Charke

Citizen
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  1. Well, I don't think that's the case. It's possible, but it would have had to be within the 60 second or so window that it took me to put that entry in the hosts file and try again.

    This all happened at about 6:49am PST to 6:52am PST (the time of my second post, when I'd gotten in by tweaking my hosts file).

    Can someone else confirm that the servers were in process of coming back up at that time? I'd checked server status prior to my 6:49am PST post, and they were listed as up with no *scheduled* downtime today. I was well outside the window of the weekly possible downtime.

    Anyway, at work - I'll check tonight, and imagine it'll be all better.
  2. Update: If I modify my own hosts file and add that server, I connect immediately. This *appears* to be completely on NCSoft's end, specifically in DNS.
  3. nslookup
    > server ncdns01.ncsoft.com
    Default server: ncdns01.ncsoft.com
    Address: 206.127.155.162#53
    > 216-107-254-198.plaync.com
    Server: ncdns01.ncsoft.com
    Address: 206.127.155.162#53

    ** server can't find 216-107-254-198.plaync.com: NXDOMAIN
    >

    (I receive the same response from Google's public DNS servers, and my own, and my ISP's.

    I can't connect at all - pulled this address with TCPView from Sysinternals by watching the launcher try to connect to it and fail repeatedly.

    Server page says everything is up.

    Tried resetting router; actually did those nslookup tests from a completely different machine just in case.

    If I tracert to the IP *indicated* in the name, it goes. The name won't resolve, however.

    Thoughts?
  4. Still doing testing - with mercs/pain, pets not upgraded, just using the lowest tier pets, I shot a mob. The mob fired back, and the pets, in bodyguard mode, fired one volley into the mob then they both rushed into melee range.

    With pets upgraded, it was inconsistent. Occasionally both would close, sometimes one would close, but never did neither of them close (except of course when the initial volley killed the mob - nothing to close with).

    If there are people (Emberly, for example) who are not having their pets close to melee range, I really want to get the the bottom of why. All of my new masterminds are plagued with this melee issue.

    My 50 thugs/dark, incidentally, is behaving relatively normally with pets upgraded or not. Arsonist closes, bruiser closes, and occasionally one of the punks closes. The rest stay back.

    My 35 mercs/pain, with pets upgraded or not, had my commando closing nearly all the time (as expected), the medic closing most of the time (expected again), and the other two soldiers closing about half the time. The spec ops didn't every close unless the mob closed with them.

    In all, my higher level mm behaved reasonably well. The only problem there was that most ranged enemies closed instead of staying at range.

    For the people who are noticing issues here, are the issues mostly with lower level mm? That seems to be the case for me. Even very old (a few years) toons that never really leveled up are having the issue with pets closing to melee when they are ranged pets.
  5. Quote:
    Originally Posted by Emberly View Post
    I'm running missions right now on my mercs/ff, using Force Bubble to keep the mobs at range, and the mercs are not closing to melee. They are happy to sit by me and spew lead death. I've got them on defensive/follow and am not issuing any other orders to them at all.
    With bots/ff, I tried the same thing. The bot followed the flying mob, and closed to melee, every single time. With more than one pet, one would stay back and one would close to melee - just like with demon summoning pets. The same applied to mercs, using mercs/traps or mercs/pain (though obviously no crowd control with /pain).

    They are simply not reacting like they did pre-I17.

    If I could keep my merc pets (on bodyguard mode, like you used) back like they did prior to I17, I would be happy. They will not stay back, and they get eaten alive. The one (with more than one pet) that stays back will close to melee once the initial one gets killed.

    AI changed, it's as simple as that. Not for the better, in the case of ranged pets/mobs.

    Here's another test: take ranged mm pets into a bank mission. The ranged pets will close with cars and such to destroy them, and get blown to bits the same way zombies/ninjas always have. Use a goto? They go, then close with the vehicles again. Mercs used to be one of the most fun archetypes to take on a solo bank mission for me, because I could have fun for ages in there. Not so anymore. With all the resummoning, it's just not fun.
  6. Oh, the mercs charge in alright. Consistently. Pre-I17, sure, they'd stay back. Not anymore.
  7. Quote:
    Originally Posted by Sunstormer View Post
    Sorry I know this is a noob suggestion but have you tried using the /goto command to pull them back into range?

    It was happening with my mercs too but this solved it for me, its annoying to have to use it everytime they move to melee though.
    The issue is that all ranged mobs are running into melee where they didn't before. Using goto is definitely an option, but they're only running partway back (as someone said earlier), then running right back into melee. Beside that, every second your pets are running to an assigned spot is a second you aren't doing any damage. The pets need to stay ranged if they are ranged, and vice versus. It was something of an issue before I17, but it's horrible now.
  8. Quote:
    Originally Posted by gameboy1234 View Post
    How hard is it really to add a "range preference" and a "melee preference" to the AI?
    I would be SO happy to have this option. /sign
  9. Yes, they run into melee range far too often. It's not just the merc pets though. Go attack a gunner mob. They used to (Pre-I17) stay out of melee range for the most part, only occasionally running up. Now (Post-I17) every one of them gets in your face right away. It seems that all ranged mobs, pet or not, have had their AI tweaked to run into melee range.

    You're not seeing things. It HAS changed.