Quote:
Originally Posted by Harrison
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"I'm going to stop chasing you and run back to my circlejerk of other mobs, because I am so fucking artificially intelligent."
Tethering of mobs = joke
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THAT'S your complaint? Really? The fact that mobs don't run after you all the way to the zone? That's not bad AI, that's a design choice. Just like the design choice in both EQ and WoW that mobs who are about 10 feet away from each other and friendly with each other won't group aggro if you pull one and not the other, but if they're 9 feet away, they will.
Some camps have inseparable mobs, but a lot of them have some separable mobs, and it makes no sense from the standpoint of being realistic, since of course the mob in real life would be able to see its friend being attacked - but from a gameplay standpoint it makes sense that you don't want every friendly mob within 100 feet running after you the moment you attack its buddies, or even worse, the moment you walk into that huge radius that mobs would realistically notice you and start attacking.
And honestly, WoW mob tethering makes some sense even from an AI standpoint, because sometimes if you're pissed at someone you don't want to run for miles after them; if they start to run away, you might just go back to your house and sit there and lick your wounds.
From a design standpoint, it's a device to make the game a bit more convenient for the player. It makes the game easier in exchange for losing some of the riskiness and immersion of EverQuest, just like a lot of other things in WoW, but that doesn't make it necessarily worse. I can see the appeal of both options. I did get tired of WoW and go back to EverQuest, so maybe that speaks to something.
But honestly, calling that "bad AI" is just a thoroughly ridiculous statement. Try being less irrationally angry at WoW.