Well I see the AI doing the bodycamping thingy and chasing the party a lot. We split up and try to lure them from the spot away, while another player tries to ribirth for example. I actually find this more challenging and it strengthens the group feeling when succeeded.
Certain enemy groups seem to walk towards you when you pass by. It has always been a bit like that for me but now it seems they're more aggressive. At least a part of the AI feels that way. In certain areas of the game, you can be wiped out easely when not fully concentrated due to patrols moving in while you started a battle.
A few weeks ago I had 2 cleric margonites chasing me across the map but never saw that extreme following behaviour again. I think this is a small bug.
At last we have that part of the AI that makes creeps run from aoe. A lot of adjustment is needed but I'm doing ok I guess and I'm having some fun trying stuff out. I just don't know it yet if I like it or not. I didn't like the new update the first days that's for sure.
Another thread about AI
4 pages • Page 2
[[*ahem* Topic addressed a few weeks ago, at length. Please: Search engine!]]
As you can tell if you do that search, we've had this discussion before, and the concerns and opinions in this thread truly have been passed along to the design team. Your opinions are greatly valued, particularly from those of you who give clear examples in a neutral tone. However, player reports of what they perceive as errors, problems, changes, or improvable design will not always result in the dev team making a change to the game. So report != change in every instance, which I'm sure you can appreciate. If there's a bug, or if there is an unexpected/unintended change, then of course the designers are going to make changes.
I appreciate that some of you perceive problems. That you feel that things are not operating as they once did. That things are not operating as you would have them operate. And you could be right! I can understand what you're saying, and I confess that some of it sounds like unusual behavior to me. But with all due respect, you and I are not the experts, the designers are the experts. And honestly, I passed this along a few weeks ago and certain members of the design team did review player comments and concerns then, and they tested and had QA test this situation extensively. The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended.
I will ask the designers about this again. But please, I ask everyone to strive to keep the tone positive and constructive, to provide practical examples with facts, like Pillie citing the mobs involved, like Navaros giving both location and monster class, like ericdanie's example of the "A/B cross party member aggroing" (which I agree seems more like an intended strategic option rather than a bug or design error). Those players' posts, and others like them, are very helpful, and the more professions, locations, mob types, and other details we can get, the better!
Once the designers have had a chance to take another look and then share info with me, I'll get back to you. But remember to keep an open mind about the fact that changes to gameplay are made with intent, that designs are amended, and that strategies do need to be adjusted, sometimes, as time goes on. (Remember the fracas with AOE changes back months ago? Those changes were intended, we players modified gameplay, and it worked. Dang I love close-in Firestorm or Meteor Shower for strategic "Get off my back, chump!" monster removal now!
)
So, keep in mind that after an initial review this was not seen as an issue. But I know that we'll keep an open mind about whether the things you relay represent a bug or an intended change. I feel sure that the designers will take a second look for you. If things are not not working as intended, they will be fixed. If all is working as it should be, well, I'm confident we'll learn to work with it.
[[And please, using callouts in the thread subjects is a little "shoutish" and I'd ask that posters not do that. We will read and response, as we're able, but callouts are a little much. Thank you for that courtesy.]]
As you can tell if you do that search, we've had this discussion before, and the concerns and opinions in this thread truly have been passed along to the design team. Your opinions are greatly valued, particularly from those of you who give clear examples in a neutral tone. However, player reports of what they perceive as errors, problems, changes, or improvable design will not always result in the dev team making a change to the game. So report != change in every instance, which I'm sure you can appreciate. If there's a bug, or if there is an unexpected/unintended change, then of course the designers are going to make changes.
I appreciate that some of you perceive problems. That you feel that things are not operating as they once did. That things are not operating as you would have them operate. And you could be right! I can understand what you're saying, and I confess that some of it sounds like unusual behavior to me. But with all due respect, you and I are not the experts, the designers are the experts. And honestly, I passed this along a few weeks ago and certain members of the design team did review player comments and concerns then, and they tested and had QA test this situation extensively. The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended.
I will ask the designers about this again. But please, I ask everyone to strive to keep the tone positive and constructive, to provide practical examples with facts, like Pillie citing the mobs involved, like Navaros giving both location and monster class, like ericdanie's example of the "A/B cross party member aggroing" (which I agree seems more like an intended strategic option rather than a bug or design error). Those players' posts, and others like them, are very helpful, and the more professions, locations, mob types, and other details we can get, the better!
Once the designers have had a chance to take another look and then share info with me, I'll get back to you. But remember to keep an open mind about the fact that changes to gameplay are made with intent, that designs are amended, and that strategies do need to be adjusted, sometimes, as time goes on. (Remember the fracas with AOE changes back months ago? Those changes were intended, we players modified gameplay, and it worked. Dang I love close-in Firestorm or Meteor Shower for strategic "Get off my back, chump!" monster removal now!
)So, keep in mind that after an initial review this was not seen as an issue. But I know that we'll keep an open mind about whether the things you relay represent a bug or an intended change. I feel sure that the designers will take a second look for you. If things are not not working as intended, they will be fixed. If all is working as it should be, well, I'm confident we'll learn to work with it.

