Significant Bug needs fixing ASAP plz

Sooty

Lion's Arch Merchant

Join Date: Jul 2005

Australia

Giggity Giggity Goo

I'd just like to draw attention to the problems with creatures agroing from several agro bubbles away and or not losing agro when a player is several agro bubbles away. This is mostly happening in the realm of torment. It is making it quite difficult to farm the greens there over the weekend as we cannot run away from groups we'd really rather not fight. Please note this is not lag.

An example: walk into a group of enemies, activate sprint skill, run until the 'little red dots' are two or 3 agro bubbles away. One of three things will happen...
1. They will break agro as normal and leave you alone.
2. They will hang back but if you move any closer than when you stopped moving they will attack you even if you can only just see them on the radar they are so far away.
3. They will simply not break agro at all and continue chasing with no let up.

Sorry to be a pain, I have put this in the bug thread but it's an awfully big thread and I'd like to maybe highlight this one in particular for the weekend.

Thankyou. :-)

Shanaeri Rynale

Shanaeri Rynale

Desert Nomad

Join Date: Aug 2005

DVDF(Forums)

Me/N

yeah it's pretty wild now. Watched a mindblade chase a guildie from the chaos plains all the way to the labrynth reaper - lol

Captain Roberts

Ascalonian Squire

Join Date: Jun 2006

The Celestial Guard

W/

ya this is very anoying...but i would kind of like an "agro meter" once an enemy is in your bubble they agro to you and the meter is red. then if you run away it would slowly go down back to green, at green they are at normal agro range (danger bubble area) but before that your bubble would be bigger for that enemy. What do you think?

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

if im not mistaking it came with the new AI update

generik

Desert Nomad

Join Date: Jun 2005

This concept of "agro" is silly anyway.

IMO it is working perfectly fine.

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.

Aggro it once and the gloves come off.

It is perfectly realistic.

Meta Dervish

Ascalonian Squire

Join Date: Nov 2006

Mo/Me

Lol mobs should call all 100+ of their allies on the map go help them whenever they get aggro

TheMosesPHD

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

R/

Stop whining. What's wrong with higher lvl monsters chasing you all around the place? Upset that the game isn't easy? Well, I should say easier, since the game is already easy. Sorry, but it's silly to complain about being challenged at the end of the game and having to think.

One thing to note is that some mesmers have Illusion of Haste, and will chase you with it pretty much indefinitely unless you strip it off. Once you strip it off they'll be crippled until haste recharges. Also you could bring your own type of crippling such as something that puts Crippling on a foe or a mesmer slow hex.

garethporlest18

garethporlest18

Forge Runner

Join Date: Jan 2006

[HiDe]

W/

Quote:
Originally Posted by generik
This concept of "agro" is silly anyway.

IMO it is working perfectly fine.

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.

Aggro it once and the gloves come off.

It is perfectly realistic.
This game isn't meant to be perfectly realistic, if it was then other things would have to be changed everywhere. Such as some monsters having less brain matter than others, which isn't true they all run on one AI engine, or some monsters being slower than others, or some being faster which is already true for the faster part but some of that is also unrealistic. So your perfectly realistic statement, is out of context.

Fact is, mobs shouldn't start chasing you again once you broke aggro and left it completely, they should just be going back to their business they aren't that smart and shouldn't be.

As for Torment creatures chasing you all around over the place it's quite annoying and can hinder you greatly from accomplishing what you set out to do, since there are over 50 groups on the map that are almost so compacted together you have to play maze through them to not aggro the whole damn set. Everyone loves Rain of Terror's and their AoE higher than human damage water attacks, that always go right for hero monks and annihilate them.

Sooty

Lion's Arch Merchant

Join Date: Jul 2005

Australia

Giggity Giggity Goo

Quote:
Originally Posted by TheMosesPHD
Stop whining. What's wrong with higher lvl monsters chasing you all around the place? Upset that the game isn't easy?...
Well thankyou for your highly developed insight there. Perhaps you should actually experience this situation for yourself before making such comments. Sincerely, I doubt this behaviour was intended. If that assumption is correct, then this is a bug, and we are simply requesting it be rectified.

