Another thread about AI

lacasner

lacasner

Desert Nomad

Join Date: Jun 2006

Quote:
Originally Posted by Gaile Gray
people. I was talking about two separate changes that aroused outcry. I was not connecting the two. Please read before you make an assumption. I at no time suggested that the AoE skills were intended to stop the reported "endless chasing." These two issues are in no way related.
Ok, are you sure?

Quote:
Originally Posted by Gaile Gray
Dang I love close-in Firestorm or Meteor Shower for strategic "Get off my back, chump!" monster removal now!
Ohh, if I want to get a chump off my back I use AoE?

Wait, didn't you just say that these issues aren't related?

/confused

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Quote:
Originally Posted by lacasner
Ok, are you sure?



Ohh, if I want to get a chump off my back I use AoE?

Wait, didn't you just say that these issues aren't related?

/confused
Not related to chasing. Related to close-in melee. Which this thread is decidedly not talking about.

Thanks.

lacasner

lacasner

Desert Nomad

Join Date: Jun 2006

Ok, thank you I get it now

Alya

Wilds Pathfinder

Join Date: Oct 2005

European servers

RTFM

I really urge the designers to look at the examples in the thread on GWOnline. People describe there very thoroughly -- where, how, what effect they get with the mobs. There are screenshots. All this is very, very easily reproducible. Please give me a shout if you want to observe this behaviour, I will gladly reproduce some of the situations for you -- the ones I've seen and experienced personally, and which I can show you at any time.

A few more questions, then -- do the designers realize that these current as intended "behaviors involving mob attraction, monster range and persistence, etc." actually totally destroy and nullify the whole concept of aggro bubble (or "danger zone") of a player, and that they render such skills as Rebirth and Lightbringer's Rebirth Signet totally useless? Because in the cases of nearly total wipe-out it's easier and faster to die with the party and get rezzed all together on a shrine than to run away and then painfully try to rez the rest of the team while being targeted by mobs from a few aggro circles away. Obviously, this does not leave a chance if something goes wrong in a mission where we cannot use shrines.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

I was just reminded of way back before Factions was even released. I used to do ToPK runs a lot, and I problably did 50+ runs in my time there.
I remember sometime between March 2006 and when Factions was released, having problems with the monsters chasing me all the way to the spawn point in the Courtyard map.

So that update in November 2005, didn't fix it.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

I really do think this chasing and over-aggroing effect is intended. I noticed that it seems to only happen with mobs that are (story-line wise) more intelligent. Jade Brotherhood, Avicara, Grawl, Outcasts, Kournans, Margonites, Heket, etc. All of these are known to be more intelligent mobs than say Undead, Plants, Trolls, Drakes, Skales, etc.

I'm thinking that they introduced a kind of 'memory' on the intelligent AI mobs. If they almost wiped out your party, and one or two of you remain, they're more sensitive to your presence, ie: much larger aggro when you try to res. If you 'angered' a certain mob (might be random, like a mood swing), they will never break aggro until they or you are dead.

I've also noticed that certain types of mobs who leave spirits behind can actually aggro once you've aggroed the spirit. This only happens sometimes, though, especially in DoA. Again, it all seems intended. I have no problem with it, even if it is aggrevating sometimes. Honestly, complicated/overlapping patrols are intended as well, and they aggrevate me more than odd behaviour. It's a dangerous world out there, try to be careful.

ectospasm

Frost Gate Guardian

Join Date: Aug 2006

Quote:
Originally Posted by Gaile Gray
No, people. I was talking about two separate changes that aroused outcry. I was not connecting the two. Please read before you make an assumption. I at no time suggested that the AoE skills were intended to stop the reported "endless chasing." These two issues are in no way related. Please reread what I said and understand I was saying, "We have a situation now. We had one long ago, players complained, but you know, there were things about that unrelated change that were very positive. So, too, may the changes that are currently being discussed have aspects that re positive." The two are not connected; my comment made that clear. I think a few of you are so looking for a chance (even sometimes an excuse) to unleash a complaint, you're not even bothering to read before you start winding that rope into a noose.

Read above. NO connection between the two. Get it?