[[And please, using callouts in the thread subjects is a little "shoutish" and I'd ask that posters not do that. We will read and response, as we're able, but callouts are a little much. Thank you for that courtesy.]]
C
Quote:
|
Originally Posted by Gaile Gray
and they tested and had QA test this situation extensively. The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended.
|
I've been chased all around kessex peak by the verata boss near galrath, while doing the quest to kill galrath. I had to let myself be killed to res the party, with quests that is a slight annoyance, but in missions it becomes a problem.
The greater then usual aggro circle when trying to get near a previous aggroed group certainly can be annoying if there are fallen comrades outside their normal aggro range, but now inside the enlarged aggro range. It keep being enlarged even if you go all the way to the other side of the area and then go back to that specific mob. if the bigger aggro circle is a feature then they should atleast put a timer on it.
P
Hi Gaile,
Thanks very much for the fast response
I'm sorry about the thread title, I didn't intend it to sound like a call out or a challenge. I just wanted to make sure the thread didn't get lost in all the other posts without someone seeing it first. I did try a forum search but was unable to find the post you referred to (At least, not a topic where this particular problem with the AI was mentioned)
I feel that this change to the AI (if intentional) is having quite a negative impact on enjoyment of the game for many players. I have been in numerous teams of both guildies and PUGS where this has quite abruptly cut an evenings play short - leaving players angry and frustrated. For instance, my guild ventured into fissure a week ago, spent a few hours down there and were having a great time - until the non-breaking AI hunted our players down and prevented us ressing. My guild places a great deal of emphasis on coordinated pve, so I don't think this is a problem that can simply be fixed with a change of strategy (how can a single player on the run strategically not get killed by half the shadow army?). It seems to be pretty much "some of you die, game over" in the later areas of the game. Surely this was not the way guild wars was intended to be played, or else why have resurrection spells?
I understand that the developers have a lot on their plate at the moment with wintersday, and I am sure many players will feel better knowing that this issue is being reviewed. I know I'll be keeping my fingers crossed for a compromise between past and present
Thanks once again Gaile
Edit: Also, if the devs are having trouble duplicating this problem, there is an easy example. Simply head out of beacons perch on your own, turn left and continue till you see a group of avicara. The guile there will follow you to the ends of the earth regardless of what speed boosts you use
Thanks very much for the fast response
I'm sorry about the thread title, I didn't intend it to sound like a call out or a challenge. I just wanted to make sure the thread didn't get lost in all the other posts without someone seeing it first. I did try a forum search but was unable to find the post you referred to (At least, not a topic where this particular problem with the AI was mentioned)I feel that this change to the AI (if intentional) is having quite a negative impact on enjoyment of the game for many players. I have been in numerous teams of both guildies and PUGS where this has quite abruptly cut an evenings play short - leaving players angry and frustrated. For instance, my guild ventured into fissure a week ago, spent a few hours down there and were having a great time - until the non-breaking AI hunted our players down and prevented us ressing. My guild places a great deal of emphasis on coordinated pve, so I don't think this is a problem that can simply be fixed with a change of strategy (how can a single player on the run strategically not get killed by half the shadow army?). It seems to be pretty much "some of you die, game over" in the later areas of the game. Surely this was not the way guild wars was intended to be played, or else why have resurrection spells?
I understand that the developers have a lot on their plate at the moment with wintersday, and I am sure many players will feel better knowing that this issue is being reviewed. I know I'll be keeping my fingers crossed for a compromise between past and present

Thanks once again Gaile

Edit: Also, if the devs are having trouble duplicating this problem, there is an easy example. Simply head out of beacons perch on your own, turn left and continue till you see a group of avicara. The guile there will follow you to the ends of the earth regardless of what speed boosts you use

