It would be nice if at the healers took damage from these obstacles. Especially if you are trying to solo or play with just 2 people, but situations can get a little unmanageable when the healers hide in the hazards. Actually, i should say it get hard to manage when 2 healers hide in the hazards at once. Particularly static hazards like thorns, during arenas/danger rooms, where there are 20 other enemies preventing you from flushing them out.
Get the healers out of thorns/spikes/fire/etc
Whatever it is that allows mobs to run through obstacles ought to drop eventually, if we just keep killing them.
Not just healers, but I say all monsters should take at least damage from running through spikes. I'd rather just see them unable to enter spikes period as it's sometimes hard to grab drops when monsters die deep in a thorn pit.
Yah I find this to be BS they don't take damage and we do, however I think they should still enter, but just take damage from it. That will teach them!
Monsters taking damage is a bad idea. They should tend to move out of spikes and brambles, given the chance. That's all that's needed.
Why is that a bad idea?
It's not that hard to program the monsters so the will avoid hazards..
But they would still be able to enter hazards by us pushing the monsters into them.
There was a glitch in the preview were the spikes did damage the monsters, and truth be told, It sucked, it took away the fun. However, I do agree with them only hurting the healers.
When you run across a spiked floor you will take damage, it should be no different for the monsters. >_>
It's not that difficult to code them to not just run to the spikes for safety and to have them take damage if they do run in or are shoved in. However the damage shouldn't be enough to kill them quickly just enough to hurt them, to get them out of there and back on the field where they can be slayed.
It is beyond irritating to try to kill monsters and they run into the spikes and sit there not moving, taunting you because you can't get them. It's worse when there are healers in the area.
The monsters are USED to these spikes and brambles and such. They live there. They know HOW to wade through them without taking damage.
And if you tried actually carrying something that isn't a sword with you, monsters hiding in them wouldn't be the slightest issue in the first place. Limiting yourself to just one kind of weapon has it's consequences, imagine that. Remember that the next time any of you are making fun of some guy because he's using a gun instead of a sword. HE can kill monsters who are standing on the brambles or spikes, so how stupid do you think mister gun-man is now, huh?
It is not "less" fun for the game to be tactically and strategically [i]interesting[i].
Spikes should just "deal" as much damage to all creatures that pass through them. They're a hazard, not an attack that enemies are protected from via the reasonable "no friendly fire" rules that the game has.
If players want to be dumb and charge into enemies, or players want to be cunning and lure enemies through dangers; then that's the _player's_ individual role playing choice.
The fact that the player has that tactical and strategic option _removed_ from their hands makes this game shallower, and the participants and creators poorer in the possible options that the game could contain.
Crash, your logic is flawed, the characters are bloody _robots_. Stuff like "brambles" is not really going to affect a machine the same way that it would affect say a Slime or a Gremlin or Wolver(ine).
Personally, I prefer ranged attacks, but that's solely for stylistic, and personal tactical, reasons.
I can't hit them with my gun when they're in the thorns. You know what they do? They wuss away from my bullets. And if you're fighting those gremlins with the shields on their backs, hah. Good luck with that. Also, you assumed that they completely disregarded their gun, and that's not very bright (and quite frankly, down right rude). And there's still a flaw with what you're saying. If you kill them in the thorns with your high and mighty gun, sir, who the hell is going to run into the thorns and get the drops? Yeh, maybe you should think before you speak.
Addressing the OP: I've actually argued for these monsters taking damage in thorns and spikes and whatnot, because they do simply like to cower where they know you can't hit them. But most people make a pretty good counter-argument of it being able to be exploited (Like, "oh we could just run around and not have to do anything while the monsters kill themselves trying to get to us"). At the same time, though, that's exactly what the monsters are trying to do to us when they go hide there. Personally, I'd like to be able to have a longer lasting shield or something to collect the drops. All too frequently, a monster will be killed in (or even near!) thorns, and they'll drop a heart as far back as possible in the thorns. And it's so tempting to get it, but when your shield breaks after like, three or four steps (because the thorns have a minor knockback, and hit you repeatedly very quickly)...it's very disheartening, and becomes not at all worth it.
