It would be great if the AI would be capable of utilizing magic powers of mobs/bosses against magic using PCs, and melee powers against non-magic type PCs, and where Builders do not have to make Mobs that have to counter the gamut of PCs that attack. This uber capability means the content/mobs often are overpowered for the average PC type.gedweyignasia wrote: ↑Mon Dec 14, 2020 2:17 pmThat's a change that I would wholeheartedly get behind, but remember that while potions and wands exist there will be balance concerns....This is probably a discussion for another thread though.LazyTrain wrote: ↑Mon Dec 14, 2020 2:11 pm I, personally, would love to see that sort of non-buffing "I can stand on my own skill and two feet" style of build become relevant! It may also lower the overall need for consumables and lower the price of them on the markets, if only by a smidge since they're still expensive to make.
Essentially, in order to make combat absolutely more interesting, is where NWN2 could be scripted to spawn mobs based on a counter to the Party or Solo adventuring group.
For example, if a non-magic using PC or Group entered an Area of mobs, those mobs wouldn't challenge the PC(s) with having buffed DR, Immunity, massive crits and DC spells galore, but instead would challenge the PC(s) directly with similar, mirrored Abilities, AB, DMG output, etc., so that actual Dice Rolling, for both Player and AI, would determine the outcome, instead of lopsided power difference, often based on OOC experience gained by the Player(s).
In PnP, this is what the DM there for: to provide the Players a challenge, both intellectually and tactically, but put the outcome balanced on that creativity of the Player with the randomness of the Dice Roll.
How would it be possible to adjust/program the AI better? Is this just the "hitting the ceiling" of the Engine itself?
The philosophical problem here, as I see it, is that currently, Players could choose to roll up sub-power builds, and self-instill limitations, thus presenting themselves with a greater challenge in experiencing the Content...yet, few are willing to do it, and fewer still do it with NOT complaining in the end that Content is "too hard!!"

Thus, given the problem that Players don't self-manage challenge very well, in mechanics-vs-content realm, designers would have to create content that itself, adjusts to the Power Level of the PCs, in the encounters. And, obviously, Rewards being commensurate to the actual Challenge Rating (which would, in the perfect system, fluctuate greatly!).
Maybe I'm over thinking it (wouldn't be the first time! lol). That said, what say you to the topic, and simpler/more likely changes? Cheers.