Dec 04, 2006, 04:51 PM // 16:51
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#1
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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Aggro problems... again.
>>>I've searched for previous threads but none had the same topic.
While I'm sure this topic has been brought up before countless times, there is a bug (a very annoying one) which at times causes mobs to just keep on jogging behind you till the end of time.
A few days ago I was being run to droknar by a guildie and it was impossible for him to lose aggro from a couple of Avicara necros and some other grawl (necros too btw). I've read the bit regarding mobs being ultra sensitive when you approach them again after breaking aggro but here we're talking about someone running as fast as he could away from them. I think there is a bug with some of the monsters in lornar's pass (primarily necros) and also the avicara wise in talus' chute.
Can anyone from Anet give a definite answer on this? If it is a bug I hope they fix it but if it's not frankly I don't see its purpose.
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Dec 04, 2006, 05:07 PM // 17:07
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#2
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: none
Profession: W/E
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(totally not from Anet) your not alone mate. i had 3 lvl 6 smite charr chase my 580hp warrior down...and slowly kill me...for 5 min. dont know how my sprint/charge didnt shake em.
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Dec 04, 2006, 05:22 PM // 17:22
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#3
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Wilds Pathfinder
Join Date: Mar 2006
Profession: W/Mo
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I've heard elsewhere that they continue to chase when they are trying to cast a spell and if you stop and allow them to cast, you can break the aggro.
That's just what I remember others suggesting.
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Dec 04, 2006, 05:59 PM // 17:59
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#4
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Banned
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Quote:
Originally Posted by prism2525
Can anyone from Anet give a definite answer on this?
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My, you are an optimistic soul :)!
Quote:
If it is a bug I hope they fix it but if it's not frankly I don't see its purpose.
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I strongly suspect the answer is in your post. The purpose is to make 'running' anywhere from difficult to impossible, depending on the area and mobs. Likely the Droks run and such isn't even the target, though I doubt anyone from Anet would shed a tear if that stopped, but instead it's meant to make farming more difficult and less profitable. Perma-agro and every monster now having enhanced speed doesn't really change anything for your average player -- well, it does if they try retreating from a near wipe, we'll just call the destruction of that tactic collateral damage -- but it does make running past groups to get to the boss you want to farm greens from a real nightmare.
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Dec 04, 2006, 06:06 PM // 18:06
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#5
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Popcorn Fetish
Join Date: Dec 2005
Guild: [GODS]
Profession: Mo/Me
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Quote:
Originally Posted by prism2525
Can anyone from Anet give a definite answer on this? If it is a bug I hope they fix it but if it's not frankly I don't see its purpose.
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If it was a bug I’m sure they would have fixed it when there was a 50 plus page thread on it two months ago.
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Dec 04, 2006, 06:29 PM // 18:29
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#6
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Wilds Pathfinder
Join Date: Oct 2005
Location: European servers
Guild: RTFM
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Quote:
I've heard elsewhere that they continue to chase when they are trying to cast a spell and if you stop and allow them to cast, you can break the aggro.
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Doesn't work anymore. Believe me, I tried many times.
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Dec 04, 2006, 06:37 PM // 18:37
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#7
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Wilds Pathfinder
Join Date: Sep 2005
Location: Room V
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I've been chased by monk creatures while running on my ranger across an entire explorable area. When it finally caught up to me, it stopped, doing nothing. I hit it a few times, then it ran off. I'm assuming this was a bug.
Sometimes I'm able to break aggro while running, and other times I can't. I know Anet did something to monster AI, but I think it's getting ridiculous in some cases.
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Dec 04, 2006, 06:53 PM // 18:53
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#8
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Jungle Guide
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Not only is this an issue for runners, but in general, PvE'ing has become somewhat of a chore lately. In DoA over the weekend, we had two members left from our party running for what seemed like forever before a single mob left them alone...and that was due to it getting stuck on a wall.
Taking longer to break agro is fine as long as there are rules to this little game. Sprint/Dash/"Charge!" should break agro, unless of course, the mob has and uses similar skills. Otherwise, they should not be allowed to keep pace with whoever is running 25-50% faster then they are.
Keeping agro is also an issue. Once lost, agro should not be re-established until the player re-enters the mobs agro circle. The mobs running towards the player from several agro circles away is ridiculous.
If ANet wanted to "fix" the issue, they would. I believe that the AI behaves exactly as it is intended to, and it's up to us to adapt.
Woot, in before the lock.
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Dec 04, 2006, 11:39 PM // 23:39
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#9
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Lion's Arch Merchant
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I experienced this last night, in full force.
