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Old Dec 11, 2006, 02:00 PM // 14:00   #81
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Quote:
Originally Posted by Ratchik
Although this may be only semi-related (if that) I feel I should comment upon the Dunes of Despair mission. It has actually got to the point, with the changes in AI, that I have become frustrated enough to have to stop playing my Ele trying to do the Dunes of Despair mission at the moment. The changes in AI mean that - in my experience, at least - it is pretty much impossible to outheal the damage in the 10 minute "defend" section. Once the seige wurms start pounding the Ghostly Hero, on top of the last waves of incoming mobs, two monks simply cannot keep up with the damage (especially not hench). The wurms no longer lose aggro and constantly attack the Ghost/platform (making the bonus damn nigh impossible because you can't leave him) and leaving a hench/hero healer simply results in dead healer, dead ghost and failed mission. Trying to get two human monks in a six person team is difficult, taking three results in it taking forever to kill anything, and you get swamped. Currently if you stay in the middle of the mission area, you are pounded by wurms constantly and if you step out of the AoE your ghost will die within a minute without healing.
It's kind of off-topic, but I disagree with you here. Last week I attempted Dunes of Despair with my NF monk. Our other healer left, and our warrior and ele were whiped next to one of the bonus bosses, rushing off to try and complete the bonus. I completed the mission with my healer monk, a smiter and a tank.
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Old Dec 11, 2006, 08:19 PM // 20:19   #82
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I've encountered many problems with the ai lately too. And yes, that whole situation where there's one of two players left out of 8 people that try to rez the team isn't happening anymore. The rezzers either get bombarded or interupted or both when they're clearly not even in aggro's range. Eventually, the would-be rezzers got cornered (the ai decided not to go backward anymore when rezzers move back) and got shut down and end of game. This kind of ai is going on all time lately.. it almost makes me not want to do any difficult missions because I know what will end up happening and I'll just be wasting my time with AI that isn't behaving properly.

***offtopic
I've noticed that every once in a rare while a hero might try to attack a random monster w/out my say-so. For example, this happening when me and my team were trying to stealthfully avoid a pack of monsters and Acolyte Jin jumps into the big mob of monsters and no matter how far we ran, she'd still be trying to attack the monsters. And for some odd reason, the monsters did not give chase after Jin FINALLY decided to come pack to our group (she survived somehow). That is some weird AI.
***offtopic

Last edited by pizzamonkey; Dec 11, 2006 at 08:26 PM // 20:26..
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Old Dec 11, 2006, 10:34 PM // 22:34   #83
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I've just spent the evening in Tombs. The AI is exactly the same down there, we had terrorwebs chasing us halfway across the level when we were trying to res.
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Old Dec 11, 2006, 11:09 PM // 23:09   #84
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I have not noticed this behaviour in Cantha.
I have experienced it there, recently during the Finding The Oracle quest.

My Ritualist joined a Monk with a team of henchmen, and three of the henchmen died at a point just prior to reaching Nika - there's a winding stairway up with two or three enemy AI groups at the top of a T shaped corridor. The two of us ended up running over halfway back to Kaineng Center before breaking aggro. Each time we tried to go back to res the henchmen, as soon as the enemy AI entered compass range they would chase us, yet even further back each time.

Eventually we just stood around by the Kaineng Center gate area for like ten minutes, allowing enough time for the mob to go all the way home. Then we went back to the spot of the corpses, and tried getting into range for res. Understand that the corpses were not within the aggro bubble range to attract the enemy AI, but as soon as we started ressing they would run down and attack us, even using Rebirth.

It took us several res attempts, with running almost to Kaineng between each one and waiting for ten minutes or so, to kill off the entire mob. At one point during one of the last attempts, we almost gave up and started over, but realized it had been around an hour and a half, and that we might just have to do the same thing all over again, so we stuck with it.

We did eventually kill of the mob, got every hench ressed, and finished the quest. But it was a real drag, and didn't seem right. While we were hanging around waiting for the mobs to get home, we talked about it and how it seemed unreasonable behavior. This quest should have taken us 30 minutes tops, and it ended up taking around two hours, with 3/4 of that simply trying to res our team.
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Old Dec 11, 2006, 11:51 PM // 23:51   #85
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So..you're angry because they made monster AI more like real players thus giving you a slight challenge?

