Annoying foe runaway AI in HD video
Do you prefer them to line up and attack single file like kung-fu movies?
Honestly if you are trashing them, running away seems to be the logical choice from their POV. Sorry you have to work for your XP. |
Sorry if I come across as being a little passionate about this issue. Its just critter AI has been my pet peeve since day one in this game. I really want this game to do well but when we get reviewers slamming our game for something that should have been fixed 3 years ago it doesnt look good at all.
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I set up an AE mission recently to attempt to solo Crimson as an AV in the WSPDR map(the one where you have to destroy all the generators) and the amount of running that guy did was annoying.
However chasing him onto several high ledges and fighting him there did make the entire battle feel pretty epic.
One more bug Castle if your still reading is the following. If you free a hostage and the hostage is being guarded by someone who summons a suedo-pet or a decoy phantasm, the hostage will not leave once freed unless the suedo pet despawns. In some cases this is bad because the hostage takes damage from the suedo pet until it despawns. Some hostages or helper npcs barely have hp to begin with but if they are sitting in caltrops for like 5 minutes they have almost none by the time it despawns allowing them to become free to follow you even though they been freed 5 minutes ago.
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Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.
The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels. I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen. |
If they ran *away* it would be not so bad. Run though a door, out the map, gone. Defeats--
In GR, I have been having a problem with ambushes (of which there are a lot) where I see the entry balloons of "GO FORTH! SPREAD OUT INTO EASY DEFEATABLE SPAWNS" and such, and then they come tearing towards me, chaos in their hearts, murder in their eyes and weapons in their hands; they crash towards my soloing level 5 tanker...
...they get up to aggro range, and I prepare to hit them with *both* the attack powers at my disposal...
...and then they run like colours in a hot wash.
They run like heated oil.
They fail like a badly constructed simile.
I've noticed it happening with Ghouls and Syndicate, and it's really quite irritating. Especially as it means I have to *go looking for my ambushers*, which seems a little silly.
Soul of Virtue
Then if you run away and escape from a purple, does that mean you get debt and go to the hospital?
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Maybe, that will keep the lowbies out of PI and the like.
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I think it would be awesome after the grief flag gets the look over (and hopefully tightened up so even and + level mobs don't keep giving up without a fight) it gets modded to morally broken mobs running for the nearest exit.
Your missing the point, its annoying its got nothing to do with work for the most part they are defeated because they ran. Its just tedious to do it almost every single spawn. It seems like the devs want to take a tough stance on not changing it. Well I know one sure fire way that will make them have to change it. We as players need to find a way to exploit this behavior in some way. Then they will have no choice but to change it. I hate to say it but its sad that it has to come to this really. We should not be force to find an exploit just to get something change for the overall benefit of the game.
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I would have to say above all critters the number who runs away the most is the AV Diabolique. For the most part she just isnt beatable unless you trap her in the geometry of the map or you use an immobilize on her just so she cant run away. If you gonna fix it, at least start there with this AV.
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Yeah, especially since, at least the last time I fought her, she really only ran away while her PFF was up.
To be clear, while I may not especially enjoy it most times, I understand why mobs have a flee mode. I don't especially mind if faceless minion #474 runs away because he got to 1/8 health. What I really mind are scenarios like this:
- My team or I are faced with a supposedly epic entity like a Giant Monster or signature AV, and they spend the majority of their time running from us, especially if they do so before we get their HP down even slightly.
- Entities run so far away, we need an extradition treaty to get them back. I once had my DDD drop Darkest Night on a Council Warwolf boss, and without any meaningful damage dealt to him, he ran from the back of a large office map level all the way to the front. He ran so far away that he lost aggro, and came sauntering back later, oblivious to my presence.
There are other things mobs do that bug me, but those two seem to be specific cases of "self preservation" AI gone amok.
Things like ambushes that turn and walk away seem to me to be different problems. (I had not experienced that problem post-GR until last night, it turns out.)
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I think the morale aspect may not be WAI. Just yesterday I was fighting three +3 minions in Neutropolis and whiffing like mad with degrading enhancements when two of them took off.
Now, the morale AI could be broke or they may have been shaken by how crazy my Defender would have to have been to be attacking them. . |
I've run toward a mob of three and have 1 of them run just by me BRAWLING one of their buddies.
The hair on my knuckles must have scarred that guy off.
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I'm one of those that is in favour of keeping the flee mechanic, but tuning it considerably. As far as I'm concerned, fleeing makes sense in ninety percent of the game.
What doesn't seem to make sense to me is the supposedly powerful entities, such as GMs and AVs running. Or at least them running as soon as they do. If they were flagged to either not run at all, or only run when they're getting a really serious beating and are very low on health, I think they could be a little more bearable.
The other aspect I'm not fond of is how far a fleeing mob can run, and how they don't actually use their borrowed time wisely. I think that the distance that fleeing mobs run should be reduced by a large amount, and that there should be a chance of them 'alerting' another group to your presence, as well as a chance of them fleeing the map entirely and counting as 'defeated' for mission objective purposes. Having a group turn around the corner to attack you could be daunting, but I feel it would add a realism to the game that requires us to be prepared.
Here's hoping that this thread gets the mechanic looked at, and ideally tweaked.
Yeah, especially since, at least the last time I fought her, she really only ran away while her PFF was up.