Speaking of bad AI movement...go try to play ToPK and get a party wipe. On the Courtyard area, it is almost impossible to resurrect if you are the last one alive. Seriously having the lvl 28 melee monsters following me from the 2 Wurm spawns on the opposite side of the map, all the way back to our original spawn cannot be the original intent. It literally makes it impossible, and that is not overexaggeration. It is not a good feeling to walk 5 steps forward and then see the entire group that killed your party on the other side of the map, start running at you.
M
Quote:
|
Originally Posted by Conn
Hundreds of players have experienced this problematic situation, but because the devs can't duplicate it, it doesn't exist?
|
I'd be shocked if it wasn't that the lack of any real response, contrary to above claims, made it clear the AI must be working "as intended" some time ago.
Quote:
|
Originally Posted by Gaile Gray
[[*ahem* Topic addressed a few weeks ago, at length. Please: Search engine!]]
As you can tell if you do that search, we've had this discussion before, and the concerns and opinions in this thread truly have been passed along to the design team. Your opinions are greatly valued, particularly from those of you who give clear examples in a neutral tone. However, player reports of what they perceive as errors, problems, changes, or improvable design will not always result in the dev team making a change to the game. So report != change in every instance, which I'm sure you can appreciate. If there's a bug, or if there is an unexpected/unintended change, then of course the designers are going to make changes. I appreciate that some of you perceive problems. That you feel that things are not operating as they once did. That things are not operating as you would have them operate. And you could be right! I can understand what you're saying, and I confess that some of it sounds like unusual behavior to me. But with all due respect, you and I are not the experts, the designers are the experts. And honestly, I passed this along a few weeks ago and certain members of the design team did review player comments and concerns then, and they tested and had QA test this situation extensively. The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended. I will ask the designers about this again. But please, I ask everyone to strive to keep the tone positive and constructive, to provide practical examples with facts, like Pillie citing the mobs involved, like Navaros giving both location and monster class, like ericdanie's example of the "A/B cross party member aggroing" (which I agree seems more like an intended strategic option rather than a bug or design error). Those players' posts, and others like them, are very helpful, and the more professions, locations, mob types, and other details we can get, the better! Once the designers have had a chance to take another look and then share info with me, I'll get back to you. But remember to keep an open mind about the fact that changes to gameplay are made with intent, that designs are amended, and that strategies do need to be adjusted, sometimes, as time goes on. (Remember the fracas with AOE changes back months ago? Those changes were intended, we players modified gameplay, and it worked. Dang I love close-in Firestorm or Meteor Shower for strategic "Get off my back, chump!" monster removal now! )So, keep in mind that after an initial review this was not seen as an issue. But I know that we'll keep an open mind about whether the things you relay represent a bug or an intended change. I feel sure that the designers will take a second look for you. If things are not not working as intended, they will be fixed. If all is working as it should be, well, I'm confident we'll learn to work with it. ![]() [[And please, using callouts in the thread subjects is a little "shoutish" and I'd ask that posters not do that. We will read and response, as we're able, but callouts are a little much. Thank you for that courtesy.]] |
Quote:
|
Originally Posted by Guild Wars Updates
Improved AI so that monsters will eventually stop chasing fleeing players.
|
Quote:
|
Originally Posted by Conn
Hundreds of players have experienced this problematic situation, but because the devs can't duplicate it, it doesn't exist?
I've been chased all around kessex peak by the verata boss near galrath, while doing the quest to kill galrath. I had to let myself be killed to res the party, with quests that is a slight annoyance, but in missions it becomes a problem. The greater then usual aggro circle when trying to get near a previous aggroed group certainly can be annoying if there are fallen comrades outside their normal aggro range, but now inside the enlarged aggro range. It keep being enlarged even if you go all the way to the other side of the area and then go back to that specific mob. if the bigger aggro circle is a feature then they should atleast put a timer on it. |
Quote:
|
Originally Posted by Gaile Gray
I passed this along a few weeks ago and certain members of the design team did review player comments and concerns then, and they tested and had QA test this situation extensively. The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended.
(Remember the fracas with AOE changes back months ago? Those changes were intended, we players modified gameplay, and it worked. Dang I love close-in Firestorm or Meteor Shower for strategic "Get off my back, chump!" monster removal now! ) |
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.
EDIT: I'll admit I'm not found of the change, and as the post above me points out it is clearly a change of mind. It is very annoying to have monsters chase you from one portal of an instance to the other portal clear across the map.
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. |
P
Quote:
|
Originally Posted by Mourne
Yep, my warrior always has an aoe attack, and so do monks, and rangers, and ritualists, and assassins, and paragons....get my point? The AoE comparison was terrible, because remember, in the last update they changed the AoE attacks to only make them run after half, so how does that help? Gaile didn't think that one through.
|
In "Gate of Pain" mission we reached the area with the Tortureweb Dryders and accidentally lured to many mobs in the center of the structure where one of the Emissary of Dhuum are located. After the 5th death i decided to run for it and try to save the mission from failure. But to my horror they kept following me.. i had to circle the building once before the mob decided to give up.
It took almost 20 minutes to get the party up again, which resulted in 2 deaths just after i resurrected them. The Emissary of Dhuum kept coming back as i came in the area of the corpses.. and their bodies were far away from where he was standing.
If this was intended then i guess we will have to adapt, but its causing more frustration than fun!
It took almost 20 minutes to get the party up again, which resulted in 2 deaths just after i resurrected them. The Emissary of Dhuum kept coming back as i came in the area of the corpses.. and their bodies were far away from where he was standing.
If this was intended then i guess we will have to adapt, but its causing more frustration than fun!
I have some problems with this aswell, in the Crystal desert. This time i was playing a wammo(i'm sorry), and the rest of my team had been wiped. I sprinted back to a safe(i thought) place. While sneaking my way back i saw some of the mobs i was fleeing from chasing me. I got wiped out aswell. Just adding my experience of this bug, because i am sure it is a bug.
I was chased for ages yesterday buy a small group of icy imps (mineral springs) and I thought it was great (Was like a Benny Hill scene, had my guildies cheering me on as I ran)! This is EXACTLY how we play isn't it? Don't you chase enemys down until you kill them? Seems to me Anet want the AI to play as we do, which it does do for the most part. So what if it's harder? I prefer it myself.
Oh, and the imps finally got me.
Oh, and the imps finally got me.

