
Witchking Angmar
Perkele.
28
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Posted - 2012.09.21 18:41:00 -
[1] - Quote
CCP FoxFour wrote:Gary Bell wrote:Gary Bell wrote:My BIGGEST question is how is this going to affect the aggro in complexes like the maze? I understand what you are trying to do but this is really going to hurt complex runners. It takes a very specific ship to run the maze and be able to tank so I mean where does this leave us?
When I bring in my tank ship to grab aggro from your stupidly overpowered Citidel torp that can only be tanked by like 4 ships in game total and I going to have to worry about all the webbers switching to my Mach and popping it in one volley?
If that is the plan then I give this a thumbs down..
I think you guys really need to look into the 10 of 10s specifically because this is really going to hurt that type of PVE content..
SO can I expect to see an answer to this? Cuz i think this is going to be one of your biggest issues? If you have to fly three 4 Bil is t3s to complete the maze cuz the citidel torp changes aggro, or if I am going to have logi getting insta popped because all the web and scram frigs swap to my logi and alpha it? This really needs to be looked at and answered? Admittedly I have not played The Maze since making these changes. I do however have a list of 10/10's to test and this is on it. I hope to test them sometime next week. :)
The 10/10's and other complexes with those absurd torpedoes are not the only ones to be made much harder and slower to complete by this change. While it doesn't directly make the lower complexes harder, it very much does so indirectly, in that all members of the group will be required to fit tank, and therefore the overall DPS is lowered considerably. The various 7/10's for instance consist of five rooms, each filled to the brim with NPCs. Running these sites already takes quite some time, even with a single ship tanking, and another fit exclusively to deal high DPS. I believe you should drastically decrease the number of NPCs in these sites, and as for the 10/10's and other such sites, removing the torpedo altogether would seem appropriate.
The other issue i have with this change is regarding a third party attacking a ratter. I talked about this, as well as the impact on complexes, in my post in the other thread here. This change will yet again make ratting safer, as the rats may well turn on anyone attacking the ratter. When the idea is to make NPCs more intelligent, this seems extremely counterintuitive.
So you're flying around your secret smuggling gate when suddenly someone in a Tengu warps in and starts to systematically exterminate all your friends around you while you're completely powerless to stop him. If a few minutes later someone else warps in and engages the Tengu, actually managing to deal some real damage to him, is your first instinct really to start shooting the second guy, who is in effect helping you?
Not only is this completely nuts, it's also a bad game mechanic. If there are two players in the vicinity of the NPCs, the one actually engaging them should definitely be so much higher on their priority list that they would not even think to attack the other one. |