No one is ignoring this. We cannot make a fix when we cannot duplicate the situation, that's right! Otherwise, we'd be making changes day and night based on player reports that simply are not founded in fact! Think about it -- you have to be able to establish the situation before you can fix it. Please be patient and we will continue to investigate this, or we will make a statement that increases the understanding of why things are as they are. Thanks for holding up on this for a bit.
So like since the users do this all the time for the devs, then could we get some info on the dev/test team. Like age, gaming history, hours spent playing gw, what type of hardware they use, do they have a 8 inch monitor and 3 aggro bubbles look like 1?
Ive been playing video games since atari (yea big deal) but Ive been an avid pc gamer since the early 90s when Doom and Wolfenstein came out. Have played first person shooters since 1999. Though not familiar with mmos until Guild Wars, I know games, can differentiate bugs from intended programming and am familiar with how maps for games are made.
To me, I really dont think the enemies were intended to be so sensative to aggro from 3 to 4 bubbles away. Maybe this was introduced to stop runners so that 1 aggrod mob will chase them into the next mob not giving the runner enough time to heal? Though theres no logic to that, ruining casual pve players fun in order to stop runners.
So, go to the Fissure of Woe. Start fighting a shadow army, preferably behind the fort at the start, let a member or two die a bubble away from the mobs starting point, everyone else run like the dickens 5 bubbles away or completely out of compass range. Then have them slowly go back in making thier way to thier fallen party member. The mob will lock on and will do a yo-yo effect as I call it with your group making ressing the dead member possible, but it will cause a chain reaction and everyone will die trying to res. the other dude. Cause the abyssals hit hard. And with a monk ressing another monk, leaving no monks there to heal or prot the ressing monk, or 1 monk trying to heal 4 people why one necro dude with like 250hp is trying to res the other dead guy, its annoying. Thats if they can get a res off without being interrupted.

King Kong

King Kong

Krytan Explorer

Join Date: Jan 2006

W/R

This "intended behavior" is killing the game for me! There is hardly any point in taking rez now

Fay Vert

Desert Nomad

Join Date: Apr 2006

R/

Thanks your your reply Gaile, but I am still confused as to the state of affairs. When you check back with the devs and designers, can you please get them to confirm if the behaviour reported here, and on GWOnline, is:

a) Intended by the designers

or

b) Not intended, but the devs are unable to reproduce the reported behaviours

?

Gli

Forge Runner

Join Date: Nov 2005

A guildie and I had a very weird instance of corpse-camping tonight. We were 2-manning it with 6 heroes, and my 3 hero squad bit the bullet because I forgot to cancel their flag while kiting from a bad pull. (So I wasn't paying attention very well, sue me! :P)

Now, there's 5 of us: 2 players, 3 heroes, all belonging to my guildie, standing at a safe distance while the angry mob slowly makes its way home. When they're all settled, I move toward my dearly departed ones to cast rebirth. Alas, when I get within radar range of the enemy group, they all charge toward me. There's no way I'm going to be able to pull off a rebirth.

Back to the drawing board. Guildie and I decide to move in both at the same time, from different angles, hoping one of us can get close enough. The enemies all charge me again, and I run them around a bit until they hurt me too bad to go on with it. I flee. At that time we noticed that the enemies totally ignore my guildie. He can just walk in and res my heroes. As long as he doesn't aggro them, they ignore his presence.

He can stand one step short of aggro circle contact and nothing happens. I get within radar distance and they charge me like a pack of rabid boars. Mind you, he HAD aggroed them before. He was the one doing the pulling.

Sure does sound like a bug to me.

Alya

Wilds Pathfinder

Join Date: Oct 2005

European servers

RTFM

Gli, that's very interesting. What classes did you play, you and your guildie, and where?

Fay Vert

Desert Nomad

Join Date: Apr 2006

R/

Quote:
Originally Posted by Gli
A guildie and I had a very weird instance of corpse-camping tonight. We were 2-manning it with 6 heroes, and my 3 hero squad bit the bullet because I forgot to cancel their flag while kiting from a bad pull. (So I wasn't paying attention very well, sue me! :P)

Now, there's 5 of us: 2 players, 3 heroes, all belonging to my guildie, standing at a safe distance while the angry mob slowly makes its way home. When they're all settled, I move toward my dearly departed ones to cast rebirth. Alas, when I get within radar range of the enemy group, they all charge toward me. There's no way I'm going to be able to pull off a rebirth.

Back to the drawing board. Guildie and I decide to move in both at the same time, from different angles, hoping one of us can get close enough. The enemies all charge me again, and I run them around a bit until they hurt me too bad to go on with it. I flee. At that time we noticed that the enemies totally ignore my guildie. He can just walk in and res my heroes. As long as he doesn't aggro them, they ignore his presence.

He can stand one step short of aggro circle contact and nothing happens. I get within radar distance and they charge me like a pack of rabid boars. Mind you, he HAD aggroed them before. He was the one doing the pulling.

Sure does sound like a bug to me.
Even if you had stepped into agro range, they may have ignored you. I had a similar experience in UW where the smites were perma-agroed on a team mate. I was able to walk right up to them and they all ignored me except one that advanced, but one step back from me and he went back. The instant my team-mate started to come down to help, the entire group woke up and went for him, he wasn't even on radar! Iwas ranger, he was rit

Hand of Ruin

Banned

Join Date: Jul 2006

Quote:
Originally Posted by Gaile Gray
No, people. I was talking about two separate changes that aroused outcry. I was not connecting the two. Please read before you make an assumption. I at no time suggested that the AoE skills were intended to stop the reported "endless chasing." These two issues are in no way related. Please reread what I said and understand I was saying, "We have a situation now. We had one long ago, players complained, but you know, there were things about that unrelated change that were very positive. So, too, may the changes that are currently being discussed have aspects that re positive." The two are not connected; my comment made that clear. I think a few of you are so looking for a chance (even sometimes an excuse) to unleash a complaint, you're not even bothering to read before you start winding that rope into a noose.

