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Please Stop "Pulling"

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TheMightyPaladin
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Please Stop "Pulling"

I put a some thought today into the question of just why I hated teaming and strategy so much in city of heroes and it occurred to me that one thing stood out above everything else: PULLING.

OH GOD HOW I HATED PULLING!

For those of you who don't know, or don't remember, Pulling was a tactic to whittle down large groups of foes by using a long range attack to get the attention of one guy at a time. The guy you shot, would get up from his sewing circle, and lumber over to you, so your group could woop the everloving mess out of him. Then you'd shoot another one and continue until the group was gone or small enough to attack.
Pulling was often necessary because if you had a large group of players doing a mission on a high difficulty the enimy spawns would be so large that their areas of agro would overlap, and if you jumped onto one group, you could end up agroing 4 or 5 before you knew it, and could get even worse if bad guys did knock back, or you got turned around in the fight then tried to run away (OOPS!).

So what's wrong with pulling? Several things:
1) It takes freeking forever.
a) Remember, the reason you're doing it is because the number of bad guys is just immersion breakingly, implausibly huge.
b) But you're taking them on, one at a time, in a painstakingly slow, mind numbingly boring process.

2) It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?

3) It shouldn't be necessary, very often, I mean we're supposed to be superheroes for goodness sake, Why cant we one shot some of the minions? And there shouldn't be so freeking many of them in the first place. A mission is not more fun or more challenging just because it takes freeking forever.

4) If you guys are so keen on getting me to team up and "be a part of the community", well, doing away with this practice would go a long way toward achieving that goal. In fact I can tell you that I'm much more willing to team in Dungeons & Dragons Online, because pulling doesn't work in that game. You shoot at a bad guy and he and his friends all come after you together. This still allows for some limited pulling, because if 2 groups of bad guys are too close together, you often wont pull both groups and that's quite reasonable.

Yes, I like to use the word Freeking. I don't know why.

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Oh dear lord no. I ran head

Oh dear lord no. I ran head first into every mob I came across. Emp/Elec Defender? No problem! Jump in the middle of the mob, fire off Short Circuit, throw out Ball Lightning, all energy sapped and enemies standing around twiddling their thumbs and picking their noses while I continue to beat the crap out of them. Elec Armor/TW Tank? Jump into the middle of about 3 full groups of enemies and start swinging my giant sword around until nobody is standing.

By the time somebody said, "Wait a sec,......" I was already knee deep in bodies lying on the ground. Pulling is for sissies. Go big, or go home.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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If a tactic worked people

If a tactic worked people will do it. I myself used Pulling a few times when a group turned out to tough. Of course I find out they were tough by charging in with mad drive. Heck I do pulling tactics playing my Skyrim.

From what I understand pulling won't work in CoT. The AI in Unreal 4 a bit smarter then that. How much so and will the Devs tone down the brains in the Groups I don't know.

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By the way, one bit of

By the way, one bit of realism I would like to see is for people who get hit by sniper fire to maybe not automatically know exactly where the attack came from. If it takes them a few seconds to figure it out maybe you can take down some more of them.

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RottenLuck wrote:
RottenLuck wrote:

If a tactic worked people will do it. I myself used Pulling a few times when a group turned out to tough. Of course I find out they were tough by charging in with mad drive. Heck I do pulling tactics playing my Skyrim.
From what I understand pulling won't work in CoT. The AI in Unreal 4 a bit smarter then that. How much so and will the Devs tone down the brains in the Groups I don't know.

But always remember that the players will always get one up on the developers at *some* point, and find ways to cheese the AI.

Sure, pulling might not well be realistic, but neither are mobs just standing around doing "nothing"; just waiting to be taken out.

To be fair, in most other games, it is normally hard (or impossible) to pull one mob out of a linked group. But that is not to say that you cannot take 2 or 3 of his friends out of commision (holds, immobs, stuns) and pick them off one at a time.

But that would be strategy, which the OP seems to be against ;)

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1. Pulling was and continues

1. Pulling was and continues to be in other MMOs a viable strategy along the lines of divide and conquer. It affords a player or groups of players a way of negotiating the obstacle the encounter represents. This doesn't mean jumping in and wailing away can't work either or any other tactics are just as viable. Pulling is just one of them.

2. This occurred and continues to occur in many games due to how AI is typically designed. Not every game did or could include a linking command line in mob Ai behavior. To further this there are quite a number of stories from developers where players disliked the additional difficulty of linked. AI tactics to such a degree it had to be removed from or relegated to very specific portions of the game. And in the latter instance it was not surprising to find such content underused by the player base. Of course there may be other extenuating circumstances for why this was true but the common thread is the problem advanced AI behavior can pose to players. Some games have been able to provide this with limited degrees of success, it is something that takes careful construction of the AI depending on the the of game and desired game play involved.

3. One shotting minions is about game balance up to a certain point (at times this was possible with certain conditions being met) but in general it was a result of the base encounter difficulty. This is more than animated comic book, it is a video game with with comic book inspired dressing. As a video game it requires some fundamental game play design. Minions in CoH represented the base encounter difficulty.

This is also why there were so many of them on teams as the encounter difficulty scaled with team size instead of either being static or using and overtly complex spawn replacement system to which their engine could not provide. And decreasing minion count with a spawn replacement system that scaled difficulty with team size would have resulted in there being less mobs in a spawn but with what amounted to dealing with elite bosses or avs on a regular basis. Thematically tons of minions to wade through was meant to represented the faceless goons the hero fights on most of the time in many comic inspired stories. Yes there was a difference in how it played out since it was a game not a story controlled by a writer.

4. I can tell you that our AI designer has some lofty goals for our AI systems. We do want to provide interesting game play without dealing with either constantly dumbed down or overtly complicated encounters. We want the game to be fun and interesting which is rewarding to play using multiple play styles.

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TheMightyPaladin
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Tannim222 wrote:
Tannim222 wrote:

there are quite a number of stories from developers where players disliked the additional difficulty of linked. AI tactics to such a degree it had to be removed from or relegated to very specific portions of the game. And in the latter instance it was not surprising to find such content underused by the player base.

It's not at all surprising that they encountered resistance when trying to modify the AI for a game people were already playing. But as I said pulling doesn't work in Dungeons & Dragons online and I've never heard anyone complain. Since this is a new game, there would likely be no problem if pulling doesn't work from the start.

Tannim222 wrote:

One shotting minions is about game balance up to a certain point (at times this was possible with certain conditions being met) but in general it was a result of the base encounter difficulty. This is more than animated comic book, it is a video game with with comic book inspired dressing. As a video game it requires some fundamental game play design. Minions in CoH represented the base encounter difficulty.

This is also why there were so many of them on teams as the encounter difficulty scaled with team size instead of either being static or using and overtly complex spawn replacement system to which their engine could not provide. And decreasing minion count with a spawn replacement system that scaled difficulty with team size would have resulted in there being less mobs in a spawn but with what amounted to dealing with elite bosses or avs on a regular basis. Thematically tons of minions to wade through was meant to represented the faceless goons the hero fights on most of the time in many comic inspired stories. Yes there was a difference in how it played out since it was a game not a story controlled by a writer.

This does not work as a way of balancing the game.
It just makes the fights take forever.
It's not fun.

I don't mind fighting my way through hoards of nameless faceless minions but when each minion takes a long time to beat, AND there are lots of them, AND they're still no match for me, so it's just a matter of time (SO much time) that's not ballance, it's just boring.
There has to be some other way. Please Someone suggest a better way.

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Pulling works amazing in

Pulling works amazing in Neverwinter. Especially with team of 5 Control Wizards. Oppressive Force hit everyone, Icy Terrain, Shard of Endless Avalanche, b00000m all dead. Pulling works great with groups that like to clean up mobs fast.

In City of Heroes i Loved running into the first mob and while my team was killing it, I would be Taunting (Yes I said Taunt) other mobs to me while agroing the ones around me. Since there was a target cap, whenever enemies died around me, more of them started to come so now there is a constant wave of enemies coming and we never have to move. Think of the towers in ITF. Sit in one corner of the tower and taunt from range all the groups there. Or running into a mob with a ton of enemies. Taunting all of them. Run back to a corner and get a steady stream of enemies.

Whats your fastest time for ITF? Enemies were super easy in the game.

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Pulling is, was and should be

Pulling is, was and should be a viable tactic in MMOs like these. The only problem I see in your perspective is the limited use of the term "pulling".

