I'd call it "specializing". Take for example vanila WoW's Paladin, or LotRO's Captain early on, both, were awful and a waste of space and yet both were pushed out as "support" or as you said "every role but not master any one".
If I want my house painted and don't phone a Soldier or a Doctor.
What does this have to do with the Trinity? Trinity is Tank-Healer-DPS. No other roles.
What you're thinking of is closer to SWG, which DID actually have roles like a real doctor or a crafter or someone else. It also didn't really have the whole Trinity nonsense. Nor did UO.
You can promote specialization without forcing your game to support it. If you have to actively design your game to force something to work, your entire system is broken.
And a lot of the arguments brought up are just silly. Why are you people squabbling? Why are you not in a guild? Why do you not have an organized group of people to play with? Why are people even getting away with squabbling? Is the Trinity void of this? No, it's not.
"Why are you people squabbling?" Have you played any MMO lately? Most anti-social places in history, my local old folks home has more life and chatter in it!
And what has it to do with the Trinity? Tanking, Healing and DPS are, guess what? ROLES! And it was in answer to the poster who said about having no trinity and getting a "master of everything" type class.
Do keep up please! Thank you.
You do realize you're trying to fix something which isn't broken due to lack of roles, right? It doesn't matter if that CoD kiddie is a healer or a mindless zergling, he/she is gonna be the same douche regardless. If you want chatter, if you want life, open your mouth first, start with a good joke and see where it goes, I've struck up more conversations that way in lobby and instance games than you'd even believe. Roles will not solve anything but will facilitate a even deeper fracturing of the community because douches go with douches, everyone else is stuck between douches and either old guard players or people who make Hitler seem sane (this goes for every type of MMO btw, EVE's a bloody cesspool in terms of toxicity when trying to find a corp to join blindly, took me close to 5 years to find one just for reference).
i just hope they add a lot more active stuff to do unlike guild wars where all you could do is dodge. like give warriors active blocking, give other characters parrying.
hope they can do more than just make it a DPS race.
UH - warriors can actively block if you have a shield equipped - in fact you can interrupt with the shield.
Parry - you can parry also - a mesmer with dual swords can parry.
Please really play the game before posting - you look dumb.
yes but then they are on cooldown, im not talking about that, im talking about Dark Souls or other action oriented games where you say hold a specific to bring up your shield and it costs endurance or something.
If this game had Darksouls combat, I would be so in love.
It appears BLACK DESERT will have darksouls type combat , it also looks better than EQN .
All EQN has going for it is that you can dig a hole in the ground .
just looked at Black Desert and um no it doesn't. anyway you give me the exploration of minecraft with the combat of Dark souls as well as the crafting/resource hunting of SWG as well as 40 classes that i can mix and match.
and i am in heaven. hell id play a single player game with that combination LOL let alone a MMORPG.
"The holy trinity came about because of primitive MMO AI. Vastly improved AI means a new dynamic is needed. Wait before you despair."
Before everyone touts GW2 references or cries about the end of the world, consider that the system SOE is building for EQN requires the removal of the holy trinity. Guild Wars 2 didn't have near the AI fidelity that EQN will have. Let's wait until we can actually see the system in context before making huge assumptions.
Gee... An employee/representative of a game developer attempting to gain more favor for something they're doing in their game, by attempting to shine alternative and more familiar approaches in a negative light.
I've never seen *that* dozens of times before!
The Trinity has nothing to do with "primitive MMO AI". What a freaking ridiculous statement to make.
I swear it's like these people think everyone in their audience - potential or otherwise - are gullible idiots.
They're playing the age old game of making their product seem better by making the competition seem inferior. A solid product should be able to stand on its own merits, regardless of what "the other options are". Don't tell me why I shouldn't like the alternatives. I'm perfectly capable of forming those opinions myself. Tell me why I should like your offering and why it will make EQN an enjoyable game.
How about selling us on your product based on its own merits. How "The Trinity" compares to an alternate approach means absolutely nothing. What matters is how your approach works and why it's better for your game.
Don't kid yourselves people, it is BOTH primitive AI AND game design that brought forth the "Holy Trinity". You know what? It works. If it didn't work, EQ would have died out. WoW would have never taken root, and we'd still be playing MUDS.
