Pet AI Potential


Atilla_The_Pun

 

Posted

I refer to *THIS* in the Beta Forums:

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Originally Posted by Redlynne View Post
Quote:
Originally Posted by Arbiter Hawk View Post
We've also altered Singularity's AI a bit so that it will prefer to stay out of melee range from its targets
Is there *ANY* possible way that the AI tweaks you're making to Singularity could be ported over to other Pets?? I'm thinking Mastermind Primary Ranged Pets (*MERCENARIES*!!, Robots!, Arsonist!) as well as some less obvious ones (Illusion's Phantasm and Decoy, Devices Gun Drone). There's a number of Pets that really ought to STAY RANGED (because they don't have any melee attacks at all) but don't because their AI got "messed up" when all Pet AIs got "generic-ed" by the Demon Summoning realignment.
Discuss.


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Posted

If they don't port this over to all range-oriented pets after demonstrating they know full well how to make the appropriate coding changes, they might as well pull out a 60-foot-wide hand and slap the playerbase with it.

They've just killed their only valid excuse to not fix pet AI, at least with regards to the melee/ranged thing.


 

Posted

This would make me so happy sine my bots would be far less likely to run up to some random mob only to end up dying due to being outside of my healing range while the remaining pets stay where they are.

It would also mean i could play a Thug MM and not get frustrated over the Arsonist pet displaying "suicidal-like" behavior after proving time and time again that not only can the arsonist stay alive longer than .3 of a second but can actually do something productive.


 

Posted

Quote:
Originally Posted by plainguy View Post
They might fix masterminds or they might not..

Sorry I just don't have any faith
Oh, they'll fix it. Give it another 2 or 3 years though. For now, they've got more important things to do than fix broken ai affecting an entire AT. Like you know, extra costume sets, non-combat pets, and more travel powers. :/


 

Posted

Quote:
Originally Posted by Black Zot View Post
If they don't port this over to all range-oriented pets after demonstrating they know full well how to make the appropriate coding changes, they might as well pull out a 60-foot-wide hand and slap the playerbase with it.
The Mastermind pet AI is a hugely complicated mess, and is not the same code as that for the uncontrollable Controller pets. If they make that change to keep Mercenaries at range, they risk it leaking over and keeping Ninjas or the Thugs Bruiser at range as well.


 

Posted

Problem with adding it for MM's is, to them, the 'run into melee' bug isn't actually a bug and is more 'balance'.

If we could lock our pets in place to fire at will... Think about how OP'd that'd turn Bots into, or Thugs...

I strongly believe they haven't fixed it yet, not because they don't know how, but rather because they don't want to.


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Posted

As I understand, it is because the pets have a brawl ability which they will use. That is why they run into combat. Taking away bots/merc brawl ability should do it.


 

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Quote:
Originally Posted by Trilby View Post
As I understand, it is because the pets have a brawl ability which they will use. That is why they run into combat. Taking away bots/merc brawl ability should do it.
Gun Drone (Devices) and Phantasm (Illusion Control) don't have a Brawl attack. Guess what? They rush up into melee range to get clobbered for no good reason too ...


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Posted

Back in the day, playing my Necro/Dark, I used to cringe everytime I noticed my Knights pretending to be blasters. Standing back and plinking away with Gloom...

Took repeated clicks of goto, sometimes even clicking passive then attack, to break them out of it.

I thought nothing would be as annoying as my Grave Knights pretending to be rangers.

Then Demons came out and they broke the ai. My Grave Knights no longer got stuck in range mode thankfully, but the reverse proved to be even more annoying.
While I could easily manage the 2 guys when they glitched, The new bug made my
Bots/Storm nearly unplayable in his current build.
Having the entire army of bots swarm into melee, all the time, to brawl the baddies instead of using the powerful laser cannons...

Yeah.

I don't like the bugs but I think one form of them or another is an intended handicap.

We've moaned and moaned about this for years and I can't recall a redname ever acknowledging it as a 'Bug'.

Just sayin.


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Posted

Quote:
Originally Posted by Trilby View Post
As I understand, it is because the pets have a brawl ability which they will use. That is why they run into combat. Taking away bots/merc brawl ability should do it.
They tried to fix it by removing soldier brawl at one point early on, it didn't work.


