Development Cycle Archive

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

TrandoshanDroidTech
Wed Mar 31, 2004 5:39 pm
#27

What if the object was your own harvester? or maybe an importaint factory belonging to a guildmate or to the guild? Just destroying the structure just isn't realistic as it'd make ppl angry.



Danwwgh/Bria

Master Rifleman/MCH
OdiousEncounter
Wed Mar 31, 2004 5:48 pm
#28






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.





Really hope this applies to pets. I was fighting in Ft. Tusken the other night, and my pets were more useless than usual. Space was too tight, and they were to stupid to figure out how to walk through doors.



----------Auriga Starlighter----------

LeBob
Wed Mar 31, 2004 6:24 pm
#29






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.


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




Please post here if you see any issues with these new changes.


Thanks!





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.


does this mean Krayts will stop getting kited and stuck in my shuttleport?!





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Deady
Wed Mar 31, 2004 6:39 pm
#30

Come on, warping is such a hack way to fix this problem.


If your AI gets stuck on something, it shouldnt warp to its desired destination. Make it take 2 steps backwards, two steps left/right and THEN retry the run to its destination.


Maybe just warp it left or right a bit...but not instantly to its destination.
hawkbatleader1
Wed Mar 31, 2004 7:13 pm
#31

if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?



Teach the krayts to /find victim.





The dev team would never allow any kind of imbalance so that one group of people would "cut swaths" through crowds of people.

Thunderheart - 6/17/04
Joshie2
Wed Mar 31, 2004 7:46 pm
#32






hawkbatleader1 wrote:

if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?





/find appears to be based on pre-defined pathing nodes, like EQ's mob navigation or the bots in FPS games. It only works in NPC cities and often takes nonsensical detours instead of the shortest path. It's not possible to create a node system to cover the entire game area because players are able to drop harvesters, houses, etc pretty much anywhere. EQ could get away with it because they didn't have any player-placed structures.
Linmor
Wed Mar 31, 2004 7:52 pm
#33






Joshie2 wrote:





hawkbatleader1 wrote:

if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?






/find appears to be based on pre-defined pathing nodes, like EQ's mob navigation or the bots in FPS games. It only works in NPC cities and often takes nonsensical detours instead of the shortest path. It's not possible to create a node system to cover the entire game area because players are able to drop harvesters, houses, etc pretty much anywhere. EQ could get away with it because they didn't have any player-placed structures.







Then instead of mob warping, lets use the EQ example once again, and just make player structures not stop AI. Remember in EQ that the building did not stop the mobs, they just walked thru the walls and continued attacking.. this was a direct change because of the same issue we are now having in SWG.





Bottwo -- Master Weaponsmith/Doctor
Bote Lewine -- Master Armorsmith/Tailor
Ace2
Wed Mar 31, 2004 8:04 pm
#34


(yells) *BUY YOUR KRAYT PEARLS NOW BEFORE THEY GET EVEN MORE EXPENSIVE, ONLY 15 MILL FOR A GREAT PEARL, COME GET THEM WHILE THEY ARE HOT!*





Ravenn Warrior
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Bryan1138
Thu Apr 01, 2004 12:01 am
#35

I'm also concerned about the warping issue. If you are croutched or prone you can take a ton of damage and not even realize it as the critter "warps in" and you have to wait for your host-client to resync. I have occasionally had pings of a second or more and could easily take half my damageor greater if I am unaware of where the critter I'm shooting at really is.



Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

gantoris13
Thu Apr 01, 2004 12:50 am
#36

yes only concern about that one is that the warping be done correctly and not have them warp even when not blocked by a structure, last them they would warp if a twig that they could easily walk around was in the way, or a small hill so they didnt have direct los on the target. perhaps the few second delay will cure that but what if that timer is short enough that during the few seconds they are still not in direct los of the target, line on a very long rolling hill or something to that nature.


most of the warping used to occour when the person was prone and there was a very very slight hill between them and the target, not direct los so wam the mob was on top of you before you could react. i really dont feel like seeing that again.



Gantalbilis
Proud Wookiee
Lightsaber Specialist

Firetracker
Thu Apr 01, 2004 3:12 am
#37

Could I suggest putting in the AI changes without the warping as a first step. Then see how this plays out on the test center.


This would allow valuable feedback on the AI improvements (without being confused over warping events).


It would also allow you to guage whether the Warping is really needed and to more closely tweak it before making it live.


Both changes in one shot seem to me to be overkill, and I don't think you want to add such a change to core combat without careful testing and consideration.


I cannot for one moment imagine that the AI can overcome every single extreme example of blocking - but warping should be a last ditch thing - like 15+ secondsof being unable to get to the target (unless ranged of course). After all it only matters for higher end creatures which take a good time to kill.


Less than 15 seconds of being stuck does not matter - if you can kill it in this time then you didn't need to use the blockingexploit at all.
PadawanChong
Thu Apr 01, 2004 7:15 am
#38

Is this same improved pathfinding going to help all the poor NPC's that are clumped up behind the Coronet Cantina?





============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
Greatjon
Thu Apr 01, 2004 7:20 am
#39

here we go again. gonna go prone at 50 meters, attack, have myself warp backwards 20 meters to "out of range", have the MOB warp 70 meters right onto my head and incapp me. i can't wait!!!!!!!!


yay soe!!!!!





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