Another thread about AI

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

Quote:
Originally Posted by Ratchik
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.
It's kind of off-topic, but I disagree with you here. Last week I attempted Dunes of Despair with my NF monk. Our other healer left, and our warrior and ele were whiped next to one of the bonus bosses, rushing off to try and complete the bonus. I completed the mission with my healer monk, a smiter and a tank.

pizzamonkey

pizzamonkey

Ascalonian Squire

Join Date: Dec 2006

Mad Town

Nice Insides [nice]

Mo/

I've encountered many problems with the ai lately too. And yes, that whole situation where there's one of two players left out of 8 people that try to rez the team isn't happening anymore. The rezzers either get bombarded or interupted or both when they're clearly not even in aggro's range. Eventually, the would-be rezzers got cornered (the ai decided not to go backward anymore when rezzers move back) and got shut down and end of game. This kind of ai is going on all time lately.. it almost makes me not want to do any difficult missions because I know what will end up happening and I'll just be wasting my time with AI that isn't behaving properly.

***offtopic
I've noticed that every once in a rare while a hero might try to attack a random monster w/out my say-so. For example, this happening when me and my team were trying to stealthfully avoid a pack of monsters and Acolyte Jin jumps into the big mob of monsters and no matter how far we ran, she'd still be trying to attack the monsters. And for some odd reason, the monsters did not give chase after Jin FINALLY decided to come pack to our group (she survived somehow). That is some weird AI.
***offtopic

Pillie

Ascalonian Squire

Join Date: Jul 2006

Ascending Phoenix

Mo/Me

I've just spent the evening in Tombs. The AI is exactly the same down there, we had terrorwebs chasing us halfway across the level when we were trying to res.

Kali Ma

Kali Ma

Frost Gate Guardian

Join Date: Jun 2005

N/Mo

Quote:
I have not noticed this behaviour in Cantha.
I have experienced it there, recently during the Finding The Oracle quest.

My Ritualist joined a Monk with a team of henchmen, and three of the henchmen died at a point just prior to reaching Nika - there's a winding stairway up with two or three enemy AI groups at the top of a T shaped corridor. The two of us ended up running over halfway back to Kaineng Center before breaking aggro. Each time we tried to go back to res the henchmen, as soon as the enemy AI entered compass range they would chase us, yet even further back each time.

Eventually we just stood around by the Kaineng Center gate area for like ten minutes, allowing enough time for the mob to go all the way home. Then we went back to the spot of the corpses, and tried getting into range for res. Understand that the corpses were not within the aggro bubble range to attract the enemy AI, but as soon as we started ressing they would run down and attack us, even using Rebirth.

It took us several res attempts, with running almost to Kaineng between each one and waiting for ten minutes or so, to kill off the entire mob. At one point during one of the last attempts, we almost gave up and started over, but realized it had been around an hour and a half, and that we might just have to do the same thing all over again, so we stuck with it.

We did eventually kill of the mob, got every hench ressed, and finished the quest. But it was a real drag, and didn't seem right. While we were hanging around waiting for the mobs to get home, we talked about it and how it seemed unreasonable behavior. This quest should have taken us 30 minutes tops, and it ended up taking around two hours, with 3/4 of that simply trying to res our team.

shardfenix

shardfenix

Banned

Join Date: Dec 2005

Il Power Overwhelming Il [HaX]

So..you're angry because they made monster AI more like real players thus giving you a slight challenge?

If you don't want your monk being chased all day long, heal your team.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

No, shardfenix. That's not the issue.

I've finally experienced this first hand in Cantha. My team got wiped with the exception of myself. I had backed off to break aggro and so that I could res the team and take another try. I noticed that the mob we had attacked now had compas sized aggro. As soon as their red dots were on the radar, they were all over me, preventing me from resing my team mates without incurring a serious DP. This was fairly early on in Factions as well, during the quest Mayhem.

While I have nothing against challenge (in fact, I usually seek it out) this is more along the lines of broken code. As I stated, they had an aggro reach that was the size of the compass. I experimented with this a little bit and noticed that if I walked into their range (call it 5 feet forward) I could break their aggro by backstepping about twice the distance I moved forward (10 feet). Even if they had reached my aggro bubble, they would disengage and return to their patrol point. I could repeat this until I would get bored.

Some monsters have an aggro range that greatly exceeds the aggro bubble. This is a bug, since I seriously doubt a programmer would want this implemented.

ectospasm

Frost Gate Guardian

Join Date: Aug 2006

Good news on the Bug Smiting Front!