To be clear, while I may not especially enjoy it most times, I understand why mobs have a flee mode. I don't especially mind if faceless minion #474 runs away because he got to 1/8 health. What I really mind are scenarios like this:
This sort of behavior adds no challenge to an encounter. Having an entity barely try to fight back, instead just making you chase it down, beating it as you go, generally isn't entertaining. There are other things mobs do that bug me, but those two seem to be specific cases of "self preservation" AI gone amok. Things like ambushes that turn and walk away seem to me to be different problems. (I had not experienced that problem post-GR until last night, it turns out.) |
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I'm one of those that is in favour of keeping the flee mechanic, but tuning it considerably. As far as I'm concerned, fleeing makes sense in ninety percent of the game.
What doesn't seem to make sense to me is the supposedly powerful entities, such as GMs and AVs running. Or at least them running as soon as they do. If they were flagged to either not run at all, or only run when they're getting a really serious beating and are very low on health, I think they could be a little more bearable. The other aspect I'm not fond of is how far a fleeing mob can run, and how they don't actually use their borrowed time wisely. I think that the distance that fleeing mobs run should be reduced by a large amount, and that there should be a chance of them 'alerting' another group to your presence, as well as a chance of them fleeing the map entirely and counting as 'defeated' for mission objective purposes. Having a group turn around the corner to attack you could be daunting, but I feel it would add a realism to the game that requires us to be prepared. Here's hoping that this thread gets the mechanic looked at, and ideally tweaked. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Cabal witches are explicitly one of the enemies with a high chance to run since I know they and Longbow Eagles have a power called Positioning that will randomly apply a mag 50 Fear to themselves for a short period of time. Pretty sure any sniper style enemy that's not officially of Sniper rank has this though it's much more noticeable with fliers.
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Well that explains why my Level 50 tank scatters Hellion and Skull mobs in Perez when I one punch one of the minions.
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I would have to say above all critters the number who runs away the most is the AV Diabolique. For the most part she just isnt beatable unless you trap her in the geometry of the map or you use an immobilize on her just so she cant run away. If you gonna fix it, at least start there with this AV.
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Grey Pilgrim: Fire/Fire Tanker (50), Victory
Created a new blaster two nights ago in Praetoria, got to the check out the Labs mission from Praetoria White. I think I was only level 3 or 4. Went into one of the rooms and did not look carefully enough around the corners and aggro two groups of 3 yellows. It was one of those o sh* moments. So I start backpedaling out the door, trying to take down one or two to even the odds. I think I was able to defeat one while backpedaling through the map with this horde of guys after me. All of a sudden two of them just decide to start running off. One actually ran PAST me, totally ignoring me and just took off down the hallway.
Now based on what Castle said, I have to conclude that something is off with the AI. I was definitely NOT doing enough damage to trigger the low morale, in fact I was getting massacred by all the ranged hits, as noted above I'd only succeeded in taking down one, while inflicted injuries on several others. The ONLY reason I survived was the fact that two of them decided they'd had enough of chasing me and took off (where a few seconds earlier they will landing ranged attacks on me left and right) and I had quite a few greenies in my insp slots.
So unless they get low morale because I'm running away and or get tired of chasing me, there seems to be something a bit hinky with the AI.
Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.
The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels. I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen. |
Atlas Park.
Level 3
Hunting Hellions
I come up on a pair of +2 Hellion minions in the group just outside the wall of that courtyard due west of the AE building.
I hit one of them and both take off like a bat outta hell. One running directly into the AE drones. One hopping the wall and running into the courtyard just north of the wall (running through several other groups of enemies on the way).
They don't attack me, and I've shot someone exactly once.
And at level 3 there's no way in hell I'm softcapped.
No teammate has died.
Note: This doesn't ALWAYS happen. However, I can usually manage to get them to run away with only one attack.
Castle,
I understand the point of having running mobs. However, there should be some changes to this behavior:
1) Lessen the distance mobs run, as per Arcana's suggestion
2) Have running mobs join spawns of identical enemy groups (they feel safer in numbers and stop running)
3) Scale up the "requirements" to trigger running by rank. Minions run before lieutenants, who run before bosses, who run before EBs. AVs and GMs never run unless specifically scripted to do so (as Diabolique presumably is).
4) +Lvl mobs should be treated as one step higher on the ranking above (e.g. a +1 Lieut acts as a boss for purposes of determining running).
5) Lessen the effect debuffs have on triggering running. Right now, anchors for things like RI and DN run far too often. And running anchors not only make the current fight much tougher, but they also have the potential for serious additional aggro from different spawns.
Should count as a defeat then, since he's essentially running away, and giving up with no hope.
Jer |
CoX has, for a long time, needed to add alternatives to simply "killing" mobs in order to defeat them. We have characters that can lock down and weaken their foes so why shouldn't that count as a defeat?
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Oh, and *insert snark about enemies not running away from Tankers because they're not a real threat*.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Agreed! As a matter of fact instead of running, Grief=1 mobs should throw their hands up in surrender and become invalid targets. Then players should get experience and influence for defeating them.
CoX has, for a long time, needed to add alternatives to simply "killing" mobs in order to defeat them. We have characters that can lock down and weaken their foes so why shouldn't that count as a defeat? > |
Also, I can imagine a world where defenders are ordered not to defend because they're scaring all the mobs off, and that world sucks a great deal.
Soul of Virtue
Wait didn't Castle make the PvP changes? maybe we should get someone else to look at the AI problems... >_> not too sure, but anyhow... I usually make it a habit to arrest the runners before they escape, but most of the time I play my trollers so I don't notice it too much... */e shurg
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