If you're working on PvE, why not focus on combat variety/AI?

You think your purge was bugged? How so, @DeaconElie ?

Thralls were 0 level nobodies, keep was flotsam, most all my benches were T1. And I got fishmen, it was like using a wrecking ball to knock down a cardboard box with mice. I’m calling it a bug, but it’s just RNG hates me.

Don’t forget that a thrall with a shield tends to bug out - it holds the shield up and doesn’t fight at all.
The only solution that worked was to knock him down with a horse - but you can’t do that in dungeon.

Otherwise, to the overall discussion .
It is interesting and I believe FC could have programmed the NPCs better , technically the NPCs in Conan have year 2000 level AI.
But I don’t think the problem is that they couldn’t make NPCs smarter. The problem is that the AI calculations are server side and we’re talking about dozens at a time in real time - the servers just can’t keep up , after all it only takes 20 people on a server (which is half the capacity) and the AI is practically shut down completely.

EDIT
It would be interesting if the thralls (at least the ones in a party) could be set to behave like they did in Dragon Age - and just like there it would depend on the level , the higher the level , the more options …

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:laughing: you had a lemurian purge? They are among the hardest. No wonder they wrecked you, @DeaconElie . It doesn’t matter your lvl. If you built in a location where it can spawn, it may very well be your first. Though luck indeed. Once, I had one of those spawning inside my base. It was chaos.

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I love the jungle beach, close to the same place I’m at on live. hate to give it up and why I’ll be glade to not opt in to the raids. But I’m still concerned about ā€œthe other waysā€ to trigger a purge/raid.

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That’s not entirely true.
They do have an AI actually, it’s just set up to do that on most enemies, but it can do other stuff too as you’ve seen in the Kurak dungeon for example where enemies turn invisible and jump in and out of combat etc.

That is a heavily scripted event, and not even the first.

And how do you think it was ā€œheavily scriptedā€? :stuck_out_tongue:

Using the same AI system that all the other NPCs have access to… that’s how.

I want you to try something. Spawn Thag somewhere in the southern desert. Now attack him. He will disappear. He did not despawn. If you go to where he normally is, there will be two of them.

I imagine similar things will happen with the Degenerate ghosts spawning, as well as the new Kurak NPCs. We first saw this when trying to spawn the Abyssal Remnant outside its environment.

When I say scripted, I mean they are heavily dependent on their environment. Is it feasible to do this with every spawn in the game… technically yes. Likely? Absolutely not. As it would take heavy consideration for each NPC you decide to move its spawn point. Each spawn point would need a unique NPC for it as well.

I would also point out that this still isn’t AI. Its a script in the literal sense, its do this, then this, then that on a timer effectively. They could use a simpler version of this, to where combos are executed in sequence. But then you have NPCs with very predictable attack patterns. They could add RNG to that… but that’s the system we already have.

That has nothing to do with that I was saying @Taemien …
Yes, some of the behavior scripts are environment dependant… obviously…

What I was saying is that ALL NPCs have access to the same AI capabilities… They don’t work the way you think they do… the AI has been replaced a long time ago and they’re using standard behavior trees

See? this is the one that 99% of NPCs have:


The framework is already there… it’s been there for a very long time now… This can be used to do pretty much anything… this is how golems farm… and kurak bosses vanish… and so on and so forth.

So there isn’t any need for some major redesign… all they have to do is make more interesting behavior trees and set some NPCs to use those, people are already doing those with modded bosses for example.

(For example the suggestions made by biggcane55 above can be made in the current game without any redesign needed… they’d just need to make a behavior tree condition that picks one of those two behaviors mentioned based on either the NPC or the enemy health… :man_shrugging: )

I hope that makes sense now.

I was working off the assumption the work hadn’t been done yet. Its good to see that it has.

Do we know when that tree was added, because this is the first time I’ve seen it.

It’s been there for a while now (throughout all of AoS), I’m not sure whether they shifted with C1 or even before that

But yes, that’s what I was trying to get across :smiley: that the framework is pretty much there, now it’s just a matter of creating some new behaviors. (Probably why they were talking about AI changes in the devstreams - I hope at least that they plan to spice things up a bit)

In any case, let’s hope for the best, it certainly opens a lot of possibilities.

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I’m feeling hopeful they do it during this age, @Xevyr . If not now, when? Right?

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