The problem - and the thing that makes it clear to me there *is* a problem - is that Novice and Proficient NPCs will now *never* use the Treasury.
This is a problem because the tutorial teaches players to do exactly that.
So now ZOS has to answer: is it "do as we say, not as we do"? or "do as we do, not as we say"?
Because if NPCs are beating players by avoiding the Treasury, then that teaches something very different than the tutorial. And the point of the tutorial is to teach us how to develop a decent strategy. It doesn't have to teach the *best* strategy, but it must teach a viable one. If NPCs never follow the strats taught in the tutorial, then something is wrong with either the tutorial or the NPCs.
I second this. I remember breezing through ToT when High Isle first released, and while a slight difficulty spike might have been warranted, this is a little ridiculous. Kept meaning to get through the main ToT quest and not getting around to it until today and man did they ramp up difficulty on the tournament NPCs. Even the novice. It's frustrating.
I think its because they don't want people farming.
I enjoy playing the PvP side of ToT, and it's generally a very fun experience whether I end up winning or losing. With the new changes to the NPC AI, I keep finding myself seeing the NPCs getting points or bonuses my brain is unable to register, and it does seem like their points (whether power, prestige, or gold) come out of nowhere. Often there's ticks of points at the end of matches that don't add up to what I'd been paying attention to.
I think its because they don't want people farming.
Why is that a bad thing? If anyone can make 500k++ an hour stumbling around any map picking flowers/nodes, why is it bad for tribute match rewards to be decent?
Let's assume one could, if they wanted to, breeze through 15 matches an hour before the changes. On PC-NA, in my experience, that would average out to ~200k an hour in loot. Still, far, far less than faceroll activities like daily writs or node farming.
Now, with the changes that ~200k an hour is more like ~75k an hour.
While there are still a lot of facepalm dumb NPC moments, the AI changes have also resulted in some fun/challenging matches. I'll still play, but if I want to make gold, I'm an idiot to choose ToT.
If they're going to continue on this path, I just wish they'd step up rewards incrementally.
For me, personally, nothing they do with NPC matches will make me want to play PvP Tribute (aside from matches w/friends). Just my personal taste - it's not for me. As with all forms of PvP, some can be way too cranky/aggressive lol. I want to relax/have fun.
I second this. I remember breezing through ToT when High Isle first released, and while a slight difficulty spike might have been warranted, this is a little ridiculous. Kept meaning to get through the main ToT quest and not getting around to it until today and man did they ramp up difficulty on the tournament NPCs. Even the novice. It's frustrating.
I think its because they don't want people farming. It was insanely easy before, at least for me. Most of the time I'd win 3-5 mins on expert NPCs. Maybe even less if you choose the right decks.
The AI changes they made this time around is 1, they focus on patrons more. They're not oblivious to their value. Take this with a grain of salt, but I think the way they think is that the devs assigned a "value" to each card and patron. Then the AI will play what is the greatest value.
Because of this, sometimes the AI will struggle to see the value in combos. Because its seeing singular value levels instead of "ok if I combine x, y, and z; it will result in an amazing combo".
I think most of the issues you are seeing right now is that the old problems of the game are not showing their ugly heads. Something I've complained and whined about a lot. The poor balance combined with the bad tavern RNG results in a poor experience most of the time.
The other side of the coin is that they want to "bridge the gap" between NPCs and players. I wouldn't be surprised if the ranked population in the game has plummeted (in my opinion, because of those issues I mentioned). They may be thinking that its because players are going to vs players and getting stomped hard. While NPCs its a cake walk. So maybe they want to prepare players more when fighting npcs to fight players. Because it definitely feels like NPCs are closer to players now in skill level. Still not near it, but definitely closer.
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So yeah in short with my ramblings. AI is better. They seem to identify value in more cards and patrons to prevent easy patron wins. However, it has now caused much of the design issues in the game to become more noticeable to those who don't fight players or focus mainly on NPCs.
If you are unhappy, please voice your concern and join the club of players who want better balance and a rework of the RNG.
MidniteOwl1913 wrote: »An NPC for novices should be balanced so a novice can beat it. Maybe not easily, but at least 50% of the time. Having a seriously OP NCP will only hurt the game.
Really that should have been obvious.