I have a Tyrian born monk I'm working on Survivor on. But I'm not just doing things the easy way, taking runs, farming etc. He was currently at 300k exp or so, ascended, had the first 15 attribute quest, and I also had most heros unlocked already for use.
Last night I put together a hero/hench team to fight my way to Copperahmmer mines from Drok's, because I wanted to do the second +15 attribute quest.
I made it all the way through Icedome without major incident. But as I was working my way through the final zone, and getting near Copperhammer mines.. I was on that long narrow stretch that has Pinesouls and Nightmares or whatever.. There is a valley to one side, and higher ridge to the other, with enemies on both, and I was being lazy and trying to sneak by some of them rather than just methodically plow my way along.
Well, long story short one of my heros aggro'd some of the dwarves in the valley while I was already fighting a pack of dwarves on the path They came charging around and up to me. I started to backtrack, knowing I was in trouble, and then I accidently aggro'd the dwarf pack up on the ridge as well. Next thing I know I'm swarmed with dwarves and running for my life and trying to avoid a team wipe.
I ended up having to run all the way back to the very beginning of the zone, having lost my whole team except for Reyna and Melonni, and still facing two Doylak masters and a couple of Summit Carvers. It took a while but I managed to keep the other two alive while they killed them (man, killing two Doylak riders is a PITA).
But then the real fun began. All the other enemies were in a long line, scattered all the way alone the path I had run back. As soon as I would move into visual range of them, they'd all come charging. This was a nightmare seeing as I was down to just three of us. I didn't want to give up and start over, I had gotten so far.. I couldn't let myself die to get the team back at a ressurect point. I had to press on.
I then spent the next hour+ working my way forward and doing every trick I knew to seperate the mobs and pull managable groups.. Slowly working my way to each corpse and reviving them. Man, it was really a nightmare.
If they had all gone back to where they started, like the used to, it would have been alot easier, that's for sure. And if they didn't charge at me from 3 radar ranges away it would have been easier too. It was very hard to break up those mobs and seperate them. And very hard to kill them with so little firepower.
But I stuck it out, and got the job done, and even went on to finish the second +15 attribute quest.
It was extremely challenging, but quite rewarding in the end. I really did think I was going to lose my title right there a few times, but I didn't want to lose the progress I had made to get that far, so I just pressed on. I would prefer the old AI, in every possible way. But I have to admit, it was possible to pull it off, with patience and hard work.
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Dec 04, 2006, 11:46 PM // 23:46
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#10
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Banned
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"It's not a bug, it's a feature!"
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Dec 05, 2006, 11:11 PM // 23:11
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#11
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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feature my a$$ (sorry, just can't bear it anymore).
the thing of mobs charging at you again beyond the aggro bubble may make sense somehow, but the thing of them never EVER breaking it doesn't.
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Dec 06, 2006, 02:07 AM // 02:07
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#12
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Lion's Arch Merchant
Join Date: May 2006
Location: Australia
Guild: Overclockers Australia [OCAU]
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Plenty of discussion in this massive thread
http://www.guildwarsguru.com/forum/s...php?t=10066996
Really hope Anet fixes this "feature" soon. It's bloody annoying -_-
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Dec 06, 2006, 05:28 AM // 05:28
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#13
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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As to the person who said they had a monk chase them, I've seen better.
I was playing my Dervish through prophecies and was on Hell's Precipeice (this weekend). I ran around the imp looking creatures to attack an Ashen Husk group that I couldn't run around. Well, my back line decided it *really* needed to wand those imps (the henchies, not heroes), proceded to ignore the flag and aggroed the whole group which was too many for me to survive. So I ran, I lost three people. That's normal, and if I leave the heroes on "aggressive" pretty mild. But then, that's been normal from the beginning and it doesn't bother me.
However, one of The Ashen Husks in the group followed my almost back to the beginning - every time I would turn and fight it would run, when I stood still it attacked, when I ran it followed. So I had to chase it back to it's spawn point and run back quite a way while everybodies health regenned, then chase it back to it's spawn point to kill it.
I can not think that was intended behavior - though it's the only time I have seen that happen. I have, quite often, seen what you described. That is very frustrating at times, especially with henchies as they get "confused" and will not stand still or quit trying to attack to regen health. Though if it is just one (and well over 50% of the time it seems the monks do it) it is an easy kill even if running from a party wipe.
On another odd enemy AI note, I took my fourth character through rescuing Koss in the last two week. On all four characters every single one of the groups of Kournan soldiers that you have to take out send their healer out first (usually as soon as I can see them on the radar). Not that I'm exactly complaining - it makes them *really* easy to kill. I just find it amusing that the spotters see me and the monks run out and try and wand me to death (unlike the rest of the monks in the game - they do not even try and kite), die, and no one else moves the whole time. They must feel their monks weren't fast enough with heals and teaching them a lesson.