Line of Sight, IMO, is likely the bane of most AI and it is the crux of why "pulling" is continued to be used today. In most modern games and in CoH, you use LoS to draw aggro to a particular spot. At that spot, you AoE/trap/cleave through as many foes as possible to maximize activation times. The thing is, you're seeing pulling as drawing 1 target in to kill them and then moving onto the next one when that isn't always the result or even the desired effect. Many times, people pull not only to draw 1 target but to simply draw more targets to a specific place to trap them.

In the olden-days of CoH, before IOs and all that, when grouped with players, it was a thrill seeing mobs of reds and purples huddled close knowing that if you charged in, there was going to be death. In that instance of facing challenges likely out of your league, dividing the group for easy conquering is simply intelligent. As a player, it's akin to playing smart and it was often rewarding because there would be less death at the end. Sure it was slower than rushing in but it's also safer. The only options available if you remove tactics to handle overwhelming odds is to throw bodies at the enemy until they run out of HP (to many players, this feels like the "dumb" way to handle such a situation) or simply leave and face the same mobs when you have a higher level (the most sensible other option but to some players, this feels like the "cheap" way to handle such a situation).

Pulling should be a viable tactic in CoT because it will likely be one among several ways to handle a situation and you as a player should be given a choice instead of the game boxing you into only charge blindly at your foes.

I'm a player that tends to favor crafty-type heroes/villains because they seem the easiest to wrap my head around. I want more ways to handle bad situations, not less. As far as the level of difficulty of foes/minions affecting the frequency of such a tactic, ask yourself: Do you want to have an easy time with these enemies? If so, you likely just set the difficulty so (in CoH terms) they are white/blue. Suddenly, you're pretty much 1-shotting most things. But if you answer no, you set your difficulty higher. But what if you just 1-shot most stuff like you're requesting regardless of level?

Think about it. Not everyone plays games so they can turn their brain off and watch flashing lights on a computer screen. Some people want challenges and that won't really happen if I'm 1-shotting most of what comes at me.

As a compromise to your suggestion there, I'd definitely suggest a finer difficulty slider. Let people adjust not only the level and team-size equivalent, but also tune the level of the minions vs the Lt.s and Bosses, the ratio of Lt/Bosses to minions, ect. Then you can have your 1-shot minions while still having higher level bosses to face.

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I did not mean to imply that

I did not mean to imply that the CoH devs tried to change the AI though they did do things to the AI for Incarnate content that players weren't entirely pleased with either. I was referring to other devs who have written in blogs, articles, spoken through interviews, and those I've personally spoken with over the years. The games range from established games to games in testing where they found players' general dislike of "too smart AI".

As regards to combat taken too long, this is entirely subjective. Consider that a standard encounter of 3 minions to one pc had a predefined amount of time it would take for the pc to defeat, which had a correlation to time to defeat as team size ramped up at standard difficulty settings. Time to defeat a spawn increased as difficulty was raised with spawn levels increased over pc levels.

Keep in mind there were teams, heck even single characters that could literally melt entire spawns in seconds at the highest difficulty settings. My old sg was real good at high end steam roll missions. Again, "taking for ever" is very subjective depending on the circumstances of the misison's level, team size, team make up, and difficulty settings used.

Perhaps finding what works for you in terms of team size and mission difficulty settings so far as pacing goes and assembling your own team to suit those needs would work for the times you do feel like teaming. But the way we intend to set up the game, solong the majority of content and teaming for content are both viable options. Play the way that you enjoy within the context of the game.

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Just because The Mighty

Just because The Mighty Paladin did not care for pulling does not mean that pulling must ipso facto be removed for everyone in all circumstances ever, forever (and ever) ... amen.

Whether or not pulling was a "good choice" to use depended on the circumstances and the team.

Of course, I'm ... biased ... because I'd do things like draw the aggro of FIVE RIKTI MAGUS onto myself during Mothership Raids and be holding all of their aggro on myself (Redlynne) so that they wouldn't be throwing AoE Mez at everyone at the bottom of the "pit" in the center of the ship. Eventually the "cavalry" would work their way around the rim of the ship to come and find me practically buried under a dogpile of Rikti Magus (all very angry at me) while I just kept kicking their butts out from under them (ah, MA/SR/Soul, how I miss you!) while in pure Scrapperlock. Needless to say, the "cavalry" that arrived to deliver the beatdown was usually very surprised to find that I wasn't Face Down underneath the dogpile ... even after I got something of a reputation for pulling off this stunt, repeatedly.

For me, the essential reason for Pulling was because it was safer/better/wiser to fight your Foes OVER HERE, among *your* allies, than it was to fight them OVER THERE, among *their* allies. It was tactical advantage of position.

And that's not even including pulling Foes into a "flower garden" of Trip Mines resulting in a Thoroughly Satisfying KABOOM!™

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Well, this has been a serious

Well, this has been a serious disappointment.
I have nothing more to say.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Tannim222 wrote:
there are quite a number of stories from developers where players disliked the additional difficulty of linked. AI tactics to such a degree it had to be removed from or relegated to very specific portions of the game. And in the latter instance it was not surprising to find such content underused by the player base.

It's not at all surprising that they encountered resistance when trying to modify the AI for a game people were already playing. But as I said pulling doesn't work in Dungeons & Dragons online and I've never heard anyone complain. Since this is a new game, there would likely be no problem if pulling doesn't work from the start.
Tannim222 wrote:
One shotting minions is about game balance up to a certain point (at times this was possible with certain conditions being met) but in general it was a result of the base encounter difficulty. This is more than animated comic book, it is a video game with with comic book inspired dressing. As a video game it requires some fundamental game play design. Minions in CoH represented the base encounter difficulty.
This is also why there were so many of them on teams as the encounter difficulty scaled with team size instead of either being static or using and overtly complex spawn replacement system to which their engine could not provide. And decreasing minion count with a spawn replacement system that scaled difficulty with team size would have resulted in there being less mobs in a spawn but with what amounted to dealing with elite bosses or avs on a regular basis. Thematically tons of minions to wade through was meant to represented the faceless goons the hero fights on most of the time in many comic inspired stories. Yes there was a difference in how it played out since it was a game not a story controlled by a writer.

This does not work as a way of balancing the game.
It just makes the fights take forever.
It's not fun.
I don't mind fighting my way through hoards of nameless faceless minions but when each minion takes a long time to beat, AND there are lots of them, AND they're still no match for me, so it's just a matter of time (SO much time) that's not ballance, it's just boring.
There has to be some other way. Please Someone suggest a better way.

That's cool and all but are you a dev in any kind of video game? How do you know if they aren't complaining about it and the devs just aren't changing it because of what ever reason? Do you read the dev's personal messages? Are you reading messages along the lines of getting sued because the person who sent the message can't log in? How do you know what the devs know, or heard/read, if you have never been in their position? You have to take into account of the things people say and do.... and trust me most of humanity are ass holes. Not all but the majority of them. How do I know? because I come into contact with hundreds of people every day at my job... that is how I know.

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Honestly, I think that

Honestly, I think that pulling shouldn't be removed for the sake of glass cannons and stealthy supers. The team can agree beforehand NOT to pull, or even make it so that pulling is optional when forming a SG so that you can toggle whether or not one enemy or every enemy reacts to getting sniped. Toggling and simply taking vows can easily cover for this without being a total detriment to every flimsy archetype that ever lived.

Please, think of the Floor Inspector's Union.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Well, this has been a serious disappointment.
I have nothing more to say.

Unfortunately, you are trying to force a particular play style. That's not going to happen. There are people that like to pull, there are people that like to strategize, and then there are people that like chaos.

I would encourage you to keep trying out the teaming thing. Eventually you'll find the right people that fits your play style and will play the way you like to play.

Yes you will run into asshats that will yell at you and not understand the way you play, but you'll also find those that won't yell at you and won't care how you play.

It also helps to be up front about things when you get on a team. Let them know you aren't a Tank that has Taunt and is more of a Skranker. This way they know not to depend on you for that.

I think a lot of people that you played with previously were people from WoW. That group is VERY particular about how things are done because they have to be. If it's not done a certain way then it's doomed to fail and then there are hours wasted for nothing.

Hopefully CoT will be a little more flexible than that and will encourage a diversity of play style from everybody. Just don't give up. Trust me, once you find that right group of people to play with it will be a game changer.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Well, this has been a serious disappointment.
I have nothing more to say.

