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Mobs behaviour in newer lairs

ksellksell Member Posts: 181 Arc User
First i`ll reference older topic as base for unitended outcome
https://arcgames.com/en/forums/neverwinter#/discussion/1266256/scalerot-caverns-twice-as-many-enemies
this problem is not solved by the way

In Scalerot patrols tend to mix with stationary enemies, leaving most of area open, and especially empty. That really kills immersion when u got to actual objective, which is just left there to steal/destroy with no effort.

Opposite maybe be seen in Northdark (will left Tower quest out for now).
When u go trough the Doors, u can experience quartermasters being so busy with crates, dat they cant be bothered with payer getting rid off other guards, just steps away(should they not have own reinforcement in this case ?).
In depths Driders seems to have similar problem, munching on spores like there would be no tomorrow.

There is another problematic behaviour, easily noticable in Stronghold map.
IF enemies groups are hostile toward each other, they can run a pretty far to have beef there.

Question is : which situation is supposed to be happening actually ?

I will keep it short, so more examples will follow later.

Comments

  • ksellksell Member Posts: 181 Arc User
    Took me a bit to continue, and i still need to run some more samples, but lets take a look at Sharandar :
    Overall hag instances are in decent shape, just to point out that due to it being relatively smaller, enemies tend to spawn too frequently or like in udermountain are "glued" to entry point.
    I cant say anything good about intro quest weekly version - never seen such bull type kind of spawn, where extra enemies seems to target u like a missle. Boss fight also could be handled diffrently - there is so much space, yet not enough to flank it.
    Worst problem is all of those gave extra currency that cannot be used after achieved 100% progress, making em way less desirable compared to HEs.

    (to be continued)
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