Mob AI- RUN AWAY!


008Zulu

 

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Agreed, Doggies have perfect slow resitance and take about Mag 10 immobilize to lockdown. You're better off trying hold or stun Warvolves.

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Same thing with Rularuu Brutes, but I don't think they run normally.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

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Agreed, Doggies have perfect slow resitance and take about Mag 10 immobilize to lockdown. You're better off trying hold or stun Warvolves.

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Same thing with Rularuu Brutes, but I don't think they run normally.

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I wouldn't call anything they do "running" anyway.


 

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Midnighter hero arc - Lady Gray (the rabid pistol scrapper) does the same thing.

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LOL on the Lady's tactics....

I can't really say what it is about her AI, but she has a real bad habit of 'scrapper-locking' at the wrong target at the wrong time. Also she has better perception than most players. She'll chase spirits that have hidden themselves to the players.

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Faultline arc - the rabid superstrength tanker does the same thing.

It's to the point where I expect those missions to fail, now.

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Oh please, be nice to the good Doctor. She isn't as rabid as Lady Grey.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

This IS getting worse each time the AI is 'tweaked'

What the heck have these guys been doing? It's down to the point where, if you engage 5 hellions, 2 of them run away the moment you aggro them, 2 more run away the moment they take a single point of damage, and every single one runs straight for the drones, every time (as an example)

If you are going to have mobs run away the moment they engage, then you really ought to give players the experience for 'defeating' the mobs. After all, running away takes them out of the action just as surely as being rendered unconscious, and the mechanic that is making the AI perform in this fashion is NOT FUN!!!


 

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I don't see what you guys are talking about... I've been playing this game from Issue 7 up until now, and I've never seen anybody run away until their health dropped below 75%. No, I'm not using holds, immobilizes or any mez effects. I wish I knew what you guys were talking about.


 

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Prime example is my fight with eochai tonight. He stood there and fired off about 10 or so attacks, then preceded to turn tail and run. His run speed was floored so he didnt get far, but this was when he was still well above 50% health. i dont think i saw him attack for the rest of the fight. A GM shouldnt run from 4 people...

EDIT: Almost forgot the Minotaur EB that ran from us in the ITF i did tonight too. During the Cyst mish ambushes, i (brute) taunted the mob and fired off a few AoE's which should have held his attention for at least 45 seconds. Nope. he buggered off way out of range and i had to go chase him even though the 3 bosses in the mob were still standing.


 

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The more I play, it seems to really only be an issue at lower levels. Well, I say lower, but pre-25 (rough estimate). Since going above 30 and now close to 40 (I have way too much free time) they don't really scatter as much (except CoT, they still run at 50% health or so randomly). Not seeing this as much of an issue at higher levels, just lower.


 

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The more I play, it seems to really only be an issue at lower levels. Well, I say lower, but pre-25 (rough estimate). Since going above 30 and now close to 40 (I have way too much free time) they don't really scatter as much (except CoT, they still run at 50% health or so randomly). Not seeing this as much of an issue at higher levels, just lower.

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I'm seeing it just as much at any level, not just any one "bracket".




Virtue Server
Avatar art by Daggerpoint

 

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The more I play, it seems to really only be an issue at lower levels. Well, I say lower, but pre-25 (rough estimate). Since going above 30 and now close to 40 (I have way too much free time) they don't really scatter as much (except CoT, they still run at 50% health or so randomly). Not seeing this as much of an issue at higher levels, just lower.

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I'm seeing it just as much at any level, not just any one "bracket".

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*shrug* Been less of an issue to me as I got higher in level. Maybe it's my imagination.


 

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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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Oh dear god I hope they tone down the run away AI. I was about to pull my hair out last night after doing a COT and a Council story arc with my dark scrapper. The Thorn Casters always, and that's not hyperbole, run away and often all the way across the floor map. The Council are almost as bad. And don't be me started on how much the Croatoa witches run away, argh. For us melee folks this is incredibly unfun and frustrating.

