Pet AI Potential


Atilla_The_Pun

 

Posted

I'll pose it here as a question:

Couldn't the melee/range pet thing be solved by removing attacks?

For example, almost all the ranged thug pets have Brawl. Wouldn't removing Brawl eliminate them moving into melee range since they no longer have an attack that requires them to move into that attack range?

Of course this doesn't apply to Demons or Beasts, (The Dire Wolf has both ranged and melee, same with pretty much all the Demon pets) but you get the idea.


 

Posted

Quote:
Originally Posted by Issen View Post
Couldn't the melee/range pet thing be solved by removing attacks?
That *already doesn't work* for Phantasm in Illusion Control.

Phantasm has no melee range attacks.
Doesn't stop Phantasm from rubbing up against targets to get his ectoplasmic scent on them.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Doesn't stop Phantasm from rubbing up against targets to get his ectoplasmic scent on them.
"He slimed me..."

"Great! Save some for me!"

Personally, I'm wondering if the "Stay" command can be reworked to disable pet movement, or "immobilize" them, somehow...


Where to find me after the end:
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Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

So sad that so many people, or so few (depending on how you look at it), want MMs to become OP.

First of all, MMs are original villains. There are no hero bosses...just heroes and superheroes...and since villains always lose in the end, they all need to have some type of weakness, lol.

Fixxing these so called problems they might as well make all stalkers' attacks AS's...all controllers' holds 10 secs...all scrappers' attacks critical 100%...etc.

A Mastermind is a boss, not a Master Controller (which would be sooo OP)...and NO boss gets everything they ask for from their employees/minions, lol.

BTW, it is just a game...have fun.


adapting is more fun to me than complaining about change
showing your repertoire proves your true range ;^}

 

Posted

Quote:
Originally Posted by Awesome_Clawsome View Post
A Mastermind is a boss, not a Master Controller (which would be sooo OP)...and NO boss gets everything they ask for from their employees/minions, lol.
"I will explain to my Legions of Terror that guns are ranged weapons and swords are not. Anyone who attempts to throw a sword at the hero or club him with a gun will be summarily executed."


If, as a boss, I couldn't convince my gun-toting henchmen to stay at range and shoot, I wouldn't keep using them. I would get rid of them and get smarter henchmen.

Also, MMs have a weakness. Their entire offense and 90% of their defense is their henchmen. No henchmen, one very vulnerable MM unless you've built for that possibility.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Quote:
Originally Posted by Everfree_Fire View Post
"I will explain to my Legions of Terror that guns are ranged weapons and swords are not. Anyone who attempts to throw a sword at the hero or club him with a gun will be summarily executed."


If, as a boss, I couldn't convince my gun-toting henchmen to stay at range and shoot, I wouldn't keep using them. I would get rid of them and get smarter henchmen.

Also, MMs have a weakness. Their entire offense and 90% of their defense is their henchmen. No henchmen, one very vulnerable MM unless you've built for that possibility.
Not to mention that some of the biggest offenders are ROBOTS. You know, the things you can program to do whatever the hell you want.


 

Posted

Quote:
Originally Posted by Awesome_Clawsome View Post
So sad that so many people, or so few (depending on how you look at it), want MMs to become OP.

First of all, MMs are original villains. There are no hero bosses...just heroes and superheroes...and since villains always lose in the end, they all need to have some type of weakness, lol.

Fixxing these so called problems they might as well make all stalkers' attacks AS's...all controllers' holds 10 secs...all scrappers' attacks critical 100%...etc.

A Mastermind is a boss, not a Master Controller (which would be sooo OP)...and NO boss gets everything they ask for from their employees/minions, lol.

BTW, it is just a game...have fun.

Troll post from someone who overtly doesn't play Masterminds. (check the sig)
1/10 because it made me laugh.


 

Posted

Quote:
Originally Posted by Issen View Post
I'll pose it here as a question:

Couldn't the melee/range pet thing be solved by removing attacks?

The melee/range thing could be solved a myriad of ways. That doesn't change the fact that they just don't want to, for whatever reason...

*Shrugs*

I don't know how else to say it really, pet ai is WAI as far as the Devs are concerned.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

Quote:
Originally Posted by icemanstryketh View Post
Troll post from someone who overtly doesn't play Masterminds. (check the sig)
1/10 because it made me laugh.
your reply is a troll post lol ;-)

I have two level 50 MMs and have never had a problem with either one of them...maybe its just that I don't expect them to be what they weren't intended to be.

I didnt make the sig, I found it...and I never realized MM wasn't on there until you pointed it out...my MMs are staying put, in my regular rotation ;-)


adapting is more fun to me than complaining about change
showing your repertoire proves your true range ;^}

 

Posted

I didn't know there is a "stay" command for pets? I know there is goto, follow, dismiss...

Is "stay" the same as "goto, passive"?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Awesome_Clawsome View Post
your reply is a troll post lol ;-)

I have two level 50 MMs and have never had a problem with either one of them...maybe its just that I don't expect them to be what they weren't intended to be.

