I mean people excuse themselves is the reason. Not new tactics or change the difficulty in a computer game can stop crime.
It's quite obvious and you respond like a kid.
People can only cheat like this, in a computer game, is because they are not qualified to do others.
This nonsense again. Nobody cares what you do in your single-player game, you can crash the game intentionally every 5 minutes as far as I'm concerned, but you need to understand that awful "AI" scripts don't affect ONLY you.
If I decide to lure a group of enemies to a choke point, I don't want that group of enemies to act with less cunning than a group of amoebae. Meaning, I don't want them to split, leave monster buddies behind, retreat to a safe space and cower etc. And this can happen if the choke point is far enough. Sometimes the only choke point is far enough. I don't want to choose between not using the advantage of a choke point (especially if I'm soloing) and triggering an awful AI script.
To each his own, but I find it amusing that someone sees fun in exploiting an awful and basic script that dictates how enemies will behave once they're far enough from their original location.
It also goes without saying that enemy scripts shouldn't be balanced around marginal modes (so what if there aren't enough exploits to complete triple crown solo).
Compare it to the chokepoint tactic, or the fact that enemies tend to clump around the one tank in front, ignoring the back.
It isn't about people having badwrongfun, or about plugging exploits. It's about the AI being dumb as bricks and the game effectively trivializes itself. I as a player shouldn't have to neuter myself in order to have an acceptable gaming experience. Like I said, compare it to the other two, more accepted issues with combat.
Your argument is analogous to saying "If you don't like the enemy clumping around your tank in front and ignoring our back line completely, don't use ranged characters" or "If the enemy can't deal with choke points, and that bores you, don't use choke points - run wildly into the rooms and throw caution to the wind and get surrounded on purpose". There are legitimately people that have practically taken those stances in the arguments, believe it or not.
I'm not saying that there shouldn't be good tactics, and I'm not even saying that there shouldn't be encounters that can't be trivialized - I'm actually fine with many encounters being trivialized if you just approach them the right way. I'm saying that if there's a choke point that enemies can't deal with, they should use your tactic against you and start pelting the tank with arrows, if available. And enemies shouldn't clump around your tank and run circles around other members of the party in an attempt to get to him. And enemies shouldn't suddenly zone out when one of their friends runs away to attack the opposing party (that's you).
I've said it many times, and I might just as well say it again - it's not about difficulty. It's not about badwrongfun, either. If it was all about difficulty, that could be solved with numbers inflation (such as PotD). It's about the combat becoming predictable and formulaic, and the enemies acting (or being acted upon) in nonsensical manners, "abusing" clear gaps in the AI or the system.
I should absolutely be able to get into position and pull one of the enemies, to have the rest of them come running around a corner. I shouldn't have to run headlong into combat in order for the AI to engage properly. And although I realize that fixing this issue for me and others would interfere with some people's wish to pull enemies one-by-one and have them zone out and return to position, it isn't ultimately about me thinking that they are having badwrongfun, but about fixing what we perceive to be a pretty serious issue in how the opponents in the game behave.
There is no such camp. Or rather, there is no camp that opposes any such a camp.
And people shouldn't have to tie their arms around their back and headbutt their way through the game in order for it to provide a challenge, guessing at what is a tactic that is in the "spirit of the rules" and what isn't.
There was one combat encounter in the game that I thought was genuinely fun and engaging, and it was when I accidentally stumbled into a room full of xaurips. When the argument becomes that you should cripple yourself or rely on random clumsyness in order for something to provide a real challenge or be interesting, I think we've pretty much hit rock bottom.
This is part of why I hate Achievements. It's created the idea that if there's an Achievement, that's supposed to be one of the intended playstyles supported by the game.
The game isn't intended to be played Solo. It's a party-based game and Path of the Damned is supposed to be ridiculously hard. The fact that the broken mob luring is necessary for a Triple Crown Solo run isn't a good argument for anything. Before release, developers doubted whether someone would even be able to do Triple Crown Solo (...which just means that they really, really, really should've done more playtesting).
I can't really read it all. It's not my language. Sorry for that you type that much. Can you cut down something if I misunderstood what you mean?
What you mean is that "AI is not smart enough" makes you are allowed to do this lure thing?
But if the AI is too smart, they would beat players. Mobs are numberous than player's team.
It's not developers can't make a smart AI. AI can play chess, and computer game is not harder than that.
And...you said it like a student cheat in a exam, and excuses that the teacher didn't notice.
And the ways I mentioned in my first post is actual used in a online game I know. Allow players to cheat is not fair to other players in online game.
And I knew they don't fix it is because this is a single player game. Maybe for some people can only pass the game in this way.
So why don't they just change the difficulty?