Mob AI- RUN AWAY!


008Zulu

 

Posted

<qr>

I noticed this last night on an alt too. At first I thought it was just her Snowstorm toggle causing things to run, but it happened when she wasn't using it too. The funny thing is, if I'd hit the mob with the mutant origin power that causes sleep, the mob would do the choking sleep animation, but keep floating away from me. This happened 3 times consecutively on a Snake LT. LT was orange (so +1), no debuffs on it, just me and my soldier guy whittling away at it. Very odd.


 

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The fact is that it should be something earned and not by simply waiting till you are so high that the only effort you expend is time

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Once again, most of these badges are gotten simply by playing the game and doing missions. Some are not, but that's usually because someone is playing solo on Heroic for whatever reasons - time, they don't like to or can't team, they're playing an AT and powerset that isn't able to kill all the Damned or Bone Daddy bosses before they're gray, etc.

Whatever their reason, I really don't think it's up to you to decide how everyone should get their badges or play the game.


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Posted

I got a pm from lighthouse about this, they are looking in to this, hopefully it gets fixed soon. Sooner than Soon™.


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Posted

Having them run away is annoying and keep in mind this is a game. When players get annoyed they stop playing. Having low level targets run from high level toons that are hunting is one of the dumbest things I have ever heard in terms of game play and enjoyment.


Heroes : Angrem (50 Stone tank), Exo Inferis (50 Fire blaster), Exo Proteus (50 ill/emp), IceVengance (50 cold defender)
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Personally I'd LIKE the mob AI to be improved but if that happens I want it to be deliberate, not a bug the devs decide to keep. This is because players are used to the maps, the spawn points and mobs behaving a certain way. If this changes drastically then tactics will also have to change.

I think the last guy in the spawn SHOULD run like nuts. Makes it a good idea to finish off bosses and Lts earlier to keep them from fleeing. But after the guy runs a certain distance I want him counted as defeated so I don't spend 30 minutes in a kill-all hunting his [censored] down.

However, EBs and AVs should NOT run beyond the room they're encountered in! I've had missions where I spent 10 minutes chasing an EB around a Council map because the little brat wouldn't hold still and I had not Immobs/Holds to stack. Yet recently I had a great Boss fight with a Rikti Boss who was very elusive. He hopped around the room but never left the room he was in.

Spawns that said running man passes SHOULD be aggroed and head for the team. It only makes sense. However if this is the case I think the spawns should be far enough apart that this will only affect ONE additional spawn. On some maps the spawns are close together and this could lead to teams being swamped just because they got a bad draw on the map randomizer.

Foes shouldn't stand idly by as they're friends are blasted all over the place. There should be a 25-30' radius reaction from one member of a spawn and the next. If one gets ganked, the rest respond. Hide would counter part of this (make it 15' or something) so Hidden characters would see some minor benefit.

However, if the mobs begin to act smarter then the exp gains should go up or (what I would prefer) the Inf reward and drops improved. I have no problem with the baseline of the game getting harder if the rewards improve.

[/ QUOTE ]You do know that any anchor-using powers like rad infection get used on the LT because every damn moron aims for the bosses and the aoes take out the minions right? Kill the LTs last please, or else you get no AM.

Besides, I hate it when mobs run, I have/had an EM/DA brute who would have one mob left that got stunned by Bonesmasher/whatever EM power used, and they didn't just run away, it was like heavily slotted swift + spring pre-ED while stunned, you know, when you're supposed to be slow.


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Anyone notice that mobs seem to run away... ALOT. Been playing my crab since I12 launch and it seems like just about everything runs and its quite annoying.
EDIT--- This happened when I was fighting scrapyarder as well... Basically he ran instantly.

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I don't mind mobs running too much as long as it is realistic. I remember fighting Heracles once and he would have bet me but he suddenly decided to run away! Girl!


More annoying is when hostage guards decide to run, so you've killed all the mobs in the area but the hostage is still on their knees because a CoT Spectral whatsit has decided to visit some obscue area of the map! Grrr!


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

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The fact is that it should be something earned and not by simply waiting till you are so high that the only effort you expend is time

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Once again, most of these badges are gotten simply by playing the game and doing missions. Some are not, but that's usually because someone is playing solo on Heroic for whatever reasons - time, they don't like to or can't team, they're playing an AT and powerset that isn't able to kill all the Damned or Bone Daddy bosses before they're gray, etc.

Whatever their reason, I really don't think it's up to you to decide how everyone should get their badges or play the game.

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You are absolutely correct! It is not up to me! I only make suggestions.

And... if they add in what I suggest, and to make folks like you happy about the extra time you will spend (note, that I said in only one of the points that they should run away... other times they auto surrender, quake in fear so time would even out - why you choose to disregard them is unknown to me)... I think there should be a reward.

