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View Full Version : Game Mechanics: NPC pathing after being disengaged


titanshub
09-05-2016, 09:56 AM
Currently after the latest patch NPC's are spinning 360 degrees around at each point along their path back to their original engagement point. I can only confirm this is happening in Kael. Because they never present their back for more than a split second, it has become nearly impossible for a monk to split mobs apart using traditional methods.

They do however spin in unison like ballerinas and it does indeed look quite humorous.

Menien
09-05-2016, 02:40 PM
Confirmed in HS.

getsome
09-05-2016, 03:30 PM
Confirmed in Hate

Snackies
09-05-2016, 04:42 PM
Observed this behavior in Temple of Veeshan as well

qualia
09-05-2016, 04:58 PM
Observed this behavior in Temple of Veeshan as well

mobs literally moonwalking

Raev
09-05-2016, 09:38 PM
It's something to do with Haynar's fixes most likely. In Chardok stuff was going back to their bind points but not actually memblurring if that helps.

Legday
09-05-2016, 11:44 PM
It's something to do with Haynar's fixes most likely. In Chardok stuff was going back to their bind points but not actually memblurring if that helps.

Can confirm in DL: 2 mobs were spinning/moonwalking back to their spawn points after I FD'd them. When I stood after they had been reset on their spawn points for 20-30 seconds & WELL out of agro range (estimated 200-250 range), they ran back to me. They were still within my clip plane so I could see they were reset facing their normal direction.

With sneak, they seem to memblur, but sneak shouldn't be necessary.

Notaa
09-06-2016, 11:57 AM
Mobs warping / moonwalking / spinning while resetting and remembering FDer after returning to spawn point with sneak on and off. Very sad monk. How is this thread not blowing up?!

qualia
09-06-2016, 12:02 PM
mobs literally moonwalking

happening in SG as well, but more like an electric slide

nyclin
09-06-2016, 12:08 PM
Happening in COM as well

Doctor Jeff
09-06-2016, 12:28 PM
Seeing lots of warping, makes it a pain in the arse to split.

vincenzo
09-06-2016, 01:27 PM
Observed this behavior this morning in Lower Guk. NPC's are 'warping' backwards and spinning randomly instead of turning around and walking back to their engagement point, as is normal behavior.

Llandris
09-06-2016, 01:36 PM
This is currently being looked into by the Devs

xKoopa
09-06-2016, 01:53 PM
I like how when i started playing p99 the pathing was fine, then they broke it all

Now it seems they broke it even worse?

Raev
09-06-2016, 03:35 PM
This is currently being looked into by the Devs

Great!

Also, I realize that software testing is not anyone's idea of a good time and that since we are freeloaders, the least we can do is help test and debug the code. So I don't want to seem too ungrateful. But every time I see 'Haynar: fixed pathing' I wince in the certain knowledge that he broke something else, and usually not some edge case either. Pathing is complicated, theoretical, and generally tough to get right, so as a fellow software developer I am sympathetic, but many of these problems would have been uncovered by 5 minutes of smoke testing (4:30 of which would be booting up the server and logging in).

qualia
09-06-2016, 03:42 PM
Great!

Also, I realize that software testing is not anyone's idea of a good time and that since we are freeloaders, the least we can do is help test and debug the code. So I don't want to seem too ungrateful. But every time I see 'Haynar: fixed pathing' I wince in the certain knowledge that he broke something else, and usually not some edge case either. Pathing is complicated, theoretical, and generally tough to get right, so as a fellow software developer I am sympathetic, but many of these problems would have been uncovered by 5 minutes of smoke testing (4:30 of which would be booting up the server and logging in).

Think you're the smoke test bud

Raev
09-06-2016, 03:46 PM
Maybe you should read my post again?

Man0warr
09-06-2016, 04:42 PM
99% of Haynar changes are bugged out of the gate. Sounds like they go straight from his development environment to Live, with no staging server in between. Either that or the staging server is faulty if it shows his changes as working.

fash
09-06-2016, 05:00 PM
many of these problems would have been uncovered by 5 minutes of smoke testing

also consider a public test server with some benefits to encourage testing e.g. insta-leveling, free gear

nyclin
09-06-2016, 05:27 PM
also consider a public test server

This would be a fantastic idea for the server. Getting input on new changes would be as easy as posting "Hey guys, log on the PTS to check out these new updates"

We have enough IT nerds on P99 that finding quality testers should not be a problem.

nilbog
09-06-2016, 09:44 PM
I believe Haynar has a fix ready to go for this. Just needs an update.

thebutthat
09-06-2016, 09:47 PM
also aggro is not dropping after FDs. Seems to be 100% of the time. Tried with OT undead foreman and in HS.

delfi
09-06-2016, 11:16 PM
Lzo in seb isn't membluring even after returning to static positions...I just have to keep standing and flopping until FD memblur triggers.

This moonwalking is only occurring on static mobs. Seems like it might be the change which forces their orientation to return to original position after being hailed, they seem to first adjust their orientation then start gliding back to spawn point.

titanshub
09-07-2016, 02:24 AM
Lzo in seb isn't membluring even after returning to static positions...I just have to keep standing and flopping until FD memblur triggers.

This moonwalking is only occurring on static mobs. Seems like it might be the change which forces their orientation to return to original position after being hailed, they seem to first adjust their orientation then start gliding back to spawn point.

