Hands-on with Tabula Rasa's next patch: harder enemies good for the game?
Filed under: Sci-fi, Forums, Game mechanics, Patches, PvE, Opinion, Tabula Rasa, Hands-on

Among the many changes to come to Tabula Rasa in the most recent patch on the public test server is a new, enhanced enemy AI. For whatever reason, the Destination Games team decided to amp up the difficulty of enemy encounters by increasing so-called "aggro sharing" between enemy monsters. Having given the new build some time on the test server, we've got some thoughts and criticisms.
While we've only had direct experience testing the new AI in a limited capacity in the lower levels of the Wilderness, we did in fact notice a dramatic change to enemy behavior. Even in the Tier 2 levels, traditionally one of the easier portions of the game even for those not acclimated to TR's gameplay style, things have become considerably bleaker. Attacking any enemy seems to draw others out the woodwork in droves.
We tested out the Targets of Opportunity, trying to take out some of the named enemy bosses wandering around the Wilderness. It might be a matter of opinion, but we think that the difficulty is simply too much. After killing our named enemy, we spent the better part of five minutes just trying to shave off all the adds that had come trying to fry our asses for killing their buddy. By the time we had the immediate area even remotely clear, those same named bosses that we had already killed had respawned and were on their way back to our location. This, we think, is a bit much.
Moreover, the CP assault and defense gameplay that we have come to know and love, particularly after the changes made in patch 1.6, is on the brink of collapsing under the weight of this new change. As we discussed in a recent feature on CP assault, part of the skill necessary for capturing control points is knowing how to attack strategically, and picking off small parts of the larger mob of enemies one after another. This is only made possible by the fact that the other enemies are preoccupied by other things.
With the change to the AI, the whole mob seems to turn their attention to you at the slightest provocation, and things go awry awfully quickly. Instead of it being a game of strategy it becomes a game of numbers. There's very little time to plan attacks and consider the way you're going to cut your way through your enemies when they all just rush at you in a big horde. And latency in the game being what it is, you're often dead before know it or have a chance to react. This is not the way.
Kagasumi from the NCsoft staff is asking the player community what they think of the changes. While some seem to be harboring a fairly masochistic "bring it on!" attitude on the AI tweak, we're going to have to throw our weight behind those that think the changes need to be scaled down. We're all for a good challenge in our MMOs, but the trend set by this new patch is going to lead us down a dark road. At the higher levels, it's going to become extremely difficult to play the CP game solo, because it'll be utterly impossible to even out-heal the damage inflicted. Sure, it encourages group gameplay, but we'd like to see the casual-friendly solo game be kept intact.
What do you think? If you've tested the changes, what kind of experiences have you seen? If not, do they sound like they're taking the game in a direct that interests you? Now's the time to voice your opinion, after all, while the changes are still in testing.






Reader Comments (Page 1 of 1)
4-12-2008 @ 5:35PM
pufonthis said...
I'd have to agree with the author that this is a bad change. I've only been trying out Tabula Rasa for a few weeks now but so far it hasn't been great. One of the main reasons I don't like it is because the aggro range on the mobs is so huge. You can't go anywhere or do anything without wave after wave of monsters attacking you. It becomes a chore just to go to a mission objective or instance. With these new changes it sounds like this aspect will only get worse.
While I've found the change of pace from fantasy to sci-fi to be refreshing and the environments and guns of TR are pretty cool, the game does suffer from some serious repetition problems, even more so then your standard MMO (a genre thats practically built around repetition). It's just not fun at all the go for a mission objective only to see it's guarded by cyborgs who respawn in 2 seconds. You have to kill them 10 times just to get past them. Pretty un-fun a lot of the time.
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4-13-2008 @ 5:16AM
Mark Benson said...
I have to agree, this is gonna make the game really quite annoying to play. In heavily occupied areas you already get argo from damn well everywhere when you walk in. It also will make managing targets in an occupied area a night mare. Usually you can hold up somewhere and pick up mobs 1 at a time and get them to run towards you then splat them in mangable numbers.
If you get argo from all mobs in the area at once places like the south of Divide, Bane occupied areas of Palisades, most of Plains, etc. will end up just killing players at a stupid rate. moreover it'll become even less fair as while one group of players is getting mauled at one spot, because all the bane have run over there there'll be non anywhere else so others will just glide in, do the mission, and glide out. Thus it throws the difficuly of PvE balance of the game out completely.
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