Personally, I think that if AI like this is introduced, and you earn a badge at a high level so that you do not earn XP/Influance/Infamy, and the badge does nothing toward a higher goal, there should be a common recipe drop with the badge as a reward or some other form of reward for doing the effort.


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Posted

Whats worse is if you get a mission where the target is supposed to run. You know, the one where if you fail to stop them from escaping its automatic failed mission?

Those guys are usually (at least to me) able to resist any holds and disorients you can throw at them (well disorient doesn't matter since NPCs for the most part run at great speed even when disoriented....often without moving their legs.

One thing about running NPCs I've always wanted to ask...have you ever stopped a purse snatching and the guy that was fighting for the bag runs saying "I got it! its mine!"? Ever actually stop him and then defeat his partner? How come the victim doesn't say anything? you just saved them and stopped the guy that *had her purse*. Even if you don't get any influence or a drop it'd be nice to her say "Thanks MegaSuperUltra Man, my kids pictures were in there." or something.


 

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Whats worse is if you get a mission where the target is supposed to run. You know, the one where if you fail to stop them from escaping its automatic failed mission?

Those guys are usually (at least to me) able to resist any holds and disorients you can throw at them (well disorient doesn't matter since NPCs for the most part run at great speed even when disoriented....often without moving their legs.

One thing about running NPCs I've always wanted to ask...have you ever stopped a purse snatching and the guy that was fighting for the bag runs saying "I got it! its mine!"? Ever actually stop him and then defeat his partner? How come the victim doesn't say anything? you just saved them and stopped the guy that *had her purse*. Even if you don't get any influence or a drop it'd be nice to her say "Thanks MegaSuperUltra Man, my kids pictures were in there." or something.

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Yeah, there are some foes redside that you KNOW you've either got to have a whole team of Doms to stack the Immobs/Holds or they're just gone. Dr Aeon is one of the worst IMHO. Punk is like an Nrg Blaster with FF Defender fields and then he bolts when he hits half health as often as not.

I personally feel that all Stuns to NPCs should have a built-in Slow component that lasts exactly as long as the Stun. This will enable the enemy to stagger around like they're supposed to but not continue to advance/flee at Sprint speeds.


"Comics, you're not a Mastermind...you're an Overlord!"

 

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<QR> If they ran away to get/summon reinforcements that would be fine with me. That makes sense. running away right away is just a bad tactical decision. If they ran away to warn others (buff to perception/aggro range) that would be cool to. would give reason to haveing crowd control, you don't want anyone in this group to escape less they sound the alarm.

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Heh actually the first time I played CoH when it was released I thought they will run and aggro other mobs and I had no way to stop them and paniced that I will cause "a train". I was so used to it from playing Everquest I guess.


Originally Posted by Megajoule
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Posted

Mobs are running away so often now. They weren't like this before.

It is mildly annoying. Yeah yeah yeah, I know my Crab has access to aoe web grenade but my build is too tight for that now and the recharge is somewhat long.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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QR: For this reason I stopped using the weaken combo on my DB/WP Brute after a level or two of having it. I tried using it again when I got RTTC, and weaken still made mobs run but some would catch the rttc taunt and come back.

O


 

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You get the general replys. Basically the suggestion area is one where you put in an idea and several wait to pounce on it, no matter what, and say NO!

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Never mind that all those concerns you listed were perfectly valid concerns... Nah, anyone who happens to disagree with your suggestions is just a troll "waiting to pounce on it no matter what and say NO!".... God forbid someone have a negative opinion about your precious ideas. After all, you are perfect!




Virtue Server
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-seems to be happening even MORE since i12

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More than every single time? 'cause that's how often it's been happening to me for at least the past year or so.




Virtue Server
Avatar art by Daggerpoint

 

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One thing about running NPCs I've always wanted to ask...have you ever stopped a purse snatching and the guy that was fighting for the bag runs saying "I got it! its mine!"? Ever actually stop him and then defeat his partner? How come the victim doesn't say anything? you just saved them and stopped the guy that *had her purse*. Even if you don't get any influence or a drop it'd be nice to her say "Thanks MegaSuperUltra Man, my kids pictures were in there." or something.

[/ QUOTE ]

...they usually do run back to thank you. And give a little inf and an inspiration. If you wait for 'em.




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QR

I haven't specifically noticed more running myself since 12 hit the servers and I do spam the Weaken combo a lot on my DB'ers. One thing I did notice though was that enemies are more quick to disengage from melee when you charge in and run a short distance away to strike at you from range. CoT Casters are the most noticeable for me with Freak Stunners/Juicers also flying off to range lots.

