Development Cycle Archive

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

Atteke
Thu Apr 01, 2004 8:45 am
#40

This is gonna suck for newb Bounty Hunters because the mark is gonna get stuck on a building/tree and warp on top of them while using MTK movesdueto a bug you guys caused while treaking A.I in the last patch.



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

nefarious
Thu Apr 01, 2004 8:57 am
#41

Instead of warping the creature, couldn't they fix it so that, depending on the creature(i.e. Kryat), it is tall enough it will walk over the oblect. and in the case of the NPCs(nightsisters, tuskens), couldn't they be made smart enough to know "Hey this thing is in my way, I'll just walk around it" AI Pathing should take into account "solid" objects and make the AI "walk" around it.


This would be a better fix and you "should" have "stupid" NPCs that can't fight their way out of a harvester, it all goes back to getting a feeling of being in the world, I haven't seen anyone jump over a house just because it was in the way.


Spinalflaps shouldn't get stuck on harvesters as they are flying over them. This has to be one of the funniest things I have seen.





Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
Scorus
Thu Apr 01, 2004 8:59 am
#42



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.
Thanks!





Could we get this for PC pathfinding? Every time I look up at the screen on a long ride I seem to be stuck on a tree or building.



Scorus
Karquile
Thu Apr 01, 2004 10:32 am
#43

Aight, let's get back to the real feature as implemented.


I've been playing with the new AI and I have the following reactions.


1. Overall it's not as immersion breaking as I feared. For the most part mobs intelligently flow around harvs and houses now instead of stupidly bonking into them and sticking. They rarely warp, and when they do warp, it does seem to be just to the near side of the structure - not all the way on top of you. So for what it's worth, I'd say you did the pathing and warping correctly.


2. It's too hard on miners. I understand that you wanted to fix a combat exploit where people would attack mobs then use harvs and houses to hold them off while they blasted away. I've never used this exploit myself - but the old logic saved my a** many, many times during non-combat harvester runs where I would go and service a field of BER10 minerals etc. You knew that if there was a pack of something red in the area, you could buy yourself the few seconds needed to tweak maintenance/power and collect your steel, by maneuvering through the harv array correctly. This morning, I took two deaths and three incaps just cycling a set of seven BER10's on some Lok steel.


My suggestion is to roll some dice on whether the mob goes past the intervening structure and continues pursuit, or loses interest and retreats. (Either outcome interferes with the combat exploit.) And let the dice be influenced by (a) who attacked whom, (b) how much damage the player has done to the mob, (c) something else like maskscent/camo. All I want is a decent chance that if my non-combat miner dodges behind a couple of refineries, the mob will say the heck with it and leave me be.


This wouldn't change your seemingly well-done new AI. Just add a roll before it's used.
Karquile
Thu Apr 01, 2004 10:33 am
#44




Aight, let's get back to the real feature as implemented.


I've been playing with the new AI and I have the following reactions.


1. Overall it's not as immersion breaking as I feared. For the most part mobs intelligently flow around harvs and houses now instead of stupidly bonking into them and sticking. They rarely warp, and when they do warp, it does seem to be just to the near side of the structure - not all the way on top of you. So for what it's worth, I'd say you did the pathing and warping correctly.


2. It's too hard on miners. I understand that you wanted to fix a combat exploit where people would attack mobs then use harvs and houses to hold them off while they blasted away. I've never used this exploit myself - but the old logic saved my a** many, many times during non-combat harvester runs where I would go and service a field of BER10 minerals etc. You knew that if there was a pack of something red in the area, you could buy yourself the few seconds needed to tweak maintenance/power and collect your steel, by maneuvering through the harv array correctly. This morning, I took two deaths and three incaps just cycling a set of seven BER10's on some Lok steel.


My suggestion is to roll some dice on whether the mob goes past the intervening structure and continues pursuit, or loses interest and retreats. (Either outcome interferes with the combat exploit.) And let the dice be influenced by (a) who attacked whom, (b) how much damage the player has done to the mob, (c) something else like maskscent/camo. All I want is a decent chance that if my non-combat miner dodges behind a couple of refineries, the mob will say the heck with it and leave me be.


This wouldn't change your seemingly well-done new AI. Just add a roll before it's used.
Flynn_Nomad
Thu Apr 01, 2004 10:35 am
#45






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!





You guys tried that a while back and enemies were seemingly just warping right on you for no reason, regardless of their "stuckness", I hope it's been "fine tuned" since.


getting stuck for several seconds. I hope this is the key phrase that will prevent this.


I used to fight Kimos about 6 months ago that would warp 200m onto me and db me before I could blink...is the size of the creature taken into account, because I'm sure a Kimo doesn't need to warp 200m because its behind a personal harvestor or a rock.


Mark my words, it will be borked.





--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Karquile
Thu Apr 01, 2004 10:49 am
#46

sorry for the double post, something hiccuped and as always, you can't edit here, it says


[user:id=*****,login=Karquile,communityId=swg] does not have access to create_thread: swg|in_testing
Slimjim_Iapkre
Thu Apr 01, 2004 11:50 am
#47

I think I likemaking player structures transparent to MOBs better. At least that way they won't magically appear on top of you.


I do agree that the krayt situation is badly in need of a fix, however.



SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
Turjan
Fri Apr 02, 2004 5:10 am
#48

I hope they got it right this time on warping. Last time it was not the buildings but the z axis the killed me over and over. If it flew or was standing above or below you, it would warp more often than not. I died so often, I lost count. Please check the z axis - hills, valleys and flying stuff, that sucked real bad.

Ixiso
Bullhype
Sat Apr 03, 2004 7:09 am
#49






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!






Good. It's fixes like that I why I hang in there in the hopes things that I want will be addressed. I get tired of people putting down extractors so they can solo GDK.



Shugal
Keeper Of The Boomstick
Shugal's Spice & Loot Vendor -1575, -2425 North of Bestine

KnapweedD
Sun Apr 04, 2004 11:40 am
#50

Good update.


Personally, I couldn't care less if the Krayt pops from behind the harvester and uses a giant pogo stick to jump up and down on every attacker. How about player AI? Are they too stupid to realise a Krayt is heading towards a harvester and lead it somewhere else?


It's not like this issue effects the average player anyway. Go out with a bunch of people, attack a Krayt and you will be ganked, KS ed and left in the dust as every exploiter, power Guild whatever beelines straight for your Krayt. No honour or respect whatsoever as the only rule is, 'If you can steal it off somebody else, it's fair game as it should only be looted by those with the largest numbers and best weapons (even if they are multi-sliced or exploited)'.


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