AI improvements/shoving feedback
Posted: Sun Dec 23, 2012 11:37 am
In RC1, several changes were made to AI elements. Most of these seem fairly minor and benign, but one stands out.
Namely, target passing. As near as I can tell, every single enemy can pass, to every other enemy within a certain(ten square?) radius, your current location. And then that enemy can pass to another enemy within the same radius, and so on. (I think. I have not looked at the code here-this is my guess based on observation.)
I think this was restricted to elites before? I'm not sure, not having looked at the code-I am working based on gameplay based observation(which, I feel, is the more important part of this).
The net result of this has been, in my observation, a massive upping of the earlygame difficulty for physical classes in certain areas. To a lesser degree, Kor'pul and Norgos, which tend to have pits of enemies and fairly decent quantities of enemies. To a much greater degree, Trollmire, which has large quantities of enemies in a fairly open area.
With my recent Bulwark (http://te4.org/characters/10195/tome/53 ... 2ba9725d5a )-the first character I've seriously ran since these changes-I have literally seen 75% or so of Trollmire greet me at the door of Trollmire 2. This is perhaps a little ridiculous for a massively open starting area. I somehow doubt I've seen the most extreme end of this.
With later areas, the biggest effect seems to be in Dreadfell-an area that probably didn't need an upgrade, and certainly didn't need it in the way it has gotten it. I'm not sure if this is an element of target passing or just AI changes, but currently, any enemy seems to be able to open a door out of one of the large pit areas (That is, the big boxes solidly packed of enemies, of random size rectangular/square shapes) and path to you. The dungeon was kinda not designed for this, and I really am glad that said current character got a soft draw for Dreadfell 9. I have seen 6x6 pits on that floor-that's not really a reasonable thing to deal with while also killing the rest of the floor's enemies and fighting Master.
This is mostly punishing physical classes-classes which had some of the weakest early gameplay, often. There's also some oddities with enemies intelligently passing info to enemies around multiple corners, to an enemy behind you, creating situations where you get sandwiched in a hallway-again, not really something that the game was designed well for.
This is being currently compounded by shoving, which basically takes the effect and triples the impact-now, chokepoints in Trollmire essentially can't exist. I'm also not sure I see what it's gaining the game-tactical decisions are the exact same, they just make your tactical options at a given time worse. The net result for me is that I just teleport more...and let the overly zealous pathing find me in a better spot.
Now, I'm a pretty good player, I like to think, and as I said, I'm running a Bulwark-one with spectacular equipment luck. I haven't had any deaths...yet, though I had some close calls that were in fact mostly due to the new, more aggressive AI compounding a few close calls(There were times in Dark Crypt I could not shake the entire floor from chasing me, due to the highly packed enemy density combined with the small area, and in Tempest Peak Urkis used the target passing to know where I was before he could see me, then sat in normal range and intelligently sniped me from outside of lite radius.).
So, this is mostly theoretical on my part, right now. I can't point to a spot I'm sure would have killed X character, but I can't say I find either effect positive at all, right now, and I'm afraid it's a step backwards for physical class/magical class balance, which was pretty much good before this. It makes beginner areas more dangerous to new players and makes it harder to get more odd or poor-in-the-earlygame builds going.
But again, this is mostly theoretical for me. Therefore, I'm curious if anyone else has noticed the same problem. I think I saw supermini mentioning not enjoying the effect(not sure, though, don't want to put words in anyone's mouth) and I've seen a couple of friends of mine unhappy with it-that seems like enough to want to open a dialogue about it.
tl;dr-Have you been getting swarmed to death lately, in RC1/2? Or have you been getting swarmed and cutting through them and enjoy the effect? Because you've probably been getting swarmed.
Namely, target passing. As near as I can tell, every single enemy can pass, to every other enemy within a certain(ten square?) radius, your current location. And then that enemy can pass to another enemy within the same radius, and so on. (I think. I have not looked at the code here-this is my guess based on observation.)
I think this was restricted to elites before? I'm not sure, not having looked at the code-I am working based on gameplay based observation(which, I feel, is the more important part of this).
The net result of this has been, in my observation, a massive upping of the earlygame difficulty for physical classes in certain areas. To a lesser degree, Kor'pul and Norgos, which tend to have pits of enemies and fairly decent quantities of enemies. To a much greater degree, Trollmire, which has large quantities of enemies in a fairly open area.
With my recent Bulwark (http://te4.org/characters/10195/tome/53 ... 2ba9725d5a )-the first character I've seriously ran since these changes-I have literally seen 75% or so of Trollmire greet me at the door of Trollmire 2. This is perhaps a little ridiculous for a massively open starting area. I somehow doubt I've seen the most extreme end of this.
With later areas, the biggest effect seems to be in Dreadfell-an area that probably didn't need an upgrade, and certainly didn't need it in the way it has gotten it. I'm not sure if this is an element of target passing or just AI changes, but currently, any enemy seems to be able to open a door out of one of the large pit areas (That is, the big boxes solidly packed of enemies, of random size rectangular/square shapes) and path to you. The dungeon was kinda not designed for this, and I really am glad that said current character got a soft draw for Dreadfell 9. I have seen 6x6 pits on that floor-that's not really a reasonable thing to deal with while also killing the rest of the floor's enemies and fighting Master.
This is mostly punishing physical classes-classes which had some of the weakest early gameplay, often. There's also some oddities with enemies intelligently passing info to enemies around multiple corners, to an enemy behind you, creating situations where you get sandwiched in a hallway-again, not really something that the game was designed well for.
This is being currently compounded by shoving, which basically takes the effect and triples the impact-now, chokepoints in Trollmire essentially can't exist. I'm also not sure I see what it's gaining the game-tactical decisions are the exact same, they just make your tactical options at a given time worse. The net result for me is that I just teleport more...and let the overly zealous pathing find me in a better spot.
Now, I'm a pretty good player, I like to think, and as I said, I'm running a Bulwark-one with spectacular equipment luck. I haven't had any deaths...yet, though I had some close calls that were in fact mostly due to the new, more aggressive AI compounding a few close calls(There were times in Dark Crypt I could not shake the entire floor from chasing me, due to the highly packed enemy density combined with the small area, and in Tempest Peak Urkis used the target passing to know where I was before he could see me, then sat in normal range and intelligently sniped me from outside of lite radius.).
So, this is mostly theoretical on my part, right now. I can't point to a spot I'm sure would have killed X character, but I can't say I find either effect positive at all, right now, and I'm afraid it's a step backwards for physical class/magical class balance, which was pretty much good before this. It makes beginner areas more dangerous to new players and makes it harder to get more odd or poor-in-the-earlygame builds going.
But again, this is mostly theoretical for me. Therefore, I'm curious if anyone else has noticed the same problem. I think I saw supermini mentioning not enjoying the effect(not sure, though, don't want to put words in anyone's mouth) and I've seen a couple of friends of mine unhappy with it-that seems like enough to want to open a dialogue about it.
tl;dr-Have you been getting swarmed to death lately, in RC1/2? Or have you been getting swarmed and cutting through them and enjoy the effect? Because you've probably been getting swarmed.