I didnt make the sig, I found it...and I never realized MM wasn't on there until you pointed it out...my MMs are staying put, in my regular rotation ;-)
Lol


 

Posted

Quote:
Originally Posted by Jibikao View Post
I didn't know there is a "stay" command for pets? I know there is goto, follow, dismiss...

Is "stay" the same as "goto, passive"?
I always edit one of my commands into "follow + passive".


adapting is more fun to me than complaining about change
showing your repertoire proves your true range ;^}

 

Posted

Quote:
Originally Posted by Awesome_Clawsome View Post
I always edit one of my commands into "follow + passive".
Yeah I always use follow passive to slow down my pets chasing but that's not the same as "stay" is it?

I've used goto but pets may still run in.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I didn't know there is a "stay" command for pets? I know there is goto, follow, dismiss...

Is "stay" the same as "goto, passive"?
/petcomall stay (or at least that's my keybind...never really got down and dirty with individual keystroke commands for individual pets)


still doesn't avoid the "Hey, boss! I'm gonna run up to that guy over there and smack him in the face! Cool? Cool!" for very long...unless you've got them in Stay/Passive.

The moment you sic'em on someone...they'll move close enough to begin attacking...and then normal stooooooooooopid AI kicks in. If you have it key bound...you MIGHT be able to stop them if you mash on it for about a half dozen times.

Edit:

Just to toss this out there...my normal keybinds look about like this...

/bind shift+d petcomall def (defensive)
shift+s petcomall stay
shift+g petcomall goto
shift+f petcomall follow
shift+a petcomall att
shift+r petcomall aggressive (think rrRRRAAAAHHHH...battle cry...type...thing...hence my using R)
shift+q petcomall pass (think Q...for QUIT IT!!)

For me...this has been the easiest setup for my MM's. Seeing that since my left hand is already on the w,s,a,d,q,r keys for movement, it's a simple thing to just add a press of the shift key for commands. Plus, the f and g keys are right there...so they work for my follow and goto...especially since i never use F for follow target anyway...it's usually a travel power (ninja run most often).


RaikenX is currently seeking new quotes to add to his signature.
Someone say something funny.
Quote:
Originally Posted by Smiling_Joe View Post
::looks at RaikenX's signature::
Something funny.
That'll do, pig. That'll do.

 

Posted

I can't believe I just found out today that there is a "Stay" command. lol All I know is I use Goto, passive a lot when I want to reposition my pets (to avoid explosion, to avoid aoe, etc).

I've never used "stay". I use "follow, passive" all the time when I try to speed run past something.

I guess if "stay" still doesn't stop pets from running in, then there's really not much point.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Wow, so much logic fail in this post, where do I even being dissecting your errors.

Quote:
Originally Posted by Awesome_Clawsome View Post
So sad that so many people, or so few (depending on how you look at it), want MMs to become OP.
No one is asking for MMs to be OP, we are asking for them to function as advertised.

Something I might add that is very important since they are now paid for (and $15 at that).

Quote:
Originally Posted by Awesome_Clawsome View Post
First of all, MMs are original villains. There are no hero bosses...just heroes and superheroes...and since villains always lose in the end, they all need to have some type of weakness, lol.
Aside from the fact that we can now start MMs as heroes, what you are saying is that all the original Villain ATs should suck. Yeah, that's balanced.... NOT!

Quote:
Originally Posted by Awesome_Clawsome View Post
Fixxing these so called problems they might as well make all stalkers' attacks AS's...all controllers' holds 10 secs...all scrappers' attacks critical 100%...etc.
Do I really need to explain all of your logical fallacies in this statement?

Quote:
Originally Posted by Awesome_Clawsome View Post
A Mastermind is a boss, not a Master Controller (which would be sooo OP)...and NO boss gets everything they ask for from their employees/minions, lol.
As has already been pointed out, an MM isn't like your boss at work. This boss will shoot poor employees, not write them up.

Aside from that, not all of the MM henchmen are "hired". Robots are built, and if I built my robots I'd damn well make them work the way I want them to. Necro and Demons are magically bound to you.

I'm not here to play an incompetent super. If my spells/tech aren't working the way I want them to, I'd redesign them.

Quote:
Originally Posted by Awesome_Clawsome View Post
BTW, it is just a game...have fun.
Love to have fun, this is the best game on the market at the moment. That doesn't mean it's without flaws.

Now imagine for a moment (since you obviously have such a fertile imagination as to come up with the list of bogus garbage above) if Scrapper/Brute/Tanker attack powers would sometimes fire off a random, weaker attack, and using that attack would cost you 1/7th of your HP.

Can you feel the rage that would be generated in those forums? They'd probably melt down the forum server with all the angst.

Quote:
Originally Posted by Jibikao View Post
I guess if "stay" still doesn't stop pets from running in, then there's really not much point.
Yeah, Stay and GoTo mean "if you feel like it, and don't see a shiney".


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Posted

Quote:
Originally Posted by MaestroMavius View Post
Which is working as intended.
Aside from the lack of sources in your declaration, assuming that it IS the way it's intended, this is extremely poor design.

As has been repeatedly pointed out, MMs are advertised as being able to control our henchmen. This thread is primarily about the fact that we can not.


