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Old Dec 11, 2006, 09:12 PM // 21:12   #101
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Wow thanks so much, this is very helpfull because this is an irritating issue to play the game with. <333
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Old Dec 12, 2006, 12:43 AM // 00:43   #102
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Quote:
Originally Posted by Gaile Gray
The "endless chasing" issue is what I'm speaking about in the here and now. There are several other issues that are being investigated and, if warranted, changes will be made to address those. It is the "running unto the ends of the earth" issue that is the one that is in the queue for fixing at this point.
Sooooooooo good to hear.
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Old Dec 12, 2006, 07:26 AM // 07:26   #103
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I'm glad it's being fixed. This type of thing got quite annoying, as I've shown below:



They chased across the entire Lowlands zone, and that was with a speed boost.
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Old Dec 12, 2006, 08:20 AM // 08:20   #104
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Quote:
Originally Posted by Gaile Gray
Hey, there,

Of the many posts about AI, I thought it would be appropriate to respond to this one because, really, it's a model of good, productive, helpful, and nicely-presented reporting and analysis of an issue of concern. The designers found this input of great value, and the good news is that they have identified the bug and have designed a correction specifically because of the details that you provided.

So the good news is, you all get a Cookie of Approbation from the Dev Team. (Well, ok, perhaps the baked goods will need to be virtual this time. ) More importantly, the team has located the issue, has identified the fix, and they'll roll it out soon.

James and John, the two designers with whom I spoke a few minutes ago, are going to work with a few other designers from the programming side, in particular, to get a timeline for this fix. I'll be adding that timeline to this thread as soon as we have one. It may not be "Thursday, at 4:00 p.m." because we all know how impossible it can be to give that sort of specific date and time. After all, there are many variables in new builds, and a lot of people contribute to each one, so it's difficult if not impossible to predict an exact day and time. But even if the timeline we give is broader than date/time, do know the fix is identified and the rollout will take place in the near future.

Thank you again for the productive and helpful posting! *major thumbs up*
Thank you for taking the time to come visit this thread, first off. And thank you for the good news about fixing one of the major problems many have had with the AI. This time, I think YOU guys deserve the cookies
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Old Dec 12, 2006, 08:31 AM // 08:31   #105
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Quote:
Originally Posted by KamikazeChicken
I'm glad it's being fixed. This type of thing got quite annoying, as I've shown below:



They chased across the entire Lowlands zone, and that was with a speed boost.
But KC, it was all worth it. Not only did you make a good report, but you captured one of the best images there of the Charr doing their version of old-style Line Dancing.
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Old Dec 12, 2006, 08:34 AM // 08:34   #106
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Great news!

Thanks for the feedback Gaile, we all appreciate it.
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Old Dec 12, 2006, 08:45 AM // 08:45   #107
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Yeh for this! No more of this!


On another AI note though, this bug can give a rather funny laugh once in a while.

Yesterday, I was running some alliance members through the desert on my ranger, Rahja the Thief. One of the desert griffons near the end of the run to Dunes aggro locked. But, here is funny bit. After running around in circles for like 5 mins and through the desert wurms etc... he stood there and shook his head and stared at me.. lol. I even took out my R/W axe and started to hit his face. He just galloped back a few steps behind me and continued to stand there. I walked the rest of the way to dunes with my pet griffon.

Last edited by Lord Sojar; Dec 12, 2006 at 08:51 AM // 08:51..
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Old Dec 12, 2006, 09:03 AM // 09:03   #108
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Thanks for the fix, these AI problems/issues can really get old fast.
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Old Dec 12, 2006, 02:13 PM // 14:13   #109
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Quote:
Originally Posted by KamikazeChicken
I'm glad it's being fixed. This type of thing got quite annoying, as I've shown below:



They chased across the entire Lowlands zone, and that was with a speed boost.
I hadn't seen the Charr do that. You should have run around that pillar down below and taken several shots... makes for a great Benny Hill chase scene.
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Old Dec 12, 2006, 02:58 PM // 14:58   #110
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Yay it's going to be fixed pronto

Well done guys for the productive thread! *thumbs up*
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Old Dec 12, 2006, 03:35 PM // 15:35   #111
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Another AI note which i hadn't seen mentioned (although i didn't read every post) is the minnions and pets getting stuck pretty regularly. I can't tell you how many times I've lost a pet that was stuck in some corner or on an npc some where. Or how many times a Golem has stood there scratching himself 2 aggro bubbles away. It used to be once an mm or charm animal equipt character moved they responded immediatly and moved with the group, now i'm lucky to have a group of minions stay an aggro bubble away. This not to mention thier aggro is horrid, minnions or pet's will engage on a regular basis pulling groups up behind you as you're in the middle of another fight.

Anyway all the behavior mentioned thus far seems very on target, thanks to the OP for the clear thread! And thanks to Gaile for the responses
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Old Dec 12, 2006, 06:20 PM // 18:20   #112
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Quote:
Originally Posted by Rahja the Thief
On another AI note though, this bug can give a rather funny laugh once in a while.

