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Either lose the tether/30 second full stats reset or let it apply to PC's too.

Merlin13KAGL
Merlin13KAGL
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With the exceptionally high HP of some of the mobs in IC, I'm over this BS of the mob resetting to full everything when it can't do damage to you.

If you're lucky enough to find an environmental advantage and the enemy is taking damage, they shouldn't have the option to call "Base!" and get all their resources back. It definitely doesn't work that way for us.

Nothing more irritating than having an enemy down to 10% only to watch them sheath their weapon and regain full health, or go trotting back to their original location.
Just because you don't like the way something is doesn't necessarily make it wrong...

Earn it.

IRL'ing for a while for assorted reasons, in forum, and in game.
I am neither warm, nor fuzzy...
Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Farorin
    Farorin
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    It is a bit annoying, but also understandable to avoid abuse of those safe locations.
  • Rinmaethodain
    Rinmaethodain
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    What is more annoying are monsters that will chase you to the end of the world just to poke you once, hide weapon and then run back to the other end of world.
  • Merlin13KAGL
    Merlin13KAGL
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    What is more annoying are monsters that will chase you to the end of the world just to poke you once, hide weapon and then run back to the other end of world.
    @MaximusDargus , I'd be fine with the return to post mechanic, if they weren't damage immune in the process.

    And @Farorin, there are few and far between of these, and it doesn't even have to be a safe location. It's some stupid script in the AI that determines after a set time period, "I'm done with combat, so I'm going home now."

    Often, after the return to refresh, since their buddies still hold aggro, they're return anew to fight you you in waves, while your resources don't get the benefit of getting topped off each time.

    Give the AI enough sense to not stand there and die. I'd be fine with that, but having some asinine immunity because they can't damage you is ridiculous. Let them do what you do when you can't get within range but are taking damage, let them relocate, not reset/refill.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Rinmaethodain
    Rinmaethodain
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    What is more annoying are monsters that will chase you to the end of the world just to poke you once, hide weapon and then run back to the other end of world.
    @MaximusDargus , I'd be fine with the return to post mechanic, if they weren't damage immune in the process.

    And @Farorin, there are few and far between of these, and it doesn't even have to be a safe location. It's some stupid script in the AI that determines after a set time period, "I'm done with combat, so I'm going home now."

    Often, after the return to refresh, since their buddies still hold aggro, they're return anew to fight you you in waves, while your resources don't get the benefit of getting topped off each time.

    Give the AI enough sense to not stand there and die. I'd be fine with that, but having some asinine immunity because they can't damage you is ridiculous. Let them do what you do when you can't get within range but are taking damage, let them relocate, not reset/refill.

    Yes for the immunity being annoying.

    Also there is another stupid thing related to mob AI.

    There are plenty of situations where for example there is a swarm of mobs made of meele fighters and archers. You aggro them and run away a bit trying to lose the chase.
    You reach a point where meele attacks will start running back to base because you are too far but ranged archers will still keep firing at you.
    With each arrorw shot at you the system reinitiates aggro on any meele fighter that ran back to base. So they again chase you, run up to you, hit you once, hide weapons, get damage immunity and run back to base.
  • Jar_Ek
    Jar_Ek
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    Give all mobs a ranged option...

    *How the he'll did that croc hit me with a fireball?!*
  • Leandor
    Leandor
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    This sounds like a L2K problem.

    No typo. "Learn 2 Kite".


    To give some feedback for the topic issue: I do think that tether/reset is a very much needed mechanic. The AI cannot be programmed to do all the necessary actions to combat human player tricks. Just the fact that they (AI mobs) can't climb and jump makes it incredibly easy to kite them.

    Imagine the amount of "exploiting" that would happen if you remove tether/reset. Suddenly, every piece of content would be "force-solo-able" except if you have these "press 4 switches at the same time" triggers. Boring.

    Also, we have the same functionality in PvP. Once you go out of combat, you have increased regeneration. The difference is: humans are smarter and are less likely to let you get out of combat. We have a kind of inverse tether in PvP as well. No matter how often you say that, there will always be one "smart person" running after the streaking sorc in the misled assumption he would be able to kill him.
  • Merlin13KAGL
    Merlin13KAGL
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    Leandor wrote: »
    This sounds like a L2K problem.

    No typo. "Learn 2 Kite".


    To give some feedback for the topic issue: I do think that tether/reset is a very much needed mechanic. The AI cannot be programmed to do all the necessary actions to combat human player tricks. Just the fact that they (AI mobs) can't climb and jump makes it incredibly easy to kite them.

    Imagine the amount of "exploiting" that would happen if you remove tether/reset. Suddenly, every piece of content would be "force-solo-able" except if you have these "press 4 switches at the same time" triggers. Boring.