Read above. NO connection between the two. Get it?

No one is ignoring this. We cannot make a fix when we cannot duplicate the situation, that's right! Otherwise, we'd be making changes day and night based on player reports that simply are not founded in fact! Think about it -- you have to be able to establish the situation before you can fix it. Please be patient and we will continue to investigate this, or we will make a statement that increases the understanding of why things are as they are. Thanks for holding up on this for a bit.
Thanks for posting Gaile, and I hope the devs are going to look into this seriously. So often I feel like we're being ignored, and it bothers me a lot.

Regardless of whether it was a bug or intended, the fact remains that it's causing major grief for everyone that encounters it, and that alone warrants Anet's attention. Yes the game needs balance and so on and so fourth, but above all else, the game needs to be enjoyable and a rewarding experience. Thing that compromise this, are very serious matters.

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by Alya
Gli, that's very interesting. What classes did you play, you and your guildie, and where?
Both warriors, in Ferndale, near Murgra Swiftspell. Dredge assassins charging our squishy backline while they were taking a pounding from warden mesmers. Didn't look good so we bolted to reapproach. Except I forgot about the flag.

Tauren Arcanist

Academy Page

Join Date: Nov 2006

Vanquishers Island

Jenns Ungulating Glory Globes[JuGG]

E/Mo

Gaille, You havent really told us what the Dev team is doing to fix this problem though. Its not possible that the dev team is going out and not getting this same problem unless they are not playing the same game as we are.
Either this "Bug" or "Intended change" is slightly odd. I've been playing this game for nearly 1 1/2 years now and there have been very many odd changes. The A.I is constantly "Evolving" or changing, at some times for the better, at some for the worse. My question would really be as to why for the first several days at the release of NF the A.I seemed to be working flawlessly. Making the game aggro although a bit realistic, much more fun to play with.
I personally have had this problem in many many situations. I was running through Lornars Pass to get to Droknars Forge with my warrior and was followed from the spawn point to the end by a lone Avicara Guile. I stopped to regen in the temple of grenth and he caught up to me. Considering I was on a 25% speed boost the entire run I'd have to say this is amazing 0.o
I've seen mobs running with speed boosts after me occasionaly. A necro in the Domain of Secrets caught up to my dervish running with Avatar of Balthazar on. Now that was quite a trick. I was solo'ing Quansong Spiritspeak on my Ritualist and once he was aggro'd he would chase for quite a distance and would re-aggro from much more then 2 aggro bubble's away. If this is an intended update then the purpose of the aggro bubble no longer exists. It is nothing either then a tool for determing who and what is in ear shot of you because obviously it no longer has anything to do with the aggro. Once something is aggro'd in The Stygian Veil it wont drop aggro. It takes skillfull kiting and a scarifice of one player to break aggro.

BoredJoe

Krytan Explorer

Join Date: Sep 2006

With point b) in the OP it's been like that for ages. I'm kinda surprised people are complaining about that tbh. Seems more like a design decision more than a bug.

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Quote:
Originally Posted by Hand of Ruin
Thanks for posting Gaile, and I hope the devs are going to look into this seriously. So often I feel like we're being ignored, and it bothers me a lot.

Regardless of whether it was a bug or intended, the fact remains that it's causing major grief for everyone that encounters it, and that alone warrants Anet's attention. Yes the game needs balance and so on and so fourth, but above all else, the game needs to be enjoyable and a rewarding experience. Thing that compromise this, are very serious matters.
No, honestly, you are not being ignored. The fact that I've been active in threads on this, that we've provided initial response, and that we pledge to continue to look at reports (especially those providing explicit details -- thanks guys!) are all proofs that there's no "brushing under the rug" or "let 'em deal with it" attitudes in place!

QA is continuing to monitor the thread on GWO and will be monitoring this thread as well. They have a very good team member assigned expressly to that process, and the reports that they read and pass back to the designers are always given close attention. QA will take the specifics that players provide, because those are oh so helpful in getting to the bottom of this situation, and they will present them in a report that gives a lot of details and replication information and, of course, their findings in attempting to recreate the issues. (Yes, you need to replicate them, you really do, in order to respond as necessary and appropriate without running around in circles with unverified reports that end up being wrong, or provided without enough details to prove. No offense intended, of course, but sometimes players do report things that are not bugs, or give information that is unrelated to the bug, so we have to take a analytical look at things.)

No one knows more than we do that the game needs to have the fun factor firmly in place. No one understand more than we do that changes brought about for reason or for cause must always keep the fun factor in mind. The design team would not put in changes that unnecessarily frustrate players or drive them away. Now, they would make changes that are intended or needed. Maybe they'll make the occasional change that players don't understand, and it's good to discuss. The designers have the overarching view in mind, and you can be sure, "fun" is the most critical of all elements!

