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Lokero said:Even without dipping heavily into complex AI, the simplest of changes could drastically improve current PVE combat.Eronakis said:So in essence the only way combat will change in this genre is if the AI also changes with it. I would love to see a group based PVE heavy mmo that doesn't rely on heavy class composition in most facets of content but for higher level areas it does. A game that focuses on player groups vs. NPC groups, with a new approach to the trinity gameplay model that provides tactical strategy of your group composition with adaptable AI.
Take, for example, games like ESO and GW2: Players have stamina/endurance for blocking/dodging and can "see" AoE attacks.
Something as simple as supplying the NPCs limited stamina to use with the ability to dodge out of an AoE or put up a block when a player is charging up a big attack would drastically alter combat.
Player casts a bonfire in the middle of a group, maybe they could have enough sense to try and spread out instead of all piling into the fire like lemmings.
But, developers aren't often even using simple strategies like that -- the most basic of awareness.
[i]The game of American Football is a team sport but with individual responsibilities. Your Quarter Back distributes the ball (Attacks) while your Offensive line blocks and protect (support) your Quarter Back. There are other different types of attackers that complement your QB such as your Running Back and Wide Receivers. Each player on the team performs individually but when executed correctly it's a team effort.[/i]
Before a player group engages into an NPC group, the players discern the best strategy for victory based off their current class/role composition. This also creates community. If there are 3 melee players and 4 NPC melees, then 1 NPC melee is not accounted for. So then if you have ranged casters in your group, depending on other various such as, race, class and NPC AI rank, the caster classes could either cc the unaccounted for melee npc or kill it quickly, if there are no other caster npc's in the encounter.
To me, I think the strategy of the approach of how you fight a group of npc's would be very rewarding. It would provide depth for combat mechanics and class design. That is 3 layers of depth. Sure, this style may not be for the super casual, but I feel like there would be enough players that would at least try it to justify such a system.