Aller au contenu

Photo

How does the aggro work in MP?


  • Veuillez vous connecter pour répondre
58 réponses à ce sujet

#51
capn233

capn233
  • Members
  • 17 385 messages

I haven't seen Mgamerz latest version of his mod creator, but afaik all of the variables he edits with it are in the main coalesced.bin or in the various dlc.bin's, which is fine since most of those variables are set to be overridden so they could get live updates / balance changes, as you say.  This does not work for everything variable of course.  Not to take anything away from that work, the web interface for modding is much more user friendly than screwing with a bunch of bins, and it is pretty comprehensive.

 

The only person I knew of who could edit the script directly and recompile the pcc was Caratinoid, which was how the "experimental" fixes for Crusader aim delay glitch, shield recharge glitch, incendiary ammo DOT glitch, blade armor glitch were made.  Oh and the other off the top of my head was a fix for AI scaling with framerate, but there was disagreement in the group if that was something that should be fixed, and importantly where to set it.



#52
Pheabus2009

Pheabus2009
  • Members
  • 1 432 messages
Whatever the aggro mechanic is, I find a.i. in this game are generally dumb and unfun to fight.

#53
visssss

visssss
  • Members
  • 24 messages

I always pursued by demon commander, when i'm playing archer, he always choose me as the first target to hit. I don't even attack him, so yes, its very unfun to play for some easy to kill classes at this game with such mechanics.

I think all warrior tank classes and some mage classes must have more initial "threat" than others.



#54
capn233

capn233
  • Members
  • 17 385 messages

I always pursued by demon commander, when i'm playing archer, he always choose me as the first target to hit. I don't even attack him, so yes, its very unfun to play for some easy to kill classes at this game with such mechanics.

I think all warrior tank classes and some mage classes must have more initial "threat" than others.

 

One of the things I have been wondering wrt threat / aggro is the persistence of threat, decay rate, and how much is shared between groups.  For instance, many anecdotes about encountering a new group of enemies, and they run past melee to go after a DPS unit even if nobody has fired yet.  You could potentially get this behavior if threat is persistent, but appears hidden because the units ignore when set to idle.  When someone hits them or they see someone to end their idle state, they might go back to the last set of threat.

 

Animals in waves seem to result in a bunch of weird happenings.  Sometimes they don't seem to generate any reaction from the enemies, who are just idle and meandering around, even if perhaps one is engaging the animal.  But once the mob or animal detects a player, they seem to all beeline for one of the players.  Why is that?  It is because the animals rarely generate more threat than one of the players?

 

It also seems to me the enemies have the player locations before actually seeing them or detecting them.  The trickle enemies are almost always rounding corners heading for the players after they spawn.  Or if an animal actually has taken the enemies out of idle near the end of the wave, sometimes they seem to all run to attack the players and you end up having to fight all the enemies at once.

 

I don't know what specific tests were done by specific individuals, but probably to look at any class bias in threat you need to go with level 1s and look at initial encounters on the map and see which classes are preferred before any damage is dealt to enemies, any threat increasing or decreasing passives or powers are applied, etc.  Testing cursed treasure rooms this way would be difficult though since most treasure rooms aren't before any enemy encounters, but what you could do is have one guy solo the first mobs and leave 2 different classes idle in reserve, and then have them open the treasure room and see who it goes after.


  • nobodyspecial aime ceci

#55
Drasca

Drasca
  • Members
  • 2 574 messages

 But once the mob or animal detects a player, they seem to all beeline for one of the players.

 

Read my aggro rules. See line of sight + threat table..



#56
Texasmotiv

Texasmotiv
  • Members
  • 1 254 messages

All I know is that when on a Necro, everything wants to kill me and I have had to adapt my playstyle accordingly to assume I will always have aggro of all mobs when nearing a pack forcing me to play like a Guerrilla in and out of cover.


  • Drasca aime ceci

#57
capn233

capn233
  • Members
  • 17 385 messages

Read my aggro rules. See line of sight + threat table..

 

I read your post before.



#58
akots1

akots1
  • Members
  • 1 223 messages

All I know is that when on a Necro, everything wants to kill me and I have had to adapt my playstyle accordingly to assume I will always have aggro of all mobs when nearing a pack forcing me to play like a Guerrilla in and out of cover.

In perilous, are you by chance starting combat all by yourself with walking bomb and detonating it right away? I spent some time trying to get rid of this habit. It does generate huge aggro from the whole spawn, especially archers, in many cases but not always. It is possible to decrease the aggro substantially by starting with some single/fewer target spell aka winter's grasp. Then team mates are supposed to jump in and also you can FC and move towards some cover. Or, FC first and cast WB while being cloaked. It does help sometimes but extent of relief is lag-dependent. IMHO, FC is a mandatory skill on necromancer in gold. It is very difficult to survive without it especially with chain lightning-spamming keepers/AWs. At least, you can get some barrier from some keepers but you don't get anything from AWs. If, by chance, they do cast PotA, it might be a good idea to shoot WB there in the middle right away followed by FC.

 

However, some ppl have insane constitution/cunning and they don't care at all as their stats enable them to play necromancer, or any other class for that be, very aggressively. The problem is they post some videos, other ppl watch and try to copy and then complain that they get too much aggro and constantly die. It is a problem with a lot of earlier or more recent DAIMP guides/builds. I myself am a somewhat unhappy victim.

 

You might find some better examples/guides when people with high promotion do but they don't get hit. This is way more advantageous to watch and casual players can actually learn something from these types of videos. You still need a lot of experience to be able to do this properly but at least you have some examples.


  • Drasca aime ceci

#59
Drasca

Drasca
  • Members
  • 2 574 messages

In perilous, are you by chance starting combat all by yourself with walking bomb and detonating it right away? I spent some time trying to get rid of this habit.

 

Totally this. Let others grab aggro or create crowd control first, then boom in your FC / WB combo. While I am certainly capable of playing very aggressively with my stats, I was first to advocate Line of Sight Necro with the self titled "Untouchable Ice-Queen" build. . . and subsequently been told "that's not my playstyle" by casuals that are unwilling to learn to play better (and can't imagine playing without fade step or blizzard in the then cookie cutter builds, that didn't even have fadecloak).

 

Here's the truth for perilous: If you don't want to die, you need to avoid being shot by arrows. There's a lot of ways to do this, but it certainly isn't running out in the open with no cover and taking all the aggro by opening with walking bomb.

 

Learn aggro control and management, and begin to learn to control the flow of battle. You'll do better once you do.


  • akots1 et Finoderi aiment ceci