I feel that I should say again -- although I'm not going to make an analogy that someone misunderstands like I did earlier with the whole references to a past change -- that sometimes it takes a while for us, as players, to learn to adapt to necessary or intended changes. But if something is bugged, or glitchy, or inherently unfair, the designers will most definitely want to know, will know, and will address the issue.

Thanks a lot for understanding that it may take a bit of time, but for trusting that we will continue to analyze this.

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

hm, this reminds me of a car problem I had a while back......sometimes it would just die for no reason (went to doctor appt....came out car dead, called hubby to come and jump it, 10 minutes later car starts without any problems....hubby wouldnt believe me until it happened to him.-----take it to repairman. 'uhm we cant repeat what you did, bring it back when it happens and then we will look at it'... ..geez thanks. and with that I have had 3 new batteries in my car in three years, you'd think that there is something a bit suspecious when the battery needs to be replaced every 12 months on a late '90s car!)

Had this happen the other night with my hubby doing a quest....whole team gets wiped....me an olias are running away, he bites it....I ran aways a way....came back to olias and was rezzing him.....the enemy was still there, took a few trys to get him rezzed but finally did and he ran away to his flag far far away......they killed me off. Now there is no one who does not have a dp from this encounter and then the enemy leaves us alone to rez the rest of the group. So I guess you all need to die once to get the aggro off of you.

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

Quote:
Originally Posted by Phaern Majes
If you read further Gaile explains why the AOE changes were made. If you have groups following you forever just throw down an AOE. Although still doesn't help your situation when trying to rez.
The AoE nerf (over a year ago, not months @_@) was made to stop farmers from having an easy time.

The "throw a firestorm at your buddy" concept (a tactic that is never used) is just a way to illustrate a work around.

Phaern Majes

Phaern Majes

Desert Nomad

Join Date: Sep 2005

Anywhere but up

The Panserbjorne [ROAR]

R/Mo

Lol, Gaile already shot down what I wrote no need to quote it Anyways I wasn't really saying I agreed with it just how I understood it (which turned out I was misunderstanding Gaile's point). I know that monsters will just sit in the AoE until that are at X% of their health now and I know that before they would flee, and before that they would sit in it indefinitely.

Anyways if the Devs need to reproduce results just have one of them attempt a drok's run when those ice golems follow you from the first set of worms all the way to the 2nd set...well I think you can guess how that turned out.

*Stops to use heal sig*
*notices Rust*
*cancel's sig*
*casts smite hex, only to remove the slow hex that was just reapplied*
*turns into worm food* XD

Eviance

Eviance

Desert Nomad

Join Date: Nov 2005

Eh I forget... o_O

Biscuit of Dewm [MEEP]

R/

Quote:
Originally Posted by cosyfiep
hm, this reminds me of a car problem I had a while back......sometimes it would just die for no reason (went to doctor appt....came out car dead, called hubby to come and jump it, 10 minutes later car starts without any problems....hubby wouldnt believe me until it happened to him.-----take it to repairman. 'uhm we cant repeat what you did, bring it back when it happens and then we will look at it'... ..geez thanks. and with that I have had 3 new batteries in my car in three years, you'd think that there is something a bit suspecious when the battery needs to be replaced every 12 months on a late '90s car!)
Totally off topic here, but check the altenator? >_>



I'm still confused about things that run when you don't touch them or use an AoE. I've made the example numerous times.. use the search function, I'm too tired to type it out =P

dead man ivan

Academy Page

Join Date: Dec 2006

One little thing to add is that how come Charr in Post-Searing can chase me even though I have two speed buffs(Charge+Sprint), the funny thing is that the character who was chasing me was a Monk class and no way could have kept up with me but there it was just behind my aggro bubble and smiting me as soon that skill recharged.
BTW, I was running a guildie from Ascalon to Yaks Bend and the other charrs in the group didnt chase me only this guy and it was wierd. The reason I mention this here is sometimes the permanent aggro can even lead to your death(which it did here ) Speed buffs also dont seem to break aggro.

P.S--:I am sorry if this has been said a million times before in the other forums

Hand of Ruin

Banned

Join Date: Jul 2006

Quote:
Originally Posted by dead man ivan
One little thing to add is that how come Charr in Post-Searing can chase me even though I have two speed buffs(Charge+Sprint), the funny thing is that the character who was chasing me was a Monk class and no way could have kept up with me but there it was just behind my aggro bubble and smiting me as soon that skill recharged.
BTW, I was running a guildie from Ascalon to Yaks Bend and the other charrs in the group didnt chase me only this guy and it was wierd. The reason I mention this here is sometimes the permanent aggro can even lead to your death(which it did here ) Speed buffs also dont seem to break aggro.

P.S--:I am sorry if this has been said a million times before in the other forums
Apparantly monster have a built-in speed buff, which makes me wonder if this effect of perma-chasing was indeed intentional.

