Supreme_Atromancer wrote: »I remember hearing that the developers hate it when mobs that they've carefully placed are just skipped. Understandable.
Blood_again wrote: »Supreme_Atromancer wrote: »I remember hearing that the developers hate it when mobs that they've carefully placed are just skipped. Understandable.
Except mobs that was specially designed for skipping
If I remember correctly, there is even an achievement for skipping the eyes in ICP.
chessalavakia_ESO wrote: »Personally, I loathe skipping trash in Dungeon runs.
Sailor_Palutena wrote: »"the developers hate it when mobs that they've carefully placed are just skipped. Understandable."
What I find hard to understand and hate is how the mobs find out I have company and just ignore my tank going many meters away from me to fight other players who haven't even joined the fight yet, so I need to go back to grab them. I'm unsure how aggro works in ESO. It seems the mobs pick up players out of the blue based on mood.
If I reach a room alone and hit the mobs with an AOE, they SHOULDN'T run to previous rooms to fight players who are behind listening to NPCs talking about the dungeon quest!
Not sure how this work with sneak, but if tank goes in first and drop AoE he has soft taunt for 6-8 seconds.Sailor_Palutena wrote: »"the developers hate it when mobs that they've carefully placed are just skipped. Understandable."
What I find hard to understand and hate is how the mobs find out I have company and just ignore my tank going many meters away from me to fight other players who haven't even joined the fight yet, so I need to go back to grab them. I'm unsure how aggro works in ESO. It seems the mobs pick up players out of the blue based on mood.
If I reach a room alone and hit the mobs with an AOE, they SHOULDN'T run to previous rooms to fight players who are behind listening to NPCs talking about the dungeon quest!
Interesting! So more traditional RPG game design, where the players have a broad toolset to draw from with how they approach level design and encounters, and they aren't "wrong" for thinking of alternatives to direct combat in each situation they're presented with.Supreme_Atromancer wrote: »With my idea, though, it was more like, maybe there should be a recognition that its not always dastardly players trying to break content (though its absolutely a thing sometimes), but also an expression of a desire to do the dungeon their own way, or engaging other mechanics, like stealth. Instead of working to defeat it, I think it would be fun if it was a deliberately designed-for possibility. Like you *can* mow through everything, OR... put some of those lantern guys in from Thieves Guild, and tell the players to go for it, *if they can*. There's still challenge in it, and risk of stuffing it up, but if you do it well (or learn the patterns), there's a pay-off in sucessfully "defeating" the encounter in a way other than just traditional stack, burn, repeat.
Elendir2am wrote: »You're making it sound like such crude proces "stack and burn", OP.
Lets take this out of your post:
"the developers hate it when mobs that they've carefully placed......."
Trash in dungeons are placed with different patterns, pull from pull, trash from trash. A lot of them are designed to make their stacking harder. Hiding mobs, mobs scattered in big room, ....
So it is actually art to stack all mobs perfectly. Tank need to know how is trash distributed, if arrive some adds, what is highest treat for each pull. Also when DDs know place, tanks will do stacking...
It is such harmony of death to observe tanks, who know what they are doing.
Darkstorne wrote: »Supreme_Atromancer wrote: »With my idea, though, it was more like, maybe there should be a recognition that its not always dastardly players trying to break content (though its absolutely a thing sometimes), but also an expression of a desire to do the dungeon their own way, or engaging other mechanics, like stealth. Instead of working to defeat it, I think it would be fun if it was a deliberately designed-for possibility. Like you *can* mow through everything, OR... put some of those lantern guys in from Thieves Guild, and tell the players to go for it, *if they can*. There's still challenge in it, and risk of stuffing it up, but if you do it well (or learn the patterns), there's a pay-off in sucessfully "defeating" the encounter in a way other than just traditional stack, burn, repeat.
I think an inherent issue with this approach in MMOs though (or at least with ESO's group dungeons) is how PUG groups are expected to confer on their strategies for approaching encounter design in these instances. When you're paired with three strangers and no idea how much they've invested into stealth, persuasion, intimidation (all established non-combat solutions used in solo questing)... I imagine most PUG players don't want to go through that chit-chat each time and will always default to the fastest method. And so I imagine that's why you see ZOS devs experiment with these optional mechanics in solo play, but not so much in group play. It could be interesting in trials though, where organized groups and strategizing are far more commonplace.