Significant Bug needs fixing ASAP plz

2 pages Page 1
S
Sooty
Lion's Arch Merchant
#1
I'd just like to draw attention to the problems with creatures agroing from several agro bubbles away and or not losing agro when a player is several agro bubbles away. This is mostly happening in the realm of torment. It is making it quite difficult to farm the greens there over the weekend as we cannot run away from groups we'd really rather not fight. Please note this is not lag.

An example: walk into a group of enemies, activate sprint skill, run until the 'little red dots' are two or 3 agro bubbles away. One of three things will happen...
1. They will break agro as normal and leave you alone.
2. They will hang back but if you move any closer than when you stopped moving they will attack you even if you can only just see them on the radar they are so far away.
3. They will simply not break agro at all and continue chasing with no let up.

Sorry to be a pain, I have put this in the bug thread but it's an awfully big thread and I'd like to maybe highlight this one in particular for the weekend.

Thankyou. :-)
Shanaeri Rynale
Shanaeri Rynale
Desert Nomad
#2
yeah it's pretty wild now. Watched a mindblade chase a guildie from the chaos plains all the way to the labrynth reaper - lol
C
Captain Roberts
Ascalonian Squire
#3
ya this is very anoying...but i would kind of like an "agro meter" once an enemy is in your bubble they agro to you and the meter is red. then if you run away it would slowly go down back to green, at green they are at normal agro range (danger bubble area) but before that your bubble would be bigger for that enemy. What do you think?
Maria The Princess
Maria The Princess
Forge Runner
#4
if im not mistaking it came with the new AI update
g
generik
Desert Nomad
#5
This concept of "agro" is silly anyway.

IMO it is working perfectly fine.

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.

Aggro it once and the gloves come off.

It is perfectly realistic.
M
Meta Dervish
Ascalonian Squire
#6
Lol mobs should call all 100+ of their allies on the map go help them whenever they get aggro
TheMosesPHD
TheMosesPHD
Jungle Guide
#7
Stop whining. What's wrong with higher lvl monsters chasing you all around the place? Upset that the game isn't easy? Well, I should say easier, since the game is already easy. Sorry, but it's silly to complain about being challenged at the end of the game and having to think.

One thing to note is that some mesmers have Illusion of Haste, and will chase you with it pretty much indefinitely unless you strip it off. Once you strip it off they'll be crippled until haste recharges. Also you could bring your own type of crippling such as something that puts Crippling on a foe or a mesmer slow hex.
garethporlest18
garethporlest18
Forge Runner
#8
Quote:
Originally Posted by generik
This concept of "agro" is silly anyway.

IMO it is working perfectly fine.

Do unaggrevated mobs come and hit you for no reason if you stay well out of its agro radius? No.

Aggro it once and the gloves come off.

It is perfectly realistic.
This game isn't meant to be perfectly realistic, if it was then other things would have to be changed everywhere. Such as some monsters having less brain matter than others, which isn't true they all run on one AI engine, or some monsters being slower than others, or some being faster which is already true for the faster part but some of that is also unrealistic. So your perfectly realistic statement, is out of context.

Fact is, mobs shouldn't start chasing you again once you broke aggro and left it completely, they should just be going back to their business they aren't that smart and shouldn't be.

As for Torment creatures chasing you all around over the place it's quite annoying and can hinder you greatly from accomplishing what you set out to do, since there are over 50 groups on the map that are almost so compacted together you have to play maze through them to not aggro the whole damn set. Everyone loves Rain of Terror's and their AoE higher than human damage water attacks, that always go right for hero monks and annihilate them.
S
Sooty
Lion's Arch Merchant
#9
Quote:
Originally Posted by TheMosesPHD
Stop whining. What's wrong with higher lvl monsters chasing you all around the place? Upset that the game isn't easy?...
Well thankyou for your highly developed insight there. Perhaps you should actually experience this situation for yourself before making such comments. Sincerely, I doubt this behaviour was intended. If that assumption is correct, then this is a bug, and we are simply requesting it be rectified.
Rok
Rok
Lion's Arch Merchant
#10
Quote:
Originally Posted by Sooty
Well thankyou for your highly developed insight there. Perhaps you should actually experience this situation for yourself before making such comments. Sincerely, I doubt this behaviour was intended. If that assumption is correct, then this is a bug, and we are simply requesting it be rectified.
Lmfao

I agree with Moses, mobs should never deaggro, specially in Torment. They should hunt you down and bring all the rest with them. It isn't that hard to clear the place out with a full group. If you take heroes/hench just park them somewhere out of range when you get to the boss you want.

