Misere wrote:How do you fix one without breaking the other?
1) Linked mobs that come in bunches. Split pulling was an art at one time....
3) Non-social mobs. If I am killing something, its buddy/mate across the road should notice and come help if its close enough.
Some games have had hard coded encounters in which that group of 3 mobs will *always* come as 3 (early Vanguard Beta, early days of EQ2, Swtor I believe as well) regardless of skills or abilities used, I'm assuming that's the situation he's referring to, while other games have managed to have groups of mobs that would only come as the full pack if they were within a certain radius of each other or possible to split off with skills/abilities.
For example, if I let that ogre roam 30 feet from his friends, he'll come single and the others won't notice, however if I misjudge and he's actually within 25 feet of his friends, and within their aggro radius, they will notice and join in.
It's possible to allow for mobs assisting each other without hard coding them to always come as a group, and I've always found that to be an enjoyable mechanic to master.
As he mentioned, in EQ, split pulling was an art, a good puller earned reputation as there was skill involved. It may sound like a small mechanic, but it had a huge impact on how the game played as a whole.
I was more proud of the pulling tricks I'd mastered on my ranger over the years than I was of any gear he had. I've really missed that in recent games.