After further playing in Kael, I have noticed this behavior in the arena. Static NPC's spin and moonwalk while pathing NPC's behave normally.

Rygar
09-07-2016, 08:50 AM
I believe Haynar has a fix ready to go for this. Just needs an update.

Awesome, can't wait! Last night hammered out of the Hole to resupply, then breaking back in was impossible to pass the 9 mobs guarding entrance, FD wasn't mem blurring at all. Hope this fix is implemented by tonight.

Mizard
09-08-2016, 07:33 AM
Last night in Kael none of the mobs would forget aggro from our monks after they successfully FD. I confirmed this on my chanter using memory blur in KC. We always have to /q while FD, zone out or die to clear aggro. Unfortunately we have cancelled all of our raids until the aggro issue is fixed, since zones that involve splitting are extremely difficult now.

Tingowingo
09-08-2016, 12:36 PM
Pulling in Hate yesterday did not affect the ability to split mobs in regards to the mobs losing aggro or being blurred. The only issue was the positioning since the pathing up there is already atrocious.

delfi
09-08-2016, 01:38 PM
Last night in Kael none of the mobs would forget aggro from our monks after they successfully FD. I confirmed this on my chanter using memory blur in KC. We always have to /q while FD, zone out or die to clear aggro. Unfortunately we have cancelled all of our raids until the aggro issue is fixed, since zones that involve splitting are extremely difficult now.

Cancelling all raids is a bit extreme, your monks should be able to figure out places like kael np even with annoying issues. Though I admit, I'd never want to do hate with this crap happening.

Menien
09-08-2016, 05:18 PM
Its possible just more difficult. have 1 monk train mobs in one direction and another rogue/monk sneak tag one of them as they run. training monk flops and single comes off. Its not ideal but it works (in large enough spaces)

titanshub
09-08-2016, 05:21 PM
Its possible just more difficult. have 1 monk train mobs in one direction and another rogue/monk sneak tag one of them as they run. training monk flops and single comes off. Its not ideal but it works (in large enough spaces)

Does the monk just /q out then? I can't seem to lose aggro. 20+ minutes of the/sneak/stand to just get things to disengage.

Menien
09-08-2016, 05:26 PM
Still a remote chance the memblur works but for the most part /q is the safest way.

snots
09-08-2016, 08:30 PM
The dancing/rotation the mobs do is more than just a graphical artefact. They indeed turn indifferently/scowl/indifferently/scowl if you spam consider them (with sneak on) as they're dancing. Timing is everything. And it's extremely unreliable. But it works.

paroxysmal
09-08-2016, 09:39 PM
yea this is majorly broken at the moment. literally unless you want to brute force your way through every encounter you could do it, but if you are trying to get monk tags its about impossible.

Lojik
09-08-2016, 10:30 PM
Anytime there is a z axis change it seems mobs have a tendency to do a straight line float back to their spawn (at least in hate.) Brought new meaning to moonwalk lol

pogs4ever
09-09-2016, 02:48 AM
my bard is loving pulling duties!

Tarskin
09-09-2016, 09:31 AM
I have also noticed weird behaviour (in MM), with some mobs pathing back normally and some mobs doing short distance teleports (while facing the other way) on the way back to their spawn point.

Furhtermore, the guards outside of the piano room would for some reason run into the piano room and bring all werewolves/dancers as well, which was a bit surprising.

Gain
09-09-2016, 02:35 PM
So last night I was on my necro doing BG's root/rotting. Went to split up 2 on one of the roof pillars. I used screaming Touch on one and swam to the back of the building (towards the sarnak fort). Was having problems rooting the BG I didn't st and had to fd it off. Screaming Touch wore off the 1st BG while I was FD. 2nd BG started to path back so I stood and rooted it, then the 1st BG added. Aggro is definitely not working correctly.

Tasslehofp99
09-09-2016, 08:51 PM
On top of the wonky pathing bug, I noticed:

Mobs in seb last night refused to mem-blur, even after FD'ing and allowing them to return to their static spawn points. Sneak wasn't working as it normally would as well.

Menien
09-09-2016, 09:08 PM
From what I've found mobs will forget you if you sneak/FD behind them in their natural state at spawn. They won't memblur if you FD in their view from their spawn.

Jhaerik
09-10-2016, 12:18 PM
Mobs warping / moonwalking / spinning while resetting and remembering FDer after returning to spawn point with sneak on and off. Very sad monk. How is this thread not blowing up?!

Because the 65% of the server not playing a monk most likely HATE monks and are enjoying the LoL. Seriously I have more deaths attributed to monks not in my party than my own/my parties personal mistakes. Let'em rot for all I care. That's what Lull is for.

Jhaerik
09-10-2016, 12:20 PM
This would be a fantastic idea for the server. Getting input on new changes would be as easy as posting "Hey guys, log on the PTS to check out these new updates"

We have enough IT nerds on P99 that finding quality testers should not be a problem.

I'd just use it to screw around on and skip having to level.

Menien
09-10-2016, 06:37 PM
this bug seems to have been fixed with the update & server reset last night

titanshub
09-12-2016, 01:30 AM
this bug seems to have been fixed with the update & server reset last night

I agree seems to be fixed!

Rygar
09-13-2016, 09:50 AM
Agree this seems to be fixed. Please move this thread to resolved. (Assuming if more specific problems pop up, a new thread can give specifics)