Rok

Rok

Lion's Arch Merchant

Join Date: Dec 2005

Guild Wars

Quote:
Originally Posted by Sooty
Well thankyou for your highly developed insight there. Perhaps you should actually experience this situation for yourself before making such comments. Sincerely, I doubt this behaviour was intended. If that assumption is correct, then this is a bug, and we are simply requesting it be rectified.
Lmfao

I agree with Moses, mobs should never deaggro, specially in Torment. They should hunt you down and bring all the rest with them. It isn't that hard to clear the place out with a full group. If you take heroes/hench just park them somewhere out of range when you get to the boss you want.

Quit whining, the game is easy, learn to play. If you step into a high level zone all by yourself, expect to die.

*cry* mobs are chasing me and I can't farm *cry* LOL

natuxatu

natuxatu

Wilds Pathfinder

Join Date: Apr 2006

Wisconsin

Rt/Mo

I think it's more realistic how they have it. In reality, like some people, some mobs would chase you, others would spot you from further away (when you spot them why can't they spot you) and so forth.. in my opinion it makes the enemies seem more unpredictable which in return makes it seem less repetative.

garethporlest18

garethporlest18

Forge Runner

Join Date: Jan 2006

[HiDe]

W/

Quote:
Originally Posted by natuxatu
I think it's more realistic how they have it. In reality, like some people, some mobs would chase you, others would spot you from further away (when you spot them why can't they spot you) and so forth.. in my opinion it makes the enemies seem more unpredictable which in return makes it seem less repetative.
Oh damn then we're gonna have to start making other things realistic like quest rewards and monster speed. Crap we should start doing that to the scenery as well. Oh there goes Guild Wars. I don't log on to play real life, I log on to escape it, I don't want realism. They also won't add quest rewards. Anet doesn't want people to make money.

Lord Sojar

Lord Sojar

The Fallen One

Join Date: Dec 2005

Oblivion

Irrelevant

Mo/Me

I am sorry, but you IDIOTS who continue to say "Learn to Play", the game is easy, etc, are annoying. Maybe we don't want to kill EVERY SINGLE MONSTER? So, by what you are saying, we cannot break aggro and therefore cannot avoid them. What is the point of running skills again if you cannot use them to escape monsters? OH, PvP... Don't even say it. Some running skills are built for PvE. GO AWAY TROLLS.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Happens with the avicara wise in talus chute.

Clord

Clord

Wilds Pathfinder

Join Date: Jul 2006

Finland

Victory Via Valour

I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.

exiled mat

exiled mat

Krytan Explorer

Join Date: Dec 2005

The netherlands > friesland > balk

[JAMM] Justified Ancients of Moo Moo

E/Me

Quote:
Originally Posted by Sooty
I'd just like to draw attention to the problems with creatures agroing from several agro bubbles away and or not losing agro when a player is several agro bubbles away. This is mostly happening in the realm of torment. It is making it quite difficult to farm the greens there over the weekend as we cannot run away from groups we'd really rather not fight. Please note this is not lag.

An example: walk into a group of enemies, activate sprint skill, run until the 'little red dots' are two or 3 agro bubbles away. One of three things will happen...
1. They will break agro as normal and leave you alone.
2. They will hang back but if you move any closer than when you stopped moving they will attack you even if you can only just see them on the radar they are so far away.
3. They will simply not break agro at all and continue chasing with no let up.

Sorry to be a pain, I have put this in the bug thread but it's an awfully big thread and I'd like to maybe highlight this one in particular for the weekend.

Thankyou. :-)
well... that explains one thing why anet will probably refuse to fix it


but alas, the ai still needs to be tweaked i guess, because yesterday a MONK breaked from his group (he wasn't even in my agro) to try and wand me to death, not much to say my henchy's pwnd him, but his group didn't even try to back him up

And why do shiverpeak PROTECTORS follow you till the end of time? XD
whohooo, we gonna wand you to death, stupid two legs!

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
Wow. So that's why there was an Avicara Guile chasing me from the top of Lornars Pass all the way down to the end. Nice to know it was supposed to happen. Lol ok Anet.

garethporlest18

garethporlest18

Forge Runner

Join Date: Jan 2006

[HiDe]

W/

Quote:
Originally Posted by Marty Silverblade
Wow. So that's why there was an Avicara Guile chasing me from the top of Lornars Pass all the way down to the end. Nice to know it was supposed to happen. Lol ok Anet.
If they were smart, they'd break off from the spell, cause they could get annihilated if they were that far from their group. But apparently in their quest to make AI smart, they made it dumb! Hahaha.

