Creature Handler Archive

Thread: Patch 20 Notes: All fixes aimed primarily at creature AI

Spir4
Sun Jul 25, 2004 11:22 pm
#1






greywheel wrote:


Next test was to move within 30m and have pet attack. Pet attacks one huurton and two other charge straight at me. Yeah, this makes sense. I can see an NPC behaving this way, but huurtons? They are smart enough to know to that my cat is being controlled through verbal commands by me? It would make more sense if the second huurton just becomes aggroed and attacked whatever was closest.




I guess the devs are too lazy (or too stupid) to create 2 different AI codes, one for the NPCs and one for the creatures...

enigma_writer
Mon Jul 18, 2005 11:57 pm
#2

These were the updates that most directly effect us in Pub. 20


AI



  • Fixed an error case where AI would emit a "?" over its head when a non-threat approached.
  • Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
  • Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
  • Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
  • Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
  • Pets: Pets no longer lose their ranged weapons on occasion when incapacitated.

New Explore Area


Kashyyyk - Players can now enter into the Falls Cave in the Dead Forest on Kashyyyk


Changes thataffect our secondary profession


Profession: Scout



  • The Phecnacine Dart will no longer cause creatures AI to turn off
  • Single target state reduction traps should no longer grant experience when thrown at a creature already affected by that type of grenade.
  • Experience granted for trap throwing should no longer depend on the throwers combat level versus the creature's level.

enigma_writer
Tue Jul 19, 2005 1:10 am
#3

Theorb


I do not agree we are doomed but that our profession is very close to becoming Broken without repair. I say broken because the devs have been promising to fix us since the combat upgrade was first discussedandwill continue to have FAITH that we will be fixed.
Rodan44
Tue Jul 19, 2005 1:55 am
#4

i use pet pulling extensively, so this will likely severly hinder me


they may have seen it as a sploit, but i see taking it away as yet another nerf




©

GMTark
Tue Jul 19, 2005 2:59 am
#5

This makes me sad


I took up MCH (again) during the respec because I thought it might compliment DE better than Riflemen did after the CU. Many happy hours I spent hunting and taming - and even managed to get myself a wild baby bull-rancor.



I had hope that when they pulled the patch 20 release notes after many people complained LOUDLYabout the effect on old-broken CH's -> that it was devistating and further debilitating to the CH profession if they do not fix the current bugs and broken creatures first. I guess that kinda stuff really doesn't matter to the dev team much in terms of priority.



It is apparently more important for them to remove all the key aspects of SWG that keep the community together. I.E.. now that entertainers will no longer have a forced (see Battle Fatigue healing) reason to interact with the rest of the community, I fear that the glue that kept things together in the community of SWG has disolved to nothing. Starports and cantina's were the catalists to many happy game relationships. That is all gone now. People will now only gather in guilds or to grind xp for Jedi I guess.



I am willing to give this new AI change a go, but I am extrememly skeptical and truely burned out on all the changes to this wonderful game - not to mention ALL THE BROKEN FIXES they seem to put in that only require more fixes. They seem to be taking away from the potential to really fix this game and address the things that are upsetting their customer base by implementing change after change without fixing what is broken. I really do not understand.



G-M.T



valetman
Tue Jul 19, 2005 3:12 am
#6



enigma_writer wrote:

Theorb

I do not agree we are doomed but that our profession is very close to becoming Broken without repair. I say broken because the devs have been promising to fix us since the combat upgrade was first discussed and will continue to have FAITH that we will be fixed.





What happens because of these AI changes is , in my eyes, game breaking.

Not so much the pulling, that is still possible, the pet has to actually hit a mob to gain the aggro though, BUT, pet response has been improved and issuing a follow command does make the pet run back, bringing the mob too, which is an improvement.

The problem comes with the aggro paasing to the CH.

Any mobs the pet aggros that have not been hit been hit by the pet, such as a couple of extyra pulls from a social or aggro group, will NOT attack the pet, they will run and attack the CH directly.

I got this to happen from as far back as 60m, with no weapon equipped and mask scent on, so I was in now way gaining aggro any way other than through the pet.

This in effect, as I have said in the bug threads, reduces pets to mere aggro magnets, and in a lot of cases , completly useless.
In groups to the high end content, I dont know about you people, but I find because of the restricted group sizes, I have to leave pets ungrouped, because of these changes , and the relative low level of ungrouped pets, even at out max, would be suicide to a CH now.