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Posted

Currently, ranged MM pets already "prefer" ranged already: they don't run into melee immediately, but rather only when there's a gap in their ranged attack chain.

Also, the phrase "prefer to stay at range" is not the equivalent of "never goes into melee" that I feel many of you are taking it to be.

More to the point: I'm pretty sure that, if these tweaks are successful, they will port them to MM pets, but I'd much rather let Singy (or Phantasm) be a test dummy for how the new AI works, *then* port the changes to ranged MM pets at some later issue, rather than risk even wonkier things happening to MM pets...


 

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Interestingly enough, Necromancy AI is just about perfect. The T1 and T2 Zombies start with their ranged attacks, then run in for melee. The Lich however is the real shining star. He stays almost perfectly still with changing targets. I'd have to assume Demons is in a similar position.

As far as I can tell with my testing (have done Thugs, Necro, and Demons) when an fight is started at range, the AI has each pet cycle all attacks they can use, if they have no attacks they can use they move in closer and use all attacks they can at that range.

The exception is one pet; an Enforcer for thugs, the Ember demon from Demon, and the Lich from necromancy will stay back and cycle attacks until it gets a long enough pause.

With that pause they will move closer, eventually stoping about 20' from the target. The ember demon and Lich will not move any closer from this point, regardless of pauses. The Enforcer will move in eventually to use melee attacks.

This is from observing the pets attacking dummies in the RWZ in about 10 minute bursts then restarting at the firing line.

I haven't done Bots, Ninjas, or Mercs but I'd assume a protector bot would be the at range exception staying 20' from the target, the Oni for Ninja's until one of the Melee attacks pop up to be cycled similar to the enforcer, and I have no idea what the mercs would do.


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Posted

Quote:
Originally Posted by William_Valence View Post
The exception is one pet; an Enforcer for thugs, the Ember demon from Demon, and the Lich from necromancy will stay back and cycle attacks until it gets a long enough pause.
Haven't been playing for a long while but came back a few days ago and started up a new demon MM and my experience is different.

At level 29 atm and from what I have seen one of my demonlings (most often the fiery one but not always) stays back and do almost exclusively ranged attacks, unless an enemy runs up to it's face. My ember demon seems to enjoy melee combat and is up there as much as the others who goes melee.

Though we'll see if this changes once I get the last henchmen upgrade.


 

Posted

I imagine they'll add the change in the same way they did the last time--when the new MM powerset comes out. Either that or with the next issue.


 

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Quote:
Originally Posted by Black Dawn View Post
Haven't been playing for a long while but came back a few days ago and started up a new demon MM and my experience is different.

At level 29 atm and from what I have seen one of my demonlings (most often the fiery one but not always) stays back and do almost exclusively ranged attacks, unless an enemy runs up to it's face. My ember demon seems to enjoy melee combat and is up there as much as the others who goes melee.

Though we'll see if this changes once I get the last henchmen upgrade.
This is because they had to 'break' the AI code to get Demons to work properly. When Demons went live, the 'Get stuck at range' bug transformed into the 'Always dive into melee' bug. It was theorized at the time that because Demons was such a huge selling point for GR that they made the comprimise in order to get it out on time.

I still maintain that it's an intended handicap. We call it a bug but no redname has ever acknowledged it as such...


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Posted

Quote:
Originally Posted by MaestroMavius View Post
Problem with adding it for MM's is, to them, the 'run into melee' bug isn't actually a bug and is more 'balance'.

If we could lock our pets in place to fire at will... Think about how OP'd that'd turn Bots into, or Thugs...

I strongly believe they haven't fixed it yet, not because they don't know how, but rather because they don't want to.
Sorry, But this excuse is no longer valid. If they were worried about balance then the mastermind AT is the least of their problems. You also seem to be forgetting the times when the pets would stay at range, While annoying, a simple goto command fixed this.


