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Mobs/RVR

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havesomefun
Posts: 6

Mobs/RVR

Post#1 » Fri Aug 21, 2015 12:54 pm

Hey there,
I'm a grateful player from Austria and have a bunch of questions.

First of all, why are the mobs static? Is there a possibility to make the PVE more "active"?
The second part is the RVR, how is it possible that I'm alone in a Scenario with 10 Enemies? That's pretty unbalanced, isn't it?

Greets K

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Tiggo
Former Staff
Posts: 1948

Re: Mobs/RVR

Post#2 » Fri Aug 21, 2015 1:00 pm

mobs/pve has no priority right now.

scenario: it may be its bugged again, could also be people have queued on your side but didnt join. then the system takes some time to fill it up. you say its dumb that the sc starts with unbalanced numbers? yes... thank mythic for that ^^
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Azarael
Posts: 5332

Re: Mobs/RVR

Post#3 » Fri Aug 21, 2015 1:00 pm

T1 has some issues w/r/t scenario queuing.

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havesomefun
Posts: 6

Re: Mobs/RVR

Post#4 » Fri Aug 21, 2015 1:03 pm

Thanks for the fast reply, I've just wondered about the mobs. :)
Yeah, Mythic fu**ed it up.

Tiggo
Former Staff
Posts: 1948

Re: Mobs/RVR

Post#5 » Fri Aug 21, 2015 1:08 pm

it really baffles me even after such a long time how devs can create such a genius game and then **** it up so hard with a simple task of a good queue system/matchmaking.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Wraithedge
Posts: 135

Re: Mobs/RVR

Post#6 » Mon Aug 24, 2015 3:08 am

Tiggo wrote:it really baffles me even after such a long time how devs can create such a genius game and then **** it up so hard with a simple task of a good queue system/matchmaking.

I have to wonder how simple that task really is. My guess would be in the ballpark of "not very".

User avatar
RyanMakara
Posts: 1563

Re: Mobs/RVR

Post#7 » Mon Aug 24, 2015 3:49 am

To answer your question on PvE.. Some mobs are standing still because they only have ranged attacks.
The melee NPCs that attack you also have improper path finding + are a lot speedier than players tend to be because their target is sorta stuck to your movement; if they were to move at the same speed they wouldn't be able to catch up to you. Basically the AI isn't as smart as it was on live due to problems in the pathfinding coding, and is thusly not even able to be coupled with RvR that well.

It's always been a problem, in my opinon. When you compare Guild Wars 2 use of NPCs in PvP combat to that of WAR, it was simply gimped from the start, which is a shame since they tried to combine PvE with PvP in this game. It never worked good from the start.
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MazeR1337
Posts: 170
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Re: Mobs/RVR

Post#8 » Mon Aug 24, 2015 4:07 am

Hmm I think we need dungeons ^-^ lol, and greenskin/elf t2 zone.
"Chaos is a ladder. Many who try to climb it fail and never get to try again. The fall breaks them. And some are given a chance to climb, they cling to the real or the gods or love."

~~ GoT ~~

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