Ranloth -> RE: Training Mode (1/20/2014 16:56:48)
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Concept is decent, but I doubt it's even possible to code - there are engine limits in the way. For one, I highly doubt controlling the NPC yourself is possible so I'd say smart AI could do instead - and I do mean smart, not the average one all the NPCs share right now. I'd doubt setting up the stats for NPCs would be do-able as well. NPCs get to break the rules of stats, and work differently to players. There are L30 NPCs in-game, right now, which have different HP and different damage; one NPC is a joke, and other can be difficult. Example? I'd say Frost Demon (35) and Heavy Mechachillid (34, used to be 35). Demon proves to be more tough than the Mecha. There could be few possibilities though. We've had it confirmed, that scaling can work in-game. It's used on many skills already, and they improve with your level. The exact concept could be used for the "Training NPC" instead, so it'd scale to your level. With a smart AI, it could prove to be quite a challenge, eh? Another issue pops up here though. Scaled NPC and its skill tree. If coding scaled skilltree would prove to be impossible, it'd have to have fixed skills across all levels - so Lvl 1 Training NPC could have L5 Heal, L3 Zerker and L6 Overload. On the other hand, it shouldn't be an issue, if you're wanting a challenge and more realistic fight - basics would be covered by the Tutorial Mode which will be soon introduced in-game. The same applies to cores - I don't think it'd be possible to code such thing, so it's either fixed cores or none. To add to it, these cores would stay fixed, so as more new cores come out, the NPC wouldn't have them, therefore, I believe leaving them coreless is for the better. Linking to the above, this gives me an idea of few scaled NPCs instead! :D Would you rather face a glass-cannon with plenty of offensive skills, but poor defense? Or perhaps, do you want to fight a tank, with mostly defensive skills and effect-based ones (stun, poison, etc.)? Or perhaps a mix of both - albeit, not as efficient? This way, you could test your build against variety of different builds and the smart AI could help you learn some flaws in your build. All in all, its stats would be realistic - similar to that of players' stats. Why such long feedback? If something is unrealistic (read: difficult or even impossible to code), there has to be compromise or nothing at all. Kinda harsh, but some things just can't be done... :/ Sorry if it alters your original concept, but it'd be a shame for a decent suggestion to go to waste if it's impossible & we, the players, don't think of possible alternatives. Tl;dr: Scaled Training NPC which is equal to your level - minus Legendary Mode. - Fixed skilltree across all levels, but stats level up which compensates for it.
Different Training NPCs to cater for different build categories (tank, glass-cannon, hybrid; for all 6 classes). Improved NPC AI, to make the fight challenging. The whole point of the training, is to explore the flaws in your build. - This could also help returning players, to get better, as well as newer players wanting to learn more, without getting penalized. (losing in PvP battles)
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