Mob AI- RUN AWAY!
Crabspiders and wolfspiders will notice this more because venomgrenade makes them run away. I believe most toxic damage attacks do this already but these seem to cause more often.
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Council Marksmen stay at range too, but they don't scamper off like wounded deer as soon as they're agro'd.
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Because Marksmen aren't programmed to maintain range. The Family Hitmen, however, are.
Annoying or not, this one particular action of the Hitmen is intended. The other NPCs that run off for no particular reason are the problem.
Main Hero : Annilixxion -- Lv50 Blaster
Main Villain : Menkaura -- Lv41 Mastermind
@Laxx
"You will bend to my will, with or without your precious sanity." --Dragon Mage
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Crabspiders and wolfspiders will notice this more because venomgrenade makes them run away. I believe most toxic damage attacks do this already but these seem to cause more often.
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Which is why I go School of Sharks -> Venom -> Frag -> Suppression.
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are you guys afraid of a challenge or something? Yeah alot of them run away when they're close to bein defeated, but that just adds to the game. Think if they really exsisted they would just stand there and let you pound on them? No they wouldn't. If you start to lose do you just sit there and take it? Maybe if you're a noob or somethin, but generally no you try to do other things to stay alive.
There's this lil button on your keyboard that has you follow the enemy...press "F" and then your next attack and as soon as you get in range, cause you're faster (unless you're usin hover), you'll do the attack
I say keep it, it adds to the game. I like the challenge and the fact that the victory's not just handed to you. I like earning what I get, my levels and my respect.
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Something that you need to understand is that tedium does NOT = challenge. As I said in my last post defesting the AV in question was never in doubt...IF he held still and IF AVs were not nigh unholdable by a single character. If he had stood and fought, or even used hit and run tactics, then that would have been a challenge. But the fact that he ran even after the map had been cleared and I had done less than 100 Health to him was asinine.
A Challenge is something that makes us strive to accomplish some goal or achieve some victory.
Tedium is having to do some dull task over and over again.
Look them up and perhaps you'll understand the difference. Or perhaps you run at a low enough Diff that you only fight EBs which are MUCH more tractable...
Either way if you don't understand then you haven't done it enough.
"Comics, you're not a Mastermind...you're an Overlord!"
Stupid question:
Do the Devs care about the epidemic of cowardice amongst mobs?
I would like to at least see some sort of response defending the AI, rather than see silence concerning the subject. This is an absurd issue, there is something wrong with the world when a hulking Behemoth Overlord runs like a scared little girl across the gorram instance at 80% health. Or when I'm forced to face the Longbow Yellow Unit, who don't even try shooting before executing Operation GTFO. Seriously, any response. Even "We know" would be enough. I feel like CoX is populated by effing Kobolds.
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The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
I've been playing since beta, and I do notice that lately, baddies seem to run more. To be honest, that's fine. Like someone else said earlier, (this is for lower villains), if a superhero starts blasting you in the middle of a crime, wouldn't you run? As for the bigger guys that run even when you think they shouldn't, oh well! In my experience, if one guy runs from a group of them, it's easier for you to take on the rest. The guy that ran will be back. If you are fighting and defeat all but one or two, and they run, yeah. What would you do if your buddies just got pulverized by a superhero? I don't think you'd care if you have full-health or not. As for villains that just seem to run away all the time, good. Use the time to rest or something and wait for them to be back. If you have no patience, then just run after them! Turn sprint on and you are faster than the majority of villains in the game. So what if villains run? Just be patient and make the best of it.
My two-cents worth...
How much do you want to bet the same guy that designed Circle of Thorns also designed those Sky Raider machetes?
"What are you talking about? Of course I keep Self Destruct on my tray. Eh, don't worry! I won't . . . oops . . ."
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I've been playing since beta, and I do notice that lately, baddies seem to run more. To be honest, that's fine. Like someone else said earlier, (this is for lower villains), if a superhero starts blasting you in the middle of a crime, wouldn't you run? As for the bigger guys that run even when you think they shouldn't, oh well! In my experience, if one guy runs from a group of them, it's easier for you to take on the rest. The guy that ran will be back. If you are fighting and defeat all but one or two, and they run, yeah. What would you do if your buddies just got pulverized by a superhero? I don't think you'd care if you have full-health or not. As for villains that just seem to run away all the time, good. Use the time to rest or something and wait for them to be back. If you have no patience, then just run after them! Turn sprint on and you are faster than the majority of villains in the game. So what if villains run? Just be patient and make the best of it.