Actually, I take that back. Snakes do seem to be running more than normal. I noticed that while leveling my VEAT. Rikti Guardians seem more skittish than usual, but that's the extent of my experience so far.


 

Posted

I've noticed this behavior across all level ranges. Every once in a while the last mob will turn and run after taking any kind of damage. And not just run out of melee range, They will run all the way across the map if you let them.


 

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<QR>

My wife, daughter and I were playing tonight and this was really noticeable on the midnighter arc mission where you have to defeat Ci'don the first time.

I was a level 31 MA/regen, my wife was playing a level 31 ice/ice blaster, my daughter was playing a level 27 ice/storm controller side kicked to me.

I had a threat level of 3 and they each had a threat level of 1. I would wade in and use Provoke (from the presence pool) and hit a guardian or a comm officer with cobra strike. After I picked up aggro my daughter would drop snow storm on one of the mobs near me and my wife would drop ice storm at the back on the drones.

I would then use Dragons Tail on the mobs near me and as soon as they got up they would run away, literally scattering in all directions. They would not return to attacking me but would stream past me to the left and the right aggroing on the blaster and the controller and as often as not ignoring further provokes from me.

My daughter and wife would have to drop Ice patch and ice slick where they were standing and back up and I would have to back up and start fighting in the ice slick. As soon as the ice slick wore off and the mobs could regain their footing they would stream away from me in all directions again and then return once again passing me on the left and right and heading straight for the blaster and controller again. I could stop one with Air sup and the wife and daughter had single target holds but most of the time we didn't survive the second "run away!" because ice patch and ice slick weren't recharged.

Once the mobs had taken out the rest of my team they would make a bee line for me and all pile on the rabbit but not until I was all that was left. Once it was only me the run AI wouldn't kick in at all and they would stand there and pummel me until I won or ran out of insps and dropped.


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Posted

While on the topic of mob AI has anyone noticed the "minimum number of melee" code in action. This is most apparent when soloing. If you run into a group of casters or any other group of baddies with both ranged and melee attacks a set number will group up on you while the rest take advantage of their ranged powers by backing up 10-20 feet. As you kill the melee component of the group a new one will run in to begin trading melee attacks with you if you break the "minimum number of melee" threshhold. you can repeat this pattern till none remain in some instances.

It would make more sense if that bit of code were altered so that specific individuals in a group were paired together such that when the existing meleers were defeated they would take their place enmasse rather than one at a time.


Roxy On DA...Finally!

 

Posted

This is particularly annoying for any toon with the Traps secondary. I once laid out the Poison Gas Trap and lots of Mines for a Freakshow Boss. He strolls through, survives, and then while I'm trying to finish him off he bolts and runs from the room. I lay out a fresh set of traps but he refuses to hold still for even a moment.

So how does this works now...if you don't have stackable Immobs or Holds you just have to deal with it or what?


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

I love coming back after being gone over a year only to find some of the same questions being reviewed. Although many leaps and bounds have been made in CoX since issue 9, there's still a long way for the designers to go.

The Mob AI is still dumbed down to the lowest common denominator, due to potential griefing. Duly noted.

A month from now, when I'm re-evaluating if I wanna stay, this will be a mark against the game. Admittedly, there's a lot of plus marks now too. =)


 

Posted

I remember playing my scrapper in brickstown around issue 5. I mostly went for groups of freaks that had a minion, a lieutenant and a tank boss. If I took out the minion and lieut, the boss would normally run from me and I'd have to chase him down. It would turn into a cat and mouse thing. If I stopped chasing he'd come back for me and if I turned on him he'd run again. It really was fun much of the time but if it happened too often it would get tedious and boring.


 

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I've noticed the Run away on almost all mob types maps etc. It is REALLY frustrating. That coupled with issues of mm pet AI (not attacking, ranged running into melee too frequently etc) just makes it even more not fun.

I just chalk it up to sloppy coding. *shrug*


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Anyone notice that mobs seem to run away... ALOT. Been playing my crab since I12 launch and it seems like just about everything runs and its quite annoying.
EDIT--- This happened when I was fighting scrapyarder as well... Basically he ran instantly.

[/ QUOTE ]

I don't mind mobs running too much as long as it is realistic. I remember fighting Heracles once and he would have bet me but he suddenly decided to run away! Girl!


More annoying is when hostage guards decide to run, so you've killed all the mobs in the area but the hostage is still on their knees because a CoT Spectral whatsit has decided to visit some obscue area of the map! Grrr!

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I had an odd version of this happen on live yesterday. The last guard ran, and the hostage followed the guard at a run. Was weird as all get out. I had to go and chase the guard down and take them out. At that point the hostage walked back to their start point (ignoring me) until then. Then it was as normal and I had to lead them out.


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