_Castle_ what about crazy griefing NPC and AS?


2Negative

 

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I am tired of doing bank missions with full teams only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way. Is there a way to change it to where only mobs can push us around. I remember at one point a red name said that they were working on this but nothing has come to the light yet. It is bad enough during those missions that we get doors blocked by them but now they can interupt the AS too? Its almost like they be trying to grief us on purpose. I have had a few team wipeouts from this where I could not take out the boss due to the interuptions from the npcs and we had a few situations where we could retreat because the npcs blocked the doors.

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

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Then maybe look at the way WoW deals with this crap... make them all phaseable, like they aren't even there!! Yeah, I know it might take away from the "emersion" of the game, but it would certainly solve a lot of headaches and make many people with interruptable powers, melee powers, etc. happy.


 

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we are bad guys we should be able to kill them


 

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If it's a server issue with numbers of npcs in one area you can easily have them fade out if the density goes to high?

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Or have the NPCs occassionally run for the doors and escape. In either case, NPCs should not be in the vaults period. I'd be pretty scared if somebody robbed a bank while I was there, but the vault is the last place I would run to. I'd probably just lay on the ground until the robbers left.

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Actually it would be really cool (and way more realistic) if the number of NPCs went down as the mission went on. I don't now .. one hitting the front door every minute and the others moving toward the exit at a similar pace ...

And again ... if it was that simple .. it would probably already be in place .. hehe.

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That's a pretty good idea too... but then you'd have folks playin realy evil villians insiting they get to try to plug em' before they can escape... I mean theoreticaly. Can't interact at all right now. Perhaps the only solution is to simply limit scurying NPC's to 3 tops in any mish.

And please for the love of heaven NO Paragon City SWAT skinned NPC's flitting about... Thats just silly to see the guys in better armor and gear then the Rogue Island Police running arround while the RIP's try to stop the robbery. I mean what is up with that? Paragon PD on holiday? Well they apparently know how to dress for holiday in the Rogue Isles ... Got to give em credit for that... but I never see them on the streets. Can you mix in a few Islands themed shirts with the SWAT gear and helmets? They'd look more comfortable and seem more like theyre realy on holiday.

RDH


 

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I simply choose not to do bank missions just because of that NPC [censored]. Nothing in this game makes my bloodpressure rise through the roof more than this.

Also, same thing goes with MM teams. If I can't get to the mob, screw it those MMs can take care of it while I stand in the back gaining free exp. Grrrr I hate MMs!


 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

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What about removing colission detection from decorative NPCs inside of door missions?


 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

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I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!


 

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only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way.

[/ QUOTE ] hmmm.....

Castle, is there any way to bring these NPCS's to the PvP zones?


 

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only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way.

[/ QUOTE ] hmmm.....

Castle, is there any way to bring these NPCS's to the PvP zones?

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Yeah. If I could beat the living [censored] out of these NPC's, I'd hop on my bike right now, ride through almost a foot of snow while it's 10 degrees with windchill to the game store, and buy CoV tonight.


 

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Why not remove the NPCs from missions altogether? They are a pain in the rear end to have them running around like chickens with their heads cut off. Or, how about make them static--frozen in one place by fear?


Proud member of the LEGION, and Sisterhood

 

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Heck, if villains ever get into Paragon proper, now we'll know to hide near the ferry on PI.

*Does a respec next to the vendor*

*Notices she is now on the opposite side of the island*


 

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Heck, if villains ever get into Paragon proper, now we'll know to hide near the ferry on PI.

*Does a respec next to the vendor*

*Notices she is now on the opposite side of the island*

[/ QUOTE ]Rachel Torres in Galaxy would also be a good place to hide in the open from Stalkers.


 

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Why are NPCs running around randomly in fear anyhow. Several times, I've had them run right into my attacks (they weren't affected, but still kinda idiotic). How about making NPCs run AWAY from all mobs and heroes, so that in missions they would run to a wall and cower. Or better yet, make all those boxed and crates usefull and let them hide and cower behind them.

BTW, I hate NPCs too, ever since my huge tank got pushed out of the tram station, the tram area, and into a mob. Coming back to find yourself defeated is really funny, but annoying. I'm a huge tank!! What are these normals doing with the strength of the HULK.


 

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How come Npc civies cant be like the Npc baddies.

I had a group of baddies who walked around me when I was stealthed and blocking there path. Might only work when you are much higher lvl then they are but still they weent around me.


 

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Odd. I've never had an AS get interupted by NPC collision.
I have been pushed out of range *before* I could activate it and gotten an 'out of range' error. Once I start an AS it doesn't mater where the target is or where I am. It goes off, and hits or misses. I've AS's a guard half way across the Casino. I got NPC shoved and the guard ran off. Both *after* I had activated the power.


The NPCs in this type of mission act as designed. I've never read anything by a Dev that said they would alter this behavior. I did read a dev post in Beta that said this was an intentional hazard for this type of mission.

I don't like it either. Makes life hard for any melee attack, not just AS. I've requested in the past that the attractor effect be removed. It isn't that they run around randomly. That would be (almost) OK. The NPCs are attracted to the player. Do the casino theft in Sharkhead. A player can get all of the NPCs to gather in any corner the player is in. Then move to any other corner and in about 15 seconds all the NPCs will be clustered in that new corner.


Thing of it is, I do appreciate the change of pace. Having to deal with 'environmental hazards' gives these missions character. For me it balances out and I still have fun.


 

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impkin, if you get moved in the interruptible period, the ttack fails. Just like when you are trying to do so on a sloped terrain, if you slip down a bit, it fails.