However, with that being said, the Holy Trinity has it's problems. More specifically, Tanks and Healers. Tanking is a thankless job and Healing isn't for everyone. Gamers are a conceited bunch. We want big numbers. We want to be better than you. We want to feel powerful. While Tanking and Healing can have some semblance of power, DPS is the quickest way to meet those goals. You can whip it out, measure, and feel better about yourself. Assuming the use of the WoW Holy Trinity of Tank/Healer/DPS, not the original Everquest Holy Trinity which consisted of Tank/Healer/Crowd Control.
The big problem I have with games that back away from the Trinity is replayability. GW2 is a good game, but it didn't have much (for me) to do once I hit cap. I hope EQN doesn't suffer from that.
Action Combat: There is nothing more boring that standing still, mashing a sequence of keys that could be defined as a "rotation" while watching porn on my other computer. Action Combat kind of resolves this issue.
Raquelis in various games Played: Everything Playing: Nioh 2, Civ6 Wants: The World Anticipating:Everquest NextCrowfall, Pantheon, Elden Ring
Good luck with that nonexistent community where everyone can fulfill any role.
he he.. thing is.. EQN doesn't have roles.... Not sure why they even call them classes.. Thy might as just call them DPS men, with assorted skills.. lol
Originally posted by g0m0rrah In my opinion the so called trinity is inversely proportional to tactical combat. One person pulls, one person tanks, another cc, and another heals. We all know our strict role so now let's walk through all encounters with ease.
It's not as bad as you paint it. In a good game, the holy trinity provides a framework, and plenty of room for exceptional gamers to perform great deeds.
We were deep in a zone in DAoC, when a bad pop on a body pull brought in more than eight reds and purples. We all thought we were dead. However we were a tight, well-practiced group. The tank held what he could, the shaman HoTed, rooted, and DoTed, the skald (me) mezzed, peeled, and DPSed, the Healers CCed and healed, the shadowblade picked the correct mobs and burned them down. There was no room for mistakes, but we lived. It was great enough I remember it years later. :P
Originally posted by patstewartva But with the new $100/month subscription model, they will be able to hire thousands of poor Chinese kids to run every mob in the game individually!
Hire me now
I will do my best to work as many hours as a MOB in the game
Years of payback as I have so empathized for these poor static MOBs farmed for just being there and minding their own
LOL more like years of lets see what the old schoolers can accomplish as a PvE organized force as this is most likely how Everquest Next PvP system is going to work in one way or another...
And ya'll thought you were paying to play this game all along
Honestly if you put any time into any MMO you should have some comprehension as to what you were ultimately involving yourself in
Oh wait this thread was about the death of the Trinity; What are ya'll really talkin about anyways?
"The holy trinity came about because of primitive MMO AI. Vastly improved AI means a new dynamic is needed. Wait before you despair."
Before everyone touts GW2 references or cries about the end of the world, consider that the system SOE is building for EQN requires the removal of the holy trinity. Guild Wars 2 didn't have near the AI fidelity that EQN will have. Let's wait until we can actually see the system in context before making huge assumptions.
Gee... An employee/representative of a game developer attempting to gain more favor for something they're doing in their game, by attempting to shine alternative and more familiar approaches in a negative light.
I've never seen *that* dozens of times before!
The Trinity has nothing to do with "primitive MMO AI". What a freaking ridiculous statement to make.
I swear it's like these people think everyone in their audience - potential or otherwise - are gullible idiots.
They're playing the age old game of making their product seem better by making the competition seem inferior. A solid product should be able to stand on its own merits, regardless of what "the other options are". Don't tell me why I shouldn't like the alternatives. I'm perfectly capable of forming those opinions myself. Tell me why I should like your offering and why it will make EQN an enjoyable game.
How about selling us on your product based on its own merits. How "The Trinity" compares to an alternate approach means absolutely nothing. What matters is how your approach works and why it's better for your game.
Exactly.
The entire statement is dependent on the ignorance of those that read it. Artificial intelligence like the aggro system is only as smart as they made it. By calling the system they used in the past primitive, its little more than admitting their programming abilities suck. Frankly, I don't buy it at all. No one had combat AI on par with even Everquest, the original mmo that used it. Any programmer knows you can have the underlying logic of an aggro system as the foundation and still be able to build plenty of dynamic fights by simply adding more variables. How a monster responds could be determined by a number denoting its intended intelligence, and everything scales from there.
They're selling you guys a load of crap and you're buying in at retail prices.
