Buff the Drone... I mean the Inquisition agent
#27
Posté 19 mai 2015 - 12:18
The other Perilous scenario.
He spots you and runs towards you, then Poof! Stabby Face McStabby one shots him.
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#28
Posté 19 mai 2015 - 02:30
It's weird, but I've had it where sometimes if someone stays at the last font room we were in (whether due to being afk or otherwise), the NPC will stay by them the entire match while the rest of the group cleans the zone.
Makes it easier to protect them since they're not rushing towards the mobs, but it's a bit...... odd. I'm guessing it's a glitch, based on the description of the follow-targeting.
How so? Masika already said it's programmed to follow the closet target in range. The AI isn't going to find the leech who isn't equi-distance apart from other party members. That means you'd have to have someone fetch the AI, bring him back to the leech (as a party), one-by-one leave the leech, and then kill your way to the end of the zone without letting any enemies slip past you. That's a whole lot of trouble for a few pieces of gold. For all that you may as well knockout a few Routine matches.
OP: It's a bit of the same conundrum as with the turrets/drones on Platinum. The level is meant to be hard so players are meant play more skillfully to achieve their goals. One on the other hand, players do have a legitimate beef about familiar/pets/drones not being scaled to the difficulty.
There are some areas that need improvement:
1. The melee drone is a bubbling idiot. He fights slow. He often times gets in the way of other melee players. He also have Arcane Warrior tendencies. I assume this is all by design. On Perilous however more likely to be killed than the ranged drone.
2. The Shadowstalker quite often will kill off the drone at the very start of the objective before you're even close enough to defend him.
3. There should be more variety of these drone. Where's the mages and 2H warrior/rogues?
4. The 1H swordswordman is a ******, not even in the adorable @$$hole type of way like Javik, Dr. House or me. More dialogue would be nice. At least that way I'm not encouraged to let him die.
#29
Posté 19 mai 2015 - 02:30
The other Perilous scenario.
He spots you and runs towards you, then Poof! Stabby Face McStabby one shots him.

There are some areas that need improvement:
1. The melee drone is a bubbling idiot. He fights slow. He often times gets in the way of other melee players. He also have Arcane Warrior tendencies. I assume this is all by design. On Perilous however more likely to be killed than the ranged drone.
2. The Shadowstalker quite often will kill off the drone at the very start of the objective before you're even close enough to defend him.
3. There should be more variety of these drone. Where's the mages and 2H warrior/rogues?
4. The 1H swordswordman is a ******, not even in the adorable @$$hole type of way like Javik, Dr. House or me. More dialogue would be nice. At least that way I'm not encouraged to let him die.
And the archer one is kill stealer!
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#30
Posté 19 mai 2015 - 02:54
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#31
Posté 19 mai 2015 - 03:15
And the archer one is kill stealer!
Kill *helper*
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#32
Posté 19 mai 2015 - 03:20
Yay! More things I can shed light on:)
So, the NPC level does actually scale with the difficulty. You can probably verify this by hovering inspecting the NPC if you are in the fade. I will take a look and see if we can upgrade the NPC level slightly on perilous difficulty. I'm fairly certain I made that tweakable without need for a patch.
Earlier in production there were actually mage variations of the NPC characters, but the creature they are based on had barrier as an ability... Which meant that they became horribly unbalanced compared to the other NPC characters. Sadly there were no 2H warrior or rogue instances of these characters for me to use:(
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#33
Posté 19 mai 2015 - 03:25
He is almost always dead meat on the castle map, also the recover the scrolls is pretty tough as well. Just too many enemies and not enough cover for that map.
#34
Posté 19 mai 2015 - 03:26
I just confirmed that the values are tweakable and the NPC level ranges per difficulty are:
- Routine - 10
- Threatening - 15
- Perilous - 20
I'll bring this to the attention of Luke to see if he wants to include a perilous NPC level bump with his balance changes this weekend.
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#36
Posté 19 mai 2015 - 03:43
How so? Masika already said it's programmed to follow the closet target in range. The AI isn't going to find the leech who isn't equi-distance apart from other party members. That means you'd have to have someone fetch the AI, bring him back to the leech (as a party), one-by-one leave the leech, and then kill your way to the end of the zone without letting any enemies slip past you. That's a whole lot of trouble for a few pieces of gold. For all that you may as well knockout a few Routine matches.
I think you misunderstood what I was talking about. I meant that when the group minus the afk player(s) reaches the NPC, sometimes they target the afk player to follow instead of one of the people in the group that got to them in the first place. I've seen it happen several times, so it's not a one-time thing. As I said, I'm assuming it's a glitch.