If you don't like "pulling" then don't do it and/or don't play on teams that do it. *shrugs*

The idea that anyone would suggest that the entire game be specifically designed to prevent a certain method/tactic they don't like seems a bit far-fetched to say the least. It's sort of like saying there should be no bunting in baseball because you personally don't like it. If other people see some usefulness in bunting it's going to happen regardless of your desires in the matter.

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As people have said, the way

As people have said, the way "pulling" works in any given game is going to depend heavily on how the AI is designed. I can't go into too much detail, therefore, on what and how "pulling" might happen in CoT at this stage. There's a lot that's still up in the air on what we will be doing - both due to complexity and capability issues - with our AI. As Tannim said, lofty aspirations abound. We'll see what's actually practical, and then we'll be able to better discuss how such things will work.

I can say that it is not currently a consideration in our plans whether pulling will work as The Mighty Paladin outlined or not. Whether and how that tactic works will evolve from other aspects of the game, rather than be a goal in our design. (This is true of whether and how it works in just about every game. It is a tactic that evolved because players discovered how to exploit the agro and perception AI to whittle down groups of creatures. I am pretty sure it doesn't work in, for example, Ragnarok Online, as I recall friends who played the game lamenting their attack accidentally hitting the wrong creature and drawing ALL of its friends.)

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To echo Segev's comment ...

To echo Segev's comment ... Pulling is an [i]emergent behavior[/i] that occurs (or not) based on how NPC AI "behaves" (predictably) when "poked with a stick" by PCs. If PCs can reliably induce an AI to perform a specific behavior, then PCs will learn how to make use of that behavior, and what stimulus induces it.

What I find funny about this notion that Pulling Is Bad is that it has an obvious flipside ... RUNNERS. And perhaps the grandaddy of all annoying Runners has to be ... Murlocs in WoW. Those cowardly critters would usually break and run at around 40% HP ... too high to spike to 0 HP quickly, usually ... meaning they often ran off [i]and got more Murlocs[/i] to gang up on you ... which would then run away to get more ... and more ... and more.

Suffice it to say, every melee based PC hates Runners. Blaster? They'd just smirk and keep firing. What was annoying though was having an NPC [i]run around a corner[/i] ... breaking line of sight. Net result? [b]The NPC "pulls" the PC![/b]

So ... yeah. Sauce for the goose and all that.

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Quote:
Quote:

The only problem I see in your perspective is the limited use of the term "pulling".
If you don't like "pulling" then don't do it and/or don't play on teams that do it. *shrugs*

I think these two statements pretty much sum it up for me. Sounds like you are against what I would call single pulling ... but I'd also call hopping up into one of the towers in the ITF on the way to see Romulus in the last mission, dropping some nice AoE debuff like Darkest Night or Radiation Infection on the tower mobs to [i]pull[/i] them down to the roadway where the rest of the team is clobbering Cimerorans as a form of pulling. Then there is the question "How often did you run the Statesman's TF and not at least attempt to pull just one of the 4 AV's so as not to have to fight all 4 at once?" Fighting more than one was any iffy thing for most teams even after the STF was well known, nevermind fighting all 4 (and doubly so if running it for the Masters badge). Seem to recall one typical ITF strategy itself tended to involve pulling Romulus to try separate him from his Nictus buddies. I do agree that single pulling one baddie, then another, then another and another is a bit silly as you whittle down the mob one by one without a significant change in the demeanor of all his buds. But that is one very specific sort of pulling that I think is safe to say I rarely saw done as it was as you quite accurately stated boring as all get out for the vast majority of players vs the strategies involving a bit more to it than a lot of 'ultra safe' single pulls. Same reason most teams weren't patient enough to allow most Traps or /Devices time to deploy more than one trip mine (if they even waited for that).

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o.O When CoH ended, no one

o.O When CoH ended, no one really pulled :p Maybe times of Tank running in first, but pulling in general was slower by then. :p

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Brand X wrote:
Brand X wrote:

o.O When CoH ended, no one really pulled :p Maybe times of Tank running in first, but pulling in general was slower by then. :p

Its amazing what IO's and incarnate abilities did to change the playstyles of people.

Even pre-ed, especially in the lower levels, Pulling was a valid tactic for the players. But as has already been said, pulling was just abusing the AI mechanics.

Undoubtedly there will be other AI glitches/mis-steps that the player base will discover and take advantage of. And fixing those glitches/abuses is not always easy, especially with something which can affect whole swathes of enemies.

Fixing one enemy group might actually be breaking 10 other groups, who do not suffer the same problem due to X/Y/Z bonuses on top of them which meant that their AI didn't trigger at the same time/go down the same path.

As others have said, the best way to stop pulling is to not take part in teams that do it.

And imagine what the STF/LRSF would have been like if you *couldn't* have pulled the AV's separately.

But then again, it is indeed quite easy to set it up so that mobs cannot be pulled individually and only as part of a group. But it all falls down to the developers to fix this problem. The issue then becomes a case of "What will the players do to break the game". Some breaking tactics will be discovered quickly, others will take more time to develop. Some will only be available to certain classes, others will be "generic".

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Gangrel wrote:
Gangrel wrote:

Brand X wrote:
o.O When CoH ended, no one really pulled :p Maybe times of Tank running in first, but pulling in general was slower by then. :p

Its amazing what IO's and incarnate abilities did to change the playstyles of people.
Even pre-ed, especially in the lower levels, Pulling was a valid tactic for the players. But as has already been said, pulling was just abusing the AI mechanics.
Undoubtedly there will be other AI glitches/mis-steps that the player base will discover and take advantage of. And fixing those glitches/abuses is not always easy, especially with something which can affect whole swathes of enemies.
Fixing one enemy group might actually be breaking 10 other groups, who do not suffer the same problem due to X/Y/Z bonuses on top of them which meant that their AI didn't trigger at the same time/go down the same path.
As others have said, the best way to stop pulling is to not take part in teams that do it.
And imagine what the STF/LRSF would have been like if you *couldn't* have pulled the AV's separately.
But then again, it is indeed quite easy to set it up so that mobs cannot be pulled individually and only as part of a group. But it all falls down to the developers to fix this problem. The issue then becomes a case of "What will the players do to break the game". Some breaking tactics will be discovered quickly, others will take more time to develop. Some will only be available to certain classes, others will be "generic".

The only way I'd ever consider a specific tactic like "pulling" to be bad/wrong is if the vast majority of players decided it was the overwhelmingly obvious method to attack virtually anything in the game regardless of character builds or situation. And even then pulling itself would not be the problem - it would be the symptom of very bad/simplistic AI that allowed it to be the "go to" button-mash method to deal with everything.

As Tannim222 mentioned earlier "pulling" is just a unique example of the classic "divide and conquer" paradigm. Its effectiveness varies from game to game but the basic concept behind it is so fundamental that Sun Tzu would have approved of it from thousands of years ago.

The goal for the Devs of modern computer games should not be to make any one specific player tactic impossible to do. The goal should be to make the game flexible and challenging enough that a "one trick pony" method will not work 100% of the time. Pulling's completely fine where it makes sense to use it - one could even go so far as to argue a game that discourages/prevents any amount of pulling should be considered suspect for inflexible/bad AI as well.

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Pulling makes great sense, if

Pulling makes great sense, if you don't have a Tank. Different tactics are needed for different ATs.

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Lothic wrote:
Lothic wrote:

TheMightyPaladin wrote:
Well, this has been a serious disappointment.
I have nothing more to say.

If you don't like "pulling" then don't do it and/or don't play on teams that do it. *shrugs*
The idea that anyone would suggest that the entire game be specifically designed to prevent a certain method/tactic they don't like seems a bit far-fetched to say the least. It's sort of like saying there should be no bunting in baseball because you personally don't like it. If other people see some usefulness in bunting it's going to happen regardless of your desires in the matter.

Pretty much. Pulling has its use as a strategy, as does full frontal assault, stealth, and so forth. It was downright essential in some situations (The STF has been mentioned repeatedly. It was also useful in the Mother Mayhem Incarnate trial, for example). If you don't like pulling, don't use the tactic. It's quite self-centered for someone to insist that no one else should be allowed to use techniques that they personally dont like.