I did try to make the point, but the BH/Jedi situation, just for a change, got all the attention.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Helanor
Tue Jul 19, 2005 3:23 am
#7

I really wish I understood why they've altered pet pulling like they have. Im an MCH/MR, and I really used to enjoy it, so when I tried EQ2 I tried to make a character in the same sort of play style, a nice Necro with pets was the closest. There pet pulling wasnt working quite right, you could send the pets in but they werent backing off, so they fixed it there. As long as you can target something you can send the pet in, distance no object, and yank something out of the middle of a pack of aggro critters, not to mention my tanking pet has the most wonderful aoe taunt.Being able to pull difficult targets for a groupseems to me to be an ideal utility ability for CH. Necro is the best pulling profession in EQ2 right now, and CH is ideally suited to do the same role here. I just dont get why not sigh.



enigma_writer
Tue Jul 19, 2005 3:23 am
#8

Valetman


Yes I agree that am not understanding why they are putting such an emphasis on the ch drawing the aggro and not the pet. It is the pet who fights for it's master and keeps them safe in the wild so to make it that the ch can at any time be attacked by wild creatures while ignoring the pet is in my oppinion a negative development for our profession.


Is SWG trying to nerf us in PVE too because this nerf directly affects our ability to hunt any type of AI.


Look forward to reading what our correspondent has to say about this publish

DiademMustaine
Tue Jul 19, 2005 3:33 am
#9

Im a MCH on the gorath server, And seeing the changes in publish 20 is basically again the dev team breaking the CH profession even more. I know as well as every other CH knows that they said upon the CU, thatthey would fix the CH profession.Instead im still getting my pets combat bugged, meaning that i cant store or have my pet attackmaking me relog which was realling annoying. I usually go on hunting groups on dantooine. Eventually we would hunt some Pickets.As we all knowthey like to attack in groups, this would make a CH handy in the group by havingone of yourpets pull a single creature from the mob which was really useful.I hope that they come to there senses and change this. Because CH is also intended as a tanking profession, this patch is making CH's vunerable by having your pet get incapped than having an NPC come after you. valetman i agree with you as well as others, the devs are concentrating to much on the BH and Jedi profession.
valetman
Tue Jul 19, 2005 3:35 am
#10



enigma_writer wrote:

Valetman

Yes I agree that am not understanding why they are putting such an emphasis on the ch drawing the aggro and not the pet. It is the pet who fights for it's master and keeps them safe in the wild so to make it that the ch can at any time be attacked by wild creatures while ignoring the pet is in my oppinion a negative development for our profession.

Is SWG trying to nerf us in PVE too because this nerf directly affects our ability to hunt any type of AI.

Look forward to reading what our correspondent has to say about this publish






My only positive thought on these changes is that the new pet special system will help us overcome this aggro change, which, in effect, will end the situation where non CH pets (as they will not have access to these specials) are as useful as CH ones.

However, if that is the intention, it would have been better to wait and put both systems in at once, rather than leave us , at least in my opinion, more broken than ever until the specials reappear.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Redheadedminx
Tue Jul 19, 2005 9:14 am
#11

Dooooooom! I'm SO going to die when I log on next... if I can be brave enough to log on, that is. damn.. I no morehiding behind my Rancor anymore






Eelaa Obett
Reluctant, bad tempered Jedi
Ex-Mistress CH
Ex-Mistress CM

"You're just jealous because the voices talk to me and Mr Wimble...."

Give me chocolate and I may let you live
ArchiieBarrett
Tue Jul 19, 2005 9:27 am
#12

OUCH... I feel bad for someone who wants to grind scout.. trapping was a biotch.. now Its gunna take ages to grind. I used to grab savage humbaba missions on corellia and use my boar wolf ravager cause he was a great tank and throw as many wire mesh traps at it as i can before my pet killed it, then the next and so on...... WOW is trapping gunna take ages to do now. BUT I don't think anyone wants err whats it called.... ummm oh go ranger anymore.



Archiie Barrett
Dedicated Oldschool Master Creature Handeler
Retired Oldschool Master Heavy Swordsman


Now..
MCH MPistoleer
BH 1-0-4-3

(My Mount Guide) http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=252580
velm
Tue Jul 19, 2005 9:30 am
#13


The survival one was a pain. Yup, sitting in a camp. Look at me sitting in a camp. Yup, just sitting in a camp.

I found the trap xp was not bad, apply states to things and attack them. But, the sitting in the camp routine was less than fun.
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