A few issues back is when it got to be intolerable, they changed something in the AI that caused this excessive runaway.

By the way my toon last night was a level 37 Dark/Dark scrapper running orange/red baddies. The CoT Guides run away infrequently, the ghosts run away quite a bit, the behemoths and bosses seldom run away.


 

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Ok, they're still running away all the time, and that's on Test Server. I can only assume this means no fix for this problem has been implemented.

It's been six months since this thread was started. Surely something could have been done in all that time?


 

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Ok, they're still running away all the time, and that's on Test Server. I can only assume this means no fix for this problem has been implemented.

It's been six months since this thread was started. Surely something could have been done in all that time?

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Longer than that. But my question is do we even have a redname comment saying it's not working as intended?




Virtue Server
Avatar art by Daggerpoint

 

Posted

Actually there was. The problem however was that the redname (not going to search back through to find the post) requested that video or demo files be sent in showing the behavior since they couldn't replicate it internally.

The only videos that got sent in were they types that show running behavior that is supposed to be there. I believe there was a drug dealer one (two npcs doing a drug deal. One of them runs away when attacked) and a Tsoo one (Sorcerer immediately tps away when attacked, Ancestor spirit zips off when low on hits). Nobody has sent in any evidence of the supposed mass AI fleeing that they are seeing.

I myself have never seen this, not even once. The only mobs that ever run away from me are in the situations I described as normal behavior, and they always come back. This includes drug dealers, Tsoo sorcerers when attacked, Ancestor spirits and CoT ghosts when low on hp, and that's pretty much it. Plus they always come back. It takes a while because they run away but only walk back but they will always come back. Possibly it is something triggered by a particular power set or a particular IO or something I don't happen to have. However if you are still seeing this behavior then don't just complain about it here. Demo it and send in the demo so they have some sort of evidence to work with. And report exactly what powersets and IOs you were using as well.

Currently it's kind of like having an auto shop being told that your engine is knocking loudly all the time. But every time they take it out for a test drive things sound normal. Unless you also mention that you live in an area with very steep hills that you are driving up and down all the time and that is when the knocking happens then it's not likely they will be able to diagnose your problem.


Don't count your weasels before they pop dink!

 

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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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Oh dear god I hope they tone down the run away AI. I was about to pull my hair out last night after doing a COT and a Council story arc with my dark scrapper. The Thorn Casters always, and that's not hyperbole, run away and often all the way across the floor map. The Council are almost as bad. And don't be me started on how much the Croatoa witches run away, argh. For us melee folks this is incredibly unfun and frustrating.

A few issues back is when it got to be intolerable, they changed something in the AI that caused this excessive runaway.

By the way my toon last night was a level 37 Dark/Dark scrapper running orange/red baddies. The CoT Guides run away infrequently, the ghosts run away quite a bit, the behemoths and bosses seldom run away.

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As I and others have said, it's especially bad when you have them anchored with Snow Storm or something, or you have pets attacking, because they run away into every single other group on the map and bring the whole bunch running back to you. It's immensely frustrating. I've actually STOPPED playing my Masterminds entirely because of this.
Maybe if they despawned after they ran away, that would help? I mean, if they run away, presumably it's to escape. They're not going to do so if they return to where they started from.


 

Posted

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[ QUOTE ]
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 ]

Oh dear god I hope they tone down the run away AI. I was about to pull my hair out last night after doing a COT and a Council story arc with my dark scrapper. The Thorn Casters always, and that's not hyperbole, run away and often all the way across the floor map. The Council are almost as bad. And don't be me started on how much the Croatoa witches run away, argh. For us melee folks this is incredibly unfun and frustrating.

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I agree. It's annoying for melee characters. I think the AI should at least have travel suppression when they start running.


 

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Worst I've had was on the Mender Silos arc. Level 51 Jade Spider.