This is utter nonsense Brian Green is on drugs or has dog poo for brains. The holy trinity has been main stream rpg strategic group combat belief since 1974. Thats right "dungeons & dragons" pen and paper before internetz and evil gaming corporations.
You cannot replace controlled group combat with nothing otherwise you get nothing but chaos. As in GW2 pve group combat disaster. Zerging dungeon bosses and squeaking out a victory is not what i would consider a strategy to base pve combat on.
A new belief system for controlled group combat must be invented before it can truly be replaced. So far nothing of the sort has be mentioned or is in use at this time.
Originally posted by Darthtrigger This is utter nonsense Brian Green is on drugs or has dog poo for brains. The holy trinity has been main stream rpg strategic group combat belief since 1974. Thats right "dungeons & dragons" pen and paper before internetz and evil gaming corporations.You cannot replace controlled group combat with nothing otherwise you get nothing but chaos. As in GW2 pve group combat disaster. Zerging dungeon bosses and squeaking out a victory is not what i would consider a strategy to base pve combat on.A new belief system for controlled group combat must be invented before it can truly be replaced. So far nothing of the sort has be mentioned or is in use at this time.
I'm not sure what PnP games you played, but the ones I played had fairly intelligent combat, where the mobs went after the weakest player. There was no "trinity".
You don't need a belief system for combat. That's a little weird.
He didn't say that they were introducing "nothing", he said a new dynamic was needed. He didn't specify what the mechanic was. It might be Quaternary combat. Who knows.
I can not remember winning or losing a single debate on the internet.
What if there aren't designated roles, but the AI, and the skill available to a warrior, makes it reasonable to build and/bring along a tank like character.
So there aren't hard taunts. And, the AI is smart.
So, what if we have a heavy armor character who has snare/root like skills. And attacks that do massive positional damage. Like to the flanks and rear. Plus some nice defense skills. The superior AI mob breaks off and makes a bee-line for the squishy mage doing massive damage. So, the tank snares/roots the mob and his positional attacks/modifiers start pumping massive damage into the flanks/rear of the mob. The smart mob understands it can't reach the mage, presently. And, that this guy with the shield is now making undefended and unanswered attacks. And, it freaking hurts! Aggro.
Edit: Obviously this is simplified, and doesn't touch upon the possibility of stuns, knockdowns, etc. that might be available to build a 'tank.'
Then there are the mages constructing walls of Ice, frustrating the mob's ability to immediately get at him. Tank's snare/root (or some other group member's) comes off cool down. All the while, the "tank" is putting out increased damage to an undefended flank or rear.
Look, I wasn't satisfied with GW2's implementation. But that doesn't mean it'll work the exact same with EQN. One thing I do know is that I am sick and tired of the trinity. Tank tanks. Dps tries to top each on the meter. Healer heals, and maybe rebuffs. Over and over and over again. It was already wearing on me back when I was playing EQ. I've trudged through it with a number of games since. It's like the only thing I'm changing with a new game is the geography, different versions of gods, elves, and dragons, and graphics/art.
The problem with class roles and the trinity is that it has a negative impact on character design. I am fine with someone saying, I want to create a pure healer. This guy better expect solo life to be damn near impossible. Another guy could say, I want to be 75% healing and 25% offense so I can solo a bit as well as heal during group content. The next character could be build 25% healing, 50% damage mitigation, and 25% damage output with the idea of soloing and off tanking and healing during group content.
MMOrpgs simply lack these kinds of options or hybrids. Current games either give you static classes with little to no ability to develop the character on your own or they give you every skill in the game. In my opinion a character should be defined by its creator as well as its weaknesses. When you design a character and choose abilities, skills, spells, or stats, you are not only creating a character with advantages but also drawbacks and these drawbacks better matter.
Developers also needs to design fluid PvE battles. If you are in a 10 man raid of varied hybrids then the encounter should react to that. NPC's should push you and force you to react and not simply sit there attacking. WIth 10 players you could have any combo of healing, damage, mitigation, and support. In a good battle people should die. I am tired of the WoW mindset of ' oh someone died, you didnt do your job, no one should ever die' nonsense. People die, people get revived, and the fight goes on until you win or lose.
This is utter nonsense Brian Green is on drugs or has dog poo for brains. The holy trinity has been main stream rpg strategic group combat belief since 1974. Thats right "dungeons & dragons" pen and paper before internetz and evil gaming corporations.
