Diogen said:
Hello everyone!
I'm really excited to announce a big change has been made to several hunting areas in the game which, in essence, improves the AI of the mobiles players fight to make hunting more interesting and challenging. This is a first step into improving our PVE.
You will begin to more frequently encounter denizens that have behaviors beyond attacking you until you are dead; though, they will still do that! Efforts so far have been focused on three areas which will serve as live trials in order for us to adjust the difficulty and rewards appropriately. Once a comfortable balance has been found, more areas will begin to be worked on.
As of this post, these three areas have had their AI redesigned:
Tcanna Island
Torturers' Caverns
Drakuum
The AI for these denizens have been split into several archetypes and assigned appropriately depending on the type of mobile. For example, you may find that a turtle is weighted to have a 'defender' archetype wherein it uses defensive abilities that should be dealt with accordingly. You should be able to get a very vague feel for the behavior of one of these redesigned denizens via PROBE.
There are currently 11 primary archetypes that will be used for behaviors, all which can be mixed and matched in any amount and variation to create further, advanced archetypes. In addition to this, most all of the archetypes are being designed in such a way that they have stat checks to encourage a more diverse spread of strengths/weaknesses among the statpacks and player classes.
Some examples for a few archetypes:
Berserker: goes berserk, easier to pacify if higher INT.
Mender: tries to heal allies, easier to interrupt with higher DEX.
Defender: defensive stance, easier to remove guard if higher STR.
You can see more, complete details about the system and standard archetypes currently released in HELP HUNTING.
Probably most importantly, the increase in difficulty will come with rewards. The denizens in every revamped area have chances to drop loot which contain relics that combine into rare, new and unique style scrolls, vox iterators, flairs, minipets, and more.
Please keep in mind, since the infrastructure is already in place, new archetypes are convenient to add and existing ones very easily modified. That being said, everything will be closely monitored to ensure it's doing more good than bad.
As this is a large transition, we can expect to see a plethora of bugs, inconsistencies, unintentional difficulty spikes and other balance issues. We hope to resolve them as quickly as they come up so please make intensive use of the BUG and IDEA commands.
Comments
I love the idea so I will keep exploring and seeing how it works out!
I would say it has risen a bit, but the AI on the mobs there is tuned relatively low; I doubt it'd be anything to give an endgamer trouble.
Right now I think the main testing ground for a lot of our players is on Tcanna, so I hope to work on getting that right first. Tcanna was a good place to do this in my opinion because it was full of mobiles that didn't have any behaviors at all.
I like it. A little awkward, but I'll give a +3 points for creativity and interest. Plus the xp bonuses for the creatures with these statuses are nice.
Here are the rewards. They have a chance to drop per-area right now. They come in relic pieces so you'll have to assemble them and will automatically be put into your inventory if you get a drop.
Torturers Caverns: - a stiff technique scroll (all classes) - a sad vox iterator - a skeletal minipet cage [a skeletal fish] - a bony pelt (Werecroc) Drakuum: - a ghostly flair - a haunting vox iterator - a ghostly minipet cage [a wandering spirit pup] - a dark pelt (Wereraven) Tcanna Island: - a monkeyish technique scroll (all classes) - a seabreeze vox iterator - an islander minipet cage [a little leopard cub] - an islander pelt (Werewolf, Werebear, Werecroc, Wereraven)
Also, please let me know what you guys think of the difficulty, especially Drakuum/Tcanna. Mob stats are a lot more variable now, as are their behaviors, so please let me know here or in-game if you think something is too powerful or too easy - your opinions matter.
Right now for stats in Tcanna I'm seeing that about half the deaths for the month in the area are densely attributed across the past few days during the changes. Of course much of this is due to a spike in interest and learning mechanics, I think things on the difficulty front are looking OK (maybe too high? We're not all @Rhyot !) but I'm interested to hear from more players about how the overhaul is feeling.
edit: Sorry @Satomi . The relic pieces required for each reward range from 2 to 4.
