Creature Handler Archive
Thread: Patch 20 Notes: All fixes aimed primarily at creature AI
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...
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.
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.
Theorb
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
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
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.
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
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.
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 ![]()