You cannot replace controlled group combat with nothing otherwise you get nothing but chaos. As in GW2 pve group combat disaster. Zerging dungeon bosses and squeaking out a victory is not what i would consider a strategy to base pve combat on.
A new belief system for controlled group combat must be invented before it can truly be replaced. So far nothing of the sort has be mentioned or is in use at this time.
I am not sure you full grasp the depth of experience the person you are insulting has. Seriously, look him up, he worked on a little game called Meridian 59 and text MUD's before that. He just may in fact know what he's talking about here.
In table top RPG's no game master I ever played with would just attack the plate wearing melee fighters, letting them 'tank'. It was far more tactical than the crap we suffer through in MMORPG's today.
Originally posted by Shadowguy64As long as it isn't zergy, then I'll be very pleased. That's all I ask. No zerg.
Every game has that - get over it.
EQ has no zerg whatsoever, none, and the reason is the trinity system and the dependency and controlled and strategic combat it creates.
were you around in EQ when the entire server on RZ attacked kerafyrm and killed it? when even the devs thought it impossible?
seems like the definition of a zerg to me...
no. a zerg is ffa dps. Kerafyrm fight had multiple tanks,healers, and mez.
I always thought zerg was referring to throw more and more numbers to overwhelm the enemy. That is the way I've always seen it used, until this thread.
I always thought zerg was referring to throw more and more numbers to overwhelm the enemy. That is the way I've always seen it used, until this thread.
Considering the term is coined from the Zerg in SC (main tactic being overwhelming with massive numbers), I'd agree here, that's how I've also seen it used over the years.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
What if there aren't designated roles, but the AI, and the skill available to a warrior, makes it reasonable to build and/bring along a tank like character.
So there aren't hard taunts. And, the AI is smart.
So, what if we have a heavy armor character who has snare/root like skills. And attacks that do massive positional damage. Like to the flanks and rear. Plus some nice defense skills. The superior AI mob breaks off and makes a bee-line for the squishy mage doing massive damage. So, the tank snares/roots the mob and his positional attacks/modifiers start pumping massive damage into the flanks/rear of the mob. The smart mob understands it can't reach the mage, presently. And, that this guy with the shield is now making undefended and unanswered attacks. And, it freaking hurts! Aggro.
Edit: Obviously this is simplified, and doesn't touch upon the possibility of stuns, knockdowns, etc. that might be available to build a 'tank.'
If a player played a monster they would want to survive the encounter as they didn't grow up yesterday and plan on living out their years....this is immersiveness
The mage would be the soft target on the way out so as to regroup and reencounter under better circumstances
Intelligent MOB Behavior should be like chess but more....uncanny, cooperative, dynamic, engaging, etc...
Its time for learning AI to interface within and of itself, through and with human interaction
I always thought zerg was referring to throw more and more numbers to overwhelm the enemy. That is the way I've always seen it used, until this thread.
Considering the term is coined from the Zerg in SC (main tactic being overwhelming with massive numbers), I'd agree here, that's how I've also seen it used over the years.
Yeah, you played the Zerg faction to, well, zerg. I always that that was where it came from, but then again I figured maybe in my old age my memory was going.
Comments
You do realize you're trying to fix something which isn't broken due to lack of roles, right? It doesn't matter if that CoD kiddie is a healer or a mindless zergling, he/she is gonna be the same douche regardless. If you want chatter, if you want life, open your mouth first, start with a good joke and see where it goes, I've struck up more conversations that way in lobby and instance games than you'd even believe. Roles will not solve anything but will facilitate a even deeper fracturing of the community because douches go with douches, everyone else is stuck between douches and either old guard players or people who make Hitler seem sane (this goes for every type of MMO btw, EVE's a bloody cesspool in terms of toxicity when trying to find a corp to join blindly, took me close to 5 years to find one just for reference).
just looked at Black Desert and um no it doesn't. anyway you give me the exploration of minecraft with the combat of Dark souls as well as the crafting/resource hunting of SWG as well as 40 classes that i can mix and match.
and i am in heaven. hell id play a single player game with that combination LOL let alone a MMORPG.
don't fix what isn't broken applies here
Good luck with that nonexistent community where everyone can fulfill any role.
