Rifleman Archive

Thread: Teleporting Monsters Suck

Darkshot
Tue Aug 26, 2003 7:24 am
#27

Well last night I was just minding my own buisiness, running through the wilderness. I spot some Flail Killers in the distance. The closest one was 75 m. I keep watching my map so Ican walk around them. Then they all ofa sudden agro me, and I start running. Then they use Scotty to beam them over to me in an instant and they kill me in one second.



Darkshot
Master Rifleman
darkseedcac
Tue Aug 26, 2003 7:34 am
#28

Mine was on Dath. I dont remember the name of the mob, I think its like shaupaut or something (the little lemur monkey looking guys). Me and some buddies were doing a brakafest mission. Well we skirted way around the monkey dudes and continued on our way to our target. We got by no probs. We get to the braks and are planing on how to kill the nest, when all of a sudden the monkeys we left behind about 100m and 10mins ago, warp right on us, and go about wooping our arses. We died in less then 1min.


Lecron

rustee
Wed Aug 27, 2003 7:36 am
#29

teleporting enemies have incapped me several time in the last week or so. funny thing too i was prone and firing my first few shots at a lone opponent. apparently they've developed super senses as well as transporter technology b ecause he automatically saw me, teleported to me, and stomped on me all in less than 3 seconds!


alo, enemies vanishing a shot or two before death has been a problem for me too. i've been able to take down the occasional red-con monster if i am very careful and its annoying as heck to spend 10 minutes whittling down a ronto only to have it vanish just before the killing headshot!


IN THE NAME OF ALL THAT DECENT AN HOLY FIX THIS... STOP NERFING EVERYTHING ELSE AND FIX WHAT'S ACTUALLY BROKEN!


WayneInAustin
Wed Aug 27, 2003 7:44 am
#30

Thanks, Rustee...


You are absolutely correct about the 'disappearing monsters' problem also. I would estimate in the last 2 weeks that I have lost 20-40K of rifle XP because of high-level MOBs disappearing one or two shots from death.


DEVS... this is a waste of my time and energy. And why don't I get my MIND bar back when they disappear for no reason?? It not only costs me the XP, but also the time on my arse healing my mind back. Ouch!


"Daddy, what was that last word you just said?"
"Never mind, dear, just go to bed and hope the monsters didnt teleport into your room!"





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Iodan
Wed Aug 27, 2003 8:21 am
#31

Ya know, I can understand the reasoning behind this *fix*. Mobs getting stuck on buildings exploit or whatever.. The sad side effect is that valid tactics can end up being


colossally


forked.


For example: Two BAF mobs hanging out by their lair enjoying a fine glass of ijustwastedarifleman. I see this and am understandably offended. I warning shot one, who promptly spills her glass and runs for the hills. As expected, the buddy (who is very mad I shot his girl in the neck), begins to chase me.


Excellent! I kite the angry punk a good 100 or so meters from the lair. Now fire some suppression fire to get him to bow down and prepare my laser rifle for a nice head wound. Now, at this time I'm thinking, the girl who is some 300 meters away - "I should have plenty of time to prepare for her arrival should she consider coming over here!"


PoP! - "Huh! Where did she come from?"


A Savage Huf Dun hits you for 758 points of damage


A Savage Huf Dun hits you for 652 points of damage


A Savage Huf Dun pours another fine glass of ijustwastedarifleman


Yawn - "I am really tired now, think I will take a quick dirt nap. OOH! Wait, a free trip back to the cloning facility? I'll take it!"


There were no buildings nearby, no rocky terrain, very few trees, hardly any hills, no reason I can see to justify why this mob just jumped 300 meters to hit me at X2.5 damage. This doesn't happen often, but regularly enough to make someone (whistles innocently) want to choke someone else (*cough* author of this fix *cough*) to near death.


I'm sure there is a way to fix the exploiters and not punish regular players. In time, I am sure a better fix will make it in to the game. Right now though, this hurts Riflemen a LOT because of the X2.5 damage.


Oh and stutter step..... That is annoying, but not nearly as annoying as the freaking amazing teleporting killers. However, I would expect that is much easier to fix. As long as we keep both issues reasonably fresh in the minds of the decision makers, they will eventually be taken care of. We hope But it looks like they have bigger fish to fry right now. Try reading the Commando or Squad Leader boards if you are in to pain.

WayneInAustin
Wed Aug 27, 2003 8:27 am
#32

Iodan... I enjoyed your post, lol. I don't remember every post in this thread, but if it was really anywhere near 300m, then that has to be a record!




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


gethmord
Wed Aug 27, 2003 8:34 am
#33

I'm so embaresed. I was fighting a meatlump group on corellia last night.
60m out, I sniped two of them, then the other two went agro.
A light blue teleported to me, and did 835 health damage and caped me. one hit.
And I was not prone, just kneeling.
A light blue meatlump. maybe dark blue with no weapons eguiped.
I say either take out the teleporting mobs or the 2.5 damage multiplier for riflemen.
ArianSix
Wed Aug 27, 2003 9:23 am
#34

This teleporting mob+ 2.5x damage multiplier is really a killer...


