Rifleman Archive

Thread: 64 meters eh? AI can't find us further eh? *sniff sniff* What on Earth are you shoveling?

Comet001
Fri Aug 01, 2003 10:02 am
#1

Please take note of the coordinates where I stand in these screen shots. Exact same. In the first screen shot you will clearly see me performing a base attack on the Albatross at 65 meters. (64+1) In screen shot 2, you will see me performing a base attack on the Albatross at 12 meters. Is this a bug? Absolutely, is it beneficial to us? No, special moves are maxed at 64 meters, but it does show, beyond any shadow of doubt, that 64 meters is not the maximum range the AI can handle, nor the game itself. I rest my case.



http://jojothemarine.homestead.com/files/screenShot0005.jpg


http://jojothemarine.homestead.com/files/screenShot0006.jpg




-----------------------

Keep your enemies wounded, kill doctors and entertainers.
"If it's not broken, break it." -SWG Live Team's motto.
ZelerianIA
Fri Aug 01, 2003 10:11 am
#2

You got a good point here, be maybe the game isn't pinpoint precise at 64 m. Even though there is a bug at wroks here because your max range should be 64m, so you shouldn't even be able to fire from that range, maybe the indicator saying "65" is bugged, and you are really at 64.



Stand away from an aggro mob at like 75 m, it will never aggro you, why cause it cannot find you. same thing cause for 100 m and more.



if it does aggro you,its because of the teleport bug (you seem him at 100, but in reality he is at 50m, and then the second after he is on top of you).


if the aggro range was like 200m, mobs would aggro you from everywhere on lok and dathomir.



Bottom line: mob aggro range: 64m, max weapon range 64m, its logical.




--------------------------------------------------------------------------------------
Stay Sharp, Shoot First.
Zelerian Roanok
Imperial Army
47th Imperial Expeditionnary Forces
1st division, 1st Batallion
Delta Squad
Imperial Commando 3/3/3/1
Wookie1985
Fri Aug 01, 2003 10:22 am
#3

I got to agree it's a load of **edit** from SoE.


OR-


SWG realy dise suck from a databace issue and thats not a good thing. Letts look at another SoE product, tho not initaly developed by them; EverQuest.


Bow's: Range item, With hi end bows and arrow ranges your looking at around 400 ft. That 133 meters (rounded). So a 5 year old data and script system thats been hacked patched and recoded works over 100 meters but brand new SWG don't? Heck even pre-velious days when it was still owned and run by Verant we were looking at a 325 ft max range with crafted bows and mid level arrows. Still over 100m. You shot something it dam well came running back at you.


SoE has a bigger issue than I thought if thats true.




___________________________________

J'Dawg

-Rifleman-Swordsman-Creature Handler-
"Duct tape is like the Force; it has a light side and a dark side and it holds the universe together."
Wookie1985
Fri Aug 01, 2003 10:26 am
#4






ZelerianIA wrote:

if the aggro range was like 200m, mobs would aggro you from everywhere on lok and dathomir.



Bottom line: mob aggro range: 64m, max weapon range 64m, its logical.






I'll disagree with you here. The coding is in place were creatures have agro ranges. Hostile creatures can be walked up on up 30m or so depending on wich ones they are, I've stoor 20m from hostile creatures taiming babys out from under them with no reaction. Most Huminoids seam to have an agro range closer to 55m.


Mob aggro range is not a flat 64m. So you logic is flawed. If you ment to say Mob reaction range is 64m then ok that might be true. But see my post obove this to that issue.




___________________________________

J'Dawg

-Rifleman-Swordsman-Creature Handler-
"Duct tape is like the Force; it has a light side and a dark side and it holds the universe together."
Comet001
Fri Aug 01, 2003 10:27 am
#5

Zell, you're way off here. I run50 meters away from aggro mobs and don't get aggrod. Aggro range != max ai range. As for the range indicator being bugged, after I get offwork, I'll get at 65 meters again and try to perform a headshot and take another ss for ya, it'll say its out of range. Special moves are effectively capped at 64 meters, maximum range isn't.





-----------------------

Keep your enemies wounded, kill doctors and entertainers.
"If it's not broken, break it." -SWG Live Team's motto.
Tanker9
Fri Aug 01, 2003 11:30 am
#6

Ive seen mobs chase me when Im further than 64m. By the AI logic wouldnt that be impossible?



Isofly Neofly
Master Rifleman
Bloodfin
Flookmastah
Fri Aug 01, 2003 11:41 am
#7

AI state before you engage it in combat, and AI state after you engage it in combat are two different things... that's why you see things chase you from afar after you've hit them.
Tanker9
Fri Aug 01, 2003 11:42 am
#8

Well, if I init combat from afar the code is so bad that they cant find me? Thats sad lol.



Isofly Neofly
Master Rifleman
Bloodfin
Flookmastah
Fri Aug 01, 2003 11:43 am
#9

yes it is.
Fodder42
Fri Aug 01, 2003 11:45 am
#10

the 64/65 thing is just a close call. It's because it's right on the edge that 65 will show up at all. Maybe the range is determined from the gun tip, so while you're body is at 65 the rifle is effectively at 64. It's such a small difference it doesn't matter. And isn't being out of range what being a sniper is all about? I don't really see why that should effect the aggro range. Yeah creatures may not attack you from beyond 64m, but if you're shooting at them aren't they programmed to simply attack their attacker? And all mobs attack whatever is attacking their lair, even if you'reon opposite sides of the lair (putting them over 64 from you). I think that if the limitation is there, it would require some rather minor changes to fix while giving the rifleman much more reasonable abilities.



Fo'dder Di-Cannon
Twi-liek Rifleman/Medic/did your momma
Bestine, Ahazi
ZelerianIA
Fri Aug 01, 2003 11:46 am
#11

I agree its sad, but its the reason the devs are giving for them not to further the rifle range. They say the AI cannot take it.



--------------------------------------------------------------------------------------
Stay Sharp, Shoot First.
Zelerian Roanok
Imperial Army
47th Imperial Expeditionnary Forces
1st division, 1st Batallion
Delta Squad
Imperial Commando 3/3/3/1
UniSmurf
Fri Aug 01, 2003 11:50 am
#12






Flookmastah wrote:
AI state before you engage it in combat, and AI state after you engage it in combat are two different things... that's why you see things chase you from afar after you've hit them.



well i guess that solves the range problem.. If a MoB can find you after you attack it @ 64+ meters then there are no issues with allowing sniper to shoot out to 80+ meters. As soon as you shoot you have the chance to be detected. I don't see how this isn't inline with the Riflemen class.
Flookmastah
Fri Aug 01, 2003 11:54 am
#13

ok this is all guesswork since the devs haven't really stated it...


but here's the way I see it. If you are within 64m and you attack a target, itsearches within its range for you and TARGETS you. Then no matter how far away you go AFTER that, you are STILL targetted (just like we can have our target cursor on top of things far out of our range.


if you were to hit an AI from 80m away, and it could only search and target things within 64m, it will NEVER find you.


If they were to up the AI search radius, I'm sure it would degrade our performance exponentially. LAG LAG LAG!

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