Gee... An employee/representative of a game developer attempting to gain more favor for something they're doing in their game, by attempting to shine alternative and more familiar approaches in a negative light.
I've never seen *that* dozens of times before!
The Trinity has nothing to do with "primitive MMO AI". What a freaking ridiculous statement to make.
I swear it's like these people think everyone in their audience - potential or otherwise - are gullible idiots.
They're playing the age old game of making their product seem better by making the competition seem inferior. A solid product should be able to stand on its own merits, regardless of what "the other options are". Don't tell me why I shouldn't like the alternatives. I'm perfectly capable of forming those opinions myself. Tell me why I should like your offering and why it will make EQN an enjoyable game.
How about selling us on your product based on its own merits. How "The Trinity" compares to an alternate approach means absolutely nothing. What matters is how your approach works and why it's better for your game.
Don't kid yourselves people, it is BOTH primitive AI AND game design that brought forth the "Holy Trinity". You know what? It works. If it didn't work, EQ would have died out. WoW would have never taken root, and we'd still be playing MUDS.
However, with that being said, the Holy Trinity has it's problems. More specifically, Tanks and Healers. Tanking is a thankless job and Healing isn't for everyone. Gamers are a conceited bunch. We want big numbers. We want to be better than you. We want to feel powerful. While Tanking and Healing can have some semblance of power, DPS is the quickest way to meet those goals. You can whip it out, measure, and feel better about yourself. Assuming the use of the WoW Holy Trinity of Tank/Healer/DPS, not the original Everquest Holy Trinity which consisted of Tank/Healer/Crowd Control.
The big problem I have with games that back away from the Trinity is replayability. GW2 is a good game, but it didn't have much (for me) to do once I hit cap. I hope EQN doesn't suffer from that.
Action Combat: There is nothing more boring that standing still, mashing a sequence of keys that could be defined as a "rotation" while watching porn on my other computer. Action Combat kind of resolves this issue.
Raquelis in various games
Played: Everything
Playing: Nioh 2, Civ6
Wants: The World
Anticipating: Everquest Next Crowfall, Pantheon, Elden Ring
he he.. thing is.. EQN doesn't have roles.... Not sure why they even call them classes.. Thy might as just call them DPS men, with assorted skills.. lol
It's not as bad as you paint it. In a good game, the holy trinity provides a framework, and plenty of room for exceptional gamers to perform great deeds.
We were deep in a zone in DAoC, when a bad pop on a body pull brought in more than eight reds and purples. We all thought we were dead. However we were a tight, well-practiced group. The tank held what he could, the shaman HoTed, rooted, and DoTed, the skald (me) mezzed, peeled, and DPSed, the Healers CCed and healed, the shadowblade picked the correct mobs and burned them down. There was no room for mistakes, but we lived. It was great enough I remember it years later. :P
Hire me now
I will do my best to work as many hours as a MOB in the game
Years of payback as I have so empathized for these poor static MOBs farmed for just being there and minding their own
LOL more like years of lets see what the old schoolers can accomplish as a PvE organized force as this is most likely how Everquest Next PvP system is going to work in one way or another...
And ya'll thought you were paying to play this game all along
Honestly if you put any time into any MMO you should have some comprehension as to what you were ultimately involving yourself in
Oh wait this thread was about the death of the Trinity; What are ya'll really talkin about anyways?
LOL
Exactly.
The entire statement is dependent on the ignorance of those that read it. Artificial intelligence like the aggro system is only as smart as they made it. By calling the system they used in the past primitive, its little more than admitting their programming abilities suck. Frankly, I don't buy it at all. No one had combat AI on par with even Everquest, the original mmo that used it. Any programmer knows you can have the underlying logic of an aggro system as the foundation and still be able to build plenty of dynamic fights by simply adding more variables. How a monster responds could be determined by a number denoting its intended intelligence, and everything scales from there.
They're selling you guys a load of crap and you're buying in at retail prices.
This is utter nonsense Brian Green is on drugs or has dog poo for brains. The holy trinity has been main stream rpg strategic group combat belief since 1974. Thats right "dungeons & dragons" pen and paper before internetz and evil gaming corporations.
You cannot replace controlled group combat with nothing otherwise you get nothing but chaos. As in GW2 pve group combat disaster. Zerging dungeon bosses and squeaking out a victory is not what i would consider a strategy to base pve combat on.
