Mob AI- RUN AWAY!


008Zulu

 

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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.

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You don't "need" to have control on a team to function, even with runners - You simply chase down the runners.

You WANT to be able to function at 100% without the need for control, but that's not necessarily something you deserve to have, because it impacts the usefulness and desire of having a dominator on a team.

You want to have faster killing because of mob placement management? Get a controller/dominator/fortunata.
But you're not required to get one to function, it just makes life easier (which means it's functioning as intended).


 

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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.

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Taunt only puts you at a higher threat priority. It does nothing, nor is it intended to, about running away.




Virtue Server
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The problem is that there are going to be times when you don't have a Controller or a Dominator on your team. So, now you've got to balance the annoyance factor when you don't have one of these ATs around with the fact that those ATs want to be desirable.

Also, controllers and dominators perform something called "damage mitigation." In addition to performing mob positioning functions (something which some controllers and Doms mess up spectacularly, to the detriment of the team), they can help make the team avoid damage entirely, something which most teams are pretty happy to have.

If mob positioning is the only thing you think is worth it for these ATs, then I think there are bigger problems here. I know I'm not looking for controllers and doms for mob positioning, but for damage mitigation.


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

 

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The problem is that there are going to be times when you don't have a Controller or a Dominator on your team. So, now you've got to balance the annoyance factor when you don't have one of these ATs around with the fact that those ATs want to be desirable.

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Sad thing is, they're desirable even without this annoyance factor. Just seems the average player is too dense to see their usefulness.




Virtue Server
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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?

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The tank's smart and the Crey are stupid? Really, if the tank CAN beat your katana/SR, you're doing something wrong.




Virtue Server
Avatar art by Daggerpoint

 

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lol i like it, and now i know why they ran from my katana/SR scrapper


 

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"I HATE when they run away!" to quote my Inv/SS tank, Sara Powers.


 

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This is becoming incredibly frustrating, I don't mind when a mob runs when its low on health but that makes sense. Now they run the moment I attack and will not stop until dead, even bosses and heroes are doing this crap. It's worse on my mastermind, my pets refuse to stop chasing runners as if there magnetized towards it no matter how much I spam for them to follow or go passive.


 

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Sometimes poeple just run away before even being attacked. Like the Hellions or Skulls. But yeah it is annoying.


 

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This is becoming incredibly frustrating, I don't mind when a mob runs when its low on health but that makes sense. Now they run the moment I attack and will not stop until dead, even bosses and heroes are doing this crap. It's worse on my mastermind, my pets refuse to stop chasing runners as if there magnetized towards it no matter how much I spam for them to follow or go passive.



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Is your MM one that uses the Dark toggle, Darkest Night? Because that power does cause them to run, but the moment you shut it off, they come right back and resume normal stances. If you combo with a perma-Tar Patch, they obviously won't be running very far.


 

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Well they could be like in some games where the enemies just attack till they die. I mean yeah it's annoying when a boss with a buff/debuff gets other enemies aggro'ed onto you but hey maybe it just means in game that the enemy is trying to be "sneaky" or whatnot. It happens, it's weird. maybe your in game character had that look on their face and the enemy was like "Holy schnikes! He's comin to kill me!" (proceed to run)


 

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Well, one thing is... Don't chase the runners. I know it seems counter productive, but I've noticed that when chasing after early runners, a lot of time, they'll stop, turn around, see I'm still chasing them and start running again, leading me on a merry chase if I'm playing melee. I suspect that there is code in there that makes runners check to see if they are being pursued, and if they are, they keep on running. But if you don't go chasing after them, they tend to forget they're being chased and either slowly walk back to their point of origin, or just hang out where they wound up.


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Well, one thing is... Don't chase the runners. I know it seems counter productive, but I've noticed that when chasing after early runners, a lot of time, they'll stop, turn around, see I'm still chasing them and start running again, leading me on a merry chase if I'm playing melee. I suspect that there is code in there that makes runners check to see if they are being pursued, and if they are, they keep on running. But if you don't go chasing after them, they tend to forget they're being chased and either slowly walk back to their point of origin, or just hang out where they wound up.

[/ QUOTE ]Unless of course you bring up the topic of mobs coded to run away in certain missions, rare as they are. ATs and such that can handle runners handle ones that will keep running away the same way of a normal runner, via and immob or hold.