A while back, my friends and I were out hunting giant mountain krayts... I took the first shot from 64m, it teleported on top of me, boom - 5400 damage, incapped and killed in one move.


Yesterday... some friends and I were hunting dark jedi masters. Well we found one and started blasting. I move off to 64m. A clear line of sight with a tree of to the side a bit. I shoot him a few times then *poof* he's right on top of me and hits me with his lightsaber! 6500 damage in one hit and once again i'm incapped and dead in a single move.


My best death ever to teleportation was also another giant mountain krayt... if I remember right, the thing hit me for about 8600 points of damage. I woke up in the clone center with about 500 health wounds and every other stat slightly messed up!


Now I understand that these mobs are evil, but most other players get to get hit one or twice before they go down... with us, it's a 1 hit, 1 time deal.


-- A6





(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

GorthaurTheCruel
Wed Aug 27, 2003 9:49 am
#35

I made my first trip to Lok - I thought I would solo an enraged dune kimogila - ah, the glory. Anyway, probably because the thing is too big to pathfind, I tried my trusty carbine knockdown and *poof* I've got a now very cranky enraged dune kimogila literally sitting on top of me. I mean I had to run out from underneath his legs to try to get some distance. Of course he chomped and DBd me - now I'll never know if KD actually works on something that large.


So you're right, the warping thing wrecks any semblance of a combat strategy that relies on target distance management.


Rykaird Wulff




Lt. Col. Rykaird Wulff
Teras Kasi Master
Here's To Friends, Cigarettes, Whiskey, and My One True Love - The Tango
Falconeer999
Wed Aug 27, 2003 9:52 am
#36

I find this entire "fix" to be a result of bad programming/laziness by someone on the SOE Staff. Before I got hooked on SWG, I was the head scripter/programmer for one of the larger persistent worlds running Neverwinter Nights. For the most part, the pathfinding in NWN was pretty good, but there were occaisons where monsters would get stuck.


My "fix" to this was that if the creature was in combat mode, had no ranged weapons or could not see who was hurting it, and it was in the same spot for more than a couple tenths of a second (indicating that the pathfinding was blocked - there was a tree or house or something in front of it that the pathfinding couldn't find a route around), then it would run in a random direction (excluding the direction it was facing) thus giving the pathfinding a new route to follow. This method is much more realistic than teleporting the creature 5-300m because there is a small pebble between it and the target. And it only requires a couple more lines of code than a warp to target "fix".


Now, for something somewhat funny related to this...


I was doing womp rat lair destroy missions over the weekend, and several times, I had the same thing occur: I'd shoot the lair, instantly hit peace, have a womp rat spawn, it would warp about 5m in a random direction, have a ? appear over its head, then instantly warp another random 5m, have another ? show up, then do it one more time, THEN, it would warp on top of me, have a ! show up, and attack.

Waste93
Wed Aug 27, 2003 12:12 pm
#37

I'm reposting my experience from another thread. I also bugged the issue. I recomment everyone else do a bug report also on this.


Ok, this is getting irritating. Anyone else seem to notice that creatures are spawning or warping into melee range much more often?


I've gotten at max range from a group, gone prone, and then opened up a number of times only to have a melee suddenly appear behind me and finish me off. No idea where he came from as he wasn't on the radar before I started shooting.


I'm also having a problem where a creature will go from 64m to right on top of me instantly. Seem to occur mostly with the higher level creatures.


At 64m I should be able to get in 3-4 shots. But after one they are on top of me and since I'm wielding a rifle and prone you can guess the results.


Anyone else having this problem?




Colonel Waste - The Wookiee Crusader
jedichuck
Wed Aug 27, 2003 2:11 pm
#38

Sadly enough that it's a "fix" and not a BUG. Because not only does this cause hunting to go downhill.......it completely screws up combat tactics. Anyone know the main tactic used by the Rebellion to wear down the stronger Imperial forces? It was hit-and-run tactics mostly. So now if you try to take on some heavily armored npc forget about ducking in and out of range to wear them down. Oh, and hope you don't mind waking up at the cloning facility if he has friends anywhere in the area. You can't take a few shots and run out of range because they will suddenly go from 90m to 6m before you can soil yourself. Tactics have been rendered useless making fighting useless which pretty much makes the game useless. But it was "intentional"..................Have to say those are some brilliant programmers!




Zephyer Yar'kal - (Dark Brigade)

?/?/Master Rifleman
CorporateDan
Wed Aug 27, 2003 4:58 pm
#39

Well tactics for pcs are useless with mob warping. But take a look at the view point of the npc/creature. If you notice when you shoot a npc it usually walks in a different direction, and if you are lucky enough to have any structures within 20m of the npc it seems to walk through it. Right after that it has the pleasant surprise that it can't see you and must warp on top of you, the ultimate ncp tactic. They can't make npcs smart as pcs so now they just do what all tacticless pcs do, exploit.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
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