Creature Handler Archive

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

Oggat
Wed Jul 20, 2005 8:41 pm
#53


Then in fairness to Dev side, I call this a bug.


As much as I think we are being nerfed and when I say 'we' I mean all of us from Jedi to Nov Arti and it is extreme, this makes us (CH)unplayable. No proff can function when whole mobs auto agro, especially the one with no defense.

Oggat
Wed Jul 20, 2005 9:06 pm
#54

And in further fairness to the devs, you have my apology for jumping to conclusions.

I just took a Gronda cl 78 mission solo. I don't see the problem.


Course of action: Take mission,


I tried to pull at 90m, the pet went to agro, the AI did not. Fine, I went to 64m and used base /attack with a rifle and hit it myself. It agroed and came for me. I pulled back and the pet pulled agro long before the Gronda ever got to me. Actually, my pet was more powerfull. He was regening faster, he was far more survivable. Yes the combat structure required me to be in risk but it's a pet, not a meat wall. I recall griping, 'I am a creature Handler, not a herd master'.


This system from what I can see will require me to use strategy when I pull, it won't prevent me from pulling. It may require me to know what ganks and how to isolate but it doesn't stop me from doing anything I did a week ago.


Again, sorry Devs.
REALbp1
Thu Jul 21, 2005 10:46 am
#55



Single pulling isn't my problem. My problem is the agro change. Well, and the inability to command my pets because of bugs. Which, I might add, wastolerable (for me)until this agro change.


I got to tell ya, I'm a bit confused as to why, when a pet gets agro, the things it agros run right past it to attack the Ch. And, why this was implemented now when we have so many broken pet commands and functions.


This is my opinion of the change:


1) It doesn't correct a game imbalance


2) It doesn't add immersion


3) It doesn’t add a 'fun factor' to the video game


4) It doesn't resemble real world animal behavior


5) It doesn't fix an exploit


So, what does it do? What was the reason for this change? Who benefits? If someonewould liketo regurgitate the standard "it was done for the health of the game in the long term”, then by all means, please explain how.

Message Edited by REALbp1 on 07-21-2005 11:10 AM



Ijiamee - Lowca

MCH / MBE / Novice Rifleman
Keatsnam
Thu Jul 21, 2005 2:30 pm
#56

This is definitely a drag. For once, I was the most popular guy in the group when we were FS grinding during 2xXP week! Pet Pull+Piket=No Trip To Cloner.
Oikaleek
Thu Jul 21, 2005 9:32 pm
#57






enigma_writer wrote:

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.







The yellow highlighted section is at least a half-lie as thus far, my CL10 Bolotaur mount stops attacking lairs after 4 or 5 attacks...happens on ever lair I have attacked (20-30 or thereabouts). I say a Half-lie because I have not tested this with other pets and the Bolotaur is kinda unique being a Kashyyyk/Quest reward, not tamed/be'd. I will pull out my Kashyyyk Bantha Mount and some of my tamed and check it out....


If this was previously mentioned in the thread, by all means ignore it or just add it to the list /shrug



Oggat
Sat Jul 23, 2005 3:42 pm
#58


AI effects are not really connected to CH itslef. The only AI effect that is connected is they ignore agro from distances so our pets aren't able to stay and carry agros.


That said, Pub 20 has punked everyones ability to solo. Stuff is ganking like crazy and you don't need to be CH to feel the effects. Pikets are off the list of missions. Back to ch, we can no longer pull from gank mobs. Other than that, nothing has changed. So if they are gank mobs, the option is simple. Hack and slash, bloodbath.


- Submit post #2 because the html is for for invalids...

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