The "Endless Aggro" bug will soon be a thing of the past! Thank you kindly for your good and detailed reports, as they were helpful in giving us the level of detail that allows us to find the bug and put him on the "To Be Smited" list.

We'll have some timeline information in the near future -- we hope to have a fix in place quite soon!

I've just sent off another two bugs to the design team: henchies/heroes not obeying called targets and certain mobs being completely passive. Will keep you posted on those outcomes, too.

Thanks very much for your patience and your valued reports.
__________________
Gaile Gray
Community Relations Manager
ArenaNet
www.guildwars.com

http://guildwars.incgamers.com/forum...428162&page=37

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Well thats a result, at least they've finally admitted it's a bug

Shadow of Light

Shadow of Light

Lion's Arch Merchant

Join Date: Jun 2006

Australia

Mo/

In all honesty, I thought this was a 'feature'. An annoying feature, true. Especially when monsters started running for you even when they weren't visible on the radar. Made resurrecting hell... Rebirth or no. Also encouraged you to be a better healer.

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

/start rant

I have the "pleasure" of bringing my monk through the game and it was an experience i can/will not soon forget. Unless playing through RoT with 60% DP is anywhere near the idea of Fun, then NIghtfall would have been a fantastic game indeed.

While in the Realm of torment, the self replicating mofos would ignore everyone in my party and target me first followed by a co-ordinated tactical assualt-spike, and subquently when i have accumulated DP, my monk would get spiked each time i am ressed, i was doing situps half the time i was there and at times i feel sad for my party of herohench since i was a rez sink and a liability for them and if they had a choice, i am sure they would have rage quit on me...

While many here would say: "Kiting FTW" however it has been mentioned before once you start kiting, your party auto disenages hence overall lowering the DPS of the party each time you kite giving the mofos more time to self replicate...

/end rant

/On topic:

Agrro locking issues were also observed in missions such as nudu bay, gate of pain and gate of maddness making party wipe rescue rez almost impossible. The problem is made worse with cross path patrolling in some of the above mentioned areas and parts of RoT.

Bringing my ranger and paragon to finish was a breeze while playing my monk however really made my blood boil with Herohench.

Edit: Thanks for the Perm aggro lock fix.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Lets not forget the fainted aggro lock. Where i mean by minnions run off couple aggro bubbles away attack mob then die. A few secs later the said mob still 2 aggro bubbles away not being aggroed by your group only by the minnions that ran off make a bee line straight for your party.

ectospasm

Frost Gate Guardian

Join Date: Aug 2006

before the bug is totally recoded. whats with (and has always been) with like the smite crawlers and coldfires in Underworld that infinite-aggro lock onto you, but on thier return they get stuck mid path on thier way back to thier original location. Putting them even closer to you combined with infi-lock? Its like they get hung in thier code and dont know where Point A starts and point B ends. So they just find a happy medium and sit there spamming spells in a tight little group all by themselves. This has also been extremely annoying.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by manitoba1073
Lets not forget the fainted aggro lock. Where i mean by minnions run off couple aggro bubbles away attack mob then die. A few secs later the said mob still 2 aggro bubbles away not being aggroed by your group only by the minnions that ran off make a bee line straight for your party.
As long as your minions are in battle, you are considered to be in battle. I don't see that as a bug at all. Once they all die, it's as if you just that second left the area and yeah, they will still be aggroed for a bit. Now if you're too far away, they'll run for a bit, then give up in about 3-5 seconds, returning to their patrol.

Tydra

Tydra

Academy Page

Join Date: May 2006

Quote:
Originally Posted by ectospasm
Good news on the Bug Smiting Front!

The "Endless Aggro" bug will soon be a thing of the past! Thank you kindly for your good and detailed reports, as they were helpful in giving us the level of detail that allows us to find the bug and put him on the "To Be Smited" list.

We'll have some timeline information in the near future -- we hope to have a fix in place quite soon!

I've just sent off another two bugs to the design team: henchies/heroes not obeying called targets and certain mobs being completely passive. Will keep you posted on those outcomes, too.