If you don't want your monk being chased all day long, heal your team.
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Old Dec 12, 2006, 12:57 AM // 00:57   #86
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No, shardfenix. That's not the issue.

I've finally experienced this first hand in Cantha. My team got wiped with the exception of myself. I had backed off to break aggro and so that I could res the team and take another try. I noticed that the mob we had attacked now had compas sized aggro. As soon as their red dots were on the radar, they were all over me, preventing me from resing my team mates without incurring a serious DP. This was fairly early on in Factions as well, during the quest Mayhem.

While I have nothing against challenge (in fact, I usually seek it out) this is more along the lines of broken code. As I stated, they had an aggro reach that was the size of the compass. I experimented with this a little bit and noticed that if I walked into their range (call it 5 feet forward) I could break their aggro by backstepping about twice the distance I moved forward (10 feet). Even if they had reached my aggro bubble, they would disengage and return to their patrol point. I could repeat this until I would get bored.

Some monsters have an aggro range that greatly exceeds the aggro bubble. This is a bug, since I seriously doubt a programmer would want this implemented.
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Old Dec 12, 2006, 05:18 AM // 05:18   #87
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Good news on the Bug Smiting Front!

The "Endless Aggro" bug will soon be a thing of the past! Thank you kindly for your good and detailed reports, as they were helpful in giving us the level of detail that allows us to find the bug and put him on the "To Be Smited" list.

We'll have some timeline information in the near future -- we hope to have a fix in place quite soon!

I've just sent off another two bugs to the design team: henchies/heroes not obeying called targets and certain mobs being completely passive. Will keep you posted on those outcomes, too.

Thanks very much for your patience and your valued reports.
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Old Dec 12, 2006, 05:39 AM // 05:39   #88
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Well thats a result, at least they've finally admitted it's a bug
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Old Dec 12, 2006, 07:13 AM // 07:13   #89
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In all honesty, I thought this was a 'feature'. An annoying feature, true. Especially when monsters started running for you even when they weren't visible on the radar. Made resurrecting hell... Rebirth or no. Also encouraged you to be a better healer.
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Old Dec 12, 2006, 08:30 AM // 08:30   #90
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/start rant

I have the "pleasure" of bringing my monk through the game and it was an experience i can/will not soon forget. Unless playing through RoT with 60% DP is anywhere near the idea of Fun, then NIghtfall would have been a fantastic game indeed.

While in the Realm of torment, the self replicating mofos would ignore everyone in my party and target me first followed by a co-ordinated tactical assualt-spike, and subquently when i have accumulated DP, my monk would get spiked each time i am ressed, i was doing situps half the time i was there and at times i feel sad for my party of herohench since i was a rez sink and a liability for them and if they had a choice, i am sure they would have rage quit on me...

While many here would say: "Kiting FTW" however it has been mentioned before once you start kiting, your party auto disenages hence overall lowering the DPS of the party each time you kite giving the mofos more time to self replicate...

/end rant

/On topic:

Agrro locking issues were also observed in missions such as nudu bay, gate of pain and gate of maddness making party wipe rescue rez almost impossible. The problem is made worse with cross path patrolling in some of the above mentioned areas and parts of RoT.

Bringing my ranger and paragon to finish was a breeze while playing my monk however really made my blood boil with Herohench.

Edit: Thanks for the Perm aggro lock fix.