Blind Rage

Blind Rage

Krytan Explorer

Join Date: Sep 2005

New Zealand

Inyurface Gaming [IYF]

That bug is barely significant compared to whenever you double click on a dark remain to salvage it you get err 010 and you get booted from the game.

Well for me at least.

noblepaladin

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
Yep, I recognize this type of behavior. It is really weird when you ressurect fairly far away and then suddenly this group runs halfway across the map to attack you. However, sometimes it makes the fight easier because the casters tend to run after you and you can pick them off before the rest of the group gets there (caster runs in to cast spell, the other enemies just stand where they were, which can be a screen or two away, after the caster "re-aggros" you, the others start charging in).

Swinging Fists

Wilds Pathfinder

Join Date: Mar 2006

W/Mo

Quote:
Originally Posted by generik
This concept of "agro" is silly anyway.

IMO it is working perfectly fine.

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.

Aggro it once and the gloves come off.

It is perfectly realistic.
Actually... Yes. I have experienced a mob aggro when they were half way between my "aggro bubble" and the edge of the radar. So much for the "danger zone" being the gray part - it seems to be most of the radar at times.

shardfenix

shardfenix

Banned

Join Date: Dec 2005

Il Power Overwhelming Il [HaX]

It's not a bug. It's working just the way they programmed it.

Shanaeri Rynale

Shanaeri Rynale

Desert Nomad

Join Date: Aug 2005

DVDF(Forums)

Me/N

The new AI is'nt really that smart. If you(or more likely Zhed the Rambo Horse) over aggro's simply lure a mob pull back and string them out, and pick off the stragglers. It makes it a lot easier now than it ever was.

thelessa

thelessa

Jungle Guide

Join Date: Jun 2005

Texas

Purple Puzycats

R/Mo

I remember a while back when they made a point of fixing the "chase you forever feature." Have they changed their mind about it?

Amity and Truth

Amity and Truth

Jungle Guide

Join Date: Jun 2006

W/N

I've allways got to laugh when people bring up the "realism" argument. It's a fantasy game for gods sake! We have speaking dragons, Monks can ressurect dead people and heal them in seconds. Elementalists could summon a second Ice Age if they wanted to and you people are still talking about realism? Seriously, that argument doesn't hold ANY strength.

One argument does have a strength though. It's the argument that GuildWars is a game. A game is supposed to make fun. If a mechanism, despite how "realistic" it may be, is hampering with the fun in a game. It's a bad mechanism. It's as simple as that. Sometimes a step back might be worth more than a hundred steps forwards.
We were once tweaking AI on a Neverwinter Server. The AI went from "moo" to "hey cool". It was reacting appropiately as a player would have. It became a real remorseless killer and that is where the problem started. People started to hate the AI, despite how sophisticated it was. We had to revert the parts which were working as intended, simply because they caused frustration amongst our players. Yes i know that it is a smaller scenario than it is with GuildWars.
But this AI is also causing a lot of frustration amongst the players. The whole permanent aggro bug made me kick out rebirth which once was a great spell for PVE. Why even bring it? You're either running away until the end of time or whenever you get close to someone dead the mobs insta aggro you even though your aggrorange isn't even remotely close to them. So why bring res if the endresult will be a wipe anyways?

MegaMouse

MegaMouse

Wilds Pathfinder

Join Date: Jan 2006

south mississippi

Warriors Of Melos WOM

E/N

I do beieve that this is part of the anti-farming code doing it's job a bit too well. I dont like to fight every battle on occasions but now it seems that once you aggro something it will go after you until you either Kill it or you die. This is cool with me as it can make the farmers job a lot tougher, but it makes the game a little harder for thse of us actualy trying to play the game. A-Net should tone he aggro down a bit or make it so that if the anti-farming code is activated put so many enemies in the map that it will be almost impossible to clear it out.