A new belief system for controlled group combat must be invented before it can truly be replaced. So far nothing of the sort has be mentioned or is in use at this time.
I'm not sure what PnP games you played, but the ones I played had fairly intelligent combat, where the mobs went after the weakest player. There was no "trinity".
You don't need a belief system for combat. That's a little weird.
He didn't say that they were introducing "nothing", he said a new dynamic was needed. He didn't specify what the mechanic was. It might be Quaternary combat. Who knows.
I can not remember winning or losing a single debate on the internet.
What if there aren't designated roles, but the AI, and the skill available to a warrior, makes it reasonable to build and/bring along a tank like character.
So there aren't hard taunts. And, the AI is smart.
So, what if we have a heavy armor character who has snare/root like skills. And attacks that do massive positional damage. Like to the flanks and rear. Plus some nice defense skills. The superior AI mob breaks off and makes a bee-line for the squishy mage doing massive damage. So, the tank snares/roots the mob and his positional attacks/modifiers start pumping massive damage into the flanks/rear of the mob. The smart mob understands it can't reach the mage, presently. And, that this guy with the shield is now making undefended and unanswered attacks. And, it freaking hurts! Aggro.
Edit: Obviously this is simplified, and doesn't touch upon the possibility of stuns, knockdowns, etc. that might be available to build a 'tank.'
Then there are the mages constructing walls of Ice, frustrating the mob's ability to immediately get at him. Tank's snare/root (or some other group member's) comes off cool down. All the while, the "tank" is putting out increased damage to an undefended flank or rear.
Look, I wasn't satisfied with GW2's implementation. But that doesn't mean it'll work the exact same with EQN. One thing I do know is that I am sick and tired of the trinity. Tank tanks. Dps tries to top each on the meter. Healer heals, and maybe rebuffs. Over and over and over again. It was already wearing on me back when I was playing EQ. I've trudged through it with a number of games since. It's like the only thing I'm changing with a new game is the geography, different versions of gods, elves, and dragons, and graphics/art.
The problem with class roles and the trinity is that it has a negative impact on character design. I am fine with someone saying, I want to create a pure healer. This guy better expect solo life to be damn near impossible. Another guy could say, I want to be 75% healing and 25% offense so I can solo a bit as well as heal during group content. The next character could be build 25% healing, 50% damage mitigation, and 25% damage output with the idea of soloing and off tanking and healing during group content.
MMOrpgs simply lack these kinds of options or hybrids. Current games either give you static classes with little to no ability to develop the character on your own or they give you every skill in the game. In my opinion a character should be defined by its creator as well as its weaknesses. When you design a character and choose abilities, skills, spells, or stats, you are not only creating a character with advantages but also drawbacks and these drawbacks better matter.
Developers also needs to design fluid PvE battles. If you are in a 10 man raid of varied hybrids then the encounter should react to that. NPC's should push you and force you to react and not simply sit there attacking. WIth 10 players you could have any combo of healing, damage, mitigation, and support. In a good battle people should die. I am tired of the WoW mindset of ' oh someone died, you didnt do your job, no one should ever die' nonsense. People die, people get revived, and the fight goes on until you win or lose.
I am not sure you full grasp the depth of experience the person you are insulting has. Seriously, look him up, he worked on a little game called Meridian 59 and text MUD's before that. He just may in fact know what he's talking about here.
In table top RPG's no game master I ever played with would just attack the plate wearing melee fighters, letting them 'tank'. It was far more tactical than the crap we suffer through in MMORPG's today.
I always thought zerg was referring to throw more and more numbers to overwhelm the enemy. That is the way I've always seen it used, until this thread.
Considering the term is coined from the Zerg in SC (main tactic being overwhelming with massive numbers), I'd agree here, that's how I've also seen it used over the years.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Vanilla EQ1 was far from casual.
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If a player played a monster they would want to survive the encounter as they didn't grow up yesterday and plan on living out their years....this is immersiveness
The mage would be the soft target on the way out so as to regroup and reencounter under better circumstances
Intelligent MOB Behavior should be like chess but more....uncanny, cooperative, dynamic, engaging, etc...
Its time for learning AI to interface within and of itself, through and with human interaction
If I can imagine this why wouldn't it be so?
Are you ready for this?
Touche but EQN will be.
Yeah, you played the Zerg faction to, well, zerg. I always that that was where it came from, but then again I figured maybe in my old age my memory was going.