Creature Handler Archive

Thread: Ideal Attack Range: Running. Have the devs even acknowledged this problem?

Jediblues
Mon Jul 12, 2004 11:45 am
#1

Last I heard they were trying to say it was not a problem. Vert, anyone, have you heard differently?



-Jediblues

In Game on Starsider
Kegyen (Master Bounty Hunter, Master Carbineer, Master Marksman) - Baccalow (Crafter Wookiee)

On the net:
http://swg.gamergod.com - Writer of Blackmoon Six, brought to you weekly by Gamergod
Greggthegrmreapr
Mon Jul 12, 2004 2:08 pm
#2

I play a Master swordsman as well as CH, and while i was grinding through brawler to get lunge2 and the intimidation bonus, i noticed that if i put the mob on /follow, i would move right on top of it likeour pets do, and then the next second the creature would take a small step backwards, and then i would move right on top of it again... I believe this is somewhat of the same principal and the "ideal range" problem, and they both need fixed



---------------------
Svysco - Bloodfin's Sexiest Lizard - Master Creature Handler - Master Swordsman/Brawler
Ravoa - Svy's Personal Buffer/Smuggler Combat Medic -

"If you don't like your job you don't strike. You just go in every day, and do it really half-assed. That's the American way." - Homer Simpson
BlindTyldak
Mon Jul 12, 2004 2:51 pm
#3

I hate to be a party pooper, but I'm afraid I still don't think that's the problem. Case in point . . . I had a full grown dappled gualama that I set against a full grown dappled gualama. Now two animals of the same type should in theory need to stand a certain distance from one another, and they will both be at ideal attack range; if one moves, there's no reason for the other to follow because its actually getting into ideal range by staying still, or if the AI is off, if they are both too close they should both move APART from one another to increase the distance, then both close until they are in range.


Instead my gualama took one hit of damage and turned tail and ran, the other in close pursuit, over 300m. I really think the Devs are correct on this. From everything I've seen its a matter of an innitiative check, for lack of a better term and to date myself slightly, not a range check, and it appears that tamed animals have a much higher chance of failing with some models in the ultra-high range.
Galacium
Mon Jul 12, 2004 3:17 pm
#4

I think its a mix of many thing and thats why its so hard to pin down.


I noticed that on clifs and such (like on dathomir) pets and MOBs chace eachother around much more. When on a level playing field they don't do so nearly as often. Also, the bigger the pet model the more this effect seems to come into play. A few MOBS seem to do it just because of AI. Storm troopers seem to run from my pets more than anything else does. I've used this to advantage just to chace off extra mobs from time to time.


I've also noticed that some MOBS seem to start running once they get a status effect like disease on them from my pet. I don't see that from a player, but who knows what code lies in the heart of SWG. (the game seems to have lots of half finished code ideas in there.) I recall that one of the patches had a "fix" for this running stuff, and I noticed a marked improvement (it was realy bad for a little while.) Not its about like its been for quite a long time.


Sometimes the not attacking thing seems to crop up with pets that have a ranged attack but can't actualy use it. They try but have no animation so they just appear to be wiggling as they slowly approach the target.


For ranged attack creatures I've found it handy if they have a comandable special (dizzy, intimidate, blind) all seem to work reliable. Once you call for one of those they close to meele range. (disease, poison, crippling, and knockdown) dont seem to respond to command.



Starship Enterprises - Insurgo Emporium - Waypoint -6677 -3785 - Insurgo, Naboo, Kettemoor
Aakhperkare
Tue Jul 13, 2004 12:06 am
#5

Apparently, last we heard, the devs think it's a "cowardly pet" issue. Which we know to be 100% false. It's an idea attack range issue, and the dead giveaway is the pivoting back and forth thatpetsdo during combat...(not to mention the range pets stand away from you)
Vertexon
Tue Jul 13, 2004 12:33 am
#6

They should know this is actually an ideal attack range issue at this point (at least, that's what I've been communicating to them). I'm not sure when a fix might be scheduled, though.



-Vertexon.
Jediblues
Tue Jul 13, 2004 12:54 am
#7

Thanks Vert.



