I say the enemies stop doing it, just as soon as we stop doing it.
I mean your spellcasters and ranged attackers just stand there while they get pounded on, right?
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I say the enemies stop doing it, just as soon as we stop doing it.
I mean your spellcasters and ranged attackers just stand there while they get pounded on, right?
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Monsters are bound by the same rules we are in regards to your examples. It's been stated before by the devs that what we're experiencing is a graphical delay in the animations of the monsters.
In regards to the OP. I don't think the AI is working 100% but it is better then before. The monsters adapt and learn (in their VERY short lifespan) Self preservation is a very high priority to them now and they will run to keep themselves alive (just like my caster will when 3 melee's close in on him)
Meh.....
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As far as the bug where you get no attack rolls when the mob is running away ...I think they fixed that in the last 8 hour maintenece update...here's why:
Last night was doing Gateway to Khyber, just my cleric/1 and an archer, on elite while deciding on a titan run on von3-4. Well he aggroed a huge group of trolls like 5 seconds before my symbol timer was up, and we had a crowd control issue, because my next symbol casting got interrupted by trolls, and there were around 15-20 trolls chasing us all of a sudden...
TO MAKE A LONG STORY SHORT
I wound up swinging away at swarms of trolls that were chasing my friend, the overzealous archer, many of them with their backs turned to me while running at him, and I wasn't missing, all red numbers, every swing, while they were running away...
So thats why I think they fixed it.
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Funny you should mention that. Enemies that run into obstacles will climb or turn slightly and run around the hard edge of the obstacle. The sad part about the AI is not that they run, but that they have no instructions on how to handle being trapped on 2 sides. You can herd any mob in the game into a corner, crevice, or alcove then proceed to kill it while it futilely runs at the wall. Proper AI would turn 90-135° after hitting an obstacle in order to manuever.
The OP stated that enemies running away is not fun or challenging. Anyone that does not agree with that has either never swung a melee weapon post 4.1 or needs to get their eyes checked.
Some of the observations made here are not the same observations i have made. People are saying they are unable to hit the running mob at all. This is not true and if there was no server lag this would be even more obvious. You need to be in front of the mob to actually hit it..it isnt where you think it is.
This isnt broken, but it isnt fun either.
More of a problem i see is some mobs just stop casting altogether whilst they run from you. One example would be the rakshasha princes in dq1 , they barely throw one spell before they start running laps of the place. No challenge at all, and definitely not fun.
Some people mention these things are no problem because they dont play melee characters. These people lack foresight and cannot see that less and less people play the game every day and unless issues like these are looked at , this trend will continue to make it increasingly difficult to get groups.
Many posters swayed from the OP point. Its just not fun.
Bah, let em run they will only die tired.![]()
However, I do think it is exceptionally annoying that you can't hit them yet they can hit you when they are "running away".
I don't really care if it is a graphical error, AI error, technology error or what. By giving the mobs basically an almost invincible mode that makes it almost impossible to hit while they move at warp speeds, and yet they can still cast spells on you makes some fights very very annoying.
Should the mobs run? Hell yes, I'd run too if I was getting stomped. But the mobs shouldn't be impervious to attacks, run faster than a hasted barbarian, and still be able to hit you while doing it. I don't care about the AI, fix that please!
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I think you and a couple others are guessing on this. I could be wrong and you actually know how attacks are coded.
Lag is going to be an issue and there will always be issues. It should be that what I see on my end is what I get. That is, if I'm in hitting-distance and I swing, my computer tells the server I swung and was in range and then the server should roll the die or dice and transmit results. This is kind of how it works for faster moving games such as air-air online games. For these games, it's usually the reverse of what you are talking about where it looks like the guy wasn't in firing range or position (on your six) but he hits you and that is because on his end he was in range and position but because of the delay you didn't see him in that position quite yet.
Also, my Fighter has Spring Attack and it seems more of a waste now that the mobs are running around. It seems I'm bouncing off the monster's collision-distance forcefield and I can't quite seem to time my swings right. Before, when a monster would run off, I don't recall any problems. Now I'm whiffing my swings left and right. No die roll, nothing for the most part.
The reverse is actually true though. When I'm being hit and it's a bit laggy, many times I'm taking red-number damage well before the swing animation has carried through. Still, something (my end, or the server's) is quick enough to get that damage to me while the animation lags behind.
Oh, the biggest problem with running monsters is to ranged characters. For some reason, it is impossible to hit a monster running laterally to you with any bow. If you target the monster and fire, your arrow actually flies to where the monster *was*. The game does not lead the arrow for you if you have targeted the monster. If you have not targeted the monster, good luck with your aim just the same. The game should take into account that my 14th lvl Ranger has enough experience to understand lead and should just roll the die anyhow to see if it is a hit or miss. In reality, you get no die roll.
Last edited by Puke; 07-05-2007 at 11:48 AM.