Post by Azherae on 2023-01-24 18:54:17
We have not received permission from Dygz to share the quoted post.
I have programmed that. I programmed that YEARS ago. It isn't actually 'AI' at all, but I've ALSO made the 'AI' version (it doesn't work because most of what people call AI in games doesn't actually function without a preprogrammed base, given how AI works - to be clear, the thing you are suggesting is not 'AI' and no amount of 'AI' robustness would properly lead to it)
Then I didn't stick with it, because my test players abused it, just the way they would abuse it if Intrepid coded it today.
This is STILL part of the design of the hate mechanics in games I make, but it's also still not the primary/best one.
The mob is supposed to care HOW you hurt it, maybe how you hurt its friends, perhaps 'action types you take', but all your current examples are 'innates' (unless you're going to drop the resource or trade it around mid-battle, it's an innate).
I definitely understand that for many people, they have a specific concept of what Tank is and how it is defined based on their past experiences or desires and will come to say 'this is what it is', but since I don't have that experience and 'Tank' to me is mechanically 'does this', with a tendency for the character type you describe to be good at it, then I think others are the ones being restrictive, and what you're being restrictive to is PvE mob design.
In order for the 'heavily armored fighter' to be the Tank to the point where Steven gets to name the whole Archetype Tank and claim that they will be able to perform that role in most content, then PvE would have to revolve almost exclusively around that.
But we've got a reference from the wiki.
Tanks will have different build options: [3]
Evasion tanks
Control tanks
Shield tanks
Maybe the related link no longer applies since it was Jeff speaking (you can barely even hear that he says Evasion Tank).
But I suppose I can't prove that when someone says 'Evasion Tank' they don't mean 'light armor distraction with a small chance of being hit by mechanics and basic attacks due to this, not actually standing around to take hits at all'.
Either way, as usual, I would be remiss in my duty to those who 'ask me to be here' if I did not point out that your perception of 'Game AI' is incorrect (more in the realm of 'not even informed enough to be wrong')
Having multiple significant threats does not change the situation either. Part of the difficulty of converting a TableTop game mechanic to a live MMO one is the capacity for players to move 'faster than the system' in terms of timing, the granularity of 'turns' and 'initiative' causes this to stop working.
Source: me, having poked at synchronizing the two in Cardinal for many years now.
But that's all I got, so technically, please ignore me, I make these posts not so much for you, but for the failing hopes of a desperate few...