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

 

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Well, one thing is... Don't chase the runners. I know it seems counter productive, but I've noticed that when chasing after early runners, a lot of time, they'll stop, turn around, see I'm still chasing them and start running again, leading me on a merry chase if I'm playing melee. I suspect that there is code in there that makes runners check to see if they are being pursued, and if they are, they keep on running. But if you don't go chasing after them, they tend to forget they're being chased and either slowly walk back to their point of origin, or just hang out where they wound up.

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I've seriously never seen this happen in 4+ years of playing. I see them stop if I get an attack in on them while they're running, but never just stop on their own a short distance away and come back. Stopping and waiting for the runners to come back to me usually would mean more time standing around than playing. They tend to run until they're far enough away for the AI to wipe aggro.

What you may be seeing is some ranged attackers will run until they're at range and stop to attack. Longbow Eagles and Family Hitmen, for example, tend to do this. Others will pause to take a pot shot then continue running.




Virtue Server
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What I find frustrating is when I'm playing my Mastermind. I'm constantly telling my pets to follow because they're off chasing some runner through every single spawn in the mission. It's very annoying, and it HAS been happening a LOT more lately.


 

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That's why there are controllers and dominators.


 

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That's why there are controllers and dominators.

[/ QUOTE ]Oh how I love it when someone mentions the whole controller/dominator solution. Tell me, oh great and wise one, what about those who want to solo because of time constraints, or people who work the night shift?


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 had this same problem with Cimeroran Praefectus lately. A friend and I were doing the timed missions and every boss would take off after a few shots. Strangely though, the minions and lieutenants would stand and fight until they're HP hit 0.

While it's true that Controllers and Dominators can hold the enemies in place, that somewhat unbalances the game in favor of control based ATs. I'd like to see the specs on the AI behavior before suggesting a solution.


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I've had this same problem with Cimeroran Praefectus lately. A friend and I were doing the timed missions and every boss would take off after a few shots. Strangely though, the minions and lieutenants would stand and fight until they're HP hit 0.

While it's true that Controllers and Dominators can hold the enemies in place, that somewhat unbalances the game in favor of control based ATs. I'd like to see the specs on the AI behavior before suggesting a solution.

[/ QUOTE ]It's not so much a problem with controllers/dominators having it easier, because sometimes they really don't, it's the binary nature of mezz effects. You're either slept/held/stunned/immobed/confused/placated or you're not.

I remember a long time ago, Statesman, the dev, felt that fighting statues was no fun. That was during the days of a controller's aoe hold being very permable and no aggro or target cap either.

The reason I bring that up is well, back when I started a week prior to my registration date, mobs didn't run anywhere near as much as they do lately, maybe they did, I just can't clearly remember. I think back then their AI told them to punch their fists instead of run like now.


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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The worst are the Tsoo Sorcerors. They beam in, screw up your healing (or whatever you're trying to do) with Hurricane and then beam out, dragging all your pets across the map, aggroing everything.


 

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If this is "improved" AI....can we have the stupid enemies back plz.

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I've suggested before that there should be different AI's for different mobs. Certain enemies should never run away in fear. Particularly Freakshow, Warwolves, zombies, robots and other psychotically homicidal or mindlessly selfless mobs whose description indicates that they don't care how badly they're outgunned.

Low-class street thungs like Hellions and Outcasts however should flee at the drop of a head.


 

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If this is "improved" AI....can we have the stupid enemies back plz.

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I've suggested before that there should be different AI's for different mobs. Certain enemies should never run away in fear. Particularly Freakshow, Warwolves, zombies, robots and other psychotically homicidal or mindlessly selfless mobs whose description indicates that they don't care how badly they're outgunned.

Low-class street thungs like Hellions and Outcasts however should flee at the drop of a head.

[/ QUOTE ]I agree with everything up until the last part, that just makes new players less likely to stick around because so many low-level enemies run at the drop of a hat.


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 don't mind the fleeing so much... it's usually not a big problem to chase 'em down and finish the job.

What I do find annoying are foes that use 'happy feet' as a defensive tactic (e.g., Prisoner bosses). That gets old fast.


 

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my spines scrapper likes runners.

*impale*


most recent 50 - psy/mm blaster

 

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Most of the time the running, while annoying, is in character. However, I just do not understand why ghosts (Tsoo Spirits, CoT spirits, etc.) seem to be such scaredy cats. They seem to run away more on my missions than any other mob type.

On odd thing I have noticed is that some of the fleeing mobs seem to be superspeeding away again. I first noticed this with Sky Raider Wing Raiders.