Mob AI- RUN AWAY!


008Zulu

 

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It stinks when you have the AV debuffed and he/she decides to run across the map, agro'ing everything that you haven't killed yet.

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Simple solution: Turn your debuffs off until the AV comes back... they'll be recharged before then.


 

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I agree that it's annoying, and I've seen it quite a bit recently. Tho...I can't say that I've seen it now more than I have in the past. It's come to the point where if I walk up to a group of 3 baddies, I expect at least one to bolt.

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It used to be that the same one in the spawn would be the runner... either the one trying to swipe a woman's purse, or the one who had his arms crossed, or the one who did the talking as you approached.

Would be kinda nice if it was still that way.


 

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The AI in this game is seriously broken with regard to fleeing behaviour. There seems to be no logical reason for them running away sometimes. Sometimes they'll run away because they've simply been attacked by somebody to whom they con green/blue/white/yellow/orange/red/purple, sometimes they'll run away when hit with a debuff, sometimes they'll run away when hit with a toggle debuff, sometimes they'll run away when their friend dies, sometimes they'll run after they rez themselves...

I don't mind mobs running when I can see a good reason for them to be running. Grey-conning critters should take to the hills when a significantly powerful character gets their attention. They should try and escape the rains, caltrops, burn patches etc that get deployed against them.

The drug dealers that run? Fine, good - it's believable and fun design. The Sorcerors that teleport away? Again, it's what they do. The Cimeroran healers? Good, it makes sense for them as non-combat troops.

But at no point should a friggin' huge electrical daemon start fleeing in terror just because it's involved in a fight. Neither should any giant monster, or arch-villain. Sure they should obey the standard "I am stood in a fire, I need to move out of it" AI, but they're supposed to be the big-bad. It's bad for gameplay reasons too - having had their regeneration bumped up, if they decide to take a jog around the map they'll usually end up healing back to full health, which is frustrating rather than fun for the team that has to do it all over again.


 

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Regardless of the fact that a badge does or does not contribute to something larger, like an Accolade, makes no difference. 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... time to go into a place like the Hollows and blast entire spawns into oblivion with one shot, or time to draw your Broadsword and do a one shot on a level 10.

Make the game interesting, make badge hunting a badge worth owning - never mind the level of the player or the enemy! Make us chase them, let them surrender, let them quake in fear asking for mercy! A badge earned by exploit will never give you the same feeling of achievement as a badge earned the honest way!

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Hey wait...

I remember it used to be said, "If you want to feel super, go hunt some greys" any time someone complained about something not feeling powerful enough for them.

Now we're trying to make greys hard to fight too?


 

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The AI in this game is seriously broken with regard to fleeing behaviour. There seems to be no logical reason for them running away sometimes. Sometimes they'll run away because they've simply been attacked by somebody to whom they con green/blue/white/yellow/orange/red/purple, sometimes they'll run away when hit with a debuff, sometimes they'll run away when hit with a toggle debuff, sometimes they'll run away when their friend dies, sometimes they'll run after they rez themselves...

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I have noticed enemies fleeing more recently, but I haven't been able to identify any instances in my own personal playing of them running for no identifiable reason. I thought I had today when a Mook Hitman started running as soon as I closed into melee with him, but later on in the fight I realized that he wasn't equipped with the standard tommy gun, but was instead holding a sniper rifle. Of course a sniper isn't going to want to stay in melee.

Now the question is, was that Mook Hitman supposed to have a sniper rifle?


"I reject your reality and substitute my own!" Adam Savage from Mythbusters

 

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Yeah, Mook Hitmen are supposed to run away. They fire their rifle, then run to maximum sniper range, where they attempt to remain, firing whenever their attack is recharged.


 

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This is a SERIOUS problem for Masterminds, or groups with Masterminds in them. You tell your pet to attack, the mob immediately runs the first time he's hit, and the pet CHASES the critter all the way across the map/zone/whatever, dies, and you get to deal with fifteen groups of creatures that want to kill you.


 

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But at no point should a friggin' huge electrical daemon start fleeing in terror just because it's involved in a fight. Neither should any giant monster, or arch-villain.

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I was fighting friggin' Deathsurge on a team that was my SoA and like, six Stalkers. So there was a lot of burst damage happening, but not enough to really move his health bar. Yet he still ran like a child faced with a pack of rabid chihuahuas. Nobody could get more than one hit in, and it was incredibly frustrating.


 

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It seems to be a spotty problem. I've had it happen several times, but not consistently.

It happened last night during a policeband mission. My L3 Gravity/Kinetics vs 2 L4 Arachnos wolf spiders. I had held one mob and damaged the other. The unheld mob shot at me then high-tailed it at 70-80% health. He did damage to me and wasn't dotted iirc.

Unfortunately I didn't have demo on. I'll set up the bind with her and run some missions on record to see if I can duplicate the behavior.


~Liberty~
The LEGION (CoH) - The Fallen LEGION (CoV)
Forget your fears and want no more

50's - Renkoro, Remorseless

~Virtue~
Angry Angels / Jaded Angels

Global - @Puretone

 

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The worst part is that its not a 100% thing, and most of us dont play with demo on. Happened to be this morning, I taunted a 1/2 health Council Force minion, and he bolted aroudn the corner and down two halls before walking back.


Tanker Tuesday #72 Oct 5 @Champion

"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."