Thanks very much for your patience and your valued reports.
__________________
Gaile Gray
Community Relations Manager
ArenaNet
www.guildwars.com

http://guildwars.incgamers.com/forum...428162&page=37
YAY!!! see, bugging the dev team works

tnx ectospasm, for the update. i myself am too lazy to check both forums, so i stick to the guru one lol .. how come this msg wasn't posted here? *sniff sniff

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by arcanemacabre
As long as your minions are in battle, you are considered to be in battle. I don't see that as a bug at all. Once they all die, it's as if you just that second left the area and yeah, they will still be aggroed for a bit. Now if you're too far away, they'll run for a bit, then give up in about 3-5 seconds, returning to their patrol.
And yet the dont return to there patrols.

Zeph

Zeph

Lion's Arch Merchant

Join Date: Jan 2006

Wales, UK

Expect Extreme Violence [EEV]

Quote:
Originally Posted by Illuminus
its causing more frustration than fun!
Gaile, please take note of this sentence. If the AI is working as your designers intended then they seriously need to re-think it because this sentence sums up the feelings of so many people who really do enjoy GW. Yes, the designers are the experts but we are the players and players want a game to be fun not frustrating.

Memnon

Memnon

Academy Page

Join Date: Jun 2006

Sitting down and facing forward, but that's not important right now

Guilds Gone Wild [GGW] (just me really)

Me/

I always thought this was a feature that Anet intended, not a bug, so I found new strategies to deal with those super-angry AI mobs. In other words I was forced to think more.

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Think it also forced a lot of people to play something else instead and I guess this was noticed by Mr NC Soft in the monthly server stats and possibly forced A-net to do something about it after a month to avoid the other flop they had with another NC Soft game.

aron searle

aron searle

Jungle Guide

Join Date: Aug 2005

Mo/

I was able to flag my henchies to just be able to heal me, and then barrage varios mobs to death without them even moving or doing anything, it only happend randomly but was very fun.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Originally Posted by Memnon
I always thought this was a feature that Anet intended, not a bug, so I found new strategies to deal with those super-angry AI mobs. In other words I was forced to think more.
I have the same feeling, I really think it is intended except for maybe those 2 casters that leave their group and chase you around everywhere. All the rest is intended imo. With good team play you can still rebirth and stuff, it can get ugly though if you're the only one that stays alive. We tested it in the DoA missions so if it works there it should work everywhere. Because no place is as hostile as DoA imo. But yeah it takes some thought and strategy to get used to the hang of it.

Speaking of DoA, we've encountered groups that first attack and then flee and stand there. Even if we attack them again they flee some more and we can just ignore them, they will never attack us again in that mission. This sounds like a bug too.

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Quote:
Originally Posted by Gun Pierson
Speaking of DoA, we've encountered groups that first attack and then flee and stand there. Even if we attack them again they flee some more and we can just ignore them, they will never attack us again in that mission. This sounds like a bug too.
It is a Bug, I'm pretty certain Gaile said somewhere that they were also looking into "Passive Mob Behaviour"

WasAGuest

Desert Nomad

Join Date: Jan 2006

Quote:
Originally Posted by Thallandor
/start rant

I have the "pleasure" of bringing my monk through the game and it was an experience i can/will not soon forget. Unless playing through RoT with 60% DP is anywhere near the idea of Fun, then NIghtfall would have been a fantastic game indeed.

While in the Realm of torment, the self replicating mofos would ignore everyone in my party and target me first followed by a co-ordinated tactical assualt-spike, and subquently when i have accumulated DP, my monk would get spiked each time i am ressed, i was doing situps half the time i was there and at times i feel sad for my party of herohench since i was a rez sink and a liability for them and if they had a choice, i am sure they would have rage quit on me...

While many here would say: "Kiting FTW" however it has been mentioned before once you start kiting, your party auto disenages hence overall lowering the DPS of the party each time you kite giving the mofos more time to self replicate...

/end rant
This is the game breaker for me as my favorite char is a monk. When the mobs aggro me from off of radar the second the heroes/henchies engage via a flag drop; it was an obvious bug and resulted in many a /ragequit on my part.
This is made worse when reporting it and some poor fool would tell me to adapt to broken code. lol
Can't kite, as you said the AI breaks off and the Benny Hill begins.
The worst is when four groups (thanks to heroes/hench not obbeying or going "LEEEROY!" on me) of different "racial" mobs all are able to cooridnate perfect spikes on a single target.
Add to this single game breaker bug (and aggroing off of radar just because I'm the monk has got to be a bug) the other listed issues literally killed the game for me.. which brings the below to being the truth for me.

Quote:
Originally Posted by Blackhawk
Think it also forced a lot of people to play something else instead and I guess this was noticed by Mr NC Soft in the monthly server stats and possibly forced A-net to do something about it after a month to avoid the other flop they had with another NC Soft game.
Yup, I quit playing. Hopped on now and then to "test" for fixes or various other possible situational bugs that came to mind. I only hope they are all cleared up for the Wintersday event. Been looking forward to it but the AI as is, is far to annoying and will ruin the event.

So I have to say with that, a "thank you" for working on a fix is wonderful news.

boxterduke

boxterduke

Furnace Stoker

Join Date: Jun 2005

Walking the ruins of Ascalon

DVDF

Me/

Have not finished reading the whole thread so not sure if this is mentioned or not but mobs also chase you or start attacking you as soon as you attack a ranger spirit that they have there.
Even if they are far away, as soon as you lay a hand on that spirit they come running for you.

Tydra

Tydra

Academy Page

Join Date: May 2006

Quote:
Originally Posted by boxterduke
Have not finished reading the whole thread so not sure if this is mentioned or not but mobs also chase you or start attacking you as soon as you attack a ranger spirit that they have there.
Even if they are far away, as soon as you lay a hand on that spirit they come running for you.
yea its been mentioned before, but cant harm to repeat such things
lol i actually abused that behaviour. in one of the torment missions there were 2 groups patrolling quite close to each other. one of em left a spirit far away and went to the 2nd group then. so i hit the spirit and they came back for me, out of range of the other group .. was a piece of cake then

disarm76

disarm76

Wilds Pathfinder

Join Date: Jul 2005

Portugal

4 Hours (FOUR) trapping the Stygian Veil, and in the end (last tendril), all die except two of us...from the begging we knew we were doomed.
They just don't let go. Chase us all the way, everywhere.

FOUR hours and loosing in the end, because of stupid AI.
Now, that make me want to rush right in again...not.

oh, and we tried going separate ways...they just chase one until they kill him, and them cross half the map to kill the other! WTH?!?

beanerman_99

beanerman_99

Wilds Pathfinder

Join Date: Apr 2005

In the clouds

[Sage]

E/

Gaile mentions several times about the difference between "bugs" and what the Developers call an "intended fix".

What I don't understand is why they would institute something in the game, like the crazy AI, that would render a key part of our user interface completely useless: the aggro bubble/safety bubble on our radars.

Look, these behaviors are NOT hard to reproduce. Players have posted exactly where they encounter it. There is no way the dev's are unable to reproduce what many, many players are experiencing in the game.

Stop the double talk and tell us straight out, Is the crazy monster AI (chasing, sensing, etc) intended or not? Simple question. Its either yes or no. Not, well.....remember back when we did so-and-so and you hated it but yadda yadda, and well.....we fix bugs but the AI is not bugged so...

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

Quote:
Originally Posted by disarm76
4 Hours (FOUR) trapping the Stygian Veil, and in the end (last tendril), all die except two of us...from the begging we knew we were doomed.
They just don't let go. Chase us all the way, everywhere.

FOUR hours and loosing in the end, because of stupid AI.
Now, that make me want to rush right in again...not.

oh, and we tried going separate ways...they just chase one until they kill him, and them cross half the map to kill the other! WTH?!?
I can only imagine your frustration. Actually, I can more than imagine it because I've suffered from similar issues. I think the best thing we can doing is provide Anet with documentation. Earlier in the thread Gaile said the developers were unable to duplicate the problem. I read this and immediately went out and duplicated it. I'm not implying that Gaile is lying or that the developers are incompetent, but they obviously need more specific examples. If we give them tons of screen shots and even movies of these incidents, they'll know that we're not overreacting to AI that is obviously bugged.

Another Felldspar

Lion's Arch Merchant

Join Date: Sep 2006

Alchemy Incorporated

Mo/E

Yes, this is a major problem, especially in the Southern Shiverpeaks, but I have noticed it a few other places as well. One thing that hasn't been mentioned... If, when you approach the mob that has gone back to their original patrol point near dead party members, you have yourself targeted instead of a teammate, they do not automatically re-aggro. You can approach. As soon as a teammate is targeted for rebirth the monsters regain aggro and give chase. It's as if the corpse of the teammate is causing aggro when it is becoming "active" by being targeted, even though it will be teleported to the location of the caster and out of aggro range.

birdfoot

birdfoot

Frost Gate Guardian

Join Date: Jun 2006

Singapore

Ordo Chaotika

W/Mo

Perhaps you guys should try to list your observations in point form (ordered step-by-step manner) to act as instructions for replicating the scenario(s), and also state down the zone and what mobs are behaving strangely. That will hopefully be a more definitive way to help the devs or Gaile see which part of it doesn't correspond to the code. I've already uninstalled the game so can't contribute much to the observations.