AI is still buggy but it's not too bad. On average I find it helps me as much as it hurts me.
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Dec 06, 2006, 09:17 AM // 09:17
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#14
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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I also think that it's kinda funny that the mobs come at you from miles away once you start attacking the spirit they planted hours ago. Don't really see the point in that.
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Dec 06, 2006, 10:37 AM // 10:37
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#15
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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i just think its unfaiir that the mob sees you a whole radar away. if anet tough its gonna bring fun and challenge they were wrong!
nothing but frustration and urge to rage quit gw
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Dec 06, 2006, 10:44 AM // 10:44
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#16
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Grotto Attendant
Join Date: May 2005
Location: The Netherlands
Guild: Limburgse Jagers [LJ]
Profession: R/
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Quote:
Originally Posted by strcpy
On another odd enemy AI note, I took my fourth character through rescuing Koss in the last two week. On all four characters every single one of the groups of Kournan soldiers that you have to take out send their healer out first (usually as soon as I can see them on the radar). Not that I'm exactly complaining - it makes them *really* easy to kill. I just find it amusing that the spotters see me and the monks run out and try and wand me to death (unlike the rest of the monks in the game - they do not even try and kite), die, and no one else moves the whole time. They must feel their monks weren't fast enough with heals and teaching them a lesson.
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Seen them. They're like solo-monks who forgot their skills has been nerfed for weeks now
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Dec 06, 2006, 10:57 AM // 10:57
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#17
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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^^ maby they were trying to farm you! (Kourmans need gold like all the normal humans in GW!)
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Dec 06, 2006, 12:14 PM // 12:14
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#18
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Ive had this too in NF.
Usually if the agro is getting to much you just run away and they ease off and you heal.
But alot of times, you run away and your chased for ever, accross the entire map.
And it makes it worse when your running away trying to watch the guy behind you and you run right into another mob.
It needs to be fixed because it doesnt allow for healing or regen if your team is getting overwhelmed.
Plus it could just be me, but ive noticed creatures in NF really do not like Elementals. They tend to agro me before anyone else, even in a human team.
And Ive also noticed the creatures will agro the human player ALOT more then they used to in a hero and hench team.
They seem to focus in on you and no one else.
All of which didnt happen before, or not to this extent.
This i Anets idea of making a game harder because people asked them too, and the result of which is they made the game frustrating.
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Dec 06, 2006, 12:48 PM // 12:48
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#19
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Frost Gate Guardian
Join Date: Aug 2005
Profession: P/
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I've had it happen with NF and prophecies, the Rambo Healers that is. Stone Summit healers are very good example :P and margonite clerics. The most annoying ever was Dark Titan healer (titans heart) that first chased us down from miles away and started to run around in circles for a Very Long time, all melee after it - all it needed was Benny Hill theme and it would have been perfect.
Another thing, did they "buff" margonites in general?. I've been blasted for 412 invoke lightnings outside DoA, that surely smoked the little hair i had left on my necro, needless to say i was smokin'. I dont mind it though, they needed a slight buff if they got one.
Last edited by Jaceb; Dec 06, 2006 at 12:58 PM // 12:58..
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Dec 06, 2006, 12:54 PM // 12:54
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#20
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Ascalonian Squire
Join Date: Nov 2006
Location: Findlay, OH
Guild: Angels of the Silver Wind [silv]
Profession: E/Mo
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I've had the opposite happen to me with my heroes. Instead of the monsters agging me the heroes lock agg on the monsters and won't let up even after planting a flag and then trying to move on.
Happened with Olias as a MM, Meloni and Zenmai in my party as well as Stefan and Alesia. I was playing my monk. I go around a corner after we'd killed some centaur on the way to Ventari's Refuge and Olias pulls up a minion or two. I'd already started moving when the minions go after another group of Centaur that's away from the refuge and NOT the way I wanted to go. So I keep going thinking their minions, not a big deal.
Olias, Zenmai and Meloni turn away from my direction and go after the mob the minions are attacking. At this point I'm like WTF? I've never seen them do this before. So I stop where I'm at and plant the flag to get them back and they come running back. Stefan and Alesia never left my side.
As soon as I cancel the flag after i'd already started moving again, they immediately split off and went after that same group again. I just shook my head and went past the next group and into the refuge. I dind't really need to kill the groups anyway I just needed to get the refuge as a place I could travel to.
They did behave fine the rest of the night before and after that one incident, but apparently my heroes found that group of centaur particularly offensive.
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