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I'll give TheMightyPaladin

I'll give TheMightyPaladin the benefit of the doubt that he worded the request (and thus it was read) more broadly than intended...he probably didn't mean to imply that the tactics of multi-spawn herding or pulling one entire spawn group away from dangerous nearby groups should be stopped, or that no one should be allowed to use single-pulling as a tactic when they wish to roleplay with a "covert operative" playstyle, or that special content that encourages a pulling tactic (e.g. STF) should be off-limits to developers.

As long as moderately-equipped PCs of all class/spec combos (or at least an overwhelming majority) can defeat standard-difficulty enemy spawn groups without requiring or implicitly encouraging single-pull tactics - except in unusual situations - I think TMP's concern will be addressed, and the rest of us will be happy as well.

That's what CoH felt like in its mature state, so I would anticipate that same feeling in CoT, hopefully from the beginning. Most posters here have already accurately described how their blaster/defender/etc just jumped into most fights whether solo or teamed regardless of difficulty settings - because that worked as well or better than single-pulling in most cases. If CoT has that same feeling, then any team leaders who insist on applying single-pull tactics to too much of the game can be shown the error of their ways or ignored; player's choice. Problem avoided / solved.

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Lothic wrote:
Lothic wrote:

The only way I'd ever consider a specific tactic like "pulling" to be bad/wrong is if the vast majority of players decided it was the overwhelmingly obvious method to attack virtually anything in the game regardless of character builds or situation. And even then pulling itself would not be the problem - it would be the symptom of very bad/simplistic AI that allowed it to be the "go to" button-mash method to deal with everything.

On the topic of AI in general, this is definitely something I sympathize with. One thing I hated in Dungeons & Dragons Online was that most teams overcame challenges by "shield blocking" choke points then having spellcasters behind them spamming Wall of Fire and/or Magic Missile. It was [b]THE[/b] strategy for beating most encounters---largely due to dumb AI---and it got old very quickly. No single strategy should ever become the standard for every situation.

On the topic of pulling, I think it's OK as long as it doesn't become the all-purpose go-to strategy as described above. Most groups I ran with in CoX rarely resorted to pulling anyways. I'll add my voice to those saying that it's useful in some situations and should be a tactical choice but not [i]the[/i] tactical choice. I think Scott Jackson's post above mine best sums up how I feel about this thread overall.

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Heck the /Devices was build

Heck the /Devices was build for Pulling. Cloak device sneak in lay down trip mines move back. Snipe / Pull a foe. Watch them get blown up in the minefield you just laid down. Heck throw down some Caltrops for added enjoyment. Wouldn't work if you couldn't Pull.

Just like the Holy Trinity. Pulling is a valid tactic but shouldn't be designed for. That was the beauty of CoH is that you could use different tactics as needed. Got a hard foe where the Holy Trinity works sure go for it, got a mob up ahead and want to thin down the numbers then pull. It's that we had the OPTION to do those tactics or not that helped make CoH something beyond just a standard MMORPG.

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In the Real World™ we don't

In the Real World™ we don't call it "Pulling" so much as we call it "decoy and ambush" ... or "diversion and ambush" ... but you get the idea.

Consider the alternatives.

You plink a $Target and they ignore you. They can't be Pulled. You proceed to blow them away from range.
You plink a $Target and they alert every hostile in the vicinity. The dogpile then proceeds to bumrush you.
You plink a $Target [i]and rather than bumrush you they seek cover[/i] to protect themselves from your attacks.

Option 1 is an exploit just begging to get splattered.
Option 2 is the "standard" MMO behavior.
Option 3 is effectively a "runner" type of behavior that makes the $Target harder to defeat because they "hunker down."

Note that Option 3 only works if you have a "cover" system working for the game (like Tabula Rasa did and City of Heroes didn't) and if your AI is smarter than doing a "bumrush everything" behavior at the slightest provocation.

Guess which option is the easiest to program, and is the one that Players expect to encounter?

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Two things everyone seems to

Two things everyone seems to be failing to notice (or ignoring)

1) I did not say we should do away with this practice just because I hate it.
I spelled out a clear argument against it:
"It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?"

2) I'm not opposed to pulling groups.
I'm only opposed to pulling one opponent at a time without the group noticing.
That means you could still pull small groups, as I suggested in the opening post.

Tannim said that linking the AI behavior would be complicated but actually it doesn't have to be, instead of having to program them to respond as a group you could simply have each of them programmed to respond to attacks in their area.

Most of the other arguments here seem to boil down to "we should allow it because a lot of people like it". Even though it makes no sense. That's a shame. Why should the game make a stupid strategy work just because people like it? as has been repeatedly pointed out, if pulling doesn't work people will come up with some other strategy that works.

Another argument I've seen is "glass cannons" need to be able to do this. I'm sympathetic, that's why I said we should be able to one shot some bad guys. If a bunch of bad guys are charging at you maybe you can take several of them down before they get to you. Or maybe you can turn invisible or teleport or something else before they get to you. Also as I noted before, some attacks simply shouldn't give away your position. Then even if the bad guys are alerted they can't hit back effectively. They might start shooting in random directions, trying to take cover or searching but they couldn't all swarm you.

By the way, another thing I hated about COH was that once you had their agro they would follow you to the ends of the earth, and always know where you were, even when you teleported. Doing away with that nonsense would help the glass cannons survive.

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I never said designing the AI

I never said designing the AI to link would be difficult, that in certain games it was difficult for devs to do so and when it was possible, in many instances players didn't like it even during the testing phase.

As to being able to attack without being noticed, and being able to defeat an npc without retaliation, it is begging for exploited, non risk behavioral play.

By the way, it was certainly possible to use a single target attack to pull more than one mob in a spawn in CoH if you didn't know what you were doing. Even more so, in the years of playing the game from launch to closure, the only times i experienced single target pulls on a team was in the early levels for teams that were having a harder time with the difficulty setting, and in some instances of task forces as was mentioned already, in fact I would go so far as to say pulling a single target and not a group took a modicum of skill / knowledge.

Having AI follow you every where was a result of the simple AI design, later the devs implemented a tethering range, Mobs would only pursue so far until returning to their spawn point.

Using a tethering rule along with map design that allows for break in line of sight will help. For example, a map with simple hallways a mob would run and give chase if there are simple corridors with out any / many branches the mob will know there is only so many places their target could have run off to, thus it would feel as if it were accurately coming right for you. On a larger map with multiple corridors, or a large open room with lots of stairs, levels, ledges, obstacles, the mob could run in the direction of their attacker, but once line of sight was broken, the mob would go into search mode, looking for their attacker until after a defined time, they would return to their spawn point / patrol path. It gets trickier to hit and run if the target has similar powers as the player including travel powers and lunge attacks though ;)

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Tannim222 wrote:
Tannim222 wrote:

As to being able to attack without being noticed, and being able to defeat an npc without retaliation, it is begging for exploited, non risk behavioral play.

Not really. I'm not talking about one shotting bosses or even lieutenants, just minions. The kind of guys who should explode when we say boo.
and main villains should have abilities that let them spot us, and point us out to the minions close to them.

Yes people will take advantage, when they can, but if it makes sense then it's just good strategy, when it doesn't make sense and shouldn't work that's an exploit.
And Yes I'm aware of the fact that I'm using some words in a different sense than I have used them in the past and this could give the appearance of a contradiction but it's not. Besides, even if I don't use strategy myself I'm not opposed to letting other people use it.

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Paladin, I really mean what I

Paladin, I really mean what I'm about to say.

I've read almost all of your posts, and I'm glad that you are on these forums fomenting discussion, and I think some of your points and ideas are really good and worth consideration.

I also think an MMORPG designed by you would implode like a dying universe.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

Paladin, I really mean what I'm about to say.
I've read almost all of your posts, and I'm glad that you are on these forums fomenting discussion, and I think some of your points and ideas are really good and worth consideration.
I also think an MMORPG designed by you would implode like a dying universe.

Nice sentiment & Plausible theory, but it says nothing at all about the questions at hand.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Empyrean wrote:
Paladin, I really mean what I'm about to say.
I've read almost all of your posts, and I'm glad that you are on these forums fomenting discussion, and I think some of your points and ideas are really good and worth consideration.
I also think an MMORPG designed by you would implode like a dying universe.

Nice sentiment & Plausible theory, but it says nothing at all about the questions at hand.

LOL, fair enough :P.

On this topic I fall somewhere between you and most of the others.