More on-topic, I have also experienced the unxpected aggroing (which takes place a couple of aggro bubbles away) issues; kinda defeats the purpose of having an aggro circle which works as a detection range. In addition, I've noticed before that Kournan priests seems to be warriors-wannabes, chasing up and engaging enemies in the front line while party members are still at the back; felt really wierd (some folks at GWOnline.net have also raised this before).

Hope this gets fixed eventually so that you guys can go back to having fun the way GW was.

beanerman_99

beanerman_99

Wilds Pathfinder

Join Date: Apr 2005

In the clouds

[Sage]

E/

Quote:
Originally Posted by Ayelet Feldspar
Yes, this is a major problem, especially in the Southern Shiverpeaks, but I have noticed it a few other places as well. One thing that hasn't been mentioned... If, when you approach the mob that has gone back to their original patrol point near dead party members, you have yourself targeted instead of a teammate, they do not automatically re-aggro. You can approach. As soon as a teammate is targeted for rebirth the monsters regain aggro and give chase. It's as if the corpse of the teammate is causing aggro when it is becoming "active" by being targeted, even though it will be teleported to the location of the caster and out of aggro range.
Hmmmmm. This is a very interesting observation. I have not noticed it before. But monsters will chase and "re notice" you even without dead teammates. But it could mean something. Good find mate.

WasAGuest

Desert Nomad

Join Date: Jan 2006

Quote:
Originally Posted by Ayelet Feldspar
Yes, this is a major problem, especially in the Southern Shiverpeaks, but I have noticed it a few other places as well. One thing that hasn't been mentioned... If, when you approach the mob that has gone back to their original patrol point near dead party members, you have yourself targeted instead of a teammate, they do not automatically re-aggro. You can approach. As soon as a teammate is targeted for rebirth the monsters regain aggro and give chase. It's as if the corpse of the teammate is causing aggro when it is becoming "active" by being targeted, even though it will be teleported to the location of the caster and out of aggro range.
Would also explain the insta-flee bug when you call certain targets and they begin the "Benny Hill" before they even take a hit.

Maybe unlinking the mobs "ESP" from the targeting code?

I also wonder why such changes are made that are generally "less" fun and then expecting the player base to "adapt" and go with it... this makes no since to me. GW is a form of entertainment. I bought it to be entertained. If my satelite (another source of entertainment) suddenly changed it's line up to something I didn't like, I know they wouldn't sit there and ask me to "adapt and get used to it". Loosely connected I know but being that both are there to entertain me, they do and are alike in that manner...

It also means that if a form of entertainment no longer entertains me, I'll take my cash elsewhere to where I am entertained, not stay and "get used to it". I want my fun when I have time for fun, not on someone elses schedule... just a thought on the matter.

Fay Vert

Desert Nomad

Join Date: Apr 2006

R/

Quote:
Originally Posted by Memnon
I always thought this was a feature that Anet intended, not a bug, so I found new strategies to deal with those super-angry AI mobs. In other words I was forced to think more.
Yes, like, "I think I will go and play WoW instead"

Feanixxx

Feanixxx

Academy Page

Join Date: Nov 2005

Quote:
Quote from WoodyDotNet:
Earlier in the thread Gaile said the developers were unable to duplicate the problem. I read this and immediately went out and duplicated it. I'm not implying that Gaile is lying or that the developers are incompetent, but they obviously need more specific examples. If we give them tons of screen shots and even movies of these incidents, they'll know that we're not overreacting to AI that is obviously bugged.
I think Woody is being very generous – they’ve been many threads on several forums fully documenting these issues and the frustrations they are causing.

I’ve been a professional software consultant for over 20 years and have never once used the “cannot replicate the bug” excuse. Why? Because it sends the message to the client that I think they are either lying or stupid. Or both. Neither is conducive to income.

Instead I look at what they’ve sent me, get back to them promptly to tell them I’m on the case, request more documentation such as screenshots if I’m having problems finding the problem(s) and then I fix it. Cos it’s me job – it’s what I do. Otherwise don’t pay me.

Any software developer that uses the lazy “cannot replicate it” instantly loses any respect in my eyes. Of course, just like Woody, I'm not implying that Gaile is lying or that the developers are incompetent.