First of all, you both need to understand the limits of the AI in this game. The enemies don't understand anything more than moving towards the player and queuing up some basic defensive maneuvers in response to certain things. If floor hazards could harm them, knights would never have to click the attack button even once to defeat a horde of enemies; everyone would just walk circles around the hazards and let the monsters kill themselves. And if the monster AI COULD understand how to path AROUND hazards to reach the player, then people would just stand there and knock the monsters into the spikes again and again with their swords. Again, making the game too easy.
SrBlackDove, if "we're robots" is an excuse for players to be immune to floorspikes, then why isn't "they're robots, they're undead (brambles are going to scare skeletons SOOOOO much, aren't they?), they're slimes (which are ultra-resistant to all forms of piercing damage anyways), they're devils, they're animals with thick hides" isn't an excuse for all of them to be immune as well? You can make that excuse for anything in this game, but guess what? At the end of the day, the floor hazards effect players but not enemies BECAUSE THEY ARE HAZARDS. They are not supposed to work both ways, they are only supposed to be hazardous to the player. Would you prefer they change the brambles to something more menacing, that looks like it should affect robot feet? Or should they change it to something that "makes sense" to affect players but not monsters?
Actually, for that matter, was it ever stated canonically that we are supposed to be robots? That's a conclusion that we, the players, made up, so for you to use it as the basis for an argument that floor hazards need to work differently is nothing short of ridiculous.
You say that floor hazards and the way they only affect players REMOVES all strategy from the game, but you think it would be more strategic if you could just stand there and let all of the enemies kill themselves without you lifting a finger? If you really cared at all about strategy, you'd have realized that figuring out the best way to deal with monsters around hazards is one of the big strategic challenges of this game.
As for Cheeserito.. If you aren't capable of hitting the enemies that reflexively dodge when shot at, then I'm sorry but taking the floor hazards out of the game isn't going to make it any easier for you to shoot them. They'll still dodge your bullets if they're standing someplace you CAN walk on. Fortunately for you, there's a funny thing about dodgy monsters and floor hazards.
If the floor hazard is in an open part of the room, the monsters will dodge OUT of the hazard. If the floor hazard is in the corner... then the monster is just going to dodge himself into the corner and you can shoot him like a fish in a barrel. There is no problem here.
As for loot in the brambles... That has never been an issue, either. If YOUR shield honestly can't survive more than a couple hits from a floor hazard, then that was your bad choice in shield selection. Somebody with a shield that DOES have piercing resistance should be able to reach that loot just fine. Or, somebody can just run in, take a single hit, and grab the stuff. If someone who does this has pierce-resistant armor, they'll take very little damage and the next bush-full of hearts will have them back at full health.
Notice that right now only two things in the entire game even DO piercing resistance, (Lichen colonies, and FLOOR HAZARDS) and yet quite a large number of shields and armor available contain piercing resistance. Funny, that.
If they do manage to "dodge out" they're IMMEDIATELY back in the thorns, so it doesn't even matter. And I've NEVER seen them dodge themselves into the corner. They always "dodge out" and then run back in, as though the floor outside of the thorns was lava. So there might not be a problem for YOU, but it is NOT the case for everyone. AGAIN, think before you speak.
And AGAIN, it might not be an issue for YOU, but it sure as hell is a huge issue for me. I use the Wise Owlite Shield, and yeh, it doesn't have piercing resistance, but god dammit if it's not one of the BEST shields in the game. =/ My boyfriend uses the Mighty Defender, which has a ton of piercing resistance, and you know what? It literally takes the same amount of hits to destroy his shield as it does mine with the thorns. So your point is MOOT.
Also, I have the Rock Jelly armor AND Helm. And they both have MASSIVE amounts of piercing resistance. But you know what happens to me when I walk into thorns? I lose 3-4 bars of health trying to get the drops. And another 3-4 bars of health trying to get out of the thorns. And it's WAY worse in Tier3. And what if you ONLY have a small amount of health? You CANNOT just run into the stupid thorns to get the loots. It would be suicide, and then guess what. No one would be able to revive you! LOL.