Individual pulls from groups does seem kind of silly unless in a particular instance some characteristic of the group or story explains it. Also, I don't think individual pulls are necessary for workable gameplay in general. But, one-hitting an individual in a group without anyone hearing the attack, or noticing the body, or even just noticing that they're gone, isn't particularly realistic in general either.

However, small vs large pulls is the rub.

Small group pulls gets around the problem to a certain extent if that is programmable--ie., someone gets hit and half the group peals off to investigate, or somesuch. But then, how do you differentiate between the really big pulls that a tank wants vs the small pulls a blaster wants?

Perhaps this could be tied to chosen difficulty level? Or "Tanker" taunt vs normal aggro? Maybe a little of both? Letting people choose their playstyle like that either solo or in groups is usually a good thing, and very much in the spirit of CoH.

That's all I got and I only put it out there it cause you prodded. I don't have the answer.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Tannim222 wrote:
As to being able to attack without being noticed, and being able to defeat an npc without retaliation, it is begging for exploited, non risk behavioral play.

Not really. I'm not talking about one shotting bosses or even lieutenants, just minions. The kind of guys who should explode when we say boo.
and main villains should have abilities that let them spot us, and point us out to the minions close to them.
Yes people will take advantage, when they can, but if it makes sense then it's just good strategy, when it doesn't make sense and shouldn't work that's an exploit.
And Yes I'm aware of the fact that I'm using some words in a different sense than I have used them in the past and this could give the appearance of a contradiction but it's not. Besides, even if I don't use strategy myself I'm not opposed to letting other people use it.

Perhaps some clarity is needed here. Since the game is designed around a specific minimum expectation of an encounter difficulty that is what amount of threat an encounter poses to a standard pc which is what in the old game was represented by a minion, then to make it a standard that a minion is defeated by a standard cycled single target attack the baseline expectation goes right out the window. It certainly could be possible to one shot a standard encounter npc like a minion, though not regularly. It was possible in the old game with certain situations (hidden stalker buffed / enhanced damage attacking with assassins strike, snipes, certain t9 attacks, and others). However to imply it should be a typical occurrence would fail to take into account a lot of what is fundamental behind game design, particularly video game design.

Now that's also not to say we can take advantage of providing more underling type spawns in the game, it is something I've requested our lead writer to review on all the faction proposals to see where we might be able to place more of these type of mobs within a typical spawn, the spawn logic would need to make sure they don't result in large count where they can be abused in large quantities of xp gain but it would certainly lend itself to that sense of "guy goes down in a hit" feeling that your referencing. They wouldn't appear in every encounter, more would they be in significant number counts but it is something that we could implement more often than the old game.

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Empyrean wrote:
Empyrean wrote:

Individual pulls from groups does seem kind of silly unless in a particular instance some characteristic of the group or story explains it. Also, I don't think individual pulls are necessary for workable gameplay in general. But, one-hitting an individual in a group without anyone hearing the attack, or noticing the body, or even just noticing that they're gone, isn't particularly realistic in general either.

Yes that would be silly, but I wasn't suggesting it. Remember I said if a bunch of them are running at you one shotting would allow you to take several of them down before they got to you, and then suggested several other ways to avoid being mobbed

Empyrean wrote:

However, small vs large pulls is the rub.
Small group pulls gets around the problem to a certain extent if that is programmable--ie., someone gets hit and half the group peals off to investigate, or somesuch. But then, how do you differentiate between the really big pulls that a tank wants vs the small pulls a blaster wants?

The difference could simply be their response to a sniper shot as opposed to their response to being charged by a group.

Empyrean wrote:

That's all I got and I only put it out there it cause you prodded. I don't have the answer.

That's Ok Dude I don't have all the answers either.

Tannim222 wrote:

Perhaps some clarity is needed here. Since the game is designed around a specific minimum expectation of an encounter difficulty that is what amount of threat an encounter poses to a standard pc which is what in the old game was represented by a minion, then to make it a standard that a minion is defeated by a standard cycled single target attack the baseline expectation goes right out the window. It certainly could be possible to one shot a standard encounter npc like a minion, though not regularly. It was possible in the old game with certain situations (hidden stalker buffed / enhanced damage attacking with assassins strike, snipes, certain t9 attacks, and others). However to imply it should be a typical occurrence would fail to take into account a lot of what is fundamental behind game design, particularly video game design.

Lets use some other games for comparison:
In Legend of Zelda, Link could one shot the octoroks with his sword at the beginning of the game
As he gained power he could one shot more powerful foes.
Now this is not some joke to dismiss Legend of Zelda is the greatest video game of that era. and the pattern of being able to one shot the minions continued through the series as it developed.
There were harder opponents who would take several hits to take down Not just lieutenants bit some monsters that came in groups guarding areas he needed to be more powerful before going into.
Some of these could be one shotted once Link was powerful enough, some couldn't.
Bosses and minibosses took a lot of hits and it was best to approach them with a plan and maybe a special weapon.

Castlevania symphony of the night had a similar play style, and it was an awesome game.
The Secret of Manna, was similar also, and it allowed you to control multiple characters.

Tannim222 wrote:

Now that's also not to say we can take advantage of providing more underling type spawns in the game, it is something I've requested our lead writer to review on all the faction proposals to see where we might be able to place more of these type of mobs within a typical spawn, the spawn logic would need to make sure they don't result in large count where they can be abused in large quantities of xp gain but it would certainly lend itself to that sense of "guy goes down in a hit" feeling that your referencing. They wouldn't appear in every encounter, more would they be in significant number counts but it is something that we could implement more often than the old game.

Fantasy Star Online was the first game I ever played where it was impossible to one shot any foe you'd bother fighting (If you could one shot them they probably weren't worth any xp, and any drops they offered would be too low level to help you unless you were farming money in the most pathetic way possible). So you might be tempted to say xp is the thing. if we're going to use xp we shouldn't let people one shot foes. but that's not the case.

Opponents you can one shot shouldn't be worth much xp (if any at all) but there are other reasons to fight them than just xp. Maybe you need to get past these guys to get to the real foe, (who is worth fighting) Also even though Link could one shot these guys and was well protected against them they were always a potential threat because they could cause some damage, and that would add up, Especially if he agroed too many of them. After all that's what cannon fodder is for. Link needed to eliminate them. And that's the key, they still need to be challenge, just not in the same way.
Also sometimes it's just fun to blast away a bunch of bad guys without caring about rewards, that's why the whole nation went crazy for space invaders and dozens of similar games at one time. I've told you before about how sometimes I would go into places where all of the mobs were grey just so I could feel like a superhero sometimes. But that got boring quickly because it wasn't any challenge. If there had been some challenge, I might've done it a lot more, and if there weren't real rewards (other than entertainment) it wouldn't have been farming it would've just been fun..

Of course if a lot of the spawns aren't worth xp you might want to boost the xp for bosses and the mission rewards but that would go a long way to curb farming and encourage people to actually play the game.

Yes, I know a lot of my experience with gaming is kind of dated. I'm both old and poor. But that doesn't mean it's irrelevant. These games had some great qualities that I suspect a lot of people would enjoy seeing again.

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In my experience, the main

In my experience, the main factor of being able to pull singles out of groups in City of Heroes involved ... Perception Debuffing ... and of all things, a very low damage attack. It was as if the Aggro Share Radius for mobs was determined by the amount of damage inflicted. Plink for light damage, they don't tell their friends and come after you by their lonesome. I noticed this behavior most specifically on my Empathy/Archery Defender, and to a lesser extent on my Storm/Dual Pistols Defender. Archery though displayed the behavior most consistently. I could just "plink" a $Target with the Tier 1 attack and often times only that one $Target would come after me [i]if it was a Minion[/i]. Lieutenants and Bosses would typically "communicate aggro" and get the group to bumrush my position, but with the Minions I was often able to single pull just by "plink" attacking with a low damage power.

It sounds to me, TheMightyPaladin, what you're actually objecting to here is allowing Foe NPCs to fail to communicate Threat. Specifically, when a single Foe NPC gains Threat, and thus becomes engaged in combat and responds, you're saying that that Threat Gain needs to be communicated to all (nearby) Foe NPCs as well, so that additional (ie. adds) engage in combat as well. Needless to say, the is primarily a concern for Ranged Attacking, in which a PC attacks an NPC from beyond the NPCs Perception (ie. aggro) radius.

