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Public Test Server Discussion » Chunk #1: Control Improvements & AI Changes View all threads
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Crickette
Community Goddess
Posts: 217
Chunk #1: Control Improvements & AI Changes
#32846 - 08/21/07 03:08 PM

Please place all feedback regarding Control Improvements and AI changes in this thread.

PLEASE TEST BEFORE YOU POST!

PTS Patch Notes:

Control Improvements

We have totally reworked our movement system to eliminate the persistent movement-lag that you have been experiencing. This change makes movement immediately responsive.

We’ve also modified how the game interprets using a skill when holding down a keyboard movement key. For example, in the last build, holding down “W” while trying to use a skill like Butcher would immediately interrupt the skill use. The game no longer does this. Your character will happily use a skill as directed and then go back to normal movement afterwards. If you want to interrupt your skill you’ll have to click the movement key again.

We’ve totally reworked the mouse-picking code in this build. This will allow you to more easily target monsters, players and items in the game world.

AI Changes

Several adjustments to monster AI have been made. Most notable is a bug fix that caused monsters to stupidly walk on top of the player in some cases.

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"Always keep your words soft and sweet in case you have to eat them"

Crickette
Dungeon Runners Community Manager



RusKrieger
Armchair Warrior
Posts: 48
Re: Chunk #1: Control Improvements & AI Changes
#32872 - 08/21/07 05:15 PM

I noticed on the PTS, that if I used the A/D keys to rotate, the view would rotate sporadically with the character turning now and then to face a new (seemingly random) direction. It makes movement done by click + turn keys very awkward (for me at least). The current Live build doesn't do this, on Live when you use A/D + mouse click movement the camera just swivels in the direction you specify.


Ripper_McGee
Veteran
Posts: 1,080
Re: Chunk #1: Control Improvements & AI Changes
#32914 - 08/21/07 10:41 PM

Control - love it! Pathing continues to be an issue, however. It's easy to get hung up on objects, visible or not.

AI- mobs are harder to herd, which is probably a good thing.

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~Ripper

Complainers of the World Unite

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UlrichWolfsbane
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Sinner666
New Kid
Posts: 6
Re: Chunk #1: Control Improvements & AI Changes
#32918 - 08/21/07 11:02 PM

I LOOOOOVE the new instant reponse for WASD movement. Makes it A LOT easier to get around now.

AI - Deffinetly more alert. Only thing I'm seeing is mobs just up and running to another mob. This happens a lot with ranged mobs. They just up and run to the next mob hence aggro'ing hence there are now TWO mobs to deal with. But thats only before ANOTHER ranged monster runs off to ANOTHER mob and brings that to the party. It may sound great but really its just endlessly frustrating and causing me to use massive amounts of pots due to the sheer overpowering swell of creatures.


JoeB1978
Veteran
Posts: 708
Re: Chunk #1: Control Improvements & AI Changes
#32921 - 08/21/07 11:27 PM

Not to sure about the new Aggro. I find that I have to draw a mob and pull them back all the time. Seems to keep multiple groups from coming at once or at least on top of each other. This can be especially hard on extreme or insane. Interested to hear if these changes were by design or flaw.

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JoeB - Level 100 - Confused about my professional orientation - FINALLY
Mearlin - Level 29 - Mage

Dungeon Runners Map Build 0.91-JoeB1978



Ripper_McGee
Veteran
Posts: 1,080
Re: Chunk #1: Control Improvements & AI Changes [Re: #32921]
#32925 - 08/21/07 11:41 PM

I like the new AI, personally. I ran Ulrich as a lvl 75 mage through 3 levels of the new dungeon on normal and had a blast! It was more challenging than before, but not too difficult. I can see how a level 75 running this dungeon on Extreme or Insane might take a long time and several levels to get through it. That's a good thing, IMO!

--------------------
~Ripper

Complainers of the World Unite

NOT Ripper in game...
NOT McGee in game...
NOT TheRipper in game...

UlrichWolfsbane
UberAlice
MedievalKnievel

/sigh



Tetness
Actual Hawk
Posts: 231
Re: Chunk #1: Control Improvements & AI Changes [Re: #32925]
#32928 - 08/22/07 12:05 AM

I gotta agree about the aggro thing. I found myself fighting off up to three groups at a time. Burned through 20 pots lickety split in one fight in Embercore 2. Am normally able to just pull one group but now it seems that the aggro sensitivity was increased.

Was this intentional?

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I was young and needed the experience points.



GreatWhite
Armchair Warrior
Posts: 35
Re: Chunk #1: Control Improvements & AI Changes
#32931 - 08/22/07 12:20 AM

Ran into quite a few areas, that when I clicked ahead of the toon, it would act like it was up against a rock wall and would slide to onside or another till I clicked on a different area. Then it would be able to move normally again.