Last edited by Thallandor; Dec 12, 2006 at 11:59 AM // 11:59..
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Old Dec 12, 2006, 09:10 AM // 09:10   #91
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Lets not forget the fainted aggro lock. Where i mean by minnions run off couple aggro bubbles away attack mob then die. A few secs later the said mob still 2 aggro bubbles away not being aggroed by your group only by the minnions that ran off make a bee line straight for your party.
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Old Dec 12, 2006, 09:41 AM // 09:41   #92
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before the bug is totally recoded. whats with (and has always been) with like the smite crawlers and coldfires in Underworld that infinite-aggro lock onto you, but on thier return they get stuck mid path on thier way back to thier original location. Putting them even closer to you combined with infi-lock? Its like they get hung in thier code and dont know where Point A starts and point B ends. So they just find a happy medium and sit there spamming spells in a tight little group all by themselves. This has also been extremely annoying.
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Old Dec 12, 2006, 09:51 AM // 09:51   #93
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Quote:
Originally Posted by manitoba1073
Lets not forget the fainted aggro lock. Where i mean by minnions run off couple aggro bubbles away attack mob then die. A few secs later the said mob still 2 aggro bubbles away not being aggroed by your group only by the minnions that ran off make a bee line straight for your party.
As long as your minions are in battle, you are considered to be in battle. I don't see that as a bug at all. Once they all die, it's as if you just that second left the area and yeah, they will still be aggroed for a bit. Now if you're too far away, they'll run for a bit, then give up in about 3-5 seconds, returning to their patrol.
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Old Dec 12, 2006, 10:16 AM // 10:16   #94
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Quote:
Originally Posted by ectospasm
Good news on the Bug Smiting Front!

The "Endless Aggro" bug will soon be a thing of the past! Thank you kindly for your good and detailed reports, as they were helpful in giving us the level of detail that allows us to find the bug and put him on the "To Be Smited" list.

We'll have some timeline information in the near future -- we hope to have a fix in place quite soon!

I've just sent off another two bugs to the design team: henchies/heroes not obeying called targets and certain mobs being completely passive. Will keep you posted on those outcomes, too.

Thanks very much for your patience and your valued reports.
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YAY!!! see, bugging the dev team works

tnx ectospasm, for the update. i myself am too lazy to check both forums, so i stick to the guru one lol .. how come this msg wasn't posted here? *sniff sniff
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Old Dec 12, 2006, 11:22 AM // 11:22   #95
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Quote:
Originally Posted by arcanemacabre
As long as your minions are in battle, you are considered to be in battle. I don't see that as a bug at all. Once they all die, it's as if you just that second left the area and yeah, they will still be aggroed for a bit. Now if you're too far away, they'll run for a bit, then give up in about 3-5 seconds, returning to their patrol.
And yet the dont return to there patrols.
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Old Dec 12, 2006, 11:31 AM // 11:31   #96
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Quote:
Originally Posted by Illuminus
its causing more frustration than fun!
Gaile, please take note of this sentence. If the AI is working as your designers intended then they seriously need to re-think it because this sentence sums up the feelings of so many people who really do enjoy GW. Yes, the designers are the experts but we are the players and players want a game to be fun not frustrating.
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Old Dec 12, 2006, 12:44 PM // 12:44   #97
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I always thought this was a feature that Anet intended, not a bug, so I found new strategies to deal with those super-angry AI mobs. In other words I was forced to think more.
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Old Dec 12, 2006, 01:49 PM // 13:49   #98
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Think it also forced a lot of people to play something else instead and I guess this was noticed by Mr NC Soft in the monthly server stats and possibly forced A-net to do something about it after a month to avoid the other flop they had with another NC Soft game.

Last edited by Blackhawk; Dec 12, 2006 at 01:54 PM // 13:54..
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Old Dec 12, 2006, 01:56 PM // 13:56   #99
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I was able to flag my henchies to just be able to heal me, and then barrage varios mobs to death without them even moving or doing anything, it only happend randomly but was very fun.
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Old Dec 12, 2006, 02:01 PM // 14:01   #100
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Quote:
Originally Posted by Memnon
I always thought this was a feature that Anet intended, not a bug, so I found new strategies to deal with those super-angry AI mobs. In other words I was forced to think more.
I have the same feeling, I really think it is intended except for maybe those 2 casters that leave their group and chase you around everywhere. All the rest is intended imo. With good team play you can still rebirth and stuff, it can get ugly though if you're the only one that stays alive. We tested it in the DoA missions so if it works there it should work everywhere. Because no place is as hostile as DoA imo. But yeah it takes some thought and strategy to get used to the hang of it.

Speaking of DoA, we've encountered groups that first attack and then flee and stand there. Even if we attack them again they flee some more and we can just ignore them, they will never attack us again in that mission. This sounds like a bug too.

Last edited by Gun Pierson; Dec 12, 2006 at 02:05 PM // 14:05..
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