Also, why would I want to just lose my health in order to get the heart that is sitting so precariously in the back? That's stupid, plain and simple. And you act like every single bush drops hearts. I find it too often that they don't drop nearly enough hearts, at least not when they're actually necessary. But if you've got full health, then that's almost all they ever drop.
In any case, yes, players could exploit it (already mentioned this), but the least they could do is put a timer on it or something. So if they just camp there, either they automatically get out of the thorns, and actually try to come at you (bro) or they take a small amount of damage. But I think the amount of damage thorns do is a bit ridiculous in terms of how quickly they can break a shield.
ALSO, I NEVER said that I wanted floor hazards removed. In fact, I don't think a SINGLE post in this thread suggested that. So maybe you should learn to read, too. :D
@crashfu, There was a reason i suggested to get the healer's out of the hazards and not all monsters. I don't think the monsters not taking damage is annoying, i find the healers hiding out in the hazards and healing the army annoying. I mean sure all monsters in the hazard are annoying, but the all attacking mobs fighting and the healers just gravitating towards the corner hazards is a bit ridiculous. I don't think anyone wants to endlessly kite enemies through hazards to kill them, that's a bit of a ridiculous argument to stand on.
Teaching the AI not to go into the brambles, or to move out when in, is easy.
Concerns about monsters becoming predictable: That's only an issue if monsters only have one AI option to choose from. Teach them several movement/attack options. Teach them to move around, instead of just charging straight on.
Oh, wait -- some monsters do move around (or at least, were doing that for me last night). Those flying healing bats seem to move almost at random (and they should be immune to spikes, they are fliers.)
If you are concerned about monsters being too predictable in their charge and "shield-bash them into bramble", then let them stay at range, forcing you to move to them.
@ GodofSkype1 "All I read was blah blah blah" ... What the heck are you even doing in the forums if you don't want to read posts? What exactly do you think you're contributing by making a post just to let everyone know that you aren't reading posts? Ugh. Who let the trolls in, and where are the forums report button?
@ Cheeserito: I generally believe in never using the following phrase, as nine out of ten times I think it is an inappropriate way to treat new players. However, you are the rare case that truly deserves to have this told to them:
LEARN TO PLAY. Nobody is having as many issues as you are having. Not one random person I have ever been in a party with has managed to take that much damage from brambles, had trouble retrieving items from them, or shooting at a gremlin who is standing in them. You wouldn't be having these issues either if you would LISTEN when someone tries to teach you how the game works, instead of being rude and insulting.
Or, you could just keep getting killed by brambles. That's okay with me, and I'm sure Three Rings and SEGA appreciate all of the energy sales that must fuel your continued darwinism.
First of all, you both need to understand the limits of the AI in this game. The enemies don't understand anything more than moving towards the player and queuing up some basic defensive maneuvers in response to certain things. If floor hazards could harm them, knights would never have to click the attack button even once to defeat a horde of enemies; everyone would just walk circles around the hazards and let the monsters kill themselves. And if the monster AI COULD understand how to path AROUND hazards to reach the player, then people would just stand there and knock the monsters into the spikes again and again with their swords. Again, making the game too easy.
Regarding this first,
Right now it looks like AI only understands moving toward the player and queuing up some basic defensive maneuvers as you say, however it wouldn't be too hard to get around this and make monsters react to environmental hazards. In a totally different thread I had suggested that monsters be reactive to damage rather than reactive to shots from a gun (this was regarding monsters dodging every which way even when gun shots were aimed no where near them making them really hard to hit). If this principal is applied monsters will instinctively react to receiving damage by dodging away from it (might not work too well on stuff that doesn't dodge). You can also add an attribute to the monster class which represents what type of floor it's standing on. Using this information you can prioritize moving out of a certain type of floor (such as fire or spikes) over charging the player as the top priority. Following this line of thinking using more than one floor variable representing several floor tiles around the monster you can effectively make the monster walk around the environmental hazards. After floor variables are defined, I don't think it would be too hard to add code into the movement methods to check for the best path to the player. You could additionally do as I said earlier and just make it so monsters can't go into the spikes at all. Knocking monsters back into the spikes with swords/shields could be discouraged by having the spikes do minimal damage. You could also program the spikes to knock monsters (and maybe even players) back out of the spikes every time they're hit basically making it so nothing stays too long in there. I can't see people actually strafing around a spike pit waiting for monsters to die 2 hp of damage at a time, and I don't think monsters can get any more predictable than they already are by making them want to avoid walking through the spikes.