As far as the NPC's, castle, the amount of them and their behaviour ( especially in heists0 is not only irritating, it's also immersion breaking: they run to you and your attacks, they are in the vault; the one plave they shouldn't want to be.

I understand that npc colision detection would cause too much server stress, even if you only implement it inside missions, but can you atleast either lower their numbers, alter their behaviour, or make them run away from us (like they do from street villains)?


 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

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I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!

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Solution: Decrease the number of NPCs.


 

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I am tired of doing bank missions with full teams only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way. Is there a way to change it to where only mobs can push us around. I remember at one point a red name said that they were working on this but nothing has come to the light yet. It is bad enough during those missions that we get doors blocked by them but now they can interupt the AS too? Its almost like they be trying to grief us on purpose. I have had a few team wipeouts from this where I could not take out the boss due to the interuptions from the npcs and we had a few situations where we could retreat because the npcs blocked the doors.

[/ QUOTE ]

In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

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If we cant kill them or push them can we at least have them removed or toned down. It has gone beyond a quality of life issue now, its griefing no matter how you look at it.


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Thank You Devs for Merits!!!!

 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

[/ QUOTE ]

I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!

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Solution: Decrease the number of NPCs.

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No. The presence of the NPCs is what makes Paragon City come alive. If other heroes are all that we see, then we're just protecting a ghost town.

Keep the NPCs.


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FyreWyld - lv 40 Energy/Energy Brute (Justice)
... and way too many others

 

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Honestly Castle, in some of the missions...like bank heists...having idiot civilians running around knocking you all over the place while you are fighting in the vault goes beyond annoying.

It isn't so much that they are getting in the way, its that every time they bump into you they jostle your camera angle. My camera gets so jerky during these fights that it nearly makes me sick.

I literally HATE the bank heist missions for this reason and this reason only. What the hell are people doing running through the vault anyway?


 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

[/ QUOTE ]

I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!

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Solution: Decrease the number of NPCs.

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No. The presence of the NPCs is what makes Paragon City come alive. If other heroes are all that we see, then we're just protecting a ghost town.

Keep the NPCs.

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1) I never said eliminate, I said decrease.

2) This is in reference to the thread, not Paragon City. The thread is talking about the heist missions where there are an overabundance of panicked NPCs running around, clogging doors, and pushing PCs around when they're trying to fight.


 

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I am tired of doing bank missions with full teams only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way. Is there a way to change it to where only mobs can push us around. I remember at one point a red name said that they were working on this but nothing has come to the light yet. It is bad enough during those missions that we get doors blocked by them but now they can interupt the AS too? Its almost like they be trying to grief us on purpose. I have had a few team wipeouts from this where I could not take out the boss due to the interuptions from the npcs and we had a few situations where we could retreat because the npcs blocked the doors.

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I would say this is called "Part of the game". Random factors effect everything in life and you can't predict everything.

Not sure how a mob pushing you would mess up your AS though since once the animation starts it doesn't matter how far the mob is from you at the end. I have hit mobs 2 rooms away from me with AS as they were running by. All that matters is that the mob is beside you when you trigger it. After that the further away you are the better.


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You can't please everyone, so lets concentrate on me.

 

Posted

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

[/ QUOTE ]

I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!

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Strange, that was what we were told in BETA was the reason (and why we don't have destructible/movable terrain).

People stacked up cars in front of the NPC pathings and could greif that way.


Still here, even after all this time!


 

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Honestly Castle, in some of the missions...like bank heists...having idiot civilians running around knocking you all over the place while you are fighting in the vault goes beyond annoying.

It isn't so much that they are getting in the way, its that every time they bump into you they jostle your camera angle. My camera gets so jerky during these fights that it nearly makes me sick.

I literally HATE the bank heist missions for this reason and this reason only. What the hell are people doing running through the vault anyway?

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I heard that! Last night a friend and I were duoing in a bank heist and were attempting to pull the entire mission together. Well, my friend was unfortunately trapped in a section of hallway because a frantic NPC was stuck in a door against one of the mobs. My teammate was subsequently beaten to the ground, with me following about 10-15 seconds later.

And no, the problem wasn't us trying to pull the whole mission, it could have also happened with a normal amount of aggro. The NPC counts in those missions is rediculous.


 

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Not sure how a mob pushing you would mess up your AS though since once the animation starts it doesn't matter how far the mob is from you at the end. I have hit mobs 2 rooms away from me with AS as they were running by. All that matters is that the mob is beside you when you trigger it. After that the further away you are the better.

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Except for that part that everyone keeps ignoring, how AS is interruptible. If an NPC moves you, the attack gets interrupted and it fails, sometimes taking the endurance cost anyway.


 

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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.

I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)

[/ QUOTE ]

I've been informed that whoever told me the above misinformed me (well, the language wasn't quite that polite. ) In any case, the true reason appears to be physics collision checking (Players check collision, NPCs do not.)

I apologize for any confusion!

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But the NPCs know where the walls are and other NPCs are. (At least I haven't seen them run through each other.) There are two ways that I know of to solve this problem.

1. Give the NPC's a very simple detection system by treating the PC's like a small box wall that is in the way. Make sure to test the NPCs collision before testing the PCs collision.

2. Do it through the AI system: Have the PC broadcast (hidden broadcast for those of you who don't make games) that they are colliding with the given NPC in given direction. Wait a frame or two to let the NPC back up, but if still colliding then back up the PC. (This is not the easiest thing to do.)


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