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  1. #1
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    Default Many improvements to mobs AI with 01/02 release notes

    Namely:

    • A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
      • applying blind in addition to daze no longer allows monsters to ignore daze
      • paralyze, stun, daze, stone, fascinate, mesmerize, etc.. now immediately stop monsters from moving.
      • Monsters will no longer turn to face their target even when paralyzed, stoned, etc…
      • Monsters will no longer move in slow motion when not running in a straight line!


    • Air elemental AI has been updated:
      • Melee characters have a larger safe range to attack them when they're not charging.
      • They now have distinct casting and charging states.
      • Blocking now prevents knockback/knockdown.



    Giant AI Has been updated:


    There are a lot of others. Anyone tested them? Looking forward to see the results of the tests.

  2. #2
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Tid12 View Post
    Namely:

    • A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
      • applying blind in addition to daze no longer allows monsters to ignore daze
      • paralyze, stun, daze, stone, fascinate, mesmerize, etc.. now immediately stop monsters from moving.
      • Monsters will no longer turn to face their target even when paralyzed, stoned, etc…
      • Monsters will no longer move in slow motion when not running in a straight line!
    This falls into "believe it when I see it" category. The blind-stunned mobs no longer sliding would be ... dunno how to describe it.
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  3. #3
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    Quote Originally Posted by Tid12 View Post
    Namely:


    • A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
      • applying blind in addition to daze no longer allows monsters to ignore daze
      • paralyze, stun, daze, stone, fascinate, mesmerize, etc.. now immediately stop monsters from moving.
      • Monsters will no longer turn to face their target even when paralyzed, stoned, etc…
      • Monsters will no longer move in slow motion when not running in a straight line!
    This has been broken and claimed to be fixed many times. doubtful turbine coders can do this.

  4. #4
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    Quote Originally Posted by voodoogroves View Post
    This falls into "believe it when I see it" category. The blind-stunned mobs no longer sliding would be ... dunno how to describe it.
    It would be a lot like "before Update 5" and a welcome repair.

    We'll see how it turns out!

  5. #5
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    Quote Originally Posted by mystafyi View Post
    [/LIST][/LIST]This has been broken and claimed to be fixed many times. doubtful turbine coders can do this.
    Yes I know that's why I wanted someone to confirm the notes

  6. #6
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    Well, it will be interesting to see if turning on sneak while invisible will still cause monsters to immediately spot you.

  7. #7
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Tid12 View Post
    Namely:

    • A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
      • applying blind in addition to daze no longer allows monsters to ignore daze
      • paralyze, stun, daze, stone, fascinate, mesmerize, etc.. now immediately stop monsters from moving.
      • Monsters will no longer turn to face their target even when paralyzed, stoned, etc…
      • Monsters will no longer move in slow motion when not running in a straight line!


    • Air elemental AI has been updated:
      • Melee characters have a larger safe range to attack them when they're not charging.
      • They now have distinct casting and charging states.
      • Blocking now prevents knockback/knockdown.



    Giant AI Has been updated:


    There are a lot of others. Anyone tested them? Looking forward to see the results of the tests.
    its not nice to tease

    this is like a dream list come true if devs actually fixed any of those.

  8. #8
    Community Member Vellrad's Avatar
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    Quote Originally Posted by voodoogroves View Post
    This falls into "believe it when I see it" category. The blind-stunned mobs no longer sliding would be ... dunno how to describe it.
    Exactly how I feel.
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  9. #9
    The Hatchery Kaisoni's Avatar
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    T- this sounds wonderful @_@

  10. #10
    Community Member Deathdefy's Avatar
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    I am super excited about these changes and incredibly optimistic.
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    Blind insta-kills floating eye balls.

  11. #11
    Hero patang01's Avatar
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    Quote Originally Posted by Tid12 View Post
    Namely:

    • A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
      • applying blind in addition to daze no longer allows monsters to ignore daze
      • paralyze, stun, daze, stone, fascinate, mesmerize, etc.. now immediately stop monsters from moving.
      • Monsters will no longer turn to face their target even when paralyzed, stoned, etc…
      • Monsters will no longer move in slow motion when not running in a straight line!