Mega Mouse

birdfoot

birdfoot

Frost Gate Guardian

Join Date: Jun 2006

Singapore

Ordo Chaotika

W/Mo

Honestly speaking, the AI has never been realistic. After all the changes done to how AI is behaving now, the AI still hasn't become more realistic either. While I do not have any major issues with the current AI, it's (perhaps luckily) because I didn't have much expectations of it ever since I started GW. I think realism in AI is important; but by "realism", I'm referring to the extent of how convincing the mobs behave (big, mean, stupid-looking mobs shouldn't be running). If we have a danger zone defined by the aggro bubble and it's valid for mobs to keep chasing us at 1 aggro bubble away, then I must say there's no strategy behind GW's aggroing mechanics. Mobs chasing players from one end of the zone to the other is perhaps realism, but not a realistic implementation. After all, realisticly, if a player group ran so far away from the mob group, the latter would possibly have lost track of the player group.

To those that felt AI is 'buggy', I think it's quite valid. It doesn't look like any form of improvement to me. Most of the players had already been used to how the old AI works. I don't quite recall any complaints on the old AI (though it doesn't provide much of a personality to different mobs), so why did it needed a change? It's quite abrupt, so it's no surprise many have an issue with it. In fact, I think it's good that it's been voiced out.

Cow Tale

Cow Tale

Lion's Arch Merchant

Join Date: Oct 2006

Ocean Shores, Washington

Last Sun Rise

W/Mo

lol jees u guys can be mean! i kinda like the new ai, make the game more challenging! only thing i dont like is the scar eater is really hard for me to kill now.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
Not entirely true. I've had such occasions while chest running in talus chute with the avicara wise-asses. I LET them cast fragility/phantom pain on me so then (I thought) they'd break aggro with a good sprint but no, they kept running after me even after i had them out of my RADAR.

EDIT: This has been around since BEFORE the AI update.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

"Run Forest Run!" Track and field events have been added to GW. LOL Personally I think this is the result of anti farming codes running amok.

CyberNigma

Jungle Guide

Join Date: Jan 2006

San Antonio, TX

W/R

Yeah if they made it more realistic (given that it's all fantasy and make-believe anyways), then it would actually be easier. You would have mobs of different types (not really in Torment but elsewhere since they are all on the same side) fighting each other more. You wouldn't necessarily see the lone Heretic in a group of Griffons just because he's a mesmer and can stop farming. If it was realistic, these disparate species would be fighting each other, meaning less mobs if you just sit and wait. That would be pretty stupid. It would also be pretty boring if you had to stop every now and then to oil your armour and sharpen your weapon to keep it up to par. I understand that osme people want realism. It's just usually that they play "simulators" or some sort that's more realistic. I'd like to see a realistic Spear of Torment or Grawl somewhere. :-) lol some people remind me of the Grey Giants walking around with their heads knocked off...

Ellador Nae

Ellador Nae

Frost Gate Guardian

Join Date: May 2006

GMT+1

I thought this was intentional. Something about stopping runners...

Made me curse a helluvalot too. Like when I was running with my decoy henchies - I left them with the last mob, so I could scurry away. I saw them fighting it out just as I lost them on my radar, still running, and thought I was safe. Ya, right, the 'realistic' mobs won beat the hench and came for me from OFF my radar. I know programming the AI is a tough cookie, but.. c'mon.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

Quote:
I've allways got to laugh when people bring up the "realism" argument. It's a fantasy game for gods sake! We have speaking dragons, Monks can ressurect dead people and heal them in seconds. Elementalists could summon a second Ice Age if they wanted to and you people are still talking about realism? Seriously, that argument doesn't hold ANY strength.
"That's not fair!!!"
"You keep saying that, I wonder what your basis for comparison is.."

Jen Connely/David Bowie in the movie "Labyrinth"

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
One Word.....WRONG! This is not the only instance of a monster chasing you an obscene distance. Any aggro can result in this sudden lock on your party that causes them to chase you from one end of a zone to another, literally. The thing is it is inconsistent with little or no behavioral trigger to constitute the chase. This would indicate a bug, a random occurence caused by conflicting instructions within the AI script. You likely have to met two or more completely seperate criteria in the AI script for it to happen but since we don't know what behaviors are coded into the script there is no way to tell.

The chase is not the only thing that is goony about the AI. Not only will monsters chase you they will also run from you to the other end of the zone even if you don't give chase. Monks will frequently charge your group during the initial aggro. The entire AI is just buggy as hell. They say that it reacts no differently than the original Prophecies script, except in regard to AoE damage. I have a hard time believing this though. Never once in prophecies, or factions for that matter, have I ever seen AI react in such a bizarre manner. I hope they figure it out soon. I know that they have a lot on their plate and the AI is going to be a lot of code to review.