Angelica

Angelica

Krytan Explorer

Join Date: Jan 2006

Aussie land

Me/E

Oh well if they wont fix this I will play another game that will give me my fun back!
Tired of wasting my time on a game that gives me only stress and frustration!

Domon Kasho

Domon Kasho

Frost Gate Guardian

Join Date: Nov 2006

The Ebony Citedel Chest

[TWS] The Warriors Stronghold

E/

ok so was no my tank doing a chest run in nightfallen jahai and i ran in to grab a chest from the margonite assassin boss and slapped charge+sprint for quick getaway only to find that the boss alnoe was chasing me th rest of the mob didnt even aggro me so i ran trying to ditch him.....made it all the way to gate of pain with him behind me.i have a cool SS of the mist form shadow boss in talus chute following me to droks.bug i believe is the term for such a thing

Illuminus

Illuminus

Academy Page

Join Date: Feb 2005

Thanks for the reply Gaile.. although it doesn't always seen so, most of us are grateful for the feedback you give to the community.

I think the best way to present this issue would be to record a video of it and posting it at YouTube or the likes. Have they done so at GWOnline? (i dont have an account there )

Orinn

Krytan Explorer

Join Date: Jul 2006

Defiant Dragons

Specifics? There was a long thread HERE that has fallen into neglect. The issues are common, and just playing the game makes many specific mob behaviors obvious.

A recap, though:

Permanent Chase: Mobs will chase literally across the map

Permanent Aggro: When mobs stop chasing, but remember you and aggro from anywhere on the radar, usually FAR outside the "danger zone" of perception. Makes rezzing impossible from a near-wipe, even with rebirth.

Hidden Speed boosts: Mobs are able to catch up or stay just out of reach of players using speed boost skills, without using any speed-boost skills of their own.

Overzealous kiting: Casters, friend AND foe, decide to "kite" into another mob. Since heros and henchies don't always break off an attack when you call them (Devona is VERY good at ignoring flags when she's fighting,) the unexpected, unintended aggro, often accompanied by problems 1 and 2, cause players a lot of grief.

Other points:

Somehow, a patrol knows that the spirit they left half a mile behind was just attacked, and all come running back full-tilt.

Patrol groups (especially Kournan spotters, but other patrols do it too) seem to be able to simultaneously perceive everything along their patrol path. If they are patrolling, and you cross that patrol path, even WELL outside the aggro radius, you get attacked.

If your party has a MM, and minions trail behind, anything that meets them knows instantly whose minions they are and where to find said MM.

There are a lot of good points in that thread, and most of them were clear and concise. I recommend reading through it for yourself.

ectospasm

Frost Gate Guardian

Join Date: Aug 2006

Quote:
Originally Posted by dead man ivan
One little thing to add is that how come Charr in Post-Searing can chase me even though I have two speed buffs(Charge+Sprint), the funny thing is that the character who was chasing me was a Monk class and no way could have kept up with me but there it was just behind my aggro bubble and smiting me as soon that skill recharged.
BTW, I was running a guildie from Ascalon to Yaks Bend and the other charrs in the group didnt chase me only this guy and it was wierd. The reason I mention this here is sometimes the permanent aggro can even lead to your death(which it did here ) Speed buffs also dont seem to break aggro.

P.S--:I am sorry if this has been said a million times before in the other forums
I experienced this first hand right after that update. The shaman would chase me all over the map smiting me with bane signet until I either died or aggroed another group, then died. Sprint+charge wouldnt break him, you cant tell me thats intentional, its as broken as super speed warping coldfires in UW. Speaking of which, I also just finished several unsuccessful runs in uw with my 55 & my SS guildie. We did good til the 2nd group of smites and I died from too much aggro + reckless haste didnt help. SS attempts to run to break aggro from smites, he loses them but the coldfire got wind of him and chased him all the way back to the stairs that enter the smite chamber. First time Ive ever seen them come that far.

So, wasted 5k for entry fees & made about 1k back in white drops w/remains & dust. Goes back to another thread where I was talking about how worthless it is to seek FoW armor as a absolute must have, gold selling, bots and things associated with it. Anet are defeating the purpose of stopping farmers (most namely bot farmers) of selling gold with the huge frustrations and complications they implement into this game trying to combat current issues with extreme measures that ruins things for the average Joe. Yet being hypocrites with thier special event weekends that encourages farming.

Vandal2k6

Vandal2k6

Lion's Arch Merchant

Join Date: Sep 2006

Manchester, UK

The Manchester Marauders

W/Rt

Quote:
Thanks a lot for understanding that it may take a bit of time, but for trusting that we will continue to analyze this.
Why not have a section on the GW official site with a mention of what the devs are currently upto? For example, if they have a meeting on something like this, post it. Then at least people won't have to post similar threads because we'd know they were looking into it.

I know you can't post everything they're doing, as some of it is to be kept secret. But things like this, and others that people feel need attention would be well worth posting about. It only take 5 minutes (if that) to post a quick statement saying devs are doing this or that. A bit like a dev blog.