I have played games where Threat and Aggro were communicated "instantly" (and for all intents and purposes, telepathically, for "free") among all mobs within a single spawn group. Aggro one, no matter how far apart they were, and you'd aggro them all. Worse, once the mobs had aggroed onto you, they ALWAYS KNEW EXACTLY WHERE YOU WERE and bumrushed towards only YOUR position ... meaning that decoys and the like were useless ... and you couldn't "hide" from an incoming bumrush, because they'd always come straight for where you ARE as opposed to where you WERE. Confronted with a choice of "which way did he go, George?" at an intersection of corridors, the mobs ALWAYS made the right choice, even (and especially) when they couldn't "see" you because there was no clear Line of Sight.

This was in Tabula Rasa ... and the excessively simple Aggro Mechanics in that game were something that I complained about to the Devs, in person, at the War College event for the game.

To give you an idea of just how ... wrong ... those mechanics were, if I was in a Team with someone else and I attacked, my Teammate would begin taking fire ... [i]even though they hadn't done anything to "earn" aggro.[/i] This was particularly egregious because one of the classes was able to equip Stealth Armor that was intended to reduce the aggro radius (ie. perception debuff). But that didn't matter. I could be 70 meters behind a Teammate, minding my own business, not drawing attention, and ought to only be earning aggro when within 10 meters or less ... and if that Teammate 70+ meters away aggroed a pack of mobs, some of them would begin shooting at me too, even though I hadn't "done" anything to earn aggro. But my Teammate had ... and the mobs INSTANTLY communicated that threat amongst themselves (for free!) and aggroed not just onto him but also onto every member of the Team as well ... for free ... and when that happened they all knew EXACTLY WHERE WE ALL WERE (because the game just gave them real-time coordinates for our locations at all times, for free) and they'd engage all of us, regardless of whether we'd "earned" aggro through our actions or not.

Needless to say, this really SUCKED for Snipers, because they'd start taking fire for things they hadn't done, and from well beyond the range at which they ought to be detectable. It was basically a "what's the point of my Stealth Armor again?" kinds of things.

It only got worse when combined with an Aggro Wipe power, because of the "for free" instant and telepathic communication of aggro between mobs. Wipe aggro from 7 out of 8 mobs and that 8th mob you didn't get would recommunicate aggro back to the other 7 and completely negate the Aggro Wipe you just used. Even worse, the aggro wipe power was set up as a "blind" type of thing, but if you tagged even one of the "blinded" mobs (while they were still "blind") then ALL OF THEM would turn and start shooting at you and bumrushing towards you in perfect synchrony, even while the "blinded" animation continued playing.

This is why Tannim's comments are so promising. Rather than aggroing onto a PC and "tracking" that PC (for free!) wherever they go, like City of Heroes and Tabula Rasa and a whole host of other games do (because it's easy to program) ... instead, NPCs are going to aggro [i]towards a location[/i] rather than towards a moving target. Once the NPC reaches that location, if they don't "find" anything there they'll initiate a Search Pattern to try and find the "lost" quarry. Such a system relies on the Perception(s) of the NPC to seek, locate, destroy based on what the NPC [b]can observe[/b] ... rather than basing it on the game just "giving" them the information straight from the database and handwaving away the rationale(s).

Any system that relies on Perception Checks in this way, rather than just [i]giving the answers FOR FREE[/i] to the NPCs, is going to necessarily include "rules" for how the NPCs ought to communicate their Perceptions Of Threats to each other. Ideally, I'd want this communication of Threat Tables between NPCs to be ... an action ... preferably a Power that uses an animation, so that you can SEE it happening when it occurs. Men In Black talk to their wrists. Mercenaries pull out a walkie-talkie and talk to it. Skyraiders touch their ear to key the microphones on their headsets. Mages point their wands. So on and so forth ... you get the idea. Communication of Threat Tables ought to be an ACTIVE Action that NPCs perform, which can be observed by Players (who ought to know what it means).

Such a system would be much more sophisticated than the aggro mechanics used in most other games, and would be something I'd personally welcome seeing in City of Titans. Why? Because it would obviously involve a "smarter" AI with observable behaviors ... which could be interrup- {sniper shot} {faceplant mob}

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Yeah that does sound like you

Yeah that does sound like you've played some awful games, and I don't blame you for wanting to avoid that. I want to avoid it too. As I've said.
Agro going to a location is a really good idea, and makes decoys, moving and splitting the team all more viable options.

My favorite toons use regeneration as their primary defense so hit and run tactics were my favorite. More realistic AI will help me a lot too.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Whilst TR had its wrinkles

Whilst TR had its wrinkles with the AI, as Redlynne said, in beta it also showed incredible awareness where it would try to pin you down behind cover and then outflank you.

That part of the AI got wiped before launch due to player feedback. I loved the old style AI that was used, others hated it.

Hell, in Wildstar it is very hard to single pull mobs, because single mobs are linked into groups. At least there, they avoid the "instant communication and hit players who are not doing anything" problem, and aggro drop moves work pretty damn well, although if they are midcast, they will still be targeting the place you were until the end of the cast.

The thing is, most of these problems generally arise due to some form of limitation; either performance issues or player feedback.

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I can safely say that members

I can safely say that members of the dev team who will be working on A.I. have seen this thread, and that whether or not "pulling" works will be emergent behavior (as others have noted) based on the A.I.

What, exactly, we are able to make the A.I. do, and what designs we ultimately go with, are not set in stone, yet. We have a lot of work and experimentation in that area. It is possible that what tactics "work" when the game releases will not be the same as tactics that work later on, as we have time and experience to design better A.I.

I do not anticipate "there will/won't be pulling" to be a specific design goal. I do anticipate verisimilitude and controllable challenge levels of combats will be. I would guess - but not promise - that our A.I. won't be particularly conducive to the specific kind of "snipe one guy in a group, and only he walks over to get killed while his buddies ignore it" tactics The Mighty Paladin decries in the OP of this thread. Not without some specialized setup that's designed by the players to mainpulate the A.I. of all involved into that behavior. I would hope that this will be believable in context. But again, I make few promises here, given the state things are in.

Again, regardless of what it looks like at launch, I expect A.I. to be an ongoing effort, so it may well change with time, too.

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Of course, even if pulling

Of course, even if pulling does work I'll still be playing (Especially if You let me use nunchaku!)
But this gives me some hope and if different, (hopefully less time consuming) tactics are encouraged I'll be more likely to join some teams.
I'm sorry if I come across as a curmudgeon (OH Wow! I spelled that right!!!) but never forget this:
I wouldn't have so much to complain about if I hadn't loved COH enough to play it despite it's flaws.
I noticed this stuff after playing a lot for a long time. And I kept on playing even when the stuff I complain about bothered me.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Segev wrote:
Segev wrote:

I would guess - but not promise - that our A.I. won't be particularly conducive to the specific kind of "snipe one guy in a group, and only he walks over to get killed while his buddies ignore it" tactics The Mighty Paladin decries in the OP of this thread.

I would be ok with Non-Knockback snipes (dark) be able to pull one guy... but one of the Other Minions would start to worry about his buddy and go check on him. Once the 2nd minion comes sorta close, not too close, 2nd minion can be one shott'ed, and if you fail to defeat him right away, he calls for backup, essentially pulling the rest of the group.

Pulling is sorta what Bruce does when facing great numbers?
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

My favorite toons use regeneration as their primary defense so hit and run tactics were my favorite. More realistic AI will help me a lot too.

TheMightyPaladin wrote:

Of course, even if pulling does work I'll still be playing (Especially if You let me use nunchaku!)
But this gives me some hope and if different, (hopefully less time consuming) tactics are encouraged I'll be more likely to join some teams.
I'm sorry if I come across as a curmudgeon (OH Wow! I spelled that right!!!) but never forget this:
I wouldn't have so much to complain about if I hadn't loved COH enough to play it despite it's flaws.
I noticed this stuff after playing a lot for a long time. And I kept on playing even when the stuff I complain about bothered me.

You might do better next time to separate your preferences/opinions from the wider issues of overall game balance and general use of tactics versus AI by the playerbase. In other words just because you don't "like" something or "prefer" something else doesn't make it a universal truth that the entire game needs to bend to. The fact that you think doing a particular something like pulling always "takes too much time" doesn't make it broken - it simply makes it something you don't have the patience for.

