Development Cycle Archive

Thread: Test Center Update Notes (#2) Mar 31, 2004

TrandoshanDroidTech
Wed Mar 31, 2004 4:09 pm
#14






DeQuosaek wrote:





Rogue_5 wrote:


Here are the notes for the latest update.


AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.




Like General Kenobi said in one of the most recent episodes of Clone Wars (the new animated series - the first Star Wars animated series innearly 20 years)


"I have a very bad feeling about this..." biwan:



Well, good luck with that. I just hope this isn't the return of the notorious warping bug.





I agree with everyubody here, I definetly don't want to see the return of that warping bug either, it made problems for everybody, but since you devs fixed the warping last time, it should be a piece of cake for you this time if it happens again.




Danwwgh/Bria

Master Rifleman/MCH
Karquile
Wed Mar 31, 2004 4:18 pm
#15






TarielReforna wrote:




If there is really no way for a mob to get at me (think: wall of Naboo houses), then it shouldn't be able to get at me -- and I shouldn't be able to shoot it. Why not work on that end? Nobody would bother to exploit harvesters if they couldn't fight through them.





There WAS a system like this that was introduced during vehicle publish testing, and was removed along with the cool HAM system there was (in which specials didn't damage you, but instead lowered your stats for a few seconds).




I think you're talking about the opaque terrain change. That was a mess because it was too strict - it was as if the entire world was made of steel plate - and it didn't affect NPC's the same way it affected players. What they need to do if they ever bring it back, is lower the 'opaque boundary' about 1m below the visible terrain surface, and play fair with NPC ranged attacks.


But I don't remember that change affecting shooting through harvesters.


darknacht
Wed Mar 31, 2004 4:20 pm
#16

This reminds me of the famous EQ 'drop down from the sky' technique of npc/creature placement. One again, exploiters and those who want to cheat the system force a change on all the rest of us. A better way is to state without ambiguity that hanging creatures in harvs is an exploit and then warn/ban those who insist on doing it. Children should be banned from playing games anyway...leave games to the adults where they belong
DiLune
Wed Mar 31, 2004 4:32 pm
#17






Rogue_5 wrote:


Here are the notes for the latest update.


Corellian Corvette: Neutral corvette should no longer flag anyone overt.






Yay! Neutral Corvette is now playable! Was horrible when our group of covert imps and rebs went up there and got turned overt. Half the group couldn't heal the other half.
Aynaza
Wed Mar 31, 2004 4:34 pm
#18

Don't have them warp, if people are intentionally training them onto the harvesters destroy the harvester... Wait, what if it's not their harvester... Damn... I just wanted to see a really big explosion.


M. D'Vega


TrandoshanDroidTech
Wed Mar 31, 2004 4:36 pm
#19






Aynaza wrote:

Don't have them warp, if people are intentionally training them onto the harvesters destroy the harvester... Wait, what if it's not their harvester... Damn... I just wanted to see a really big explosion.


M. D'Vega







lol



Danwwgh/Bria

Master Rifleman/MCH
lockder
Wed Mar 31, 2004 4:41 pm
#20

great news !!! no more krayt hunters with harverst



SNYSER Dark Jedi Knight
SNISER Dirty Rifleman
PARTY-IS-OVER Fat wookie
Joshie2
Wed Mar 31, 2004 4:49 pm
#21

This is going to make the caves and dungeons unusable.


Go to Geonosian cave, fight your way down to a door, shoot thelone kliknikstanding outside it and OOPS TWENTY MOREJUST WARPED ONTO ME THROUGH THE WALLS.


Or use a ranged area attack anywhere in the cave and die horribly as every mob within 64m magically warps on top of you. Area attacks are screwy and tend to aggro things on you even though you can't see them, and if they warp through walls to reach their aggro target then using area attacks inside will be instant death.

Robbed
Wed Mar 31, 2004 4:49 pm
#22

Is this like the mob warping that occured months ago? if so thats one of the last straws for many players... : (



-------------------------------
Bounty Hunters Killed- 11
Dark Jedi Incapped- 1
Runs from a fight- 37
I became a jedi soley for the purpose of killing bounty hunters.
TrandoshanDroidTech
Wed Mar 31, 2004 4:54 pm
#23






Joshie2 wrote:

This is going to make the caves and dungeons unusable.


Go to Geonosian cave, fight your way down to a door, shoot thelone kliknikstanding outside it and OOPS TWENTY MOREJUST WARPED ONTO ME THROUGH THE WALLS.


Or use a ranged area attack anywhere in the cave and die horribly as every mob within 64m magically warps on top of you. Area attacks are screwy and tend to aggro things on you even though you can't see them, and if they warp through walls to reach their aggro target then using area attacks inside will be instant death.



I agree big time, I hope they have a copy of the warping fix somewhere so that they can immedeately hotfix it rather than letting the problem fester as it did the first time. Since they figured out how to fix it last time, they better not say 'we are not sure how to fix it' this time.



Danwwgh/Bria

Master Rifleman/MCH
KapowBzapp
Wed Mar 31, 2004 5:03 pm
#24


Rogue_5 wrote:
In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.

Rogue_5, TH, any red name, this is going to create a lot of bad blood if it brings back mob warping. The last "warping" fix made ranged combat and terrain pointless. With item decay it would make the game sadistic.

Can one of you please reassure us that the developers are aware of the last mob warping debacle?

I'm hardly in favor of soloing krayts via houses and harvesters, but experience taught me that it's better to allow a few exploiters than make combat completely unfair to all players all the time. And the terrain should have some effect, or every battle becomes identical.

And if I sound like I'm overreacting, it's because I hated the mob warp bug that much. No, more than that.






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Long ago they were cool. Now they're everywhere, and hard to tell apart.

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Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
EgarFlyrunner
Wed Mar 31, 2004 5:19 pm
#25

Better fix would be for the mob to destroy the object it was running thorugh, more realistic that the Star Trek beaming method.
GarthVapour
Wed Mar 31, 2004 5:30 pm
#26






EgarFlyrunner wrote:
Better fix would be for the mob to destroy the object it was running thorugh, more realistic that the Star Trek beaming method.




Thats fine if its your stuff. I tend to like the warp it 10m towards idea, instead of insta-porting it ontop of you (mob warping was such a pain)




--------8<---------------------------------------------------------------------------
Ytossk (hatched April 05)- Bounty Hunter Extraordinaire.
Imperial Shocktrooper, Hutt Thug

There ain't nothin that can't be fixed by a bigger gun.


Survived SWG Beta 3, Classic SWG, CU, NGE, ToOW beta

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