    Also, we have the same functionality in PvP. Once you go out of combat, you have increased regeneration. The difference is: humans are smarter and are less likely to let you get out of combat. We have a kind of inverse tether in PvP as well. No matter how often you say that, there will always be one "smart person" running after the streaking sorc in the misled assumption he would be able to kill him.
    @Leandor, I've seen mobs scale cliffs better than mountain goats, finding a perfect path that would take me hours, so not sure where you get that from.

    You honestly don't think they could improve the AI? Come on.

    The issue here is that the mob chooses when to be out of combat. We don't have that luxury, and our regen is not instantaneous, as theirs is.

    How hard would it be to give the mobs regens, stats, and skill levels same as we have as PC's? Not every mob would be obligated to chase you - behavior could be dictated by things like intelligence and level.

    What do you do when you get hit with an arrow from someone on the keep wall? I'm guessing you probably relocate and force the issue, or your pursue and execute.

    There are a dozen other behaviors that could be implemented without a whole lot of difficulty.

    And regarding PvP, you can't tell me for one minute that the good players out there don't utilize every single aspect of the environment for both offense and defense.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Leandor
    Leandor
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    Leandor wrote: »
    This sounds like a L2K problem.

    No typo. "Learn 2 Kite".


    To give some feedback for the topic issue: I do think that tether/reset is a very much needed mechanic. The AI cannot be programmed to do all the necessary actions to combat human player tricks. Just the fact that they (AI mobs) can't climb and jump makes it incredibly easy to kite them.

    Imagine the amount of "exploiting" that would happen if you remove tether/reset. Suddenly, every piece of content would be "force-solo-able" except if you have these "press 4 switches at the same time" triggers. Boring.

    Also, we have the same functionality in PvP. Once you go out of combat, you have increased regeneration. The difference is: humans are smarter and are less likely to let you get out of combat. We have a kind of inverse tether in PvP as well. No matter how often you say that, there will always be one "smart person" running after the streaking sorc in the misled assumption he would be able to kill him.
    @Leandor, I've seen mobs scale cliffs better than mountain goats, finding a perfect path that would take me hours, so not sure where you get that from.

    You honestly don't think they could improve the AI? Come on.

    The issue here is that the mob chooses when to be out of combat. We don't have that luxury, and our regen is not instantaneous, as theirs is.

    How hard would it be to give the mobs regens, stats, and skill levels same as we have as PC's? Not every mob would be obligated to chase you - behavior could be dictated by things like intelligence and level.

    What do you do when you get hit with an arrow from someone on the keep wall? I'm guessing you probably relocate and force the issue, or your pursue and execute.

    There are a dozen other behaviors that could be implemented without a whole lot of difficulty.

    And regarding PvP, you can't tell me for one minute that the good players out there don't utilize every single aspect of the environment for both offense and defense.
    I do feel differently about that. All "overworld boss mobs" in upeer craglorn are soloable with medium gear because you can abuse the terrain nearby, best example being the orc guy at the Nord burial site thingy. attack from behind and as soon as he is up there, strafe left/right two setps to keep him running left-right-left-right on top without a chance in hell to hit you even once.

    Yes, there are possibilities to improve AI, but not by much. Mountain Goat or not, it is incredibly easy to outsmart the AI and I see little chance of improvment, comparing it to other games with purportedly better AI.

    Now if you put in regen stats, this again opens the doors to all kinds of exploits. Mob chaining (one drags him off doing damage, let him reset, next one drags in the other direction, reset, etc.) to effortlessly kill them piece by piece, again circumventing all the abilities they have to make them harder targets, just to name one idea from the top of my head.

    In the end, the leashing needs to be more stringent, if any change at all. That, or more care needs to be given to landscape structure within the leash ranges. I am ok with kite killing, if it requires a certain level of competence skill- and build-wise. I do it often and regularly myself (these buggers always rest on my resource nodes, man, I tell you). Still, the leashing/reset mechanic is what prevents most exploit killing.

    Is it the perfect solution? By no means, I agree completely with you. Is it a necessary mechanic in view of the consequences? Yes, in my opinion it definitely is.
  • Lionxoft
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    L2P?

    Reset mechanics like this discourage farmers from exploiting the monster fight. While I think that AI could be better in ESO you're entirely wrong on the resets. If the monsters are resetting because they can't reach you because you're hiding or not skilled enough for the fight then that's fine. ESO doesn't need anymore exploitable boss farms. On the other hand, if it's resetting during normal gameplay within reason then that's a problem.

    A monster resetting because you're hiding in a cranny is not an issue. You need to L2P.

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