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Re: monster speeds/AI

Posted: Thu Aug 14, 2008 2:37 pm
by alatar
do not change monster AI.. theres nothing wrong with the way they are now.. i provoke all day -on foot- .. if they're too fast (lol) get a fucking horse.. end-

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 2:54 pm
by Gilgamesh
alatar wrote:do not change monster AI.. theres nothing wrong with the way they are now.. i provoke all day -on foot- .. if they're too fast (lol) get a fucking horse.. end-
Why? Cause you don't mind it? Maybe the only reason to change something here would be A) it's not accurate (THIS IS AN EXAMPLE) or B) there is a serious problem with it.

Yet again another t2a shard populated with people who aren't interested in t2a accuracy; what a treat.

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 2:56 pm
by Gilgamesh
Derrick wrote:
Gilgamesh wrote:It's not slightly fast, it's more than double the speed I remember. I am 100% sure you could outrun monsters in t2a walking, just barely outrun them. Here you must run, and even then they stay on you for a while.
A player walks faster than a skeleton runs here by at least 20%, I assure you that "double" is way more than minor exageration. Silver Serps moved at a speed not far below run speed, and slower creatures moved well befow walk speed. that is the case here in general terms. However testing some of the medium speed creatures does seem way fast.

As I stated earlier I know our monster speeds are wrong in some areas and we intend to correct them. And the AI range also.
I haven't had a chance to test them all so I suppose my sweeping generalization was not called for. However I was blown away by skeleton speed and stuff like trolls and ettins. Also one other thing, they don't start to try and get away from you when they're nearly red lined like they should.

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 3:06 pm
by Derrick
alatar wrote:do not change monster AI.. theres nothing wrong with the way they are now.. i provoke all day -on foot- .. if they're too fast (lol) get a fucking horse.. end-
Gilgamesh wrote:Why? Cause you don't mind it? Maybe the only reason to change something here would be A) it's not accurate (THIS IS AN EXAMPLE) or B) there is a serious problem with it.

Yet again another t2a shard populated with people who aren't interested in t2a accuracy; what a treat.
I will not allow this thread to turn into a flame war between those who agree and disagree. Please keep the conversation constructive and non repetitive.

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 3:27 pm
by benny-
Gilgamesh wrote: Also one other thing, they don't start to try and get away from you when they're nearly red lined like they should.
I noticed this as well...I'm of course used to newer shards and on all of them, they retreat, but I cant really remember if they did in T2A or not. Is this an error or actually accurate?

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 4:59 pm
by keuse
I agree after having fought a fair amount of mobs that they follow too long and are too easily attracted to you.
Trying to kill earth elementals near compassion wtih 10 scorpions following me is near impossible.
In t2a from what i remember monsters stayed there even when redlined.
when they updated the AI (so they didnt get stuck behind everything) at that point they did run away.

Re: monster speeds/AI

Posted: Thu Aug 14, 2008 5:18 pm
by Gilgamesh
keuse wrote:I agree after having fought a fair amount of mobs that they follow too long and are too easily attracted to you.
Trying to kill earth elementals near compassion wtih 10 scorpions following me is near impossible.
In t2a from what i remember monsters stayed there even when redlined.
when they updated the AI (so they didnt get stuck behind everything) at that point they did run away.
Could be, it's a bummer cause I've been playing on free shards which have probably been using UO:R or even post UO:R AI for the past year or more so my memory is foggy.

Re: monster speeds/AI

Posted: Tue Sep 02, 2008 2:48 am
by Artemis
-Undead mobs would NEVER retreat as they were undead an therefore fearless

-Reg mobs would try to run but so slow they were almost standing still as lower hps made any mobs attacks weaker, lesser often/or stop completely, as well as slower movement. And they would never run away with purpose they would simply randomly keep moving, an not beat a direct line path away from their attacker

-Most mobs should move at player WALKING speed at their FASTEST, only flying mobs while flying would move slightly faster. No mob ever moved anywhere close to player running speed, ever. The only fast ones I can remember would be Air elemental, poison elementals and energy vortexs. There was a time they did change Summoned Deamon movement speed, but was changed back because it was too strong. One summoned deamon attacking you used to be guarenteed death during that period as it was impossible to run away, lol.

-Mobs being fast and attacking fast augment skills like barding and make them insanely powerful. Much more powerful than they ever should be as I found out on Divinty

-Casting mobs should be casting mostly low level spells, should rarely be seeing 6th level spells out of anything but liches or blood elementals
Casting mobs should also be instantly dispelling any summoned creatures upon being attack by the summoned creatures, if they have the mana to do so

-In this era any mob in the game is vulnerable to poison. But poison should work pretty slowly and poison should be unresistable an guaranteed to land on any mob every time. But its strength varies when using 3rd level poison spell, unlike the poison you get out of blade spirits which is always greater poison

Re: monster speeds/AI

Posted: Tue Sep 02, 2008 10:18 am
by BloodyBandage
Artemis wrote:-Undead mobs would NEVER retreat as they were undead an therefore fearless
You think they coded it so all undead never retreat? I'm pretty sure you are wrong. I remember killing tons of zombies and having them run away, or even skelies when they were low hp. Granted they don't start retreating till very low hp so the next shot usually did them in. I agree about monster speed however.