Hows about it? You know it makes sense

Ratchick

Pre-Searing Cadet

Join Date: Jul 2006

Me/

Well I suspect these examples I am about to give are related to this perma-aggro problem or AI changes in the last few months, though I cannot say for certain. Hopefully someone will either be able to slap me upside the head and tell me why I'm failing so miserably or that they can at least help to track down if there is any issue or whether we need to "suck it up" because it's as expected.

I have all three chapters and I am currently trying to take my Factions Ele through Prophs (as a break from her NF journey). I've noticed the chase-for-miles-until-dead issue and the aggro-from-several-bubbles-away issue in several places:

Maguuma Jungle
1) Bloodstone Fen (mission), while doing the bonus, by the (?)devourers before vine plant and meeting area for the druids.
2) Kessex Peak (explorable), where Fog Nightmares wouldn't break aggro.
3) Sanctum Cay (mission), where undead (particularly horsemen) chase you from one end of the map to the other (and also in explorable areas such as Cursed Lands).

Crystal Desert
1) Sand Elementals in Vulture Drifts (explorable) which will approach you from several (2-3) aggro bubbles away, mainly if you've retreated but also occasionally before you have even attacked.
2) Forgotton and Enchanted mobs in Elona Reach (mission) and Dunes of Despair (mission) will chase you and will charge you if you retreat after a partial wipeout of the team even while out of the aggro bubble.
3) Losaru Centaurs in the north of Skyward Reach (explorable) between the portals from Salt Flats (explorable) and Destiny's Gorge (outpost) will approach from several aggro bubbles away if you retreat.

Although this may be only semi-related (if that) I feel I should comment upon the Dunes of Despair mission. It has actually got to the point, with the changes in AI, that I have become frustrated enough to have to stop playing my Ele trying to do the Dunes of Despair mission at the moment. The changes in AI mean that - in my experience, at least - it is pretty much impossible to outheal the damage in the 10 minute "defend" section. Once the seige wurms start pounding the Ghostly Hero, on top of the last waves of incoming mobs, two monks simply cannot keep up with the damage (especially not hench). The wurms no longer lose aggro and constantly attack the Ghost/platform (making the bonus damn nigh impossible because you can't leave him) and leaving a hench/hero healer simply results in dead healer, dead ghost and failed mission. Trying to get two human monks in a six person team is difficult, taking three results in it taking forever to kill anything, and you get swamped. Currently if you stay in the middle of the mission area, you are pounded by wurms constantly and if you step out of the AoE your ghost will die within a minute without healing.

I know that I am not the most 1337 player in the world, to say the least, (before anyone tells me how much I suck!) but the last time I saw this mission, it was very very different. The mission was doable even with just hench, the bonus was more than possible if you had a good team and the wurms were bearable. Now, with their crazy AC and hex/condition resistance alongside the recently increased range and maintained aggro, the mission is much harder than it used to be. I admit it's been a little while since I last went through there - my flatmate was surprised that I had unsuccessfully worked through a dozen different team layouts, various real player/hero/hench combos, trying to be able to balance damage and healing to finish this mission, as he also remembered it as being one of the easier ones. That was, until he sat down and watched the "new and improved" results. I know I'm not the most uber player in GW but I'm starting to feel really rather gimpy!

Question: Is this change in behaviour in the Dunes of Despair mission intended or was it an unexpected change as a result of modifications to mob AI?

ETA: I've also seen the issues with flag ignoring (though I have to admit, that was actually a first for me - perhaps I've just been lucky thus far that my heros have always actually listened) as well as utterly confused heroes that ping-ponged between the "main" flag and their own flag, or who would not run to my bloody corpse to heal/res me when I cancelled the flag holding them back to manage aggro while I (failed to) pull. Both of these occurred while attempting the bonus of the Bloodstone Fen mission and IMO that doesn't appear to be intended behaviour, but just buggy. A couple of times, they've also refused to return to me after cancelling a flag after a battle is finished, and I've had to set and cancel it again to get them to run over to me or follow me again.

I've seen the groups of mobs come running when a minion attacked a spirit that was at least 2.5 or 3 aggro bubbles away from them, and promptly pound the MM into the ground although he was on the other side of the radar at the time. While I could perhaps accept that they run to the spirit's prior spot and attack anything there (after all, I notice when a spirit drops) I find it hard to swallow that they now, automatically, that the spirit has been hit one time when they are half a radar away and hidden behind a hill/cliff - let alone that they know who hit/insta-killed it.

I must admit that I really dislike seeing constant complaints about GW on the whole - most of the time, I'm very happy with it, I love playing it and while I can think of changes I might like to see to make it even better, none of them (before now) have been this frustrating. I think, really, I've just been lucky so far, in that I've avoided most of the AI issues that most people have seen (generally I play ranged/casting profs, so I don't tend to Benny Hill) and my heros/hench have behaved impeccably when I've flagged them. But this weekend, it seems, my luck has run out. Either that, or I've only truly noticed the changes in the AI as a result of replaying older content again after mainly playing in NF since release.

