Development Cycle Archive

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

Rogue_5
Wed Mar 31, 2004 3:15 pm
#1


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!



Grant "Rogue_5" McDaniel
SOE Producer, Star Wars Galaxies
Atiw
Wed Mar 31, 2004 3:21 pm
#2

Well, there goes my all my harvester sales. Business is going to be SLOW from now on.


Seriously though, this is probably a good change, provided that they do not warp right on top of the player again, but just one or two meter on the other side of the harvester (or structure)





Imap
Theedage
Wed Mar 31, 2004 3:21 pm
#3

Heh..... can't wait to see someone get jumped on by a krayt when they get it stuck on a harvester.

/cheer!



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Porag_Krongt
Wed Mar 31, 2004 3:21 pm
#4


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.

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





WOOO!!!! No more soloists using harvs to tank!


Good work! Keep it up and thanks for the patch notes!



Porag - Master Doctor/ Master CH
Tyndel - Master smuggler / TKM
Noone Special - Master Swordsman / Master Rifleman
TrandoshanDroidTech
Wed Mar 31, 2004 3:24 pm
#5

This will be good for pets because they act stupid sometimes, in one case while I was having two dewbacks attack something and a harvester was in the way and they stupidly didn't go around it, so I had to call them clear of it and then attack.


Thanks for the improved pathing....



Danwwgh/Bria

Master Rifleman/MCH
Dubolom
Wed Mar 31, 2004 3:27 pm
#6






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.





Does it also apply to people getting stuck in harversters or trees while riding vehicles AFK? I guess not, since this is an AI change, but doesn't hurt to ask...



==============
Veni. Vidi. Discedi.
Locky-1138
Wed Mar 31, 2004 3:29 pm
#7

you forgot "increased crystal drops" and "increased pearl drops from krayts"



- I support keeping & balancing the current combat system You can too
its been emotional...
Loksir - night elf warior, earthen ring
Laur - night elf rogue, earthen ring
LockysCorpse - undead warlock, lothar +Riverlands+
Karquile
Wed Mar 31, 2004 3:35 pm
#8







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.





I can't actually test it until it comes up, but I have to say that despite wanting to fix that exploit, this is not a great solution.


It really trashes immersion to have mobs warping all over the place! I don't like seeing it.


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.
TarielReforna
Wed Mar 31, 2004 3:43 pm
#9





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). They could just fix the bugs with that and implement that (I think it is waiting for the full combat pass), but this seems like a temporary fix until that time comes along.







Bocev Kre'fey
Test Center Master Ranger
(AKA Ikeesp and Geyymnaccagwic)
antares_Kauri
Wed Mar 31, 2004 3:45 pm
#10

Good fixes, just hope we don't see the mob warping issues like we had last time something like this was put in...it's been nice not having mobs warp 60m+ right on top of you.

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
SeandWulf
Wed Mar 31, 2004 3:47 pm
#11

Oh no – not again! I hated warping the first time it was implemented. Is this the same implementation/concept? A few seconds – those our seconds or the server’s? I get ganked because some critter aggros and magically appears on top of me to do some wacky TKM move that drops me in a single hit I’m going to lock myself in my house and never come out.

Why not make it so MOBs are not affected by obstacle terrain objects? They keep their pre-patch behavior and just walk right through harvesters, houses and other obstacles? I’d rather have a critter jump out at me from under a house than magically appear on top of me.

2cents
0smspiff0
Wed Mar 31, 2004 3:50 pm
#12

"AI will now warp to the desired location after getting stuck for several seconds"


Ugh... well I hope it is better than thw warping thathappened a few months ago... isn't it possible to just move the MOB to be infront of the obstacle instead of on top of you when it gets stuck?






No Sig for now... stay tuned
DeQuosaek
Wed Mar 31, 2004 3:51 pm
#13





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.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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