Take off the rose-colored glasses sometime and realize that we all don't have to play the game in the exact same way. The Devs will make the game fun for all of us, not just you or me.

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Lothic wrote:
Lothic wrote:

You might do better next time to separate your preferences/opinions from the wider issues of overall game balance and general use of tactics versus AI by the playerbase. In other words just because you don't "like" something or "prefer" something else doesn't make it a universal truth that the entire game needs to bend to. The fact that you think doing a particular something like pulling always "takes too much time" doesn't make it broken - it simply makes it something you don't have the patience for.
Take off the rose-colored glasses sometime and realize that we all don't have to play the game in the exact same way. The Devs will make the game fun for all of us, not just you or me.

TheMightyPaladin wrote:

Two things everyone seems to be failing to notice (or ignoring)

1) I did not say we should do away with this practice just because I hate it.
I spelled out a clear argument against it:
"It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?"

2) I'm not opposed to pulling groups.
I'm only opposed to pulling one opponent at a time without the group noticing.
That means you could still pull small groups, as I suggested in the opening post.

That's the first time anyone has ever accused me of wearing rose colored glasses. (I wonder if that's really what you meant to say) I'll gladly take them off if you'll put on some reading glasses.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Lothic wrote:
You might do better next time to separate your preferences/opinions from the wider issues of overall game balance and general use of tactics versus AI by the playerbase. In other words just because you don't "like" something or "prefer" something else doesn't make it a universal truth that the entire game needs to bend to. The fact that you think doing a particular something like pulling always "takes too much time" doesn't make it broken - it simply makes it something you don't have the patience for.
Take off the rose-colored glasses sometime and realize that we all don't have to play the game in the exact same way. The Devs will make the game fun for all of us, not just you or me.

TheMightyPaladin wrote:

Two things everyone seems to be failing to notice (or ignoring)
1) I did not say we should do away with this practice just because I hate it.
I spelled out a clear argument against it:
"It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?"
2) I'm not opposed to pulling groups.
I'm only opposed to pulling one opponent at a time without the group noticing.
That means you could still pull small groups, as I suggested in the opening post.

That's the first time anyone has ever accused me of wearing rose colored glasses. (I wonder if that's really what you meant to say) I'll gladly take them off if you'll put on some reading glasses.

Among your other main complaints against pulling is that it's a "painstakingly slow, mind numbingly boring process" and that it "shouldn't be necessary because we're superheroes". What? How are those possibly objective arguments for "fixing" something you clearly assume is somehow broken?

All I'm saying is next time come up with more objective reasons for your points about changing/suggesting game mechanics instead of subjective ones. *shrugs*

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Time is a really big deal

Time is a really big deal when it comes to playing a game. If an objective takes far longer than it seems like it should, it reflects negatively on the game. If it takes so much time that fighting a mob becomes a chore, I might just decide to play another game.

"We're superheroes" refers to immersion. If I'm supposed to be a superhero, why do I take longer to knock out a thug the non-super or less super characters in a lot of other games?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Time is a really big deal when it comes to playing a game. If an objective takes far longer than it seems like it should, it reflects negatively on the game. If it takes so much time that fighting a mob becomes a chore, I might just decide to play another game.
"We're superheroes" refers to immersion. If I'm supposed to be a superhero, why do I take longer to knock out a thug the non-super or less super characters in a lot of other games?

I appreciate that these are your opinions on the matter. I simply don't feel they are good enough evidence to change how an entire game works, at least by themselves. Who are you (or even I) to judge what takes "too much time" to play? I'll leave that determination to the Devs.

I'm all for improved AI in CoT that works better than it did in CoH. But I consider that I could succeed in CoH without being dedicated to single minded "[url=http://paragonwiki.com/wiki/Scrapperlock]Scrapperlock[/url]" tactics a strength, not a weakness.

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Lothic wrote:
Lothic wrote:

I apreciate that these are your opinions on the matter. I simply don't feel they are good enough evidence to change how an entire game works, at least by themselves.

I would agree but they weren't offered by themselves

Lothic wrote:

Who are you (or even I) to judge what takes "too much time" to play? I'll leave that determination to the Devs.

That's the whole point of bringing the issue up. To discuss it with everyone here, including the devs.
I offered my opinion, and made a request. I could be misreading you but it really seams like you're saying I shouldn't have said anything. If that's the case what's the forum for?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Lothic wrote:
I appreciate that these are your opinions on the matter. I simply don't feel they are good enough evidence to change how an entire game works, at least by themselves.

I would agree but they weren't offered by themselves
Lothic wrote:
Who are you (or even I) to judge what takes "too much time" to play? I'll leave that determination to the Devs. I'm all for improved AI in CoT that works better than it did in CoH. But I consider that I could succeed in CoH without being dedicated to single minded "Scrapperlock" tactics a strength, not a weakness.

That's the whole point of bringing the issue up. To discuss it with everyone here, including the devs.
I offered my opinion, and made a request. I could be misreading you but it really seams like you're saying I shouldn't have said anything. If that's the case what's the forum for?

You're asking the Devs to consider a line of reasoning for a fundamental AI behavior. Prove to us why pulling is bad other than it "seems to take too long" to you. That's what the Devs would ask of themselves when considering this issue. If anything I'm simply trying to motivate you to defend your otherwise questionable premise here.

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But it only seems as if you

But it only seems as if you're attacking my proposal, by ignoring my stronger arguments, then pointing out that by themselves the weaker arguments were weak. Then you tell me I shouldn't be trying to force my playstyle on everyone, which I never did, and challenge my qualifications to even offer an opinion.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

But it only seems as if you're attacking my proposal, by ignoring my stronger arguments, then pointing out that by themselves the weaker arguments were weak.
Then telling me I shouldn't be trying to force my playstyle on everyone, which I never did.

Problem is your stronger arguments consist of things like "pulling was required because the number of bad guys was just immersion breakingly, implausibly huge" and that removing pulling would "achieve the goal of making teaming more enjoyable" for you.

These are still merely your subjective opinions on the matter.

I can accept you don't like pulling in games (at least the way it worked in CoH). I just don't think you've made a solid case to support your position here. I didn't absolutely love the way pulling/sniping worked in CoH either, but frankly nothing you've said motivates me to "hate" pulling anywhere near as much as you seem to.

Without an overwhelming case for change I can only make the wild assumption that the Devs won't agree there's a need/desire for one amongst the playerbase.

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Lothic wrote:
Lothic wrote:

Problem is your stronger arguments consist of things like "pulling was required because the number of bad guys was just immersion breakingly, implausibly huge" and that removing pulling would "achieve the goal of making teaming more enjoyable" for you.
These are still merely your subjective opinions on the matter.
I can accept you don't like pulling in games (at least the way it worked in CoH). I just don't think you've made a solid case to support your position here.

Once again, you insist on ignoring my strongest arguments even after they were pulled out of the original post, repeated, and identified as my strongest arguments, in response to one of your posts.

TheMightyPaladin wrote:

Two things everyone seems to be failing to notice (or ignoring)
1) I did not say we should do away with this practice just because I hate it.
I spelled out a clear argument against it:
"It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?"
2) I'm not opposed to pulling groups.
I'm only opposed to pulling one opponent at a time without the group noticing.
That means you could still pull small groups, as I suggested in the opening post.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Lothic wrote:
Problem is your stronger arguments consist of things like "pulling was required because the number of bad guys was just immersion breakingly, implausibly huge" and that removing pulling would "achieve the goal of making teaming more enjoyable" for you.
These are still merely your subjective opinions on the matter.
I can accept you don't like pulling in games (at least the way it worked in CoH). I just don't think you've made a solid case to support your position here.

Once again, you insist on ignoring my strongest arguments even after they were pulled out of the original post, repeated, and identified as my strongest arguments, in response to one of your posts.
TheMightyPaladin wrote:

Two things everyone seems to be failing to notice (or ignoring)
1) I did not say we should do away with this practice just because I hate it.
I spelled out a clear argument against it:
"It Shouldn't work. first of all, what kind of bad guy gets hit by a sniper attack and goes off on his own to investigate? Why don't his friends notice? Why do they continue not noticing, as their group keeps getting smaller and smaller until there's only one left?"
2) I'm not opposed to pulling groups.
I'm only opposed to pulling one opponent at a time without the group noticing.
That means you could still pull small groups, as I suggested in the opening post.

