Critters Retreating on 10/05/2007 08:05 PM CDT
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I've given it enough time to and I think that the critters retreating makes combat less fun and more annoying.

I have nothing positive to say about it and the only way I could see it being better if it was removed.


- Veeg
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Re: Critters Retreating on 10/05/2007 08:36 PM CDT
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I'm inclined to agree with my friend here. Retreating brings nothing to the table aside from annoying the unholy hell out of me. Especially now considering the situation I am in with raiders and being unable to hunt anywhere else except for Mer'Kresh.

-Galren Moonskin

p.s. training on an island where absolutely nothing goes on is boring.

!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.
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Re: Critters Retreating on 10/05/2007 08:41 PM CDT
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I hate it as well. If it is system resource problem there has got to be a better, albeit probably more difficult to code, solution.
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Re: Critters Retreating on 10/05/2007 09:22 PM CDT
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I don't have a problem. Of course I don't combat script except when backtraining and combat skinning sometime. So I don't sit in a room and wait for them to come in.
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Re: Critters Retreating on 10/05/2007 09:33 PM CDT
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Scripting has absolutely nothing to do with it. I can write a script that will move from room to room just as well as you do by hand. Critters retreating make it extraordinarily more difficult to train defenses especially multi. Your basically forced to hunt swarmy creatures, or creatures with small hunting areas.
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Re: Critters Retreating on 10/05/2007 09:54 PM CDT
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True on the scripting part. I just don't have a problem with it. In fact, remembering hunting befor the critter changes, it is easier for me. Mainly becaues I don't have the patience to sit in a room and wait for them to come to me. I always left the empty room and serched for critters.
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Re: Critters Retreating on 10/05/2007 09:55 PM CDT
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As someone who is playing a noob, particularily in widespread hunting grounds where critters either spawn far apart from each other or don't spawn in sufficient quantity when I'm alone, it's very frustrating to play the "murder the critters until they spawn near each other and hope they walk into the same room" game. I know that it won't be an issue once I get to a certain point and reach the 'good' hunting grounds, where either plenty of critters spawn or the spawn areas are very small, solving the problem of finding enough critters for multi, but for now, it's irritating.

Particularily, in my situation where it's difficult to learn parry because 3 break through my defenses but two don't teach quickly enough to lock (my shield and multi are fine, but parry is a pain in the ass). So I'm forced to dance with three, taking hits and switching to shield, letting my vit recover, and then going back to parry, because parry just doesn't defend as well at the same ranks but I need the same number of critters to learn.
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Re: Critters Retreating on 10/05/2007 10:36 PM CDT
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The retreating mechs are useful in small hunting grounds when there's more than one person there and the other people are soaking up critters and dancing with them.

There have been a couple occasions when I've been somewhere and been glad that the critters would retreat from others so that I could have something to kill.

A possible solution would be to set up the retreats like they are in beisswurms - where the critters retreat after a time but as soon as they leave the room if something doesn't engage them (or they don't see something to engage) they chase you and come back in.
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Re: Critters Retreating on 10/06/2007 08:03 AM CDT
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>Retreating brings nothing to the table

Agreed. I don't see any benefit from this change. Of course not every change is supposed to make my gaming experience in DR better, some are designed to make it harder I guess.

The biggest trouble of course comes when you couple retreating critters with poor spawning critters in large hunting grounds. I really wish that a thorough re-thinking of critter spawning and engagement caps would happen. Sounds like the changes to stormbull spawn might be applicable to other "non-swarmy" hunting grounds. I don't want every place to be vines and creepers, but I want the possibility of finding 2 to 3 critters in a room at least every 10 minutes.

~Ranger Hanryu, Sword of House Calibanor
Keeper of the CEC
http://www.kynevon.info/CombatEquipmentCompendium.xls
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Re: Critters Retreating on 10/06/2007 09:29 AM CDT
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>I really wish that a thorough re-thinking of critter spawning and engagement caps would happen. Sounds like the changes to stormbull spawn might be applicable to other "non-swarmy" hunting grounds. I don't want every place to be vines and creepers, but I want the possibility of finding 2 to 3 critters in a room at least every 10 minutes.

Yes. The issue is gen. Creature retreating is stupid but will not be removed. So lets fix gen then.
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Re: Critters Retreating on 10/06/2007 10:00 AM CDT
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The retreating mechanics have a very valid roll to taper the creatures that one is able to hoard. Sort of a forced sharing mechanic.

>>Your basically forced to hunt swarmy creatures, or creatures with small hunting areas.

This.

Although I'm not feeling the wrath of the retreating mechanics at the moment, it more than likely has something to do with the fact that I'm hunting in caracals(genning four per hunter). I'm really hoping Multi Opponent learning is increased by the time I am forced to move on.

I think the only problem that exists at this point is the difficulty of Multi Opponent learning in non-swarmy hunting grounds.

__
~Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/leilondsootherin.png
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Re: Critters Retreating on 10/06/2007 11:54 AM CDT
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>The retreating mechanics have a very valid roll to taper the creatures that one is able to hoard. Sort of a forced sharing mechanic.

Except that it shouldn't be possible to horde all the creatures, that is the whole point about it being a gen issue.
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Re: Critters Retreating on 10/06/2007 12:09 PM CDT
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Something I don't understand, and I would like to know. When a critter wanders off in some direction after the retreat mechanism kicks in does it actually move to another room, or does it "disappear" the way I've seen critters do on past occasions.




As Farluk touches the shimmering surface of the Moongate, both he and the portal disappear in an eyeblink.
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Re: Critters Retreating on 10/06/2007 01:10 PM CDT
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The real simple thing to do is to code in sharing mechanics. When a hunter enters the grounds he is given a numbered flag and when critters spawn, even in other rooms, they move toward him. The move at an even pace, no zerg rushing him, just incase he doesn't have the skill to handle the sudden appearence of three critters. If said critt meets another hunter on the way to his assigned hunter, he engages.

In the case of multiple hunters, there should be mechanics where if a hunter has less then the spawn per hunter, any spawned critters go for him.

If said hunter is the only hunter in the grounds, critters spawn in his room.

But like I said, I don't have a problem with MO. I could actually care less about MO. It gets trained as a byproduct. I train in Morah Vines because they attack so quickly and are so swarmy that Parry, Evasion, Armor and Weapon gets locked very quickly. Then go past the road to train stalking and hiding on Super Woodies and Gypsy Marauders.
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Re: Critters Retreating on 10/06/2007 01:19 PM CDT
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<<I train in Morah Vines because they attack so quickly and are so swarmy>>

vines and creepers are the easiest place to train MO out of any other creature I have been to, so you only don't have a
problem train MO right now. You will later probably.

Codiax.

Inner peace, through outer violence.
Experts: www.robsonforensic.com
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