Aggro range is way too high

"
TYRI_ a écrit :
What positive is there for monsters attacking you from off-screen anyway?
Tension
Anticipation
Excitement
Knowing that you can't just leave your character sit idly in an area infested with hostile enemies and assume he'll be perfectly safe because nothing is within 50 feet.

Overall, more challenge.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
WhiteBoy88 a écrit :
Tension


Yeah it's so intense, having that single zombie run at you at 1mph from OFF THE SCREEN!!!!

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WhiteBoy88 a écrit :
Anticipation


How is this a positive? Seems neutral to me.

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WhiteBoy88 a écrit :
Excitement


Potentially, if they are charging rhoas, or if there are more monsters coming at you at once. Too bad most of the time they are slow monsters that just split up and trickle toward you, 1 by 1.

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WhiteBoy88 a écrit :
Knowing that you can't just leave your character sit idly in an area infested with hostile enemies and assume he'll be perfectly safe because nothing is within 50 feet.


This is only a positive if you never leave your computer desk.

I think you want this game to be an immersive experience. I just want a game to enjoy.

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WhiteBoy88 a écrit :
Overall, more challenge.


Having random monsters run at you 1 by 1 isn't challenging at all. In my experience, it usually makes the game easier by splitting up monsters and making them come to you, so you have less chance of over-extending and getting yourself killed.
Dernière édition par TYRI_#6409, le 16 août 2012 à 14:15:17
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WhiteBoy88 a écrit :
"
TYRI_ a écrit :
What positive is there for monsters attacking you from off-screen anyway?
Tension
Anticipation
Excitement
Knowing that you can't just leave your character sit idly in an area infested with hostile enemies and assume he'll be perfectly safe because nothing is within 50 feet.

Overall, more challenge.


Oh please, talk about grasping at straws. I really get so excited when 3 spark mobs from 2 screens away start spamming their buggy ass skill. This is clearly broken and it may actually be a bug. There was a post a while ago of someone who used a crazy resolution to see like 3 screens the length you normally should.
I'm not grasping at straws. It makes sense for some enemies to detect you from further than you can detect them. It keeps the game moving, so you can't just clear a screen, stop to loot, clear another screen, stop to loot, idle for a 1-hour break, clear another screen, stop to loot...

That's boring. There's no excitement if you're perfectly safe from enemies that are literally right in front of you. You shouldn't always have the upper hand of ambushing every enemy in the game. Some of them should surprise you, as well.

Learn to play more cautiously. Clear ahead a bit so you can go back, leaving a buffer space between you and the next set of living enemies. Go to town if you need to idle for a bit, or risk sitting out in the woods with your guard down.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Dernière édition par WhiteBoy#6717, le 16 août 2012 à 14:36:53
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WhiteBoy88 a écrit :
It makes sense for some enemies to detect you from further than you can detect them.


It does?

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WhiteBoy88 a écrit :
It keeps the game moving, so you can't just clear a screen, stop to loot, clear another screen, stop to loot, idle for a 1-hour break, clear another screen, stop to loot...


So instead, it goes:
Clear screen, stop to loot, get interrupted by 1 enemy, kill enemy, return to looting, clear screen, stop to loot, get interrupted by 1 enemy again, cast TP to AFK in town, etc.
I don't see how that is any more fun.

"
WhiteBoy88 a écrit :
That's boring. There's no excitement if you're perfectly safe from enemies that are literally right in front of you. You shouldn't always have the upper hand of ambushing every enemy in the game. Some of them should surprise you, as well.


Literally right in front of you = edge of your screen?

Upper hand = enemies being able to see you, only when you can see them too?

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WhiteBoy88 a écrit :
Learn to play more cautiously. Clear ahead a bit so you can go back, leaving a buffer space between you and the next set of living enemies. Go to town if you need to idle for a bit, or risk sitting out in the woods with your guard down.


It's not hard lol.
What TYRI_ says makes a lot of sense. It is as if some monsters are asleep, then wake up after the battle is over and come at you one by one. It would be better if groups of mobs attacked as one (so you still may be ambushed by a whole pack of monsters), those random solitary zombies who appear as if from nowhere are just annoying. Aggro range in itself is fine.
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Torin a écrit :

All of them can be defeated with careful play. You just need to play smart. I never had problems with my melée shadow or melée marauder. One uses shield charge to close the distance fast and the other uses leap.

But I do agree that although you clear your room and surrounding rooms mobs still come from somewhere. Probably not a problem with aggro but to much monster wandering.


There's no denying that there's a lot of accidental deaths when hailrakee hits someone off-screen with his spears and freeze-stuns them, happens quite often too.
It's why i allways skip him on all difficulties (besides normal) untill i made it to the end of act 1 and gain some levels on him.
Tpyos ? lvie wtih tehm.
Having completely agree with what Whiteboy says, besides i want to point out no one mentioned that archers being way too clumsy before even they start shooting you, they should really have to get close to melee range before doing so. This is a game breaker for a long time and still continues. Cause compared to characters' shooting range archers in general looks so dumb with their inability of their shooting stance, in the first place.

Seems like mentioning this does not suite anyone pretty much, pretty ironic.
"This is too good for you, very powerful ! You want - You take"
Dernière édition par BrecMadak#3812, le 16 août 2012 à 17:02:28
Since it hasn't yet been mentioned here, those "annoying," slow enemies that come from off-screen one or two at a time long after the fight usually aren't coming at you because they have a large aggro radius. Monsters wander around the area, and they often wander into aggro radius. This is why I don't consider the random zombie interrupting your loot session to be the issue in this thread, because he's not aggro-ing you from far away. He's just wandering close to you and then aggro-ing.

Different enemies have different aggro radii. Rhoas are relatively short, far less than a screen. Zombies' seem to be a little larger, while things like the ranged constructs in Act 2 have very high radii. I stand by my previous statement that it is a good thing for monsters to have different ranges of aggro, even some that attack you before you can see them (as long as it is properly balanced so an average, reasonably-built character doesn't immediately die).

Wandering enemies are an entirely different issue, if you see that as an issue at all.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
My biggest issue is goatmen. Goatmen should NOT be 50% done their leap by the tiem i see them. This is just lazy difficulty.

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