A
Quote:
|
Originally Posted by Gaile Gray
The last I heard, they did not feel that a bug exists and they see the behaviors involving mob attraction, monster range and persistence, etc., are as intended.
I will ask the designers about this again. But please, I ask everyone to strive to keep the tone positive and constructive, to provide practical examples with facts |
http://guildwars.incgamers.com/forum...d.php?t=428162
If the designers feel that "behaviors involving mob attraction, monster range and persistence, etc., are as intended", this is really, really puzzling.
Do chasing spellcasters (which do not have ANY speed boosts of their own) indeed behave as intended?
Do mursaat monks and avicara guiles that follow a player from one wormhole to the other indeed behave as intended?
Do melee enemies, that stop chasing the player and return to their usual patrol routes and mob areas, indeed behave as intended? Why don't they continue to chase the player together with monks, mesmers, and necros?
Does a necro boss that runs at a full speed to the resurrection shrine to wreck revenge on a killed and rezzed up party, from 3 radars away, indeed behave as intended?
Sorry if this sounds harsh, but I find it very hard to believe that the current AI behaves as intended, because I cannot imagine the mind behind this design that made the enemy spellcasters's behaviour totally contrary to common sense.
It's easy to prove. I just did a little experiment North of the Gate in Ascalon. I'd get the Charr to chase me, I'd kill one and run away. As I approached the group again, the remaining Charr would come after me even though I was nowhere near aggro. I recorded it, but unfortunately Fraps chose that moment to bug up on me so I don't have the evidence. However, as I said, it's easy to duplicate. But, I did get a screenshot. I don't know if you can tell because the picture isn't that clear, but the Charr are coming back after me and you can see on the radar screen how far away I am.


Quote:
|
Originally Posted by artay
Theres a Really bad resshrine where there is a rit and derv boss, took about 20 spawns to kill em. they dont run fast enough away. but i got a green afterwards
![]() |
I've had the undead in The Desolation exhibit this behaviour too.
What was weird then was that if I flagged my heroes and henchies to stay put, I could run past without them aggroing (and they were aggroing from WELL outside my radar when attempting this as a team).
Yet when I cancelled the flag in order to call my heroes and henchies to me, even though thay followed the same route I had ran, the enemy aggroed.
Working as intended, my arse.
Aggroing on heroes / henchmen, but not on players?
Nice feature lads

e
Quote:
|
Originally Posted by Mourne
Yep, my warrior always has an aoe attack, and so do monks, and rangers, and ritualists, and assassins, and paragons....get my point? The AoE comparison was terrible, because remember, in the last update they changed the AoE attacks to only make them run after half, so how does that help? Gaile didn't think that one through.
|

Quote:
|
Originally Posted by Pillie
Just the point I was going to make. Lets face it, if i met any of you guys in game and said "im a WOH monk, but i also carry firestorm" half of you would laugh at me and the other half would probably flame me from ascalon to droknars (the long way) for being such an idiot ^_^
|
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.