Re: monster speeds/AI

Posted: Tue Sep 02, 2008 10:03 pm
by Artemis
BloodyBandage wrote:
Artemis wrote:-Undead mobs would NEVER retreat as they were undead an therefore fearless
You think they coded it so all undead never retreat? I'm pretty sure you are wrong. I remember killing tons of zombies and having them run away, or even skelies when they were low hp. Granted they don't start retreating till very low hp so the next shot usually did them in. I agree about monster speed however.
I dont remember a lich lord,lich, bone knights, ect. ever running away.
Remember the bone wall people would make in deciet? Did anyone ever have to run after the bone knights that got close to dying in order to kill them an loot them? no, there were always bone knight bodies stack so high on top of one another you had problems finding all the loot that dropped as people slaughtered them, because they never ran away when low on life.

Re: monster speeds/AI

Posted: Wed Sep 03, 2008 1:58 am
by ~|~Damaja
all you guys "remembering" AI make sure you arent screwing it up with UOR AI. If you played mostly after april 2000 then you are remembering UOR AI which was hugely different then preUOR ai. Alot of things changed with that patch on that day.

preUOR -

-Monsters stayed at same speeds no matter their hps left or if they were flying after you. Unlike here where they will pop steroids and basically double their speed until they finally reach you.
-They stopped following you if you left the 15 tile distance at which they can aggro you. At this point you lost aggro to that monster.
- They did not migrate back to their original spawn location. Once losing their target to either distance or killing them they began their normal roaming around that location.
- Casters did not machine gun cast like they do here. They seem to spam alot more lower level spells where as they should mostly cast fireballs and lightnings, mindblasts in longer delayed increments not spams. Then higher level monsters(liches etc) casted ebolts explodes and even flamestrikes.
- Casters would dispell summons but not asap. Like it is now but they should be trying the dispell spell sooner then they are atm.
- casters did not cast any beneficial spells on themselves or anyone else.
- Monsters did not pathfind more then 2 tiles. This was not changed until UOR. Monsters could step around things in their immediate way but nothing more then 3 tiles wide.
- They did not retreat. They kept coming after you until you or them were dead.
- all monsters seem to have increased speeds then t2a era monsters. Except the poison elementals, ettins and trolls seem right.

pets also had this dumb ai. It was a pain to manuever them and needed to be commanded to follow alot. This also made taking alot of pets at a time a pain as they could not pathfind very well and would get in each others way.

Please remember to remember the correct era of ai we are looking after. And it is important to have this era correct as it affects alot of other things around it.
Taming, barding, Pvp, Pvm just to name a few. Like everythign else its linked and affects alot of other tihngs you might not think of right away.

Re: monster speeds/AI

Posted: Wed Sep 03, 2008 2:35 am
by SirMeeks
From my experience, the trolls will chase you even if your 5 screens away running full speed. Just doesn't seem right.

Re: monster speeds/AI

Posted: Wed Sep 03, 2008 6:51 pm
by Gilgamesh
Artemis wrote:Casting mobs should also be instantly dispelling any summoned creatures upon being attack by the summoned creatures, if they have the mana to do so
Definitely false. Only high level mobs could dispel and I seem to remember your ability to withstand their dispelling having to do with either your magery or eval. I remember dragons could insta-dispel occasionally but also sometimes you could bang out two ev's and take them down before they dispelled either of them. I don't think daemons dispelled them at all. Balrons might dispel or might just beat them with melee, same with wyrms. I don't think blood/poison ele's or anything lower could dispel at all, or maybe they just couldn't dispel against a GM mage. Sometimes you would see their failed dispel spell, it was like blue orbs on the summon.

Re: monster speeds/AI

Posted: Wed Sep 03, 2008 7:37 pm
by Derrick
Gilgamesh wrote:Definitely false. Only high level mobs could dispel and I seem to remember your ability to withstand their dispelling having to do with either your magery or eval. I remember dragons could insta-dispel occasionally but also sometimes you could bang out two ev's and take them down before they dispelled either of them. I don't think daemons dispelled them at all. Balrons might dispel or might just beat them with melee, same with wyrms. I don't think blood/poison ele's or anything lower could dispel at all, or maybe they just couldn't dispel against a GM mage. Sometimes you would see their failed dispel spell, it was like blue orbs on the summon.
This is in line with my personal recollection as well.

Re: monster speeds/AI

Posted: Wed Sep 03, 2008 7:39 pm
by Chriswithatemper
Why not just let derrick do what he has to do to make the game playable.

I personally think that the monsters being sped up is completely acceptable. My brain is capable of receiving incoming pixels at a speed greater than 10 frames per second. I played t2a when the ai was dumber than britney spears and slower than a herd of slugs. I eventually got bored with it and quit.

if it takes speeding the monsters up to make it more of a challenge then do it.

Its not accurate and I'm not paying enough to whine. and that's just fine by me.