Archer/mage Ai Removal

Started by DaWarBeast, December 28, 2009, 07:32:39 PM

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DaWarBeast

This ai is bothersome as it allows monsters to defy the rules of the game. An example is when knocked down by spell or feat they may still run for miles, unlike a pc who is stuck and most likely going to die horribly in the same situation.

With the horrible path finding from the last patch attacking an archer or mage even when they're prone or dazed means you risk the AoO march of death should they defy logic and bolt off. I don't think removal of this "run away" ai would make archers less effective. Goblin Archers seem to do fine without it.

The main problem with this AI is that the archer or mage can run even in a situation where a PC cannot.

If I were to suggest an AI to replace it. I would say goblin rogue ai (when forced into melee they pull a dagger or shortsword) and give each a melee and ranged weapon.

Ebok

The run away is hot stuff imo. I like it.

DaWarBeast

Quote from: Ebok;158581The run away is hot stuff imo. I like it.

This information is invaluable. Thank you for contributing.

FleetingHeart

While I admit it may be frustrating to have certain feats bug out and not work, I have to say I love that archers and mages are smart enough to not stand there and get the poo beat out of them like retards.

Change tactics. I can think of a number of ways off hand that you could effectively shut them down and kill them with little trouble.

SkillFocuspwn

Is there no way to fix the absolutely ridiculous fact that you can't KD the enemies that need to be KDed the most? The AI is fantastic but this has always bugged me.

ExileStrife

I think having these NPCs run away is better than having them just stand there and die.  Even if it is "broken".  PC mages and archers always run away.  That's what lets them survive and act as force multipliers in the battle.  If you can disable any ranged threat by walking up to it, well, that's kind of a lame tactic.

ScruffyMcSmirkalot

Wait... am I missing something here?
 
I don't mind the fact that archers and mages run away... but how are they immune to knockdown and stuff? or what else are they immune to when they shouldn't be? Apologies for the questions... just want to get this clear >,>
 
On that note, thread hijack of the day: Have AI mages pick multiple targets. (Observatory comes to mind). Thank You.

DaWarBeast

If you knock them down they simply get up *immediately* and run while prone. Or in some cases enter hide in plain sight. Pc mages are easily made prone with feats/spells and killed Exilestrife, lots of monsters have KD and can chase but that doesn't mean pc's can jump up and run away from them!

ExileStrife

I know they are broken, but that broken factor sadly gives them the edge they need against intelligent players.  NPC AI is dumb as hell and needs little perks like this.

ScottyB

This bug is probably being treated as a feature because there's nothing we can do about it anyways.

Drakill Tannan

How about this:

Since being knocked and stunned is pretty much the same, save for the animation and the AI cheating itself out of knockdown and that inmunity to mind spells prevents stunning...

Add an option to all players who take the "Knockdown" feat, allowing them to use the regular knockdown OR a modified EFU:A version that instead stunts enemies. This changable through the player tools menu. Same check is applied, only the effect is changed.

This way, most NPCs (or some?) will become vulnerable to this effect. Maybe some will not because they will be inmune to mind affecting spells, but i'd rather have some, than none.

Thoughts?

FleetingHeart

Too much work for very little gain.

Caster13

This sort of thing gives some added value to range builds/non-melee-ers, too. It is weird, yes, but fixing it isn't worth the effort at this point, I think.

Talir

It is not an immunity. From what I understand, the AI overrides the sit down command and instead forces the archer to run a distance or for a lenght of time. I believe the archer is knocked down after running away, but cannot recall for certain right now. I am against its removal as well.

(Note, the run away function seems to be triggered before the knockdown one. The archer doesn't run away when you use knockdown on it, it runs because you are drawing near).

All these are pretty much assumptions based upon what I have seen in-game.

Drakill Tannan

Sad to hear that nut. Guess i won't pick the useless feat then.

Oh well i tried.