Quit whining, the game is easy, learn to play. If you step into a high level zone all by yourself, expect to die.

*cry* mobs are chasing me and I can't farm *cry* LOL
natuxatu
natuxatu
Wilds Pathfinder
#11
I think it's more realistic how they have it. In reality, like some people, some mobs would chase you, others would spot you from further away (when you spot them why can't they spot you) and so forth.. in my opinion it makes the enemies seem more unpredictable which in return makes it seem less repetative.
garethporlest18
garethporlest18
Forge Runner
#12
Quote:
Originally Posted by natuxatu
I think it's more realistic how they have it. In reality, like some people, some mobs would chase you, others would spot you from further away (when you spot them why can't they spot you) and so forth.. in my opinion it makes the enemies seem more unpredictable which in return makes it seem less repetative.
Oh damn then we're gonna have to start making other things realistic like quest rewards and monster speed. Crap we should start doing that to the scenery as well. Oh there goes Guild Wars. I don't log on to play real life, I log on to escape it, I don't want realism. They also won't add quest rewards. Anet doesn't want people to make money.
Lord Sojar
Lord Sojar
The Fallen One
#13
I am sorry, but you IDIOTS who continue to say "Learn to Play", the game is easy, etc, are annoying. Maybe we don't want to kill EVERY SINGLE MONSTER? So, by what you are saying, we cannot break aggro and therefore cannot avoid them. What is the point of running skills again if you cannot use them to escape monsters? OH, PvP... Don't even say it. Some running skills are built for PvE. GO AWAY TROLLS.
prism2525
prism2525
Forge Runner
#14
Happens with the avicara wise in talus chute.
Clord
Clord
Wilds Pathfinder
#15
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
exiled mat
exiled mat
Krytan Explorer
#16
Quote:
Originally Posted by Sooty
I'd just like to draw attention to the problems with creatures agroing from several agro bubbles away and or not losing agro when a player is several agro bubbles away. This is mostly happening in the realm of torment. It is making it quite difficult to farm the greens there over the weekend as we cannot run away from groups we'd really rather not fight. Please note this is not lag.

An example: walk into a group of enemies, activate sprint skill, run until the 'little red dots' are two or 3 agro bubbles away. One of three things will happen...
1. They will break agro as normal and leave you alone.
2. They will hang back but if you move any closer than when you stopped moving they will attack you even if you can only just see them on the radar they are so far away.
3. They will simply not break agro at all and continue chasing with no let up.

Sorry to be a pain, I have put this in the bug thread but it's an awfully big thread and I'd like to maybe highlight this one in particular for the weekend.

Thankyou. :-)
well... that explains one thing why anet will probably refuse to fix it


but alas, the ai still needs to be tweaked i guess, because yesterday a MONK breaked from his group (he wasn't even in my agro) to try and wand me to death, not much to say my henchy's pwnd him, but his group didn't even try to back him up

And why do shiverpeak PROTECTORS follow you till the end of time? XD
whohooo, we gonna wand you to death, stupid two legs!
Marty Silverblade
Marty Silverblade
Administrator
#17
Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
Wow. So that's why there was an Avicara Guile chasing me from the top of Lornars Pass all the way down to the end. Nice to know it was supposed to happen. Lol ok Anet.
garethporlest18
garethporlest18
Forge Runner
#18
Quote:
Originally Posted by Marty Silverblade
Wow. So that's why there was an Avicara Guile chasing me from the top of Lornars Pass all the way down to the end. Nice to know it was supposed to happen. Lol ok Anet.
If they were smart, they'd break off from the spell, cause they could get annihilated if they were that far from their group. But apparently in their quest to make AI smart, they made it dumb! Hahaha.
Blind Rage
Blind Rage
Krytan Explorer
#19
That bug is barely significant compared to whenever you double click on a dark remain to salvage it you get err 010 and you get booted from the game.

Well for me at least.
n
noblepaladin
Krytan Explorer
#20
Quote:
Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.

Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.

Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
Yep, I recognize this type of behavior. It is really weird when you ressurect fairly far away and then suddenly this group runs halfway across the map to attack you. However, sometimes it makes the fight easier because the casters tend to run after you and you can pick them off before the rest of the group gets there (caster runs in to cast spell, the other enemies just stand where they were, which can be a screen or two away, after the caster "re-aggros" you, the others start charging in).