I still love GW, don't get me wrong. I have no intention of stopping playing (though I may avoid ascending for a bit) but I really hope that this can be reproduced and fixed/tweaked where necessary. I used to work in QA and believe me it used to drive me up the wall when either we couldn't replicate issues customers reported, or when the devs couldn't reproduce issues that QA found. The phrase "But it works on my system..." was not a popular one - even if there's very little way to trace (let alone fix) an issue if you can't reproduce it in a test setting. I know it doesn't help me a whole lot when I'm stuck in the stupid desert, and probably doesn't help most people but if Gaile is reporting the complaints to the devs, and if the QA team are monitoring the relevant threads on various forums and seeing the same issues day after day, without being able to reproduce it, it's probably safe to say they're a bit fed up about it too (I know that I would be, if I were in their position).

Thank you, Gaile, for being on these forums and trying to do the best for everyone. I know most of what you hear is complaints, issues or bugs (including my very own post) and that can get wearing after a while - but people generally don't post so much when they're not having issues so often the positives get missed along the way.

Effendi Westland

Effendi Westland

Wilds Pathfinder

Join Date: Dec 2005

Isle of the dead

[DVDF][LDS]

P/W

Quote:
Originally Posted by Gaile Gray
We cannot make a fix when we cannot duplicate the situation, that's right!
Go to The Deep in Cantha... 2 nd room (after your reunite as a team of 12). With the slower moving area of effect. Aggro anything from this room and it will show the behaviour.

Made our run yesterday interesting as we moved in the room then left immediately then aggro-d too much (can some1 say Leroy :P) , all died except for one monk, he couldn't rebirth us as he was apparently aggro-ing the monsters from a whole compass map distance. Had to restart.

This time we lured them from room 1, didn't go into room 2 and then left. We all remembered that previously the monsters wouldn't be lured back into this room, but we guessed that with how the AI currently is it would be possible (as once you have aggro-d stuff you can aggro it from miles away) and guessed right..made that bit alot easier.

Pillie

Ascalonian Squire

Join Date: Jul 2006

Ascending Phoenix

Mo/Me

Quote:
Originally Posted by Gaile Gray
No, people. I was talking about two separate changes that aroused outcry. I was not connecting the two. Please read before you make an assumption. I at no time suggested that the AoE skills were intended to stop the reported "endless chasing." .
Gaile, we were responding to the following post, not to yours. We werent suggesting that you had connected the two. that was done for us in a previous post:

Quote:
Originally Posted by Phaern Majes
If you read, they have tested it and things seem to be "as intended". If you read further Gaile explains why the AOE changes were made. If you have groups following you forever just throw down an AOE. Although still doesn't help your situation when trying to rez.

So basically the way I read this is they wanted monsters to act like this. It is NOT a bug. Not every change = bug. And they provided a way break the aggro via AOE's.
Also, some additional information on my specific example. The other night I got angry and decided i was going to show the guile chasing me who's boss - with my Mo/A and a totem axe >.> couldnt land a hit on him. Every time I got within a few feet of him, he'd run away and stop, always just enough to maintain this few feet of distance between me and him. He also never attacked me, only used spells like strip enchantment. Surely that is bugged behaviour?

ectospasm

Frost Gate Guardian

Join Date: Aug 2006

Quote:
Originally Posted by Ratchick
Although this may be only semi-related (if that) I feel I should comment upon the Dunes of Despair mission. It has actually got to the point, with the changes in AI, that I have become frustrated enough to have to stop playing my Ele trying to do the Dunes of Despair mission at the moment. The changes in AI mean that - in my experience, at least - it is pretty much impossible to outheal the damage in the 10 minute "defend" section. Once the seige wurms start pounding the Ghostly Hero, on top of the last waves of incoming mobs, two monks simply cannot keep up with the damage (especially not hench). The wurms no longer lose aggro and constantly attack the Ghost/platform (making the bonus damn nigh impossible because you can't leave him) and leaving a hench/hero healer simply results in dead healer, dead ghost and failed mission. Trying to get two human monks in a six person team is difficult, taking three results in it taking forever to kill anything, and you get swamped. Currently if you stay in the middle of the mission area, you are pounded by wurms constantly and if you step out of the AoE your ghost will die within a minute without healing..
Holler at me (pm), Ill monk for you.
Its still doable, just did all the dessert missions twice a few days ago. Although they are much more difficult now. These missions used to be ran though alot by capable warriors or rangers. I tried to run one myself (Elona Reach) and couldnt do it, after 5 tries I gave up and we just played thru it. The mob by the 2nd shard to the left (usually spawns a ranger boss) I ran up there, grabbed the shard, had all my usual running skills on, hit sprint+charge, got crippled, purge conditions, took massive dmg, they chased me to the 2nd group on the way out, had 2 groups aggrod. They started wailing on me +degen and all the elementalists pounding away at me. I died before I could make it up the hill or across the bridge every time.