Young Hero

Young Hero

Krytan Explorer

Join Date: Nov 2005

Mi

N/Mo

Quote:
Originally Posted by generik

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.
Yep they do. Go bubble a spirit and the mob comes rushing in from far far away.

Thargor

Lion's Arch Merchant

Join Date: Mar 2006

This whole argument seems to have 3 sides. Side 1 hates the AI because they might actually have to kill something on the way to the boss they are farming for a ridiculously overpriced green item.
Side 2 seems to hate the AI because they evidently are not smart enough to adjust to it and find a way to beat it.
Side 3 seems to have no real problem with the AI besides a minor annoyance now and then that is probably their own fault for a less than optimal pull or an overzealous henchie.
Its a game, its not supposed to be realistic. Some people need to quit crying about not being able to get thru an area with only killing the one boss they are after. Some people need to stop crying and learn to adjust to the changes. And the rest of us really don't have a problem. I personally see more problem with the Ai on henchies and heros than I do on the monsters.

Sooty

Lion's Arch Merchant

Join Date: Jul 2005

Australia

Giggity Giggity Goo

Many people are assuming that this has been a deliberate change to the ai which is working as the devs intended. I'm not so sure. There wasn't anything about this in the update notes for instance (i know they don't put everything in there but this would be a pretty big thing to leave out). Also there are sprint skills and skills like rebirth, which someone mentioned already, in the game for a reason. If they are rendered useless by this behaviour I think this simply lends weight to the theory that this was unintended. Imo we should first find out if this was indeed unintended in which case this is a bug and should therefore be fixed.

It's not a case of simply deal with it and move on. If every second skill in PVE failed to activate for some reason, I doubt you'd be saying well it makes it more realistic so just learn to deal with it noobs. You'd be a bit upset, pointing out the bug and expecting a fix. I'm sure once anet sees a few threads like this one, they will take a look at it and say hey something isn't quite right here, we'll get on that right away. That's all we're asking.

WasAGuest

Desert Nomad

Join Date: Jan 2006

Quote:
Originally Posted by Thargor
This whole argument seems to have 3 sides. Side 1 hates the AI because they might actually have to kill something on the way to the boss they are farming for a ridiculously overpriced green item.
Side 2 seems to hate the AI because they evidently are not smart enough to adjust to it and find a way to beat it.
Side 3 seems to have no real problem with the AI besides a minor annoyance now and then that is probably their own fault for a less than optimal pull or an overzealous henchie.
Side 4 (me standing alone it seems) hates the AI cause I find it boring having all mobs now act like circus clowns prefering running about over fighting. I wanna fight, I want something to hit me back so hard, I'm thrown to the ground and knocked back 10 feet for my viewing pleasure. I don't wanna chase Forest Gump and fan club across the map asking "will you fight with me?"

Trvth Jvstice

Trvth Jvstice

Wilds Pathfinder

Join Date: May 2006

HALE

W/

I'm pretty sure that when people here say "realistic" when referring to enemy ai, they mean the enemy is behaving more like a group controlled by real people.

Apparently the new ai isn't much of a problem, since you see so many people here that have beaten Nightfall with the new ai. Many people say that it's Too easy.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

Quote:
Originally Posted by Str0b0
One Word.....WRONG! This is not the only instance of a monster chasing you an obscene distance. Any aggro can result in this sudden lock on your party that causes them to chase you from one end of a zone to another, literally. The thing is it is inconsistent with little or no behavioral trigger to constitute the chase. This would indicate a bug, a random occurence caused by conflicting instructions within the AI script. You likely have to met two or more completely seperate criteria in the AI script for it to happen but since we don't know what behaviors are coded into the script there is no way to tell.

The chase is not the only thing that is goony about the AI. Not only will monsters chase you they will also run from you to the other end of the zone even if you don't give chase. Monks will frequently charge your group during the initial aggro. The entire AI is just buggy as hell. They say that it reacts no differently than the original Prophecies script, except in regard to AoE damage. I have a hard time believing this though. Never once in prophecies, or factions for that matter, have I ever seen AI react in such a bizarre manner. I hope they figure it out soon. I know that they have a lot on their plate and the AI is going to be a lot of code to review.
Last word I read/heard from Gaile was the chasing etc, is working as intended, and was broken prior to the update. I wouldn't look for a fix anytime soon, if at all.