I will say that even before the changes Tcanna felt like way too much of a risk to bother with. Things like bruiser, berserker, bloody, and counterer only makes that even more true now. I have never enjoyed having to do hit and run bashing and some of those mobs would probably just one hit kill me on a crit. I am also, in theory, playing one of the tankier classes (archivist) so I can only imagine how fun that would be for others.
This is my current feedback on the abilities I have seen so far:
Ambusher: N/A - Is this something that only spawns on aggressive mobs?
Berserker: N/A - I suspect I just kill the mobs before this can trigger
Bloody: N/A - I have never seen a message that looks like this
Bruiser: The spike damage this can give off is rather scary.
Counterer: The few times I have seen this I ended up killing the mob on the next attack.
Defender: Initially this was the most interesting type to fight against as if you just kept blindly attacking you would not make much progress. At the same time with the clear message you receive when this triggers it is rather simple to just update your bashing scripts to send the correct command. As a result if you have the STR to counter this is a no-impact ability and if you do not have the STR this becomes next to impossible.
Healer: With the current proc rate on this I did not really see any impact. As at most I would see one heal attempt in a fight. I was not keeping exact records but they did not seem to take significantly longer to kill. So this had very little impact on the fight.
Mender N/A - I avoid teaming mobs when possible, this seems like it would make such fights a huge risk though. Trying to find the healer in the middle of a fight so you can focus on it first seems very challenging.
Punisher: N/A - I never shield while bashing (I always run instead, is that a mistake?).
Tricky: N/A - Then again I am currently using the nexus client and it's built in targeting/room display so unless this ability also messes with the GMCP messages I am never going to notice it.
Stunner: N/A - I could see this being nasty though I have fought "normal" mobs that stun and blackout so this is not really anything new.
Wary: N/A - No idea what this one does
Drop chance is low enough that it'll take you a while to get all the pieces you need, but also high enough that a couple of pieces are already floating around the market
19:46:33.931 Health Lost: 29, unblockable, none
I realize that if you make this value too high it would be rather dangerous but this seems rather low to me.
It is unclear to me how you are supposed to overpower a counter attack. Do I need to attack first? Is it just an automatic check and I don't need to do anything special?
Is there any random component to the checks?
Think of it like D&D. Your strength is 12 and their AC is 21, so you need to roll at least a 9 to beat them. You don't get the 9, you miss. Now, if your strength is 19, you only need to roll a 2 to hit. Much more likely. (Yeah, I just went full nerd)
edit: Hmm. Seems only part of the damage is showing on Health Lost. It's actually still doing its full damage, you just won't see it. If you look at your log, you'll see that your health actually dropped a lot more than 29. We'll look into it.
SIDE NOTE: I want a Spirit Pup. That is all.
Or TOUCH SHIELD when the thing fires up for a counter-attack?
Cute-Kelli by @Sessizlik.
A blackened darkwalker charges suddenly into you, painfully shattering your defenses!
Health Lost: 1802, magic, none
[Source]: Affliction: STUN
Your magical shield is violently shattered under the forced duress.
[Source]: Info: -DEF- SHIELDED
As your shield shatters, a four-pointed star of the Priesthood absorbs the residual energy and heals you.
@Diogen I don't know if maybe I just have bad RNG or what's going on, but I've ran through Tcanna something like 15 times now and haven't had a single item drop at all. Is it bugged or am I just unlucky??
EDIT: Also, a counterer hitting a shield if you make a mistake should now clear counter damage, but will not stop punisher attacks. I forgot to mention that mobs should unload their counter damage after a few seconds, so if you run after hitting it during counter that would also be another way.
@Satomi that is a punisher archetype; it will do that attack against a shielded player instead of hammering/bouncing off shield.
@Rhyot I can't really talk about exact drop-rates as I said in the initial post but I would suggest reading what @Razmael said. They are not intended to be super common drops, but they are intended to drop. I am sure if we don't see sufficient pieces circulating in a month or so we will consider altering the chance. Right now some are floating around, so don't worry, they exist and drop.
TL;DR, it is working you're just unlucky.