My two-cents worth...
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Its not really about the one minion who runs away while you finish off the rest of the spawn.
What is really annoying is to have an EB run away before you even get a chance to engage him. It takes a long time to defeat an EB and they heal really fast as it is. If they keep running away from you it gets really frustrating.
Doesnt happen all the time but when it does but it can be the most infuriating experience. I had this happen with Envoy of Shadows a couple of weeks ago.
Really? I haven't had trouble with EB's running away that much. Only ones that are programmed to run (i.e. missions where you have to stop them from escaping, so obviously they are running). Most EB's I fight stay to the bloody end. There are times when I wish they would run so I could rest.
How much do you want to bet the same guy that designed Circle of Thorns also designed those Sky Raider machetes?
"What are you talking about? Of course I keep Self Destruct on my tray. Eh, don't worry! I won't . . . oops . . ."
This is still going on all the time, even when mobs are set not to run. AVs, EBs, etc. My fire/SR scrapper is causing it all the time. It's got to be a combination of /SR not getting hit and the DOT from fire. PLEASE FIX THIS CASTLE!
"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg
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This is still going on all the time, even when mobs are set not to run. AVs, EBs, etc. My fire/SR scrapper is causing it all the time. It's got to be a combination of /SR not getting hit and the DOT from fire. PLEASE FIX THIS CASTLE!
[/ QUOTE ]You act like he knows the exact cause and has just been withholding the fix to watch us squirm.
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This is still going on all the time, even when mobs are set not to run. AVs, EBs, etc. My fire/SR scrapper is causing it all the time. It's got to be a combination of /SR not getting hit and the DOT from fire. PLEASE FIX THIS CASTLE!
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Yeah, we had one boss just run all over the ship and hardly throw an attack. He was set *not to run.
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Most EB's I fight stay to the bloody end. There are times when I wish they would run so I could rest.
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You misunderstand again! They dont fight with you for a while and then run. They start running from the moment you get near them. At best you can get a couple of shots before they are off.
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Most EB's I fight stay to the bloody end. There are times when I wish they would run so I could rest.
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You misunderstand again! They dont fight with you for a while and then run. They start running from the moment you get near them. At best you can get a couple of shots before they are off.
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Naw, on my Fire/SR they don't run from the start. I fight them for 1-2 attack chains and then they run .... come back and fight for 1 chain ... then run again ... repeat.
I think it's some weird combo of /SR's not-getting-hit and Fire's DOT but they are running constantly.
"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg
Just happenend last night, We had to chase down ERRING rikti bombs. WTF! over.
The more people I meet, the more I'm beginning to root for the zombies.
One thing I do know is that in outside areas, the enemy 'doing the crime' (the one who's dealing the drugs, the one who's breaking into a door, the one holding the woman's purse, etc) are almost guaranteed to run while his buddies hang out and fight.
Been like this since.. I started playing I guess, back in '04. Obviously there're other factors that tell the AI to RUN LIKE HELL, since not all street setups are crime situations and some are just enemies hanging out.
[EDIT] Sorry if this was already mentioned, didn't read all 24 pages.
-Arch
This game needs Guitar Blast.
This has always sounded to me like a stealth nerf to aggro to hamper herding. The problem I have with this is, if I've got a group of enemies on me (which I usually do being a scrapper) there are two number that dictacte how many foes I can fight...
...my aggro cap
...and the limit on each of my powers (in this case, it's 10 across the board)
There is and should never be a reason for a Boss to run from me unless it's part of the story. Certainly not while i'm well within my aggro limit. If you want to make weakling LTs and Minions run then so be it, but a Boss is a Boss and should go down fighting.
I also wonder if there isn't a problem with Ranged Attacks and Aggro. I often see enemies run to range to attack, and then flee or often times they stand there doing nothing far longer than the recharges on their attacks should dictate.
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This has always sounded to me like a stealth nerf to aggro to hamper herding. The problem I have with this is, if I've got a group of enemies on me (which I usually do being a scrapper) there are two number that dictacte how many foes I can fight...
...my aggro cap
...and the limit on each of my powers (in this case, it's 10 across the board)
There is and should never be a reason for a Boss to run from me unless it's part of the story. Certainly not while i'm well within my aggro limit. If you want to make weakling LTs and Minions run then so be it, but a Boss is a Boss and should go down fighting.
