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. Iām calling it a bug, but itās just RNG hates me.
Donāt forget that a thrall with a shield tends to bug out - it holds the shield up and doesnāt fight at all.
The only solution that worked was to knock him down with a horse - but you canāt 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 donāt think the problem is that they couldnāt make NPCs smarter. The problem is that the AI calculations are server side and weāre talking about dozens at a time in real time - the servers just canāt 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 ā¦
you had a lemurian purge? They are among the hardest. No wonder they wrecked you, @DeaconElie . It doesnāt 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.
I love the jungle beach, close to the same place Iām at on live. hate to give it up and why Iāll be glade to not opt in to the raids. But Iām still concerned about āthe other waysā to trigger a purge/raid.
Thatās not entirely true.
They do have an AI actually, itās just set up to do that on most enemies, but it can do other stuff too as youāve 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 āheavily scriptedā?
Using the same AI system that all the other NPCs have access to⦠thatās 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 isnāt 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 thatās the system we already have.
That has nothing to do with that I was saying @Taemien ā¦
Yes, some of the behavior scripts are environment dependant⦠obviouslyā¦
What I was saying is that ALL NPCs have access to the same AI capabilities⦠They donāt work the way you think they do⦠the AI has been replaced a long time ago and theyāre using standard behavior trees
See? this is the one that 99% of NPCs have:
The framework is already there⦠itās 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 isnāt 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⦠theyād 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⦠)
I hope that makes sense now.
I was working off the assumption the work hadnāt been done yet. Its good to see that it has.
Do we know when that tree was added, because this is the first time Iāve seen it.
Itās been there for a while now (throughout all of AoS), Iām not sure whether they shifted with C1 or even before that
But yes, thatās what I was trying to get across that the framework is pretty much there, now itās 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, letās hope for the best, it certainly opens a lot of possibilities.
Iām feeling hopeful they do it during this age, @Xevyr . If not now, when? Right?
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