Welcome to the Rise of Agon Community

Create an account today to engage in discussions and community events on the Rise of Agon forums.

Discussion: Patch Notes - February 14th, 2018

Discussion in 'General Discussion' started by Neilk, Feb 14, 2018.

  1. Andrew

    Andrew Eodrin
    Staff Member BPG Representative

    Joined:
    Aug 25, 2015
    Messages:
    2,046
    Likes Received:
    4,627
    This minor change is just a small test, Kilrain was just tweaking some ai values to remove some of their random running and make them more aggressive. We'll be doing more tweaks and fine tuning mobs to be better. There's a very large amount of variables and behaviors mobs have, many overlap so there's likely additional "fear" mechanics to mess with to make them more aggressive.

    Thanks for the feedback :)
     
    Collapse Signature Expand Signature
  2. Hook

    Hook Chosen of Khamset
    Legend

    Joined:
    Mar 30, 2016
    Messages:
    712
    Likes Received:
    623
    just saying, doesn't seem like anything changed with sele golems.
     
  3. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

    Joined:
    Oct 18, 2015
    Messages:
    3,797
    Likes Received:
    6,408
    Actually you accused us of not changing anything and being AV, but I wont hold that against you :)
     
    quietnoobz likes this.
  4. Hook

    Hook Chosen of Khamset
    Legend

    Joined:
    Mar 30, 2016
    Messages:
    712
    Likes Received:
    623
    and i wont hold it against you that it seems nothing really has seemed to change.
     
  5. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

    Joined:
    Oct 18, 2015
    Messages:
    3,797
    Likes Received:
    6,408
    Fair enough. Thankfully we've had reports form people farming something other than golems stating otherwise, so the change wasn't for nothing :)
     
  6. RootedOak

    RootedOak Oak Lord
    Legend

    Joined:
    Oct 29, 2015
    Messages:
    3,041
    Likes Received:
    4,086
    A good test would be to bolt down some Cairn Giants. The seemed to just run around until they died sometimes. They would occasionally stand still to throw rocks, then back to running around their spawn area. Sometimes you could 100% their HP before they attacked you.
     
    Collapse Signature Expand Signature
    Fengor likes this.
  7. Kantor

    Kantor Black Knight
    Prosperous Contributor Legend

    Joined:
    Aug 5, 2016
    Messages:
    1,263
    Likes Received:
    1,555
    Need to make siege stone area lawless. K thanks.
     
    Collapse Signature Expand Signature
  8. Billy Lee

    Billy Lee Loremaster
    Staff Member BPG Representative Lifetime

    Joined:
    May 3, 2017
    Messages:
    1,146
    Likes Received:
    1,466
    I farmed 100 recently for a title task with friends. We used about 90% melee and 10% ranged and they didn't run around aimlessly at any point. Monsters will still disengage at times but tend to stay on the attack the majority of the time.
     
    Collapse Signature Expand Signature
  9. NonFactor

    NonFactor Forest Golem
    Wealthy Affluent Legend

    Joined:
    Jan 23, 2016
    Messages:
    4,913
    Likes Received:
    3,410
    i dont think its true.
     
  10. Andrew

    Andrew Eodrin
    Staff Member BPG Representative

    Joined:
    Aug 25, 2015
    Messages:
    2,046
    Likes Received:
    4,627
    I dove into this last night to try it out first hand and asked around a lot of users and other testers, the non-stop running seems to be gone in the vast majority of cases however the "leashing" method will still result in mobs retreating back to the main area of the spawn as they should. If you are engaging at the edge of a spawn this could likely be the reason why they are retreating back as intended.

    Also from talking with Kilrain last night about this as well there still is cases where mobs will "retreat" or "reposition" and run to teammates, those are still functions that are in effect but the specific AI behaviour we tweaked had to do with mobs running endlessly "afraid" of players. We're going to do more tweaks to mobs to make them more interactive, better coordinate with the other mobs in the spawn and be more aggressive in general to make a more challenging fight. These tweaks will come into play over time squeezed into other patches.
     
    Collapse Signature Expand Signature
    Wizard of Yndor, Fengor and Billy Lee like this.
  11. Hook

    Hook Chosen of Khamset
    Legend

    Joined:
    Mar 30, 2016
    Messages:
    712
    Likes Received:
    623
    Well whatever you did, sure doesn't apply to all mobs cuz when I try to dagger down sele golems and even minoturs in the middle of thier spawn, they run around like they did pre patch.
     
    Sique likes this.
  12. Lord Zanuul

    Lord Zanuul Spellgazer
    Legend

    Joined:
    Sep 15, 2015
    Messages:
    455
    Likes Received:
    558
    I have to concur I fought a couple different mobs and the second I pull out my bow they charge me soon as I pull daggers they run like hell
     
    Collapse Signature Expand Signature
  13. Billy Lee

    Billy Lee Loremaster
    Staff Member BPG Representative Lifetime

    Joined:
    May 3, 2017
    Messages:
    1,146
    Likes Received:
    1,466
    The change we made only prevented the extremely erratic defensive mode monsters would transition to. This does not mean that monsters will not fight defensively at times, it just means that the most annoying defensive mode has been removed. In other words, it is a pretty huge improvement but this is only one step toward improving monster a.i :)
     
    Collapse Signature Expand Signature
    Oresmacker and Fengor like this.
  14. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

    Joined:
    Oct 18, 2015
    Messages:
    3,797
    Likes Received:
    6,408
    This is a specific behavior different than fear. As stated previously this is just the first step.
     
  15. Andrew

    Andrew Eodrin
    Staff Member BPG Representative

    Joined:
    Aug 25, 2015
    Messages:
    2,046
    Likes Received:
    4,627
    As Kilrain mentioned that's an intended separate behaviour meant to counter depending on the play style currently in use by the player. AV actually had some interesting and pretty tactical behaviours built into the ai but the way it uses these behaviours makes them a bit chaotic and unpredictable.

    We'll be starting to fine tune the AI with the goal of making mobs more aggressive and work more in cooperation with allies in their spawn. The goal is to make mobs more reliable and tactical in practice by removing some of the random way AI selects a behaviour and increasing the coordination of mobs so they can't be as easily broken to kill each other.
     
    Collapse Signature Expand Signature