Nov 13, 2006, 06:36 PM // 18:36
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#181
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Banned
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Radar and aggro issues are server related. The synching is screwing up the positions for each enemy and where your team actually is. That's why sometimes you'll get aggro from varying distances or get hit by invisible enemies or can't outrun enemies the entire map.
Basically the server and client are not in synch, what you see is different than what the server sees.
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Nov 13, 2006, 06:36 PM // 18:36
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#182
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Jungle Guide
Join Date: Jun 2006
Profession: W/N
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Sid Soggybottom's Post seem to be centered around trolling. Sorry if i'm to say this. Server issues are something completely different than AI Issues and no one is mixing them up. Repeat. No one. Except Sid.
Server issues include rubber banding, connection errors, positioning malfunctions or routing problems. Strange behavior is an AI Problem, not a server problem. So please, stop spreading the nonsense that the problems with the AI are Serverproblems when in fact they aren't.
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Nov 13, 2006, 06:39 PM // 18:39
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#183
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Banned
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Quote:
Originally Posted by Amity and Truth
Sid Soggybottom's Post seem to be centered around trolling.
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Oh brother. So because I have a different opinion on what is actually going on, then suddenly Im a troll?
I love how people can't even discuss things with someone without pulling the "troll" card. Tell me exactly how I was trolling dude. I've even made several posts describing my points in detail. If you can't understand it, doesnt make me a troll. Look at yourself maybe.
Quote:
Originally Posted by Amity and Truth
Server issues include rubber banding, connection errors, positioning malfunctions or routing problems.
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And if you've read my previous posts, before you opened your big mouth, you would have seen that I DID explain why it was a server issues because of positioning malfunctions.
Last edited by Sid Soggybottom; Nov 13, 2006 at 06:43 PM // 18:43..
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Nov 13, 2006, 06:50 PM // 18:50
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#184
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Jungle Guide
Join Date: Jun 2005
Location: Texas
Guild: Purple Puzycats
Profession: R/Mo
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My experience has been, the foes run away so you can't hit them or you get over run by more then your intended to get. Like the arrgo bubble is larger then being shown, and yes hench/heros are not arrgoing others by mistake.
Then there is the fact that they chase you forever and also have quite a long range on their weapons. Much longer then normal.
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Nov 13, 2006, 07:04 PM // 19:04
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#185
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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Quote:
Originally Posted by Sid Soggybottom
Radar and aggro issues are server related. The synching is screwing up the positions for each enemy and where your team actually is. That's why sometimes you'll get aggro from varying distances or get hit by invisible enemies or can't outrun enemies the entire map.
Basically the server and client are not in synch, what you see is different than what the server sees.
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No, I unaggroed from them they didn't chase me at all. My team was dead, I was the only person running around. I broke aggro, then went about their own business. When I came back that way 10 minutes later, I got about 2 aggro circles away from the group and they came after me. Thing was it was because he was already locked on to me that when I came back he came after me again, how do you think that's a server issue? Rubberbanding I think would be a case of syncing, but not that. Because they weren't in a different spot and everything was on par, they just weren't broken off of me aggro wise completely even though they had left me alone and hardly chased me.
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Nov 13, 2006, 07:11 PM // 19:11
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#186
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Banned
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Quote:
Originally Posted by garethporlest18
how do you think that's a server issue?
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Because it seems that positioning has been screwed up. Mobs might seem closer than they actually appear. And the fact that melee weapons are hitting you from far away. As show in the post just above us:
Quote:
Originally Posted by thelessa
My experience has been, the foes run away so you can't hit them or you get over run by more then your intended to get. Like the arrgo bubble is larger then being shown, and yes hench/heros are not arrgoing others by mistake.
Then there is the fact that they chase you forever and also have quite a long range on their weapons. Much longer then normal.
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Nov 13, 2006, 07:17 PM // 19:17
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#187
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Frost Gate Guardian
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Quote:
Originally Posted by Amity and Truth
Sid Soggybottom's Post seem to be centered around trolling. Sorry if i'm to say this. Server issues are something completely different than AI Issues and no one is mixing them up. Repeat. No one. Except Sid.
