Mobs stuck in walls


gameboy1234

 

Posted

Probably been said before dozens of times since the issue has been around for ages, but when a mob gets stuck in the wall and you can't hit it, but it can hit you it is sooooooooo very annoying. Even more so when said critter is part of a defeat all/leader group.

Usually they try getting out by themselves because of aggro, but not when its a sniper, they just stand there because of the immobilize. What's doubly annoying is when the sniper (nemesis in this case, can AoE all your pets to death without getting hit.

Please please please fix this!


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Obviously they've tried to fix this over 19 issues but it still occurs.

I think they should grant a tp foe temp power to mission leaders that will only work when there are less than 5 foes left on a map, with auto hit and a 30 min cool down timer.


 

Posted

Quote:
Originally Posted by PumBumbler View Post
I think they should grant a tp foe temp power to mission leaders that will only work when there are less than 5 foes left on a map, with auto hit and a 30 min cool down timer.

That's a rather creative solution. Personally I think they should just fix the AI and/or collision detection. The error conditions seems to occur:

1. When foes take Knockback and are pushed into corners and tight spaces. The collision detection doesn't recognize or work with animations, so a foe who stands up in a tight space might stand up in a object or wall.

2. When #1 happens the foe's feet are attached to a surface inside some geometry, but his head or body are in a space that can't be pathed to from that surface. Thus, he's stuck because he can't get his body to go anywhere his feet can go. It seems to me that the AI pathing should be able to recognize this situation and provide a little help when pathing becomes impossible.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
That's a rather creative solution. Personally I think they should just fix the AI and/or collision detection. The error conditions seems to occur:

1. When foes take Knockback and are pushed into corners and tight spaces. The collision detection doesn't recognize or work with animations, so a foe who stands up in a tight space might stand up in a object or wall.

2. When #1 happens the foe's feet are attached to a surface inside some geometry, but his head or body are in a space that can't be pathed to from that surface. Thus, he's stuck because he can't get his body to go anywhere his feet can go. It seems to me that the AI pathing should be able to recognize this situation and provide a little help when pathing becomes impossible.
I'd agree that the theory to fix the stuck mobs sounds quite simple but let's face it, it's been 6 years of this going on 7. Time to find a decent work around and then they can do the proper fix when they have time.