|
|
|
|
|||||||
| The Graveyard General POTCO Game Talk Archive Forum |
|
Login or Register now to see less ads. |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
||||
|
||||
|
Disengage!
Am I the only one that routinely lets NPC enemies disengage because their areas of coverage got changed back to "where it spawns plus two feet" or so?
I don't understand why DISENGAGE is really even part of the game. If an NPC enemy is chasing me and I duck out a tree tunnel - ok, MAYBE then. But it is increasingly annoying. Right now, an enemy being hit by my crew mate will "timeout" on me. For example, if I shoot General Darkheart to position him correctly for his glitch, then my crew-mate throws 30 grenades and finishes him off with a couple flaming skulls, I get the infamous "+0 rep." of a disengaged enemy. (I'm talking about a low level Edward Edgemenace, not the L40.) Since I didn't move at all, the only thing is the time elapsed. This should not be. Another example is backing up while firing at dread scorpions on Outcast island. I can't back up in a circular pattern small enough for them not to disengage. I lose my rep, they go back to full health. This should not be. Worst of all, teasing a Juggernaut along...forward 14 seconds, left 4-5 seconds, broadsides shot...(repeat 37 times for my level 14 pirate in his light sloop.) The Juggernaut will disengage while under constant fire! Not only that, but each time it disengages, it goes back to 100% sail point speed, without any sail points. The first thing I did was shoot down the masts! The masts don't come back, but the sailing speed does! So I can't stop and shoot them again - they aren't there. I don't know if the Juggy example is just a boundary issue (e.g. uncharted vs. Scurvy Shallows) or what. I don't understand the concept of DISENGAGE at all, at sea. How can a ship under fire, just give up chase? In SvS, they chase me from one side of the Caribbean to the other and back again! Escape should only be a matter of landing at a safe harbor. (Maybe not even then. If a ship re-launches that I recognize in SvS...heck, even if it is a different ship with just the same name...I'll be after them.) Do other people get undermined by DISENGAGE as I do? Shouldn't the distance and time they chase you at sea, be at least 100 times farther and longer than it currently is? (On land, twice as far and ten times the time duration.) And when they do DISENGAGE, shouldn't they just dissipate into cloud of voodoo smoke and respawn? I can understand the game-playability for kids, of having undead gravediggers give up if you run out of the graveyard. I can understand having a limit of 10 enemies chasing you, so you can't round up all the baddies, spoiling the game for others. But the current distance and time limits of DISENGAGE are too small and short for normal combat. Especially at sea, where those boundaries are invisible. |
|
#2
|
||||
|
||||
|
In my opinion it all seems to be a big mess. Ships sitting basically glitched, though I am not seeing the disengaging ships as you are describing. I have just downloaded the other computer to test some of the dual crew things, so have to see what I find there.
Enemies though I think a real problem from what I saw today. Players running through Quarry and eitc disengaging, they run the path back to their spawn spot. Anyone between this path they engage. I could just imagine the trouble I would do if I was so inclined to take a 40 and run a bunch of creatures in line to a disengage spot, to come back at low level characters working on something. |
|
#3
|
||||
|
||||
|
I agree the distance and timing needs to be increased. This can become rather annoying.
__________________
Signature Compliments of Senior Officer Mia Lightning
|
|
#4
|
||||
|
||||
|
Haven't noticed the ships at sea disengagement. But have definitely gotten tired of it fighting enemies on land. I have noticed that if I am fighting an enemy and another player intervenes in some way, this will cause said situation. For example while fighting Vicious at KH, I had his health low. Another pirate walked up the stairs and walked past me pirate. Vicious disengaged and returned to full health. Argh! It seems to happen more frequently since the updates, and from my experience more often with EITC and higher level Navy, and the Bosses.
|
|
#5
|
||||
|
||||
|
I also have to agree , im not sure when it started before the recent update or not ,but in the past few days the land enemies do disengage a bit sooner which can be a pain at times,the ships also disengage sooner but its not as noticeable on high lvl warships,prob more of a pain to the lower lvls that have to hit big ships for a bit before they sink it.
|
|
|