Server issues include rubber banding, connection errors, positioning malfunctions or routing problems. Strange behavior is an AI Problem, not a server problem. So please, stop spreading the nonsense that the problems with the AI are Serverproblems when in fact they aren't.
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I don't know if Siggybottom is right or not, but it does look plausible that the problems are from server problems. I had the invisible enemies thing hitting me even when no one was in sight happen to me and then suddenly I'd warp back to the enemies. And aggro bubbles seem too diverse in ranges to be a set programmed A.I. thing.
So is it a server issue and is he right? I have no clue. But I don't see him as a troll. You on the other hand, come off as one yourself.
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Nov 13, 2006, 07:55 PM // 19:55
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#188
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Banned
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Quote:
Originally Posted by Sid Soggybottom
Because it seems that positioning has been screwed up. Mobs might seem closer than they actually appear. And the fact that melee weapons are hitting you from far away. As show in the post just above us:
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Agro is broken, mob returns to its normal position/patrol, you get within radar range and they re-agro, how is this a positioning issue?!? They are not closer than they appear, they've returned to their normal patrol route. This is an AI behavior issue, not a desynch issue -- especially as what I'm describing includes no symptoms of desynch (enemies hitting you from miles away, you or enemies rubberbanding, ect.).
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Nov 13, 2006, 08:05 PM // 20:05
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#189
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Jungle Guide
Join Date: Jun 2006
Profession: W/N
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Ah yes, go ahead and flame me. I don't care.
Sid Soggybottom's Posts were overly aggresive and insulting in the form of an Analogy.
Quote:
The A.I. sux!!! Change it bak!!!
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If i may quote you. And as people told you that they're not complaining about server issues but moreover about AI Issues you just got more aggresive and tried to stir up more flames. That's trolling. Downright there and quite simple.
Doesn't have anything to do with your opinion but moreover with the way you force it into this thread. Your opinion isn't even an opinion to start with. You just want to make yourself look smart and superior by attacking the bugreports of the others. Nope sorry, you're just another "gnuaaaarrr sT0p d@ wh1ning" Troll that crawls out when a point is made and brought to discussion. Yes. This analogy insult was intended.
@Childe
Doesn't matter if those things sound plausible. Positioning mistakes are not AI mistakes. People point at AI mistakes and not positioning mistakes. If a mob sees you from a larger distance, that's not a server issue. If he chases you across the whole map. It's not a server issue. If he wands you from a larger distance it's not a server issue (height difference). If enemys aggro lock on targets, it's not a server issue. If the casters start running and run for hours, it's not a server issue. AI Issues are not Server Issues.
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Nov 13, 2006, 08:08 PM // 20:08
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#190
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by Myria
Agro is broken, mob returns to its normal position/patrol, you get within radar range and they re-agro, how is this a positioning issue?!? They are not closer than they appear, they've returned to their normal patrol route. This is an AI behavior issue, not a desynch issue -- especially as what I'm describing includes no symptoms of desynch (enemies hitting you from miles away, you or enemies rubberbanding, ect.).
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I can vouch for that behavior as well. Mobs tend to be a lot more aggressive, particularly if you are running to try to res. You'll lose them and they will return to patrol and then you can be two aggro bubbles away from them and they will start to run at you. There are no desynching symptoms when this occurs, none of the texture draw in or mystery melee hits normally associated with desynch. Another clue that this isn't a desynch issue is that if given enough time, I mean like a good ten to fifteen minutes, this behavior ceases. It's almost as if they enter a heightened aggressive state when they are initially aggro'd and this state persists for a much longer time than I think they intended for it to, if they did intend for such a behavior to exist at all. That is one of the complications of AI scripting though. The more complex you make an AI the more unexpected interactions you get with the IF/THEN statements.
Last edited by Str0b0; Nov 13, 2006 at 08:13 PM // 20:13..
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Nov 13, 2006, 08:09 PM // 20:09
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#191
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Banned
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Quote:
Originally Posted by Amity and Truth
Ah yes, go ahead and flame me. I don't care.
Sid Soggybottom's Posts were overly aggresive and insulting in the form of an Analogy.
If i may quote you. And as people told you that they're not complaining about server issues but moreover about AI Issues you just got more aggresive and tried to stir up more flames. That's trolling. Downright there and quite simple.
