Development Cycle Archive
Thread: Test Center Update Notes April 2, 2004
Rogue_5 wrote:
AI: Made some more improvements to prevent AI from getting stuck on objects.
Thanks,
This is exactly why I hate on line gaming.
In real life trapping something before you kill it is common, even expectedespecially with nasty creatures. but in online games its an exploit. it really makes no sense at all that a human would stand toe to toe with a 20 meter long giantman eating crocodile... armor or no armor you would have to be a total suicidal maniac to even attempt it.
Even in KOTOR they trapped the krayt dragon rather then facing it and usedmines to kill it.
I don't understand why they have to make the game so un-fun and lack any ingenuity or creativityfor combat other then to the start combat and spam specials and run when your health gets low....
leothric wrote:
Rogue_5 wrote:
AI: Made some more improvements to prevent AI from getting stuck on objects.
Thanks,
This is exactly why I hate on line gaming.
In real life trapping something before you kill it is common, even expectedespecially with nasty creatures. but in online games its an exploit. it really makes no sense at all that a human would stand toe to toe with a 20 meter long giantman eating crocodile... armor or no armor you would have to be a total suicidal maniac to even attempt it.
Even in KOTOR they trapped the krayt dragon rather then facing it and usedmines to kill it.
I don't understand why they have to make the game so un-fun and lack any ingenuity or creativityfor combat other then to the start combat and spam specials and run when your health gets low....
/agree
Totally ridiculous that tactics with game mechanics that are READILY AVAILABLE is ruled an exploit. Being a TKA, this little tactic whould never help me, but I find it amazing that devs continue to penalize the user base for true ingenuity, again.
Cafa Asia
MSGegn wrote:
ummm so wait let me get this straight there is something in swg that can kill us if we try to solo it ummm when did this happen? ok im being sarcastic...
reall man if kimo, krayt, nightsister elders, and blurg raptors are the only things in the game of about 1000 creatures you cannot solo i think they have done good if you want to get loot rights do more damage simple as that.
there should be no other reason to want to solo it other than you know you wouldn't get loot rights if others were there. i am happy they are putting this patch in because honestly i think a krayt would be able to think of going around a harvestor anyways.
Unfortunately, many people, namely some that live at the graveyard, make specific templates that are designed to do the most damage on someone elses dime. I dont mind them doing that, I just think that GROUP damage should be counted as one entity so the lone commando with a flame gun doesnt walk up, using our tanks and our fighting, and win separately cuz he can't beat it on his own or get a group together. Of course, this again is another example of NO feedback or communication, just swing the nerf bat SOE. You do it so well.
Cafa Asia
so this scenario comes to mind:
I am out around my housesurveying for local resources when my friendly next door crimson razor cat pack decides I look tasty.
I run thinking I can make it in my house and lock the doors...omg if i can just make it i will be safe
I actually make inside and the cats are stuck on my steps giving me another second to feverishly work my structure terminal when...
Voila the cats warp in my house and like borg on a ship and assimilate me into their tummies
Shilak wrote:
Nice to see some attention being spent on the creature AI, the current live version is pretty poor to be honest. It would be nice to creatures moving around the obstacles rather than just trying (and failing) to walk through them or warping to the other side in the blink of an eye.
As for the people saying that creatures being able to negotiate around obstacles is unrealistic, I have actually tested this theory in real life using my sisters rabbit (which happens to be very oldand blind in one eye), several obstacles and a bowl of rabbit foodIn all cases where the bowl was reachable the rabbit was able to find its way to it in a reasonable time. And remember that rabbits are particulary stupid animals so I would expect more intelligent creatures in their physical primeto be able to perform such amazing feats in much less time!
BTW, is there any chance the devs could also code it so that creatures can climb over objects, I am pretty sure a giant canyon krayt is big enough to climb over any harvester and most buildings, kinda sickens me the number of times Ive seen those things being soloed using such methods.
Oh, and why would a creature stay in a spot where it is being attacked when it is unable to attack back? Self preservation instincts would kick in and it would move away either loosing interest totally or to a safe distance to wait for its prey to come out of hiding. These instincts are commonly observed in most varieties of wild predatory creature, e.g. grizzly bears, lions, wolves, sharks, komodo dragonsetc.
Your suggestions are very good and well-though out.
This is precicely why they can not be implemented.
Rogue_5 wrote:AI: Made some more improvements to prevent AI from getting stuck on objects.
That is funny... considering that allowing the AI to cheat in order to accomplish its goals is expressly forbidden in your own EULA.
Instead of making creatures warp to their target after getting stuck, just make them find a way around after a few seconds. If they find that the player is X meters away, they can do a short (and I mean short, not a 500m dash at 600mph) burst run to their target to close the gap a little and make the player think twice before using the games geometry to gain a leg up on making experience.
There are literally TONS of other possible solutions to this problem with the AI, and making the AI cheat and taking the easy way out just garners more disdain for this game. More people will quit over snap decisions like these which make the creatures in the game use something that the players themselves cannot use - warping.
Personally, I seriously hope that you devs consider not even implementing this as a 'fix' of some kind. Because it isn't a fix at all. It is a detriment to the game, to the players who invest their time and money and to the people who like to see that both player and game alike get a fair shake in the end.
dhcpSilicon wrote:They should only make them warp past something they're stuck on if they're currently being attacked. That way you could still run for your life and hope the thing gets stuck, but you wouldn't be able to pull the ol' Krayt harvester trick.
Delii wrote:so when will this hotfix be release on the live servers? i think its better to test this aggressively on live servers to further improve on it.
Why warp them at all? the /find system can dynamically create paths around obsticles in complex cities.. why cant the AI system do something similar?
If MOBs can warp when stuck on stuff, I want to warp through trees when i get stuck on them on my bike!