I'll wait for patches (doubtful if this issue will be adressed but the spell nerfs give some hope) or mods to fix issues like these and play something more challenging in the meantime.
Modifié par Gliese, 16 décembre 2009 - 10:39 .
Modifié par Gliese, 16 décembre 2009 - 10:39 .
SanitariumPr wrote...
Not an exploit
Creative use of game mechanics
if you dont like it - dont do it.
Naked Fury wrote...
Suppose there's a bunch of bad guys which are far away, barely in sight. Shoot an arrow at the closet one. The enemy you hit (or missed) will run towards you, but the others will stay put. You can pick off whole mobs like this, one by one. You might attract more than one at once, but you can almost always prevent this by retreating the moment the arrow leaves your bow. In most cases don't even need a bow -- just inch closer and closer to them until one starts running (or shooting) at you.
Using this technique I played a solo dual-wield rogue on nightmare until I got fully bored around 60% through. It wasn't very difficult -- hide around a corner after shooting then assassinate when the guy turns the corner. It works for all but the hardest bosses, which can be handled with a trap placed at the corner. (There are a few other solo rogue techniques, but this covers almost all encounters.)
Modifié par Dieover, 16 décembre 2009 - 02:29 .
Modifié par RampantBeaver, 16 décembre 2009 - 01:51 .
Naked Fury wrote...
When your car starts making a clanking sound, you could "roleplay" the situation by imagining that you are being pelted with rocks thrown by disheveled norsemen wearing bras on their head who follow you everywhere you go. Or you could take the car to a mechanic.booke63 wrote...
Likewise if I hit one of a group of bad guys with an arrow and every time the entire group would rush pell mell toward the arrow and encountered my traps and AoE and CC spells..."dumbasses!" After repeat performances like this I (the player) would also be puzzled.
I (the player) would then recognize that AI is not thinking and cannot outsmart me. But I can roleplay and do all I can to vary my encounters, so I don't have to either avoid tactics too often or exploit the AI over much. Roleplaying is the only real variable here.
The star of this thread is Emmental, who has written a mod which proposes to fix the problem: Bring a Friend. Thanks Emmental, the effort is appreciated. I'll try it out soon.
Modifié par SheffSteel, 16 décembre 2009 - 02:42 .
Modifié par Dieover, 16 décembre 2009 - 02:43 .
Timortis wrote...
Naked Fury wrote...
Suppose there's a bunch of bad guys which are far away, barely in sight. Shoot an arrow at the closet one. The enemy you hit (or missed) will run towards you, but the others will stay put. You can pick off whole mobs like this, one by one. You might attract more than one at once, but you can almost always prevent this by retreating the moment the arrow leaves your bow. In most cases don't even need a bow -- just inch closer and closer to them until one starts running (or shooting) at you.
Using this technique I played a solo dual-wield rogue on nightmare until I got fully bored around 60% through. It wasn't very difficult -- hide around a corner after shooting then assassinate when the guy turns the corner. It works for all but the hardest bosses, which can be handled with a trap placed at the corner. (There are a few other solo rogue techniques, but this covers almost all encounters.)
You're lying. At best you soloed parts of the game with a character you already had in Lothering or beyond. What you said is only part true. There are mobs you can pull this way, and there are a great many you can't and they're not just bosses.
[spoilers deleted]
Damar Stiehl wrote...
It's called pulling. Standard MMO tactic. Deal with it.
I will leave it as a thought experiment for the rest of you to find the absurdity of this statement.Superdink wrote...
And before someone gets all ****** and flames me, I'm not bashing anyone.
Superdink wrote...
Damar Stiehl wrote...
It's called pulling. Standard MMO tactic. Deal with it.
No... it's really not. Pulling in MMO's is separating ONE GROUP from another group, and it only works if the groups are outside of each other's aggro radius (AKA the other group didn't "see" the attack). In MMO's you aren't able to shoot an arrow at the boss from across the map and pull him away from the rest of the group. If you tried to "pull" one person in a group, all other enemies in the same group would come, as well as all other groups that share an aggro circle.
It's not a legit tactic, it's a flaw in the game. And if Bioware put this in the game on purpose... then they are just weird and lame.
And before someone gets all ****** and flames me, I'm not bashing anyone. I could'nt care less what you do in your game; I'm just saying that it's not a legit "tactic," it's a bug in AI, and should be addressed.
Superdink wrote...
No... it's really not. Pulling in MMO's is separating ONE GROUP from another group, and it only works if the groups are outside of each other's aggro radius (AKA the other group didn't "see" the attack). In MMO's you aren't able to shoot an arrow at the boss from across the map and pull him away from the rest of the group. If you tried to "pull" one person in a group, all other enemies in the same group would come, as well as all other groups that share an aggro circle.
It's not a legit tactic, it's a flaw in the game. And if Bioware put this in the game on purpose... then they are just weird and lame.
Naked Fury wrote...
You are conflating two different things. There is the enemy AI, and then there are scripted triggers. Having four bad guys run into the room when you cross a threshold is an example of a trigger. That's level design, not social aggro or AI. Furthermore, Combat Stealth makes it irrelevant.
To answer your strangely emotive accusation: No, I did everything solo, even before obtaining Combat Stealth. I already mentioned the primary tactic. If you disbelieve then try it and see. Another tactic is filling the room with spring traps, which are cheap and unlimited (and like all traps, recoverable when unused).
Bibdy wrote...
Some call it an exploit, others call it a tactic. Depends if its intended or not. You can turn a difficult encounter into something fairly trivial by separating the mobs with pulling tactics. I try not to do it, opting for the frontal-assault approach, aggroing everything before committing to the attack, but it was usually the first thing I turned to when I encountered a difficult fight in my first couple of playthroughs.
I think its a big shame it exists, to be honest. Its too easy to fall back on that for almost every encounter in the game, then if things get a bit hard at the moment, you can just start kiting. Both of those combined make a lot of potentially challenging fights really simple. I certainly don't have the capability to program a more advanced AI for the game, to make mobs act more sensibly, but I hope someone can.
Modifié par Gliese, 17 décembre 2009 - 08:07 .
Gliese wrote...
It's like playing a game against a little kid and desperatly trying to think how you could play to lose despite his bad play in order to make him happy without making it to glaringly obvious.