 

Posted

Quote:
Originally Posted by William_Valence View Post
Interestingly enough, Necromancy AI is just about perfect. The T1 and T2 Zombies start with their ranged attacks, then run in for melee. The Lich however is the real shining star. He stays almost perfectly still with changing targets. I'd have to assume Demons is in a similar position.
I concur! The necro pets used to annoy the hell out of me when they ran into melee to toss out gloom then used melee attacks sometimes they even used to just depend on gloom w/o using the melee attacks, that was of course until GoTo was issued then that def recorrected the Melee issue, but now I rarely use that command with my Necro pets. Lich is by far the smartest in that set, the Lt's and even the dumb bottom feeders act pretty well in combat and when to get in or out of melee.


 

Posted

Quote:
Originally Posted by DarkBlaster_NA View Post
Sorry, But this excuse is no longer valid. If they were worried about balance then the mastermind AT is the least of their problems. You also seem to be forgetting the times when the pets would stay at range, While annoying, a simple goto command fixed this.
I never said it was a valid excuse, nor did I forget the 'At range' part, if you notice my post right above yours, made 40 days ago...

I merely brought it up because, quite frankly, I'm tired of it being called a 'bug' when it clearly no longer is. The Dev's obviously intend for the pet ai to suffer from some form of wackiness.

I'd love to be proven wrong, by having a Redname finally call it a bug, but no matter how many times it's brought up...


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Posted

I have noticed that the Lich avoids melee combat. In fact, the Lich is probably the only henchman I've seen on any of my MM's who doesn't really need much babysitting - he always stands clear of the fighting, debuffs like crazy, and drains health to keep himself topped off. If only more pets were like that.


 

Posted

Like Necromancy, I'd argue Beast Mastery is relatively good on positioning AI... the 'when do I use these buffs' AI is stupid, or actually nonexistent (Whenever they're up!) but they always go into melee. They never dilly dally about throwing shuriken, they go right up and bite off the enemy's face. This simply proves that the reverse of the Protector Bots is not true... the PBs have no melee attacks and still run up, the Beasts have no ranged and do not stay back.


 

Posted

Quote:
Originally Posted by Katie V View Post
The Mastermind pet AI is a hugely complicated mess, and is not the same code as that for the uncontrollable Controller pets. If they make that change to keep Mercenaries at range, they risk it leaking over and keeping Ninjas or the Thugs Bruiser at range as well.
Then the answer is simple
Copy and paste the code into another file. Call one file "ranged only" and one file "other pets". Only edit the "ranged only" file to stop pets running into melee.

It seems daft to me that all pets have the same AI when it's so obvious that the need different ones because they have different attack mechanics.

And while they're editing they could make 'stay' actually mean STAY, 'goto' mean 'go here without changing your mind halfway' and that pets never leave supremacy radius without specific command


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
Problem with adding it for MM's is, to them, the 'run into melee' bug isn't actually a bug and is more 'balance'.

If we could lock our pets in place to fire at will... Think about how OP'd that'd turn Bots into, or Thugs...

I strongly believe they haven't fixed it yet, not because they don't know how, but rather because they don't want to.
We don't need to be able to lock them in place. I don't mind caltrop scatter and some self-preservation behavior. That said, ranged pets should default to fighting from range and melee to melee.

You may be right about the 'balance' but I have said before and will say again: if the devs think the right way to balance MMs is to make the pets bloody-*******-stupid, they are wrong.


 

Posted

I'm sure you don't mind it just like many others don't mind but there are some who don't like it.
We need a way so that everyone can get what they want.

Having pets always running annoys some people who'd prefer them to stay and DPS while getting healed (especially when they run from tiny damage)
Having them always stay would be suicidal with some mobs.

A way to satisfy everyone is by having pets run by defaul but give the player a way to force them to stay. So a suggestion would be 'stay' command has an immobalise function (ie lock them in place)

I am a bit baffled by the comment that pets that are aparently designed to stand still and shoot would be OP if they actually stand still and shoot...


 

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For the record:

Personally, I'm doubtful that allowing us 100% control would indeed make us overpowered. While I can see some outliers maybe needing adjusting, overall I don't think it would be that bad really.
That doesn't mean the Dev's feel the same though, and the evidence I've pointed out seems to paint a clear picture.


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