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Tanking without Taunts

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Comments

  • sanshi44sanshi44 Member UncommonPosts: 1,187
    I suspect ull be able to intercept dmg that was going to be done to another player and so one, In one of the videos i think it was the earth elemental one the warrior acualy stood inbetween the mob and the wizard during a AoE spell where they were both inside the circle and the wizard didnt get hit by it. So i think tanking gonna be more about positioning over taunts in EQN.
  • r0guyr0guy Member Posts: 115
    Originally posted by Gibbonici
    Originally posted by Kuppa

    I think people underestimate how hard is it to have AI that simulates an actual player or something that even comes close.

    No MMO has yet come close to the AI in the original Half Life, where enemies can flank and outflank (no traditional tanking), where they can't be drawn into obvious kill zones (no traditional pulling) and where they can actually be outwitted by moving from your last known position while hidden (whole load of new emergent tactics). Sure, Half Life didn't simulate actual players, but it did an extremely good job of simulating real-world tactics in a game.

    Yup, just to add to your point this is what modders can come up with today:

     

    It's not because CoD took 20 steps back and that MMORPGs have always been horribly complacent with their AI, that something that simulates real life is pure science fiction

  • KuppaKuppa Member UncommonPosts: 3,292
    Originally posted by r0guy
    Originally posted by Gibbonici
    Originally posted by Kuppa

    I think people underestimate how hard is it to have AI that simulates an actual player or something that even comes close.

    No MMO has yet come close to the AI in the original Half Life, where enemies can flank and outflank (no traditional tanking), where they can't be drawn into obvious kill zones (no traditional pulling) and where they can actually be outwitted by moving from your last known position while hidden (whole load of new emergent tactics). Sure, Half Life didn't simulate actual players, but it did an extremely good job of simulating real-world tactics in a game.

    Yup, just to add to your point this is what modders can come up with today:

     

    It's not because CoD took 20 steps back and that MMORPGs have always been horribly complacent with their AI, that something that simulates real life is pure science fiction

    It's cool, but nothing even remotely close to real life. Progress can be made and has been made, it's players expectations that is the problem sometimes.

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  • GibboniciGibbonici Member UncommonPosts: 472
    Originally posted by Kuppa
    Originally posted by r0guy
    Originally posted by Gibbonici
    Originally posted by Kuppa

    I think people underestimate how hard is it to have AI that simulates an actual player or something that even comes close.

    No MMO has yet come close to the AI in the original Half Life, where enemies can flank and outflank (no traditional tanking), where they can't be drawn into obvious kill zones (no traditional pulling) and where they can actually be outwitted by moving from your last known position while hidden (whole load of new emergent tactics). Sure, Half Life didn't simulate actual players, but it did an extremely good job of simulating real-world tactics in a game.

    Yup, just to add to your point this is what modders can come up with today:

     

    It's not because CoD took 20 steps back and that MMORPGs have always been horribly complacent with their AI, that something that simulates real life is pure science fiction

    It's cool, but nothing even remotely close to real life. Progress can be made and has been made, it's players expectations that is the problem sometimes.

    I don't think simulating players is a good thing for MMOs anyway, because players don't behave in realistic ways when they're in a game and MMOs are (or were at one time) supposed to offer a simulated world.

     

    All I've wanted from an MMO for years is that sudden, awful feeling that the mobs have gained the upper hand and my group and I have to play on the fly, as a team, to win it back. That used to happen in CoX occasionally, but that was more down to mob numbers and our recklessness than anything the AI did. It's a fantastic feeling though, especially when your team pulls it back.

     

    In recent years MMOs seem to be designed to make players feel uber rather than forcing them to be uber. It should always come down to how you play rather than the silly numbers games that they've become, but that doesn't fit with the Skinner Box model of recent years.

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