Doesn't have anything to do with your opinion but moreover with the way you force it into this thread. Your opinion isn't even an opinion to start with. You just want to make yourself look smart and superior by attacking the bugreports of the others. Nope sorry, you're just another "gnuaaaarrr sT0p d@ wh1ning" Troll that crawls out when a point is made and brought to discussion. Yes. This analogy insult was intended.
@Childe
Doesn't matter if those things sound plausible. Positioning mistakes are not AI mistakes. People point at AI mistakes and not positioning mistakes. If a mob sees you from a larger distance, that's not a server issue. If he chases you across the whole map. It's not a server issue. If he wands you from a larger distance it's not a server issue (height difference). If enemys aggro lock on targets, it's not a server issue. If the casters start running and run for hours, it's not a server issue. AI Issues are not Server Issues.
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Funny. Your post smells more like trolling since you've only posted to flame me, whereas I was trying to make some discussion with some points.
So who is the troll here?
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Nov 13, 2006, 08:11 PM // 20:11
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#192
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Popcorn Fetish
Join Date: Dec 2005
Guild: [GODS]
Profession: Mo/Me
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Aside from all the new agro problems and playing red light green light with enemy AI while trying to rez your team. If we are going to be forced to baby sit a NPC at least they can give us a way to control them. The body blocking and invasion of toons personal space for escorting npc’s is a pain, having to run around the npc to attack another target, or them running off to attack another mob as soon as one mob is down. And I don’t see why casters have to be body blocking me when I am playing my melee character.
Flagging the position of hero’s and henchmen isn’t all that great at times I have them flagged so I can pull if I have Olias or Master of Whispers in my party I have to set them behind everyone else other wise they both run past the other flagged hero’s to attack the target I am pulling then the other follow making flagging them getting them to stay pointless.
Last is the enemy AI running off and end up aggoing the map, I don’t mind them breaking away to heal but when you have to chase them or better yet when your henchman and hero’s will not break off the purist even when you call another target, this type of pvp tactic doesn’t work well in a pve environment because you have enemy AI missing form a pvp environment. Yes a lot of people hate a part of the game they don’t play because it’s not why they play the game.
But then again these are all the same problems that have been around since Factions.
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Nov 13, 2006, 09:50 PM // 21:50
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#193
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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Quote:
Originally Posted by Sid Soggybottom
Because it seems that positioning has been screwed up. Mobs might seem closer than they actually appear. And the fact that melee weapons are hitting you from far away. As show in the post just above us:
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No I didn't get hit at all, they came to me from their area. I mean I seen them move from their area, the 2 aggro bubbles or so it was to me. They were minding their own business till I went back and they re targeted me. I was running to fast to be hit by anything but they came, they weren't actually hitting me.
Myria says it best, that's what happened.
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Nov 13, 2006, 10:31 PM // 22:31
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#194
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Pyromaniac
Join Date: Aug 2005
Profession: Mo/W
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I agree with Amity and Truth completely with both what is going on with monsters running across the map to attack you (not actually hitting you, but chasing from several aggro bubbles away) and his assessment of what Sid constantly does throughout these forums. Sid seems to have gone into troll mode again.
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Nov 13, 2006, 10:36 PM // 22:36
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#195
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Lion's Arch Merchant
Join Date: Jun 2005
Location: doa
Profession: Mo/
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Yeah, I've noticed this more aggressive aggro as well.
Used to be that only a few of the tougher areas would have AI that would be quite so aggressive in "remembering" you from a previous engagement. Mobs such as the mindblades mesmers and vengeful aatxes in UW in particular had a VERY long aggro range once you've aggro'd them once. And these are the guys you'd most often be running from due to a party wipe. Rebirthing in these areas was always fun.
But it seems like in Nightfall, almost _every_ area is a "hard" area. Most mobs will remember you attacked them long after they've gone back to their patrol patterns. I generally trust sprint to cause them to forget aggro, but these days, I'm not sure how far I have to sprint away. Maybe 2 radar ranges away, but that's rather difficult if there are still several mobs roaming the map.
