MMOMinion

Full Version: Movement in combat
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I was looking over the github codebase and noticed there doesn't seem to be real support for movement in combat. If you don't already have something in the works, I'd like to suggest adding a simple system based on potential fields (simple tutorial: http://aigamedev.com/open/tutorials/potential-fields/).

== Briefly described
1. create a repelling field around all aggro mobs (to avoid walking into adds and move away from mobs already engaged on us)
2. create an attracting field around our target (to keep us in range)
3. create an attracting field around our target's leash radius (to avoid accidentally running away)
3. [optionally] create a repelling pheromone trail (to avoid local optima problem; like being perfectly surrounded by mobs)
4. [if doing a fate] create an inverted field centered on the fate (to heavily penalize leaving the fate boundary)
* adjust the radius of fields #1 & #2 based on range of abilities for whatever class you're using

With just the above rules, the bot will kite fairly well (mostly useful for Archers), reposition when an aggro mob wanders nearby (useful for everyone), and most importantly look a bit more human.

It's also easily extended later on. For example, to help deal with positional abilities in party combat; field #2 can alternate between being centered on / to the side of / behind a mob as needed.
Space time continuum!
Certain classes can cast whilst moving, from experience archer would be one of them. Their skills are insta cast but have cooldown. The magic classes, BLK in particular are stationary only as virtually all spells have a casting time.

You are correct though, the game sucks in terms of game play in comparison with GW2, at least the leveling aspect. Endgame dungeons however are much better than gw2.
It's a bit more complicated than that. Discipline of War abilities seem to all be instant cast whereas Discipline of Magic abilities _mostly_ are non-instant (thus require stationary casts), regardless of what class they're on (so you can move while casting Flash on a THM but not Cure on a GLD).

Additionally, even abilities that require you to be stationary actually allow you to resume moving a little bit before they're done casting. This is most noticeable when quad-kiting- ie. running in circles keeping your instant cast DOTs up (eg. Aero) on ~4 mobs and occasionally stopping to (re)cast non-instant DOTs (eg. Thunder).

tl;dr summary: right before casting an ability that has a cast time, halt movement. Right before it's done casting, resume movement if needed.