Regarding the other thing you said about people having problems with monsters dying in the spikes and leaving items,
I've had first hand experience with a couple monsters dying in a big nest of brambles. Granted nothing good dropped so we didn't care, but it still was completely inaccessible without us taking damage b/c of how deep it was and the fact that there was no other way around the spikes to get closer to the drops. Also, I do take 2 or 3 bars of damage from running into spikes on T2.
I think some enemies (like gremlins and robots) enemies should be programmed just avoid the spikes and traps in general, except some who are immune to it. Like flying enemies or blobs. Because it makes sense you know?
To solve this problem either gun them or bomb them from far, or the perfect solution us the Venom Veiler one of the best bombs against the healing type monsters =).
CrashFu - Seriously, learn to read. I know exactly what she's talking about.
When monsters are close to dying, they run to thorns/spikes and sit on it. When shot at, they dodge around, then immediately make a break for that corner with the thorns again (Being that the corner is the farthest away they can get, they simply just camp it.)
"If you aren't capable of hitting the enemies that reflexively dodge when shot at, then I'm sorry but taking the floor hazards out of the game isn't going to make it any easier for you to shoot them. "
- Jesus christ, listen to yourself. The problem is that they're programmed to go run away when they're low on health and in often cases that lands them in the middle of thorns, them being the last thing left to die before the gates drop - not that they're hard to hit (Who said it was about hitting them?) Shooting them was suggested, but they dodge around and immediately begin pathing back to their corner.
Also, Even with my Mighty Defender, I can't navigate thorns too long for loot. Honestly, it's that stupid knockback that slows me down to a turtle crawl in there. There's drops, I want them, I have a defensive abilitiy, I should be able to use it to get those drops. If they're deep enough it's impossible to get them unharmed. It's unnecessarily difficult to do something so simple.
Also - your posts have been ridiculous.
"Monsters are used to spike traps, so they're immune!" (What?)
"They're in the spikes, but guess who's the big hero? Guy with the gun shooting them YEAH MR. BIG GUN!" (Rage much? Seriously - did someone make fun of you for using a gun? You seem to have a personal issue with this)
"Clearly with a piercing shield you can just run right through the hazards" (Calling BS on this. You can take a few more hits but you're still NOT MOVING ANYWHERE so it's a moot point. If you really suggest using your shield to get to those drops, it's going to break before you can get out)
You seem to be the one playing into Darwinism more, seeing as Cheeserito said that the hazards do decent damage, not that she's constantly dying because she just must have those loots - In fact, she said quite the opposite, that it was stupid to risk health for them. So tell me, who's the one getting their ass beat by thorns? The person who suggests running into them with your shield (Guaranteed to lose damage) or the person who'd say "Guess I'm not getting those" and moves on?
Here's what needs to happen:
They shouldn't take damage (It's a game, it would make kiting a lot easier, I think it's fine that they're unaffected)
Make shielding through hazards prone to little or no knockback (Even with a piercing resistant shield, if I get caught in spikes I get to move about 5 steps before it finally breaks, then I have no shield to protect me on the rest of the way out)
Monsters already have some sort of hazard detection from what I've noticed. They seem to shy away from my bomb's fire patches, I've seen them stop before the patch, then dodge over it so they don't get affected. They should simply walk out of hazards to avoid this issue.
- If they don't have hazard detection, they already have systems in place to make it work. They can detect where the player is and run away - we know that. And there's already a programmatical way of differentiating hazards from floor (Otherwise, the hazards wouldn't do anything) - So they could apply the running away behavior to areas designated as hazards, too. But they won't take damage from them.