 

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What I said earlier about individuals in a mob you're fighting running away from you, and toward the Police Drones to let the Police Drones take them back to The Zig has to be extremely annoying when it happens in Galaxy City and Atlas Park. The creeps running & aggroing mobs, then returning, that I mentioned? they would sometimes run when there were no DeBuff Abilities cast on them.


Try my 3 MArcs: I.D.#67166:Protect the Artifacts!! I.D.#97724:Level-Up Time. I.D.#243803:Witch War! Salem vs. Croatoa!

 

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Wierder yet, is the fact, that, when you use Taunt on enemy mobs, the mobs are supposed to aggro on the person using Taunt, but they run away instead! That's extremely aggravating!!!


Try my 3 MArcs: I.D.#67166:Protect the Artifacts!! I.D.#97724:Level-Up Time. I.D.#243803:Witch War! Salem vs. Croatoa!

 

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They should make the run-after-x-time-wo-hits logic change to not count misses due to player DEF buffs.

It's kinda annoying to play melee DEF characters (unless you're ice).


 

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i have this happen to me all the time... how do you do the demo mode?


 

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This running is not challenging in the least, it's just annoying and frustrating, nothing else, it takes away the fun. It's even worse on my elec/elec brute when the mobs decide to up and run in three different directions.

When it comes to Fury, the running AI hurts Fury more than Ice Armor and Ice Melee ever could.


Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR

 

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I've been running the Scirroco patron arc, and it seems that every EB I fight in the arc will, stand still in my ice or fire rain....but run like crazy the moment my lightning cloud is summoned.


 

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Quite frankly, the mob run away AI is getting on my last nerve. People keep spouting how things should be challenging to make the game more fun, and I agree entirely, but whenever the mobs run, indoor or outdoor and I'm on my Katana/SR or something similar, it's just frustrating and not fun when mobs bolt off.

I mean, whenever a mob runs inside a mish, I decide if I should just sit back and wait, or go after it, and if it's something like a Mook Hitman, I'm gonna be grumbling the whole way because they're bigger wimps than my doormat of a little brother.


Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR

 

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and here I thought it was just me.....of course I can see why a single enemy would run in fear of a big group of guys with guns rushing him....but it gets to be a problem when my pets give chase and don't listen to commands.....eventually leading to me having to summon more retarded pets to take their place.....I hope they see this as a problem and actually fix it....after all it gets annoying running through a kidnap only to find you left a trail of enemies behind


 

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I just had a shining example earlier of how bad the AI is when it decides to have mobs run away. I was hunting Freakshow for my aura mission on my level 31 Katana/SR scrapper and I come across a +1 Freakshow Tank and some Freak minion. I hit the Freak Tank with Soaring Dragon... and he takes off running. I keep running after him and attacking, but he just keeps running, and only takes a few shots at me over the course of five or so minutes. The rest of the time, he just kept running away from me, literally. That's weird when a +1 Freakshow boss hightails it to that degree yet 3 even-con Crey Riot Patrols will stick around and duke it out.


Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR

 

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I have 2 things I don't like about the game. The 1st one is that the Taunt Ability that you toggle to Taunt some Baddie with, does exactly the opposite of what it's supposed to do! The 2nd thing I don't like is something that happens, not only in Galaxy City, but in Atlas Park, & Outbreak as well! The 2nd thing I don't like is when certain Baddies run at the Police Drones, instead of fighting me, so that they can let the Police Drones take them to The Zig instead!


Try my 3 MArcs: I.D.#67166:Protect the Artifacts!! I.D.#97724:Level-Up Time. I.D.#243803:Witch War! Salem vs. Croatoa!

 

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I actually started a thread on this in the tech issues. It is getting to be too annoying to play without some troller or dominator to immobilize all the critters now. It shouldnt come to the point where you need crowd control just to function and not take an excess about of time to kill stuff. At first I thought it was the VEAT debuffs because I been on alot of VEAT heavy teams but thats not it, they even run away on heroside now.

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Lots of MMOs require you have control to function.... How dare dominators have the audacity to think that they should be valued on a team for reasons other than damage mitigation....


 

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I actually started a thread on this in the tech issues. It is getting to be too annoying to play without some troller or dominator to immobilize all the critters now. It shouldnt come to the point where you need crowd control just to function and not take an excess about of time to kill stuff. At first I thought it was the VEAT debuffs because I been on alot of VEAT heavy teams but thats not it, they even run away on heroside now.

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Lots of MMOs require you have control to function.... How dare dominators have the audacity to think that they should be valued on a team for reasons other than damage mitigation....

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Being valued and being needed are two different things. No AT should be needed in this game. Every AT should be valued.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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I know, & so do many others, that Taunt does the opposite of what it's supposed to do, but another character on the Forums, named Soulwind, says Taunt isn't buggered at all! Soulwind says this in a post I did in the Technical Issues and Bugs Forum.


Try my 3 MArcs: I.D.#67166:Protect the Artifacts!! I.D.#97724:Level-Up Time. I.D.#243803:Witch War! Salem vs. Croatoa!

 

Posted

Taunt isn't buggered at all. It does exactly what it's supposed to do. HOWEVER, the AI is coded to run sometimes if it feels it can't win a fight.

Thus, you get mobs that run away. Taunt can actually bring them back from this, most times.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Taunt isn't buggered at all. It does exactly what it's supposed to do. HOWEVER, the AI is coded to run sometimes if it feels it can't win a fight.

Thus, you get mobs that run away. Taunt can actually bring them back from this, most times.

[/ QUOTE ]How does a +1 Freakshow Tank feel like it can't win against my Katana/SR, yet three even-con crey minions think they stand a chance?


Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR