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 Post subject: Cabal defense NPCs
PostPosted: Thu Nov 03, 2005 4:24 pm 
The cabal defense NPCs don't seem to be able to scale spawn correctly. I attacked the midnight keep with three attackers but the group that spawned greatly overpowered us. The group seemed scaled more towards a nine attacker group then a three men attack group.

Also, once us three where slain, the NPCs kept respawning till about 25 NPCs spawned with the inner guardian, then manifest ran out and death came.


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PostPosted: Thu Nov 03, 2005 5:20 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
No, that's no bug. The groups are not scaled in any way by the size of the attacking group. Their size is dependent on how many DEFENDERS are available, which when you were attacking was zero.

PS. I was watching when you guys died. :devil:


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PostPosted: Thu Nov 03, 2005 5:55 pm 
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Joined: Sun May 22, 2005 6:16 am
Posts: 470
Location: Zhenshi
Uh, I think the bug is the fact the NPCs were respawning at corpses, not an actual threat. When the defenders were victorious that should have triggered an end to the continued loading until the next threat.


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PostPosted: Fri Nov 04, 2005 2:43 pm 
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Location: Under my covers... sleeping
Dulrik wrote:
PS. I was watching when you guys died. :devil:


:lol:

sleeper


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PostPosted: Fri Nov 04, 2005 4:27 pm 
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Dulrik wrote:
No, that's no bug. The groups are not scaled in any way by the size of the attacking group. Their size is dependent on how many DEFENDERS are available, which when you were attacking was zero.

PS. I was watching when you guys died. :devil:


Are we particularly trying to encourage huge groups to do all types of pkill/attack?

If the defenders aren't scaled to those attacking, we're obviously not gonna bother attacking in a three again. We'll take nine. Then any defenders around simply won't have a chance......


I have no idea how easy the scaling would be, so if it's hard, ignore me, but if it's a simple thing, might I beg that the idea be considered? (As much fun as watching us get wtfpwned by what, 8 or 10 NPCs, musta been ;) )


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PostPosted: Fri Nov 04, 2005 4:35 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
No, I agree with big d. A group of three should never be able to take out the inner guardian. It should be nine or close to it. This is suppose to be a huge fight. No wimping of the inner guardian except maybe to make his breath weapon do damage of something that no race has a weakness to.

[edit] or strong against


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PostPosted: Fri Nov 04, 2005 4:43 pm 
I am not talking about taking on the inner guardian. I am talking about breaching the gates and entering. A group of three gets owned by the spawned NPCs inside. I doubt if three insurgence attack a base, the entire army steps out to kick their [REDACTED]. Only one platoon is sent.


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PostPosted: Fri Nov 04, 2005 4:45 pm 
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Well, I have done stupid crap too. If the NPCs were to be based off of who killed or is killing the outer guardian. That could so easily be abused.


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PostPosted: Fri Nov 04, 2005 6:02 pm 
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Muktar wrote:
Well, I have done stupid crap too. If the NPCs were to be based off of who killed or is killing the outer guardian. That could so easily be abused.


Absolutely. But I wouldn't expect it to be based merely off the number that killed the outer guardian. I suppose I just assumed no one would use that as the only factor.

Base it off how many enemies (non cabal/alliance) members are in the area. I'm pretty sure the code already records that from what I've seen of Dulrik's raid reports. As soon as more enter, up the number of guards.

I just find it sad that everything has to be done in huge groups, or so it seems. I can't go to raid a city with 3 or less, because between "lead" NPCs and spawning NPCs we're in trouble (god forbid tribunal players themselves did something). I can't raid a cabal keep to do sometihng other than kill the relic-guardian with 3 or less because I'll get owned by (more) spawning NPCs (usually I'd be doing it to get a character, so yesterday's example is exceptional).

Spawning NPCs provide a challenge, but they shouldn't be so tough they force people to do everything in huge groups that would overpower a PC in moments..... otherwise those are the only groups people will ever do anything (Cabal or tribunal related) in.


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PostPosted: Fri Nov 04, 2005 6:07 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
sineran05 wrote:
If the defenders aren't scaled to those attacking, we're obviously not gonna bother attacking in a three again. We'll take nine. Then any defenders around simply won't have a chance......

That comment doesn't make any sense when you think more about how the system works. Squads scale with number of PC defenders because they are there to encourage you to raid when PCs are around. If there are PC defenders, there won't be many squads. If there are no PC defenders, there will be more and much bigger squads.

You have only three people but want to raid? Raid when you have three PC opponents. That should give the most satisfying experience for everyone involved. That's the goal anyway.

There are a few bugs with the system right now that make it not work so well. People already attack in groups of six to nine and the squads are not a challenge for them. I am working to change that next update.

Squads aren't there because I like PvE. They are there to make you less likely to use PvE as the easy way out. A lot of this was explained when the squad system was added, but nobody tested it out immediately afterward so a lot of people missed the point.


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