docks.
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Post by: Drakill Tannan on March 20, 2011, 08:06:15 PM
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?
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Post by: Egon the Monkey on March 21, 2011, 10:32:28 AM
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...
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Post by: The Old Hack on March 21, 2011, 12:04:31 PM
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.
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Post by: Drakill Tannan on March 21, 2011, 02:03:06 PM
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.
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Post by: Egon the Monkey on March 21, 2011, 02:27:50 PM
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.