Yesterday, I was running some alliance members through the desert on my ranger, Rahja the Thief. One of the desert griffons near the end of the run to Dunes aggro locked. But, here is funny bit. After running around in circles for like 5 mins and through the desert wurms etc... he stood there and shook his head and stared at me.. lol. I even took out my R/W axe and started to hit his face. He just galloped back a few steps behind me and continued to stand there. I walked the rest of the way to dunes with my pet griffon.
dude! i had the exact thing happen to me, only i think it was b4 the update?...
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Old Dec 12, 2006, 06:28 PM // 18:28   #113
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I've posted a longinsh story about it, somewhere upthread, including a theory as to why it happens. I wonder if I was right.
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Old Dec 13, 2006, 12:17 AM // 00:17   #114
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sometimes i wonder, what made Droks run so hard?
was it this specific bug of endless chasing or was it more of a positioning issue, like the way they group now?

*thinks*
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Old Dec 13, 2006, 12:24 AM // 00:24   #115
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I can confirm the inherent speed boosts in enemies. They easily keep pace whilst i'm using storm djinn's haste (33%), dash which is 50% seems to be the only skill to actually break the aggro of a chasing enemy. Perhaps 33% is their maximum boost?

Also in response to a post regarding the way hero monks rez dead party members - I found this to be an issue also, but countered it by disabling rez on all my heroes (can't do anything about henchies) and then calling the party member's health so that it says "xxx is dead". When you activate rez they seem to always rez the player that pinged their health (or you if you pinged yours).
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Old Dec 13, 2006, 01:29 AM // 01:29   #116
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just select the target in your party, and hit rez by your self, it works
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Old Dec 13, 2006, 01:35 AM // 01:35   #117
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Quote:
Originally Posted by gabrial heart
Another AI note which i hadn't seen mentioned (although i didn't read every post) is the minnions and pets getting stuck pretty regularly. I can't tell you how many times I've lost a pet that was stuck in some corner or on an npc some where. Or how many times a Golem has stood there scratching himself 2 aggro bubbles away. It used to be once an mm or charm animal equipt character moved they responded immediatly and moved with the group, now i'm lucky to have a group of minions stay an aggro bubble away. This not to mention thier aggro is horrid, minnions or pet's will engage on a regular basis pulling groups up behind you as you're in the middle of another fight.

Anyway all the behavior mentioned thus far seems very on target, thanks to the OP for the clear thread! And thanks to Gaile for the responses
YES! I have had a very similar problem, I just recently started a new necro to go MM. Though I find this to only happen with the new Shambling Horror's......I will start running and they wont move till i'm about 2 aggro bubbles away. Then their kinda like "Hey!, where's the master? lets go catch him!".

Havnt had the pet problem yet, but I dont run a pet myself, I just have Margrid setup as b/p, but I havnt noticed it yet.

Last edited by mwpeck; Dec 13, 2006 at 01:37 AM // 01:37..
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Old Dec 13, 2006, 05:50 PM // 17:50   #118
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Quote:
Originally Posted by Gaile Gray
The "endless chasing" issue is what I'm speaking about in the here and now. There are several other issues that are being investigated and, if warranted, changes will be made to address those. It is the "running unto the ends of the earth" issue that is the one that is in the queue for fixing at this point.
So this means they have yet to experience the unbrakable aggro situation as follows:

Your team runs in and starts attacking a mob. Your team goes down. One or two members is left alive and they run away. Mobs from the group start to give chase as normal and then start to retreat as normal. You (and friend if applicable) take a few seconds to heal up and prepare for the run in rez. You start to go back to the area you got wiped in, yet you see on your radar that the mobs that chased you initially are already starting to come after you again, even though you are no where near the kill zone yet.

If this is correct and they have not confirmed this. I can definitely give information on a place where this has happened to me repeatedly.

I will even go a step further and try to capture it on video.

Will post when I have it.

Livingston
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Old Dec 13, 2006, 07:02 PM // 19:02   #119
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Thanks Gaile and Devs for proving that we are not a bunch of loons XD I cannot wait for this to be fixed and hopefully the other bugs will be found and sorted as well.

I am very greatful for the intended features that make things difficult but bugs get annoying really quickly and I'm pleased to see that they are finally being found and exposed for what they are! Keep up the good work ^_^!
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Old Dec 13, 2006, 08:42 PM // 20:42   #120
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Quote:
Originally Posted by Livingston
So this means they have yet to experience the unbrakable aggro situation as follows:

Your team runs in and starts attacking a mob. Your team goes down. One or two members is left alive and they run away. Mobs from the group start to give chase as normal and then start to retreat as normal. You (and friend if applicable) take a few seconds to heal up and prepare for the run in rez. You start to go back to the area you got wiped in, yet you see on your radar that the mobs that chased you initially are already starting to come after you again, even though you are no where near the kill zone yet.

If this is correct and they have not confirmed this. I can definitely give information on a place where this has happened to me repeatedly.

I will even go a step further and try to capture it on video.

Will post when I have it.

Livingston
Good point......Though I've had this happen in prophecies even before Factions and Nightfall were released, so I think this bug goes quite a bit deeper than the last AI update.(though it seems to happen more frequently now)
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