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I agree completely. This should be doubly-true of EBs and AVs. Villains typically respect only strength. How is a bad guy going to maintain his rep if he turns his 2-ton suit of armor and runs like a girl the first time I whack him?
"Comics, you're not a Mastermind...you're an Overlord!"
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This has always sounded to me like a stealth nerf to aggro to hamper herding. The problem I have with this is, if I've got a group of enemies on me (which I usually do being a scrapper) there are two number that dictacte how many foes I can fight...
...my aggro cap
...and the limit on each of my powers (in this case, it's 10 across the board)
There is and should never be a reason for a Boss to run from me unless it's part of the story. Certainly not while i'm well within my aggro limit. If you want to make weakling LTs and Minions run then so be it, but a Boss is a Boss and should go down fighting.
I also wonder if there isn't a problem with Ranged Attacks and Aggro. I often see enemies run to range to attack, and then flee or often times they stand there doing nothing far longer than the recharges on their attacks should dictate.
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Yes, yes. It's always a stealth nerf. It couldn't possibly be a bug in the system that's hard to track down and replicate reliably. Nooooo, never.
Main Hero : Annilixxion -- Lv50 Blaster
Main Villain : Menkaura -- Lv41 Mastermind
@Laxx
"You will bend to my will, with or without your precious sanity." --Dragon Mage
My guess it is tied to the code that makes a mob run if they cannot hit you after a few attacks.
Add in a possible problem with critter recharge and the mob attacks once, doesn't cycle to the next attack mode and therefore can't hit you, decides it's time to flee.
My scientific wild #$% guess.
My big problem with run away mob AI is when they are guards.
Seriously. If all the guards of a captive run halfway across the map... the captive should be mine! (or ally, escort, whatever)
Having to chase down the guards several spawns away, so I can 'officially' run back and start escorting some doofus away is just incredibly immersion-breaking and gameplay-stupid.
This is even worse with flying guards in outdoor maps, or if you have allies (who run after, generally aggro half the map and die, even when set to fight defensively).
ITF ambushes are still immediately running in the opposite direction. Also.. Several custom bosses ru like crazy constantly (even when set not to run). Yes, some things may still cause them to run.. but it almost seems like any -1 or an attempted hold is enough. haha
Actually if you play a weak non-melee the results of bosses running away are far more interesting.
For those of us who can't stand and fight a boss it can be a massive advantage if the boss tries to run and you hit him with an immob (which slows them). This allows us to snipe and slap them silly while they don't fight back. Huge advantage.
Down side is if you have AoE debuffs (or no immobs) it can be quite problematic. If you are say Rad and put a debuff on the boss and she starts running around triggering other mobs on an outdoor carnie mission - it is like armageddon.
Likewise it is frustrating for my AR/Traps Corruptor when after setting up my Acid Motar/Poison Trap/Triage Beacon that 2 seconds after coming in range of them the boss heads for the hills and I am doing a Hawaii 5-O chase across piece of architecture in the game. Lets face it, how can I match their ability to jump around when they can jump into a tree and over the wall into Perez in 1 try every time?
Personally I think they run a bit too easily, it needs to be more random. Like 50% they act like they do currently, 25% they are more determined and 25% they are obstinate and never back off. This is "realistic" too as in both comics and real life some people (including me) just don't know when they are beat and should run away.
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You can't please everyone, so lets concentrate on me.
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My big problem with run away mob AI is when they are guards.
Seriously. If all the guards of a captive run halfway across the map... the captive should be mine! (or ally, escort, whatever)
Having to chase down the guards several spawns away, so I can 'officially' run back and start escorting some doofus away is just incredibly immersion-breaking and gameplay-stupid.
This is even worse with flying guards in outdoor maps, or if you have allies (who run after, generally aggro half the map and die, even when set to fight defensively).
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I think its worse when they are Circle of Thorn ghosty types in the caves .. they not only run away but go intangible and have an annoyuing habit of poofing into walls.
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I think its worse when they are Circle of Thorn ghosty types in the caves .. they not only run away but go intangible and have an annoyuing habit of poofing into walls.
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Not quite intangible. They do go invis, but you can still hit them with aoe attacks (have finished a few off this way). I'm not sure what their stealth radius is, but in theory popping some yellows should enable you to see them. Croatoa ghosts do the same thing.
Council Marksmen stay at range too, but they don't scamper off like wounded deer as soon as they're agro'd.
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