And if any assumptions are made of my skill - I can nearly solo Tier 3, spikes/thorns are kind of ridiculous.
I agree only as far as monsters should have something in their script to move them out of hazards if the player is not currently standing in the hazard. They should, however, be willing to move into and/or through hazards to get to a player.
I definitely do not agree that monsters should take damage from stage hazards.
Thank you, my knight in shining armor Deslare for saying things so eloquently when all I would have done is raged about being called "new" and being told to "learn to play" when it's clearly not my fault, when other people share in my agony.
Also, maybe CrashFu has a Jesus shield (complete with a Chi-roh on it and everything) that is completely indestructible no matter what he does. And so he never has to wait for it to regen before attempting to shield again. He can just keep going because his shield is made of impenetrable holy light or something. Or maybe he's hacking, so he should be reported for doing something so heinous.
In any case, the OP suggested only harming the healers who hide out in the hazards, and that should be fine enough, as long as it's not an absurd amount of damage. The equivalent of 2-3 bars of our health should be taken, to make things fair, but I think that's asking for too much. I don't think it should be an immediate health loss though. It would probably be better (and less exploitable) if it was timed, so either they camp and take damage, or they camp for a smaller amount of time and get the hell out of the hazard before taking any damage. Which would probably (only somewhat) take away part of the hassle of trying to get all the drops.
In case I wasn't clear about what I wanted, our shields should not be destroyed so easily by thorns. This makes getting drops in the far back nigh impossible.
Or maybe make it so that thorns..."retract" like every single other floor hazard ever. I understand that they're thorns and therefore logically cannot just go back into the ground. So maybe we could have it be like...when they're "shining", they can harm us. When they're not, then it's safe to walk through them (kind of like..."We've been observing this planet long enough to know how to walk through their natural hazards some of the time"). Alternatively, make it more realistic. We have swords for crying out loud. People use machetes to clear away hazards in jungles in real life, why can't we use our swords to chop them down?
Alternatively, make it more realistic. We have swords for crying out loud. People use machetes to clear away hazards in jungles in real life, why can't we use our swords to chop them down?
THIS! make brambles destructible!
Admittedly when I started playing and first saw the thorns, I tried to cut them down. I was sad. Implement this.
By this I mean implement cutting down thorns, not me being sad. I would not like "me being sad" implemented.
Okay, to be fair, that was Deslare's idea. I think to add on (since I just KNOW people will complain about it being just SO terribly, horribly unfair and game-breaking to be able to destroy ONE type of floor hazard), they should respawn after a given period of time (maybe 10-15 seconds?).
This idea shouldn't be very hard to implement either, as they already have floor "hazards" that you can destroy, only to have them respawn a few seconds later.
@ Cheeserito: Putting our differences aside... I actually like that idea. Having brambles that we can chop through (respawning or otherwise) would be kind of fun. Of course, then it will be gun specialists complaining that they're the ones at a disadvantage since they would either A: not be able to clear the brambles easily with their guns (such as the current trouble with destroying bushes) or otherwise B: if they could, then the brambles would be BLOCKING their shots. Ah, well..
Actually, I'm just in favor of seeing a wider variety of hazards, floor or otherwise, period. Variety is the spice of life, and all that. Hazards that can be cleared with attacks, Hazards that CAN'T (but do very little damage compared to other hazards), Hazards that can be cleared AND IF YOU DON'T they'll spread to fill the room, Hazards that can only be dealt with by a specific weapon type to encourage mixed arsenals or a diverse party. Hazards that, while harmless to the enemy, will be actively attacked and destroyed BY this enemy but unclearable by the players.
These things could come in the form of brambles or whatever else can be imagined, but I'd like to see all of it and much more.
Brambles are tall enough, I'm sure they could write it off. Or it could encourage variety.
Perhaps a "windmill" style hazard (Seen in quite a few games and minigolf courses) would be interesting.
Not just healers, but I say all monsters should take at least damage from running through spikes. I'd rather just see them unable to enter spikes period as it's sometimes hard to grab drops when monsters die deep in a thorn pit.