since 7.2 mobs no longer run away when the health gets to low what do you think about this?
as a melee user i like it as i dont end up pulling out a gun to finish them off but there also is more decay on armor.
since 7.2 mobs no longer run away when the health gets to low what do you think about this?
as a melee user i like it as i dont end up pulling out a gun to finish them off but there also is more decay on armor.
This is easier of course but I still think it does good for “feeling” when mobs try to get away. It also makes hunting some mobs more challenging as they flee fast.
[QUOTE=Essi]
This is easier of course but I still think it does good for “feeling” when mobs try to get away. It also makes hunting some mobs more challenging as they flee fast.
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it was more real when the mobs tryed to get away ![]()
i find it disappointing that MA took away one of the few small pieces of intelligence the mobs had. they are just big polygon punching bags even more now.
sold my handgun, dont need it anymore…
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iv just been thinking a little more about this MA could fix it by making the younger mobs run but older mobs dont. ![]()
fighting till they die to protect their young might be to complex though im not to sure about Programming ![]()
I like it the way it is now with no running mobs. I hated when Trox Prowlers and such tried to flee,especially with lag and all :rolleyes:
as a HC melee user (hopefully trigger MA soon) i find this new way boring but of course easier, so personally i wouldn’t mind if MindArk brought the itsy bitsy realism back :kos:
Well i think it is good when i skill PF lol…
So much easier.
But alas it was much greater fun and exiting when they ran away i think.
So i voted for Better when they run away when low in health.
well since they made us slower or small mobs faster like dakiba’s i’m liking that they don’t run away now.
For me it was make it so that they dont run or make it so they are not faster then you.
You can again purelly axe skill where before a lot of the time you’d HAVE to use a gun.
Well I think it’s smashing! I love the fact that they don’t run away anymore.
It wouldn’t be the first time I’d be chasing a Bery Guard with a “Gnat’s Nudger” of life left, kill it, only to look up and see about 10 Bery Guards, Stalkers (and the occassional Longu) sprinting across to investigate all the fuss…
Thanks MA :cheer: … but DAMN the armour decay sucks :handjob:
[QUOTE=jena]
iv just been thinking a little more about this MA could fix it by making the younger mobs run but older mobs dont. ![]()
fighting till they die to protect their young might be to complex though im not to sure about Programming ![]()
[/QUOTE]
I always found it amusing that the Combibo young by PA ran, but the Combibo old east of Argus didn’t. No young to protect - maybe they were just tired of living?
Main reason I like that they don’t run is you don’t lose them when surrounded by a mess of mobs. I’ve had that happen - and then someone else would nab it (why I can’t say), or it would run into the water, or something like that.
[QUOTE=Knuckles]
I like it the way it is now with no running mobs. I hated when Trox Prowlers and such tried to flee,especially with lag and all :rolleyes:
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I thought you didn’t have a problem with lag ![]()
I guess MA forgot to tweak the AI for Fugabarba :banghead:
I kind of miss it myself. I thought it made things interesting around Fort Troy how you could get a Daibika to turn tail sometimes after only a single shot, but the Exos would take a pounding before trying to get away.
I think it should be more random, not just based on the amount of health left. So a Guardian is much more likely to fight to the death, and a young may try to run even at half health, or may not try to run at all, just something to mix it up a bit.
Unfortunatly I don’t think they’re going to want to make any big changes to the AI at all, particularly after what they’ve done with “trapping” rather than trying to make the mobs smarter in the least bit they just make them invincible (but still able to deal damage you’ll notice)
I kinda like it now that they don’t run away anymore, but as someone said, it also takes away some of the realizm…
Screw Realism! I dont have to waste shots on a running trox anymore. I got bad memories from when trox dominants and bigger tried to run and it took like 4-5shots to kill it or wait til it regened alittle and stopped..that sucked ass
Better they dont run… i know about armour decay.. but get some evade and it’s not too bad.
When big mobs used to run, for example “Fast” mobs. They ran away lagging sometimes and made you waste even more ammo.
So i like this better.
It is good that they don’t run away now.
Maybe they can implement some more intelligence on mobs later.
If they started to flee now when new trapping system was implemented, I am sure many ppl would be upset when they couldn’t finish a mob that was trapped in another mob because it was fleeing. ![]()
/Kjetil ![]()
mobs on the run?
as much as mobs not runing away benefits me with my melee combat, i prefer it when they did run, even if it means pulling out a weapon to shoot the mob to finish it off, hell thats what weapons are for.
i feel sometimes when killing weaker mobs its a bit like clubbing sitting ducks.
but what the hell, honorable for fighting to the death or not, there not getting any mercy. lol
I like this system a lot more ![]()
As for realism I think a mob should start running if your first blow takes 50% of its total HP or if one of your later blows take 25% of its total HP, or something like that ![]()