Originally Posted by Tuco
Originally Posted by Yawning Spider
These fights need to be retuned on several levels. Enemies chain-aggro'ing is a very bad look, but there's also just the amount of time the Druid Grove and Goblin Camp fights take. NPCs take forever to calculate their turns and execute their actions.

Well, I guess there will be a lot of work ahead to AI calculation more "reactive", so to say.
It's almost a given at this time in development, even if they are mostly borrowing the core of it from DOS 2 (as I would imagine).

Yeah, I haven't posted about it until now because I have very little doubt there are a number of irregularities to work out there. Sometimes they're quite responsive, sometimes they seem to reach some kind of hard cap of processing time and either stand still or move forward then jump back to where they were.

Even if they were all responsive all the time, though, a turn-based goblin fight is entirely unlike a RTWP goblin fight. I don't particularly want to watch 8 goblins take a turn before I get a chance to move one of my characters again. I think this issue is probably more pronounced in multiplayer, where you're already waiting for your friends to think about their actions and have fewer character under your control in any given fight.