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  1. #1
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    or just make the AI not suck..
    (3)

  2. #2
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Quote Originally Posted by Jar View Post
    or just make the AI not suck..
    I'm afraid it will always be a horrible design concept to force Puppetmasters to use Maneuvers that do not benefit the automaton to trigger weaponskills and spells.

    Turning weaponskills, abilities, and spells "On and off" to completely separate the function of Maneuvers from their control over automaton attachments is one of the only logical solutions.

    This goes beyond an automaton curing status ailments before curing the master's HP. It's setting up automatons to work with us, not against us. Right now, using certain maneuvers to trigger certain attachment effects wrongly informs the automaton to do things we don't want them to do. These mixed signals are unnecessary.

    The system I proposed also added a new feature to the automatons that opens up a whole new world for SE, without adding new attachments for every little thing (we're out of room for new attachments in many configurations)... so adding AI cards that add new abilities to the automatons is a great idea to me. (I'd also love my automaton to be able to make use of mechanical enemy abilities like Restoral and Homing Missile, or have new job traits added.)

    (Edit: my system here doesn't 100% preclude the use of Maneuvers to influence the Automaton's decisions, it just stops the automaton from doing things we don't want them to do ever)
    (1)
    Last edited by AyinDygra; 09-14-2011 at 03:31 AM.

  3. #3
    Player Theytak's Avatar
    Join Date
    Mar 2011
    Posts
    485
    Quote Originally Posted by AyinDygra View Post
    I'm afraid it will always be a horrible design concept to force Puppetmasters to use Maneuvers that do not benefit the automaton to trigger weaponskills and spells.

    Turning weaponskills, abilities, and spells "On and off" to completely separate the function of Maneuvers from their control over automaton attachments is one of the only logical solutions.

    This goes beyond an automaton curing status ailments before curing the master's HP. It's setting up automatons to work with us, not against us. Right now, using certain maneuvers to trigger certain attachment effects wrongly informs the automaton to do things we don't want them to do. These mixed signals are unnecessary.

    The system I proposed also added a new feature to the automatons that opens up a whole new world for SE, without adding new attachments for every little thing (we're out of room for new attachments in many configurations)... so adding AI cards that add new abilities to the automatons is a great idea to me. (I'd also love my automaton to be able to make use of mechanical enemy abilities like Restoral and Homing Missile, or have new job traits added.)

    (Edit: my system here doesn't 100% preclude the use of Maneuvers to influence the Automaton's decisions, it just stops the automaton from doing things we don't want them to do ever)
    I'd rather they just make the AI not suck than have to learn some new, excessively over-complicated system for an already complex job. I'm 100% sure it would also be easier for SE to just make the AI not suck by fixing the 3-4 issues it has, than to totally overhaul the puppet AI system.

    Good effort, though. You got the spirit, you've just gotta work on your level of expectations a bit.
    (1)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.