Anyway, last night I was hunting ruby/diamond/sapphire djinn and their roaring ember friends.. got taken out a few times (just gotta love the way henchies group together w/ "mistrust" on them).. unfortunately the res shrine was about 2-3 aggro circles away. And as soon as we rez'd the mob would come running for us..
The only reason I was having my party rez'd at the shrine was due to their long range of aggro, since they would all come for me even when I was rebirthing about 1.5 aggros outside of their "normal aggro".. I would live, but invariably they'd take out the hench/hero I just rebirthed.. it got pretty pointless to just add to their dp.
The long aggro range doesn't bother me too much, but it can be annoying sometimes since it's unpredictable which mobs will do it, and which won't. Many of the high level insect mobs won't, but many djinn's and harpies will.
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Nov 13, 2006, 11:12 PM // 23:12
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#196
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Jungle Guide
Join Date: Jun 2005
Location: Texas
Guild: Purple Puzycats
Profession: R/Mo
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Quote:
Originally Posted by Sid Soggybottom
Because it seems that positioning has been screwed up. Mobs might seem closer than they actually appear. And the fact that melee weapons are hitting you from far away. As show in the post just above us:
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Not only that but the fact that they can cast and attack while running and doing lots of damage to you, and you can not do that to them in return.
Any casting or attacking makes you stop, thus bringing them closer to you and with them all the while attacking while you are not even in range or while they are still moving, so it seems to me.
Last edited by thelessa; Nov 13, 2006 at 11:15 PM // 23:15..
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Nov 13, 2006, 11:21 PM // 23:21
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#197
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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Quote:
Originally Posted by eloc_jcg
Lol. You should see some of them with AoE Nukes.
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lol ya, I dont remember the temple mish in kaineng. the temple guarding would have 3 to 4 "breath of fire on us", thats like 100+ dmg per second poor monks
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Nov 13, 2006, 11:43 PM // 23:43
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#198
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Banned
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Quote:
Originally Posted by YunSooJin
I agree with Amity and Truth completely with both what is going on with monsters running across the map to attack you (not actually hitting you, but chasing from several aggro bubbles away) and his assessment of what Sid constantly does throughout these forums. Sid seems to have gone into troll mode again.
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Wow. What's with you people? I disagree with some of the opinions and I'm a troll? Coming out of nowhere just to post to say that I'm a troll seems more like trolling behavior to me
Last edited by Sid Soggybottom; Nov 13, 2006 at 11:47 PM // 23:47..
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Nov 14, 2006, 12:31 AM // 00:31
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#199
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Wilds Pathfinder
Join Date: Jul 2006
Profession: W/Mo
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Last night a guildy and I went to VOG to open the sides etc for map title, once there the agro was weird. Sure lots to fight etc, nothing new there. But when he needed to res, etc.. the mobs that made recent kill would run back and keep chasing us. They were at the bottom of the valley when he approached to res using rebirth, they charged back at top speed and hovered over the dead henchies etc.. So he would retreat, they would also, then as soon as he got near the dead (half radius away) they would fly back and stop him with interupts etc..
Also he would run back to closest portal and almost have to leave and rezone efore they would break off after chasing him all over the valley. Oh and the monk boss (lil purple squirt) runs up and back all night, he never attacks just plays tag and runs away. We finally trapped him in a nook and opened up on him. Lil sucker is funny as hell but most likely a glitch.
In mineral springs the killer chickens chase you thru the portal and beyond.
Hope it helps,
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Nov 14, 2006, 03:18 AM // 03:18
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#200
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Just did a run for a guildie from pikens to LA. For the most part I had no trouble, just the usual problems for an amateur runner. However, in the area outside grendich I saw evidence of the bugs everyone is talking about.By the time I hit portals in several of those areas I had 3 or 4 mobs following me. Usually when they hit the end of the next mobs normal 'end chase' line(twice their own normal aggro) they might stop chasing me. But I could tell from the number of banishes hitting me I had much more than normal.
I came too close to dying in a place I had no business dying. I'm still betting that nightfall is being much more heavily affected than tyria or cantha, as no other section of the run(other than those two) behaved abnormally. Because they were alone in their strange behavior(even the normal zones occasionally had a lone follower trailing me) I know they were unintended glitches. But the glitches are apparently less frequent than in Nightfall.
But that's just my two cents
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