Check out the Repeat Offenders network of SGs! You'll be glad you did.

 

Posted

Aside from a few AI quirks, Masterminds generally CAN control their henchmen, it's just that they need to anticipate all the weird ways in which pets behave. It's less directly commanding the henchmen as it is working with them.

For instance, the "Stay" command is merely a specific instance of the "Go To" command, and as far as I can tell, is only a convenience command so you don't have to pick a location manually. Both goto and stay will overwrite henchmen "intentions," but only for the duration of the movement or, in the case of stay, not at all. Once the henchmen have carried out the command, their internal AI will take over. If they have a target, they will proceed to attack it. If their AI compels them to close in on the target, they will do so. The only way to keep them from moving is to set them to passive.

Henchmen AI works on commands very similar to what you can give them, which is why Mastermind orders don't seem to get carried out sometimes. Sadly, none of these commands give us control over range, so if a henchmen is adamant about using an attack which he believes he needs to be in melee for, you can't stop him. You don't pick range, you don't pick attack choice. That said, you CAN force the henchman to rechoose his attack by interrupting his orders with your own. I believe a goto command will force the henchman AI to pick an attack all over again, which will usually reset range, at least for a while.

One notable exception is the Medic from Mercs. The Medic has an AI quirk which makes him think his heal is melee-ranged, causing him to approach his target to use it. The problem is that "his target" is the enemy the Medic is shooting at, so he'll approach enemies to heal allies from range. Have you noticed how despite having a melee range of 7 feet, critters will still run into within 5 feet of you to melee, even if they're already within melee ranged? That's kind of the same thing - where the henchman thinks he needs to be to use a power and where the power requires him to be don't always match.

The Mercs Medic, however, is also a good example of a character who doesn't use a specific power until a specific condition is met. The Medic doesn't heal unless an ally loses more health than the heal recovers (which can cause problems of its own by letting henchmen get killed when they're "not hurt enough"). If it's the henchmen wanting to use melee attacks that causes them to approach, then it's a case of having to bound the use of those powers to specific circumstances, such as distance to target.

I'm not saying the Mastermind henchman AI is perfect, but a lot of the time it can be managed. Or, if you don't want to, you can do what I do, which is to let your henchmen go into melee and follow them there. I'm not sure how this works in iTrials, but it seems to work for me in regular content.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
One notable exception is the Medic from Mercs. The Medic has an AI quirk which makes him think his heal is melee-ranged, causing him to approach his target to use it. The problem is that "his target" is the enemy the Medic is shooting at, so he'll approach enemies to heal allies from range. Have you noticed how despite having a melee range of 7 feet, critters will still run into within 5 feet of you to melee, even if they're already within melee ranged? That's kind of the same thing - where the henchman thinks he needs to be to use a power and where the power requires him to be don't always match.
And while said Medic is trying to heal within the enemy's melee range, that Longbow Warden Empathy/Psionic Blast over there is staying at a range from its enemies, healing its allies and blasting said Medic. Sooooo why can't we have a Medic that acts like the Longbow Warden???


 

Posted

Quote:
Originally Posted by Delmain View Post
And while said Medic is trying to heal within the enemy's melee range, that Longbow Warden Empathy/Psionic Blast over there is staying at a range from its enemies, healing its allies and blasting said Medic. Sooooo why can't we have a Medic that acts like the Longbow Warden???
Can we all say the name of our FAVORITE Cimmorran enemy? The Medic? I KNEW you could!

Do any of us notice the Medic racing into close combat to heal his target? No? I didn't think so.

Works for them. Wonder why not for us?


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

 

Posted

I didn't read all of this thread, but I will say that the AI can be annoying sometimes, however manageable nonetheless as another poster mentioned. Knowing these limitations means you can play to accommodate them, which is what I've done.

Now, what REALLY bothers me to no end is when certain AOE's and psi attacks cause my henchmen to run around crazy. At any other point I feel I have full control, but ironically, caltrops drives them wild.

It's bad when you're fighting a group, with 3 other groups in somewhat close proximity, and they run around attracting those other groups. Talk about chaos and annoyance.

But other than that, I have no real issues to be honest. Masterminds take a lot of work to play. If it was simply a matter of point and click and watch all the magic happen.....well that'd be pretty darn boring.


SevTheMind: Ninja/Force Field Mastermind (main), SevTheSav: Stone/Regen Brute SevTheShocker: Claws/Electric Brute,SevTheComet: Fire/Pain Corruptor,SevTheSaint: Illusion/Radiation Controller,SevTheShaft: Dual Pistols/Devices Blaster,SevTheSuave: Mind/Dark Dominator,SevTheDevv: Demon/Dark Mastermind (redside),SevTheCinder: Fire/Fire Blaster (Praetoria)

 

Posted

I always thought that we should have complete control over our henchmen. Under the Advanced Option, there should be the option to toggle what powers we want them to use, and how they should engage an enemy (ranged/melee/whatever works). This way, players can choose how involved they are with their pets. Would also be nice if we could set at what point, any henchmen that could heal, should heal a fellow henchman (1/4, 1/2, 9/10).