Hello all!
Something I have noticed, and am partially guilty of using, are the leashes on NPC like bandits. If you bite off more than you can chew, you can kite away and eventually they just run back to their primary location. While this is happening, they ignore any attacks you use (while still taking damage) and they don't heal at all.
I understand that if they became immune or healed up their HP, it wouldn't make a ton of sense in this game. So I purpose there is some priority put on healing options that make sense for NPC's. Wildlife also doesn't heal very fast, which makes some sense, however it makes it easy to cheese certain creatures.
EDIT: I am all for reevaluating Bandit Camps and AI in general, as I think there is a boatload of room for improvement. However this thread is more directly aimed at addressing the direct abuse of the leash as is.
Brainstorm on Leashing:
Please, feel free to ask question, or otherwise offer any feedback.
What do you think?
Something I have noticed, and am partially guilty of using, are the leashes on NPC like bandits. If you bite off more than you can chew, you can kite away and eventually they just run back to their primary location. While this is happening, they ignore any attacks you use (while still taking damage) and they don't heal at all.
I understand that if they became immune or healed up their HP, it wouldn't make a ton of sense in this game. So I purpose there is some priority put on healing options that make sense for NPC's. Wildlife also doesn't heal very fast, which makes some sense, however it makes it easy to cheese certain creatures.
EDIT: I am all for reevaluating Bandit Camps and AI in general, as I think there is a boatload of room for improvement. However this thread is more directly aimed at addressing the direct abuse of the leash as is.
Brainstorm on Leashing:
- For Bandit/Humanoid Camps
- If a bandit camp is supposed to be a troupe of established bandits, they should have some form of magical or medicinal healer on site.
- Whether it's an
- Alchemist
- Medic with Bandages
- A Mage
- Etc.
- The healer would not leave the Bandit Base, preferring to stay safe and not do direct combat.
- When a bandit begins leashing, or gets too low, they will begin running back to their camp and yelling for help.
- If there is a healer alive and in range, they will begin healing the Bandit as soon as it is in range.
- This makes clearing camps more important, and also makes more logical sense.
- It makes it a lot harder to abuse the leashing mechanic if you can't kill them fast enough.
- If there is a healer alive and in range, they will begin healing the Bandit as soon as it is in range.
- If the healer is attacked within the camp, it will scream for help and all other nearby bandits will converge on the attacker.
- Unless already engaged in combat within the camp.
- Whether it's an
- It could also be much simpler
- The bandit itself could simply begin using a bandage or drink a potion (with the corresponding animations).
- This would work similarly to how it does for players.
- This could also happen in conjunction with the healer suggestion.
- The bandit itself could simply begin using a bandage or drink a potion (with the corresponding animations).
- If a bandit camp is supposed to be a troupe of established bandits, they should have some form of magical or medicinal healer on site.
- For Wildlife
- It makes sense that if a wounded animal gets away, it will stay wounded.
- However, for the sake of balance, I think this should be dealt with in some way.
- After exiting combat and flee mode, a creature is able to active their version of the Rest Skill.
- They would either lay down, or perhaps lick themselves to clean, or another idle activity.
- This would begin regenerating their health like the Player Rest skill.
- It would be interrupted by damage or by a player getting too near.
- It makes sense that if a wounded animal gets away, it will stay wounded.
Please, feel free to ask question, or otherwise offer any feedback.
What do you think?
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