Glenn


kiraliaa
New Kid
Posts: 7
Re: Chunk #1: Control Improvements & AI Changes [Re: #32931]
#32941 - 08/22/07 01:52 AM

Yeah I'm finding the running into invisible walls thing too, my toon ends up running on the spot lol.


sirwilliam
New Kid
Posts: 5
Re: Chunk #1: Control Improvements & AI Changes
#32996 - 08/22/07 11:49 AM

The new AI needs serious twinking mobs I'm engaged with will run out and back in making it very hard as a fighter to keep attacking the same mob. This happens no matter how low its health is I've had it do it on the first hit and I've had it do it on the next to last hit. Ranged mobs tend to run into the next group of mobs pulling more than one group. This gets frustrating when your working on the mystics or shamans and you've got 3 in this group and then the second group aggros another 3 join in. Its really difficult to kill a mob with 6 shaman healing everything you damage. This needs a serious overhaul. Thanks


Balomar
Rabbit Puncher
Posts: 99
Re: Chunk #1: Control Improvements & AI Changes [Re: #32996]
#33009 - 08/22/07 01:36 PM

Quote:

The new AI needs serious twinking mobs I'm engaged with will run out and back in making it very hard as a fighter to keep attacking the same mob. This happens no matter how low its health is I've had it do it on the first hit and I've had it do it on the next to last hit. Ranged mobs tend to run into the next group of mobs pulling more than one group. This gets frustrating when your working on the mystics or shamans and you've got 3 in this group and then the second group aggros another 3 join in. Its really difficult to kill a mob with 6 shaman healing everything you damage. This needs a serious overhaul. Thanks




Ah yes. The life of a warrior.


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Balomar - Level 100 Warrior (build 53)



Balomar
Rabbit Puncher
Posts: 99
Re: Chunk #1: Control Improvements & AI Changes [Re: #32921]
#33012 - 08/22/07 02:24 PM

Quote:

Not to sure about the new Aggro. I find that I have to draw a mob and pull them back all the time. Seems to keep multiple groups from coming at once or at least on top of each other. This can be especially hard on extreme or insane. Interested to hear if these changes were by design or flaw.




"We’re surrounded. That simplifies our problem of getting to these people and killing them." --- Lieutenant General Lewis "Chesty" Burwell Puller USMC

Ya I can see how it can be tough on extreme or insane. I'm thinking it's by design since I've heard people in-game say that the game was "too easy" and "boring" from time to time.


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Balomar - Level 100 Warrior (build 53)



bogey
Actual Hawk
Posts: 276
Re: Chunk #1: Control Improvements & AI Changes [Re: #32941]
#33057 - 08/22/07 07:46 PM

Quote:

Yeah I'm finding the running into invisible walls thing too, my toon ends up running on the spot lol.




got that in the new base camp area myself... haven't really had much time to play. hopefully tonite/tomorrow.

Gary


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Bogey ~ Lvl You Win and a Warrior again!!!

We are all one race.... Human

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Octarin
New Kid
Posts: 8
Re: Chunk #1: Control Improvements & AI Changes [Re: #32996]
#33145 - 08/23/07 10:27 AM

Quote:

The new AI needs serious twinking mobs I'm engaged with will run out and back in making it very hard as a fighter to keep attacking the same mob. This happens no matter how low its health is I've had it do it on the first hit and I've had it do it on the next to last hit. Ranged mobs tend to run into the next group of mobs pulling more than one group. This gets frustrating when your working on the mystics or shamans and you've got 3 in this group and then the second group aggros another 3 join in. Its really difficult to kill a mob with 6 shaman healing everything you damage. This needs a serious overhaul. Thanks




Although as a fighter I agree with you completely, especially when it comes to mobs that summon a horde around them (see Sissirat), I believe that this is where strategy comes in in games like this. If things were always going our way there wouldn't be any challenge. I have managed to pull 3 groups with combined casters-scouts-fighters and I realise how challenging that is. But I don't agree that it should be changed. If you can't find a way around it, then play another class, it might suit your playing style better (I don't mean this offensively).

I do believe the new movement handling will make things alot easier. I have been farming Sissirat and the problem with the old way is that sometimes the character freezes on the spot, even though you may have your intended target targeted and the movement button pressed, and at other times the character can't move through the throng of broodlings. I am anxious to try this with the new controls and see if there's a difference (tonight most probably).


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~~ Esgareth, Fighter ~~



Asiri
New Kid
Posts: 6
Re: Chunk #1: Control Improvements & AI Changes
#33209 - 08/23/07 05:18 PM

Control seems to be improved though I for some reasong wasn't getting much latency on the WASD controls before (I turn off click to move).

One thing I've noticed is it can be hard to target a mob when near a portal (if the portal is near the camera/behind the character) as I'll mouse over them and still have the hand icon not the sword icon. Turning the camera so the portal isn't overlapping/behind it helps.

Also I noticeda new hitching at portals when entering them. My character stops a few feet away for a couple seconds then moves forward and I get the load screen. Seems most noticable at the entrance to Algernon.

Only AI annoyance I've seen is with the pukers always running away to try to stay in ranged distance so they never attack but I can end up chasing them through 3-4 rooms especially if they're named so have a lot of health.


Cakewalk
New Kid
Posts: 1
Re: Chunk #1: Control Improvements & AI Changes
#33326 - 08/24/07 10:19 PM

I was trying to wrestle the control scheme to suite my play style for PVP today, and I noticed that Shift (and Ctrl too, I think) are only there to let you bind multiple actions to the same key. What I really wanted to do, though, was bind Mouse Look to Left Shift. I asked Stephen if there really was a demand for the ability to bind multiple actions to the same key in that manner, and he said not really.

So... I think players should be able to bind actions to those keys (Shift and Ctrl), and not just use them for multiple-action binding.

Does anyone else agree or disagree?


Asiri
New Kid
Re: Chunk #1: Control Improvements & AI Changes
#33507 - 08/27/07 06:32 PM

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