We got the cutscene where the fortunata spouts on about the powerful Jade Spider monster thing, and then trembled in fear as it proceeded to run around the map for a half hour while my teammate and I, and a couple of hero pets chased after it - I don't know if it fired more than a dozed attacks during that whole LONG time.

I at first had it debuffed with Darkest Night, but after a while, I shut that off, since it didn't seem to be doing any good with the Spider not attacking. Turning off the debuff, not dropping Tar Patch, not using Fearsome Stare... no change to the AI.

All in all, that was a very frustrating and un-fun experience.


 

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I would have to agree, this "new improved" AI is extremely annoying.


 

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RSF-all the other Heroes but statesman down we've got him debuffed. When he got down to around 15% HP he took off for the hills. Ran through three mobs and flew off into the stratosphere. He came wandering back down at half health.

Am I crazy or should Statesman never run like a wuss?


Exaulted -

Willow the Wisp - kinetic meleeSR brute
Aurablade - DBRegen Scrapper
Nichole Tesla - ElecKin controller

 

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OFFS, it's even worse now. Now even the Malta auto turrents are trying to hop away, wtf?


The more people I meet, the more I'm beginning to root for the zombies.

 

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I can understand when it's -1 and -2 enemies, but I just had a lvl 27 Hellfrost (CoT Boss) flee in terror from my lvl 25 MM. It's this sort of behaviour that gives otherworldy soul rending demons a bad name...

Someone needs to get footage of this, then speed it up and add the Benny Hill music


 

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I think it should be situational. Sure, Mob Snipers run away to get a better shot. I get that. Many foes run away in the face of obvious overwhelming force. I get THAT.

But when the Ghost Lord flees in terror from taking less than half damage? I mean come on...


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

 

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I havent read the rest of the post, but anyone notice in the 2nd mish in the ITF, the Ambush's run away? If not they just stand in place and do nothing.


 

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The running in this game is ust way, way, way out of hand. I can understand wanting to get out of burn patches, and the likes. But, running halfway across the entire frackin' map just to get away from some DoT, or debuffs (whatever the trigger might be) is just plain ridiculous.

The worst offenders seem to be Freak Tanks and WarWolves (or any sort of Werewolf model). The Wolves are immune to slows and have extra Immob protection, which makes them incredibly hard to keep in place.

If you aren't lucky enough to take them out before their run-code kicks in, then you have to wait until they come back from their jog across the entire map to defeat them. Move on to the next spawn, and you'll get surprised by the same Werewolf who is suddenly back.

I can understand why there is a need for a run code, but this is just incredibly excessive. There is no good reason why they should be running across an entire map. I know there is always the "well, just use crowd control" mentality, but that's not a good excuse for what seems to be buggy code. Or maybe WAI code. I dunno.

This is just a personal pet peeve of mine.


Always up for teaming with good players, so hit me up: @Deceivius and @Deceivius2

 

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Most frustrating thing is a 'runner'!

Here is an observation question since I know nothing of programming...

I attack a villian. I bring the villian down to a small amount of health. I wait for that 'finishing strike' to charge (like the blinding feint!). Now I strike and miss. The villian runs. It seems the program checks the health of the villian and the time since it got hit last and triggers a run command. BUT....I have noticed that if I stay in one spot the villian either runs to ranged combat or runs away and comes back a few mins later (presumably to the spawn spot the villian was assigned to ). I have seen villians run towards other groups of the same type (ie: a hurt freak running to another group of freaks). This is cool as you chase him and run into his friends!
But wouldn't the villian always come back to the spawn spot if you wait?


 

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Running is a good tactic for ranged enemies, or enemies who have some sort of heal ability on recharge, but otherwise . . . well they are going to die anyway so why waste everyone's time?

The exception would be that freak, providing he brought the rest of his new "gang" back with him as reinforcements, he'll still die, but they may be able to get him a bit of revenge.

Players are smart, so enemies should be smart too.