    • Air elemental AI has been updated:
      • Melee characters have a larger safe range to attack them when they're not charging.
      • They now have distinct casting and charging states.
      • Blocking now prevents knockback/knockdown.



    Giant AI Has been updated:


    There are a lot of others. Anyone tested them? Looking forward to see the results of the tests.
    I wish said AI pass would be done with hirelings too. They're still pretty derp.

  12. #12
    Community Member fool101's Avatar
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    Any verdict yet on the AI changes?

    Unfortunately I don't have anything to contribute to the topic other than...bump.
    -Anything is possible....if you don't understand the problem.
    -Better to be perceived a fool than to open ones mouth and remove all doubt.
    -Luck is simply a crossroads between circumstance and knowledge, both are things you can control.

  13. #13
    The Hatchery Nibor's Avatar
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    Yeah here's the verdict I saw:
    Quote Originally Posted by SqueakofDoom View Post
    Thank you for bringing this to my attention. Unfortunately, it looks like this fix did not quite make it into this Lamannia build.
    hopefully it's in today's update?

  14. #14
    Community Member Shade's Avatar
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    Just tried ottos irresistable in von1 ee:

    No difference. Monster still completed there current action before stopping. Plenty of triple hits in the face while they danced.

  15. #15
    Community Member Crazyfruit's Avatar
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    Quote Originally Posted by Shade View Post
    Just tried ottos irresistable in von1 ee:

    No difference. Monster still completed there current action before stopping. Plenty of triple hits in the face while they danced.
    Did you cast it before or after they started doing that windup to attack animation?
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  16. #16
    Community Member Systern's Avatar
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    A number of steps have been taken to improve monster responsiveness to crowd control status effects, and reduce sliding:
    Does this mean that Drow Priestesses will perform a CC check before they sacrifice something from the other side of the map?

  17. #17
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    Default technically correct ><

    Quote Originally Posted by Shade View Post
    Just tried ottos irresistable in von1 ee:

    No difference. Monster still completed there current action before stopping. Plenty of triple hits in the face while they danced.
    Thanks for the feedback!

    It appears that that's part of a larger issue that we're still working on : (

    They immediately stop where they are now when they are CC'ed, which is an improvement over sliding around for a while. This won't make a huge difference with responsiveness to otto's when they are already in range of you, as you saw, but should hopefully make fascinate more usable as allies will be less likely to hit the monster and break it now that they don't continue to slide around!

    I'm watching this thread, so please post anything that's not working as it reads in those patch notes!

  18. #18
    Community Member Qhualor's Avatar
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    Quote Originally Posted by No_Dice View Post
    Thanks for the feedback!

    It appears that that's part of a larger issue that we're still working on : (

    They immediately stop where they are now when they are CC'ed, which is an improvement over sliding around for a while. This won't make a huge difference with responsiveness to otto's when they are already in range of you, as you saw, but should hopefully make fascinate more usable as allies will be less likely to hit the monster and break it now that they don't continue to slide around!

    I'm watching this thread, so please post anything that's not working as it reads in those patch notes!
    so happy you guys are tackling these CC movement problems. you dont even know how happy some of us would be if these problems were completely fixed, or at least mostly fixed

  19. #19
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    Quote Originally Posted by Deathdefy View Post
    I am super excited about these changes and incredibly optimistic.
    you crack me up.

    /raises eyebrows at list
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  20. #20
    The Hatchery Syllph's Avatar
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    Quote Originally Posted by Systern View Post
    Does this mean that Drow Priestesses will perform a CC check before they sacrifice something from the other side of the map?
    No Dice,


    Could the priestesses have some sort of smaller AOE for their sacrifice or at least a line of sight? Drives me crazy when I'm positive there's nothing left, then WHAM! A red beam shoots into the sky and plucks a mob out from nowhere.

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