Feedback:User/Fade8388/Mob Mechanics
Mob Mechanics | |
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User | Fade8388 |
Categories | Mechanics |
Hi there Anet devs,
I think we should start by being truly honest here. It's already well into that time when, for you guys it's crunch time, and for us the pre-purchasers it's waiting impatiently through stress tests and wanting to get our hands on the product. Well I for one is not going to sit around and just imagine this game will be the best game ever, or speculate on many forums about the truth about how good or bad this game is. I want to help.
So starting now (and in the future if more stress tests comes about.. *wink), I'll be "annoyingly" posting on these wiki feedback pages to remind you guys again and again of the things which I feel the game needs for it's players. I'm not going to talk about needing personal dyes for hairs, or having a transaction system that works for me - those things are more personal and for "yourself". I want to make suggestions which would benefit players who "never backs down from a chance to battles and thinks that it is what makes all this fun".
At this point in time, I think typing long sentences would really just be wasting you guys' time, because you are at the stage of do or don't, nothing in between. It's there for launch, or it isn't - type of reality. You guys do not need any convincing, or personal bias, and so I'll try to make it as much like them as possible.
[The following cases are conducted based on the most recent stress test, Thursday - August 9th. 2012]
NOTE: I have read...
We will be actively working on the game during the even t, so you might experience connectivity problems or discover features that are not working as designed. Any issues you experience are a result of the rigorous conditions of the stress test, and are in no way representative of the state of the game at launch. By participating in this stress test, you’re helping us make Guild Wars 2 a better game. Thanks for your cooperation—we’ll see you in-game! ~RB2
Take these as reminders of things, and because they are reminders - it's why I've tried to kept the wordings short.
Boss Mechanic[edit]
Case: Sylvari starting zone, the "frog boss" - he surfaces out of a lake.
Analysis: Lack agro focus switch. It constantly focuses the melee players in the front, and doesn't bother to go after the 4-5 guys range attacking from the back of the melee players.
Point: The early zone bosses are too dumb, they don't switch agro in a fight.
None excuse (this will be my honest honest honest opinion of why this is fix is not a problem logically):
- If mobs can switch agro, it does not mean that the difficulty at the beginner zone will get out of hand. Just prolong the agro switch if switching agro every 10 sec is causing problem, then make it 20 seconds - you guys have internal testers to do this correct?.. (* hint hint).
Suggestion:
1. Make all the Boss mobs have both range and melee attacks (equal uses in fights).
http://www.youtube.com/watch?v=v047neXOx4k
2. The boss difficulty for everyone zone should be like the original "flame shaman", except giving players more chance to evade deathly shots (the mob telegraphs mechanics was the main problem for the flame shaman being too OP. See the mob telegraph section below).
3. Have mob agro random players.
Mob telegraph[edit]
Case: Sylvari starting zone, the "mini asura-like mobs" - using it as an example.
Experiment: I shot an arrow at one of these asura mobs. Then I presume to let my character stand still and observed. The little mob comes over to me, takes a pause to faces me, and then strikes instantaneously.
I tried a second time with this experiment, but instead I tried to dodge. It worked but it was "super difficult". Here's why:
The window that you guys gave players to dodge is too small. This time window for a players to react to the motion of the incoming attacks, the animation is faster than the ability for anybody to react on the fly. You'd have to have both a key on system and player responses in order to dodge something like that.
Conclusion: The mob's swing animation is overall too fast. This causes a player to be unable to make important dodges against mobs, and therefore that's how they die without knowing.
Performance[edit]
Response- Still a bit spiky in certain place. Usually with how mobs react to attacks - the mobs sometimes jump from one place to another, basically it's just some delay animation effects going on.
FPS - In mos cases the average frames did improve by a bit, I'm usually around 55 now, but it does drop to around 27FPS sometimes. The overall stability of FPS is still an issue. "27" FPS is sort of the number that I'm getting on my forum for high end PCs owners in GW2. I know these info might now be specific enough to be much of help, so I'll just leave it as this - let you guys see if any part of it maybe give you guys an idea on figuring out the issue (maybe you guys already have!)
EDIT: Or maybe you guys haven't found the solutions but are being serious about fixing these performance issues once and for all. Wow.
Anyways, here concludes my feedbacks and feedback reminders for GW2 Stress test August 9, 2012. As you can tell, not going to lie - but from the looks of the conditions in which mob mechanics and performance work, personally I am nervous about what the condition of this game will be at launch. Part of the reason why I post here is because it really gives me peace knowing that I've given all my best to help give feedbacks with these opportunities that you guys have given us players, and because whatever the game turns out - what it is will be what it is.
Wish you guys the best of luck on preparing this game for launch.
Sincerely,
FluffyDoe.7539
Last Updated: 09 August 2012