God forbid anyone [url=http://paragonwiki.com/wiki/Smoke#Smoke]Smokes[/url] the mobs first... *sigh*

There's absolutely no reason why a group of enemies MUST notice when they are getting pulled off one by one. I agree most of the time they OUGHT to notice (and I have no problem with making pulling "harder" to accomplish in CoT in general) but nothing says they MUST notice 100% the time, especially if you can use other powers/tactics in conjunction with pulling that interferes with their long range perceptions.

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Smoke?

Smoke?
Seriously?
Don't you think a smoke attack would just cause everyone in the area to start moving out of the area and looking to see who attacked them? It would Not cause them to stand there like a bunch of zombies until someone shoots them.

and Did anyone say 100% of the time? ever?
Pulling one target at a time actually does make sense if you're attacking zombies or poorly programmed robots. In a case like that even I'd say yes pull away it totally makes sense! God this villain is stupid for using minions like these!

We've talked a bit already about things you can do to avoid giving away your position,

TheMightyPaladin wrote:

Another argument I've seen is "glass cannons" need to be able to do this [pull individual targets]. I'm sympathetic, that's why I said we should be able to one shot some bad guys. If a bunch of bad guys are charging at you maybe you can take several of them down before they get to you. Or maybe you can turn invisible or teleport or something else before they get to you. Also as I noted before, some attacks simply shouldn't give away your position. Then even if the bad guys are alerted they can't hit back effectively. They might start shooting in random directions, trying to take cover or searching but they couldn't all swarm you.
By the way, another thing I hated about COH was that once you had their agro they would follow you to the ends of the earth, and always know where you were, even when you teleported. Doing away with that nonsense would help the glass cannons survive.

It was pointed out that there are already changes to the AI that have been proposed to solve this problem, like having them agro on a location rather than a target so if you move or use a decoy maybe they wont come right to you.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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I don't think every enemy NPC

I don't think every enemy NPC should perform the same way. We can use randomized pull behavior. Sometimes just the hit enemy pulls, sometimes the whole group, sometimes it's that group and some enemies you didn't see.

Keep me guessing and I'll use good strategy and have fun putting together the right response.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Smoke?
Seriously?
Don't you think a smoke attack would just cause everyone in the area to start moving out of the area and looking to see who attacked them? It would Not cause them to stand there like a bunch of zombies until someone shoots them.
and Did anyone say 100% of the time? ever?
Pulling one target at a time actually does make sense if you're attacking zombies or poorly programmed robots. In a case like that even I'd say yes pull away it totally makes sense! God this villain is stupid for using minions like these!
We've talked a bit already about things you can do to avoid giving away your position,
TheMightyPaladin wrote:
Another argument I've seen is "glass cannons" need to be able to do this [pull individual targets]. I'm sympathetic, that's why I said we should be able to one shot some bad guys. If a bunch of bad guys are charging at you maybe you can take several of them down before they get to you. Or maybe you can turn invisible or teleport or something else before they get to you. Also as I noted before, some attacks simply shouldn't give away your position. Then even if the bad guys are alerted they can't hit back effectively. They might start shooting in random directions, trying to take cover or searching but they couldn't all swarm you.
By the way, another thing I hated about COH was that once you had their agro they would follow you to the ends of the earth, and always know where you were, even when you teleported. Doing away with that nonsense would help the glass cannons survive.

It was pointed out that there are already changes to the AI that have been proposed to solve this problem, like having them agro on a location rather than a target so if you move or use a decoy maybe they wont come right to you.

For what it's worth It's clear that you've modified your "OMG! pulling sucks 100% always!" position quite a bit since your original post. I'm glad you now see that it's not worth "hating" anywhere near as much as you first implied.

At any rate I have high hopes that CoT's AI will handle these things better than CoH did regardless of our opinions here.

CoH player from April 25, 2004 to November 30, 2012
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TheMightyPaladin
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I'll let it go at that if you

I'll let it go at that if you will.

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JayBezz wrote:
JayBezz wrote:

I don't think every enemy NPC should perform the same way. We can use randomized pull behavior. Sometimes just the hit enemy pulls, sometimes the whole group, sometimes it's that group and some enemies you didn't see.
Keep me guessing and I'll use good strategy and have fun putting together the right response.

I don't know if we will be able to avoid the "one size fits all" approach for AI at least for initial release, i do know we want to improve upon AI behavior including having varied AI behavior that fits for the faction type and the theme of the faction. There is however a notable example of how even simple variations can be problematic:

Vahzilok from the old game. If there was any non-abomination mon in a spawn and you attacked or tried to pull the entire spawn would gang up. But the abominations on their own were "dumb" and could be pulled away from one another and even were prone to give up chase quicker. If in a spawn you took out say a mortician it could be possible to split the spawn up if there were too many abominations - a particularly helpful tactic since they had a rarely resisted toxic attack that could be risky. Yet players would often try to avoid the faction early in the game in favor of other mobs that were easier to handle. Both in game and on the forums players brought up the difficulty of these encounters because other spawns at these levels all pretty much had different behavior. I don't know how often people would remark how they didn't know about the vahz spawn behavior tactics that made it at times even easier to take them out compared to typical spawns. The use of tactics was what offset the increased difficulty the particular spawn represented.

If players end up gravitating to content due to ease of play where there are other types of AI that make it more difficult in comparison, what will tend to happen with continued development is to design the game around the way it is mainly being played which means in this example making more "easier" AI.

As has been said we hope to implement a wider range of AI behavior and improve upon it and hopefully do so in a way where the general player will naturally learn how to play with improving AI over the course of playing a character through the game.

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I liked that different

I liked that different factions and different mobs had different threat-reaction behaviors. I didn't avoid Vahzilok precisely Because I had learned how to take advantage of their behavior. I look forward to CoT's improved AI and hope that there will be a wide range of behaviors that I can exploit through tactics and strategy.

After all, it was tactics and strategy that let me solo regular content with my Defenders and Controllers. Being 'squishy' meant my Def-trollers could not play like Paladin's Scranker. I could not tank-n-spank. I could not Scrapperlock my way to success.

No, it was all about Preparation, Pulling, and Process. I traded Technique and Time for Survival. And working my way through the process and succeeding in the mission was immensely gratifying. If I could clean out the entire nest of baddies without taking a single hit... Well, it might seem unfair, but I LIKED it!

So, I'm sorry if Paladin is bored with my careful progression and seems to want to disable a popular survival technique, but I need it to survive. I need strategy and tactics and techniques in order to enjoy my game.

Be Well!
Fireheart

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I didn't avoided the Vaz

I didn't avoided the Vaz after like level 4. I often fought my way through the sewers from Atlas Park to King's Row. But I never knew how their AI worked I just always took out the morti first so he wouldn't bring back any of the zombies I killed. That was the full extent of my knowledge and planning.

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Yup, you did want to take

Yup, you did want to take down the 'doctors', but a nifty way of doing so, was to pull one zombie out of the crowd beyond aggro-range, then dispatch it. A Vahz Reaper or Mortificator would then run out and try to Rez them. At which point you could massacre him, before he wakes the dead. Double-Pull FTW. *grin*

Once all of the 'doctors' were down, the zombies had zero aggro-sharing and you could defeat them in detail.

Analysis, Strategy, Tactics, Win. Unless you had a team of rabid Scrappers. In which case, you just had to try to keep up and have lots of Awakens on hand.

Be Well!
Fireheart

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Moral of the story ...

Moral of the story ... Scrapperlock doesn't waste time on Pulling.

But just because people who suffer from/revel in Scrapperlock don't care for Pulling doesn't mean that no one else will.

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Just chiming in to remind

Just chiming in to remind people that desire to pull can vary not just from player to player, but also enemy group to enemy group. Let's use a Stone Armor tank as our example.

Devouring Earth? Teleport, aggro, laugh.
Nemesis? Teleport, aggro, laugh until they pop veng. Wait for veng to wear off while enduring tickles.
Rikti? Teleport, aggro, laugh for the most part. Damn mentalists.
Malta? KILL THAT #&!&#\#\/ SAPPER! Laugh.
Carnies? Pull please. Goddamn psi.

Compare that to a tweaked Bane or Crab with softcapped defenses.

Anything without defense debuff: Wade in, destroy, laugh.
Anything with defense debuff: Wade in, destroy, pop the occasional purple to avoid CDF.

The original Lady of Ysgard. -Virtue
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