-Jediblues

In Game on Starsider
Kegyen (Master Bounty Hunter, Master Carbineer, Master Marksman) - Baccalow (Crafter Wookiee)

On the net:
http://swg.gamergod.com - Writer of Blackmoon Six, brought to you weekly by Gamergod
Jediblues
Tue Jul 13, 2004 7:05 am
#8






BlindTyldak wrote:

I hate to be a party pooper, but I'm afraid I still don't think that's the problem. Case in point . . . I had a full grown dappled gualama that I set against a full grown dappled gualama. Now two animals of the same type should in theory need to stand a certain distance from one another, and they will both be at ideal attack range; if one moves, there's no reason for the other to follow because its actually getting into ideal range by staying still, or if the AI is off, if they are both too close they should both move APART from one another to increase the distance, then both close until they are in range.


Instead my gualama took one hit of damage and turned tail and ran, the other in close pursuit, over 300m. I really think the Devs are correct on this. From everything I've seen its a matter of an innitiative check, for lack of a better term and to date myself slightly, not a range check, and it appears that tamed animals have a much higher chance of failing with some models in the ultra-high range.






Okay, but if that is the case, why is that my Woolamanders for example, bought from different Bio Engineers, never run, but certain pets, like Rancors for example, always do. I can put a woolamander up against a rancor and he will be near death before he thinks of going anywhere. I put a rancor against a rancor and he runs almost immediatly. There are other pets that are known "runners", maybe there is a bug in the code that has their ferocity or whichever other stat applies to low whe nthey are tamed?



-Jediblues

In Game on Starsider
Kegyen (Master Bounty Hunter, Master Carbineer, Master Marksman) - Baccalow (Crafter Wookiee)

On the net:
http://swg.gamergod.com - Writer of Blackmoon Six, brought to you weekly by Gamergod
taloncard
Tue Jul 13, 2004 7:21 am
#9

"some pets are just cowards"

*rolls eyes*

so you can guess how far that solution will get.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


BlindTyldak
Tue Jul 13, 2004 7:33 am
#10






Jediblues wrote:





BlindTyldak wrote:

I hate to be a party pooper, but I'm afraid I still don't think that's the problem. Case in point . . . I had a full grown dappled gualama that I set against a full grown dappled gualama. Now two animals of the same type should in theory need to stand a certain distance from one another, and they will both be at ideal attack range; if one moves, there's no reason for the other to follow because its actually getting into ideal range by staying still, or if the AI is off, if they are both too close they should both move APART from one another to increase the distance, then both close until they are in range.


Instead my gualama took one hit of damage and turned tail and ran, the other in close pursuit, over 300m. I really think the Devs are correct on this. From everything I've seen its a matter of an innitiative check, for lack of a better term and to date myself slightly, not a range check, and it appears that tamed animals have a much higher chance of failing with some models in the ultra-high range.






Okay, but if that is the case, why is that my Woolamanders for example, bought from different Bio Engineers, never run, but certain pets, like Rancors for example, always do. I can put a woolamander up against a rancor and he will be near death before he thinks of going anywhere. I put a rancor against a rancor and he runs almost immediatly. There are other pets that are known "runners", maybe there is a bug in the code that has their ferocity or whichever other stat applies to low whe nthey are tamed?





I think its something to do with the models and certain ones having a bugged initiative check. Like your rancor on rancor bit; like in my gualama example, they either should not run at all, or should both run away from each other.

Aakhperkare
Tue Jul 13, 2004 7:55 am
#11

It has to be an attack range issue. Do you really think the devs would actually go that far with immersiveness, pets "scare" checks? I doubt it.


It is most common with The Rancor/Graul Model, and the dead giveaway is the half pivoting they do during a fight.


They will often half pivot and turn back to face it's enemy, and many times, the creature it is attacking will step forward ever so slightly, setting off a chain reaction.


I've tested this myself when it was really bad, back when decay was removed upon insured faction deaths. I was involved in a small PvP skirmish at Bestine. Someone's Rancor started attacking me,so I moved in 1/0m's. Right on top of it. And the half pivoting began. Each time the Rancor turned to face me, I moved right back in ontop of it. I had him running from me within' three pivots...
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