Alka

Academy Page

Join Date: Dec 2006

belgrade

E/

with that annoying non-relasing aggro this game is not fun anymore to me and i am sure i will not advertize this game to any of my friends from real-life
i enjoyed game for 9 months but i am start to hate it for now on

i am not willing to spend 5-6 hours in doa for some shity 10k xp

Tydra

Tydra

Academy Page

Join Date: May 2006

Quote:
Originally Posted by Vandal2k6
Why not have a section on the GW official site with a mention of what the devs are currently upto? For example, if they have a meeting on something like this, post it. Then at least people won't have to post similar threads because we'd know they were looking into it.

I know you can't post everything they're doing, as some of it is to be kept secret. But things like this, and others that people feel need attention would be well worth posting about. It only take 5 minutes (if that) to post a quick statement saying devs are doing this or that. A bit like a dev blog.

Hows about it? You know it makes sense
i sign that idea. it might eliminate sum frustration of players who think their posts bout weird things is unnoticed or not cared about

stamenflicker

Frost Gate Guardian

Join Date: Mar 2006

Quote:
Originally Posted by lacasner
Ohh, if I want to get a chump off my back I use AoE?

Wait, didn't you just say that these issues aren't related?

/confused
Nah, just take a group of rangers with ignite arrows. The melee opponent never even tries to get on your back to begin with.

aohige

Lion's Arch Merchant

Join Date: Jul 2006

GoW

Mo/

Quote:
Originally Posted by Ratchick
Although this may be only semi-related (if that) I feel I should comment upon the Dunes of Despair mission. It has actually got to the point, with the changes in AI, that I have become frustrated enough to have to stop playing my Ele trying to do the Dunes of Despair mission at the moment. The changes in AI mean that - in my experience, at least - it is pretty much impossible to outheal the damage in the 10 minute "defend" section. Once the seige wurms start pounding the Ghostly Hero, on top of the last waves of incoming mobs, two monks simply cannot keep up with the damage (especially not hench). The wurms no longer lose aggro and constantly attack the Ghost/platform (making the bonus damn nigh impossible because you can't leave him) and leaving a hench/hero healer simply results in dead healer, dead ghost and failed mission. Trying to get two human monks in a six person team is difficult, taking three results in it taking forever to kill anything, and you get swamped. Currently if you stay in the middle of the mission area, you are pounded by wurms constantly and if you step out of the AoE your ghost will die within a minute without healing.
I recently did this bonus with my heroes and henchies.
Yes, I found it very hard compared to before, but definitly not impossible.
You can't complete both the mission and bonus in the same run, but that's nothing new.

The biggest problem, was not Hero surviving...
I left two monk henchies at the hero, and took my entire Hero crew with me to kill the Forgotten bossess. The two henchies didn't seem to have problem keeping him alive, if flagged well. (Out of the seige wurms' aggro)
What was hard was the MONK BOSS THAT KITES. Not only is the boss a powerful monk, that can out heal most attacks.. he kites around in circle. To make it worse, he's a FORGOTTEN boss, wich very fast natural speed buffs.
Given the fact that there's a time limit, and ghost hero has to survive that time... killing him as a Warrior was.... very hard. I only suceeded because I chased him into a corner, body blocked him, while my Heroes pounded on him.

I now have Protector title in all three continents on my Warrior character, and every single mission was done with heroes/henchies. After the AI change, obviously. AI changes did make certain enemies tougher, but it's most definitly doable.

Fay Vert

Desert Nomad

Join Date: Apr 2006

R/

Quote:
Originally Posted by Alka
with that annoying non-relasing aggro this game is not fun anymore to me and i am sure i will not advertize this game to any of my friends from real-life
Same, I have stopped recommending it. Some people ask me what it's like and I tell them it used to be great but there is a serious bug with it at the moment and everyone is waiting for a fix, but it's taking them too long.

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Perhaps if the Dev Team turned off "Godmode" or "Invisibility" or whatever they use where they cant reproduce this and tried playing the game from a players perspective might find that things like a Monk "chasing you to the ends of the earth" are quite easy to reproduce with "minimal effort" like I just did even if I did kill him, he still chased me back to the outpost.

Ecomancer

Ecomancer

Frost Gate Guardian

Join Date: Dec 2005

Someone please FRAPS this as evidence. This happens everywhere. In Old Ascalon missions, North Shiverpeaks, Kryta, Maguma, South Shiverpeaks... Elona. The only exception seems to be Cantha. I have not noticed this behaviour in Cantha.

Whilst doing the Defend Droks forge, my henchies died so I startd running. A titan caster then chases me all the way where the boss was to the zone. When I stop it stops. If I start bashing on it starts running away. If that is intended behaviour, then all I can say is good game ANET. I grow weary of the designers saying this behaviour is non existent because they seem to be incapable of emulating it.