Toll Booth Willie

Toll Booth Willie

Frost Gate Guardian

Join Date: Aug 2005

tn, usa

E/Mo

Can we not get the old AI back until they get a fix for the current AI?

Numerous fansites with numerous threads by numerous players complaining over and over about the AI and yet we are still being told to wait.... How about no. We are the customers and if you want any future sales how about fixing the game.

Go ask Star Wars Galaxy community what happens when the devs decide to screw up the game.
If its not broken don't fix it.

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Wheeler
This happened to me last night also. As soon as I would get anywhere near my dead party members, they would re-agro. We had to start over because the 3 live people couldn't get near the dead ones. Soon as we would break agro we would wait til the mob had moved back to their original spot, take a few steps towards them and here they would come again. Also, if you die and rez and then try to slip by the the mob that you had agro'd they will re-agro from a mile away.
Yep, this is the problem I had last night. I was doing "Return of the Undead King", a quest where there are some massive groups of mobs. My henchmen got killed like always and I ran off.

I tired again and again to res then, but the mobs would chase after me even when I was WAY out of the range of their aggro circle, I even tired waiting for them to walk far away on patrol, no luck.

A.net has broken the aggro somehow, and it is annoying.

Priceykins

Priceykins

Frost Gate Guardian

Join Date: Apr 2006

Scotland

Heroes Etc [HeEt]

This bug has been in existence for a long time.

I noticed it alot with coldifres in UW well before the new ai, both when trapping and 55/ssing, and I still notice it to this day when trapping.

It happens fairly often outside the UW aswell, with mobs aggroing from even outside the minimap distance, which is just wrong, unless of course the ai has secretly developed tracking bugs which are placed on us players in a mellee, I knew those crafty summit were up to something

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Priceykins
This bug has been in existence for a long time.
Maybe, but in over my 1000 hours worth of gametime, I've never seen mobs reaggro a returning party member even after they have moved away.

Verek

Academy Page

Join Date: May 2006

RAVN

N/Me

Hi all,

I hope this is not off topic, so sorry in advance if it.

So, doing the last mission in Prophesies the other day, we had 5 ’real’ players and others were Hero’s. The team was all casters but me, I was a Wammo. (sorry but only Monk skill I use is rebirth, primary character is a Necro.)

I wont spoil it by saying what monsters we were up against but lets just say that you wouldn’t expect a level 28 thingy with other level 24’s around it to display this behaviour.

I’m at the lead of the party, trying to pull this ’monster’ towards me…….and this is the conversation I had in my head when observing it’s actions:

Me ’ Ugg, me big warrior, you fight!’

Monster ‘Oh boy, you do seem to have a rather large sword in your hand, not sure whether I shall this time.’

Me ‘Grrrrr, me coming to get you………’

Monster ‘Stop, that hurts, don’t you know that your sword’s sharp and pointy and that you could do something a serious injury with that.’

Me ’Baby, stop running away.’

Monster (Thinking this as it runs away) ’I know, I’ll use my telepathic ability and see which character has the most death penalty. Oh yes it that E/M that’s standing well back and out of my agro bubble. Ho hum will go and kill him, even though I have this Warrior slamming sword attacks into my side.’

/end sarcasm

For me this was a laugh, but for our poor E/M this spoilt his game as everything just attacked him regardless of where he stood.

This cannot be the correct behaviour, fortunately for us he was very philosophical about it, but many, many players would have ‘rage quit’ and we have quite enough of that already.

Ninna

Desert Nomad

Join Date: Apr 2005

Northeast USA

Guilded Rose

Me/

Quote:
Originally Posted by Verek
Monster (Thinking this as it runs away) ’I know, I’ll use my telepathic ability and see which character has the most death penalty. Oh yes it that E/M that’s standing well back and out of my agro bubble. Ho hum will go and kill him, even though I have this Warrior slamming sword attacks into my side.’
AI has always preferred casters - especially monks
http://www.1up.com/do/newsStory?cId=3150457
Quote:
Originally Posted by Jeff Strain
The challenge with the monsters is you want them to act intelligently, but we can make them act so intelligently that you're hosed.

The reason they attack your healers is because if they're even moderately smart, they know that that's the best and fastest way to hit you.
I'm not sure what the AI has for priority of targetting but the AI does seem aware whos going to die the fastest or target casters

Verek

Academy Page

Join Date: May 2006

RAVN

N/Me

I can understand the monsters attacking Monks, but they all just seem to attack the caster with the highest DP, how did they know?