Also, tbf, the follow-targeting for the NPC isn't really understood by most, especially those who aren't on BSN, so I doubt people would intentionally use the method you're talking about. And, like you said, the amount of effort involved isn't exactly worth the payout.
#37
Posté 19 mai 2015 - 06:24
"The gall of some--Don't you know who I am?"
Hey the first time i heard that i was expecting him to say "I'm The Juggernaut B****h"
reference:
Its the same guys that calls us menials...
#38
Posté 19 mai 2015 - 06:29
I just confirmed that the values are tweakable and the NPC level ranges per difficulty are:
- Routine - 10
- Threatening - 15
- Perilous - 20
I'll bring this to the attention of Luke to see if he wants to include a perilous NPC level bump with his balance changes this weekend.
You must!
It is not that we just ignore the guy(well.. some times we do). BUT, i have seem him die before we arrive, mostly 1 hit by a Shadow's Flurry Strike.
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#39
Posté 19 mai 2015 - 09:57
I just confirmed that the values are tweakable and the NPC level ranges per difficulty are:
- Routine - 10
- Threatening - 15
- Perilous - 20
I'll bring this to the attention of Luke to see if he wants to include a perilous NPC level bump with his balance changes this weekend.
Thank you so much guys!
Even taking it into consideration is enough, yey!
#40
Posté 19 mai 2015 - 10:22
I say code him like a foot soldier. why, with all that ninja sword shot blocking we would barely have to protect him.
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#41
Posté 19 mai 2015 - 11:58
I say code him like a foot soldier. why, with all that nija sword shot blocking we would barely have to protect him.
This presents a paradox. Never mind if the Maker could make a nug loaf so hot he couldn't eat it; if a venatori marksman fired a trollshot, could a venatori jedi block it?
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#42
Posté 20 mai 2015 - 12:33
This presents a paradox. Never mind if the Maker could make a nug loaf so hot he couldn't eat it; if a venatori marksman fired a trollshot, could a venatori jedi block it?
That would merely cause the universe to implode. Too much power colliding.
#43
Posté 20 mai 2015 - 12:36
No.
Necromancer, turn a venatori archer, archer trollshot kills jedi instantly.
#44
Posté 20 mai 2015 - 12:36
I totally agree with everyone saying dude needs a brain. He totally needs a tweak to his AI. Round 4, Perilous, Ferelden Castle. he is the biggest danger to himself. I call him Captain F*** Nuggets because he will tear off on his own and take on four Pride demons or six shadows or whatever. I wish he'd just be defensive. Whenever someone comes within a tiny radius, he defends. Instead of him going off half-cocked into battle.
#45
Posté 20 mai 2015 - 02:22
Also, when he is following someone it acts like a leash. They are free to engage anything as long as they are within the leash radius of the player they are following. The best policy to keep the NPC safe is to stay back if you are the target, and of course barrier him if possible.
I talked to Luke and we will try bumping up the general survivability on perilous for now. Any changes to the AI will need to be considered for a future patch.
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#46
Posté 20 mai 2015 - 05:38
The NPC is invincible until he comes within about 15m of the party.
Also, when he is following someone it acts like a leash. They are free to engage anything as long as they are within the leash radius of the player they are following. The best policy to keep the NPC safe is to stay back if you are the target, and of course barrier him if possible.
I talked to Lyle and we will try bumping up the general survivability on perilous for now. Any changes to the AI will need to be considered for a future patch.
It works like that on regular Perilous, from what I've seen. But I don't know if it works like that on the Ferelden Map. I've had my entire team in the alcove, with the balcony, and he's out on the stairs, fighting everyone on his own. Or maybe it's just the way the map is different with all that elevation and such. But, yeah. We'll all be grouped together, and the Captain is off being a hero til he dies.
#47
Posté 20 mai 2015 - 06:15
This might be a case of the enemies and other players actually blocking pathfinding to get behind the party. In this case I could see the AI potentially holding their ground and being "heroic".
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#48
Posté 21 mai 2015 - 05:44
And the archer one is kill stealer!
Good point. I was usually too dead from OHK Archer sniper shots to pay attention to that.
I think you misunderstood what I was talking about. I meant that when the group minus the afk player(s) reaches the NPC, sometimes they target the afk player to follow instead of one of the people in the group that got to them in the first place. I've seen it happen several times, so it's not a one-time thing. As I said, I'm assuming it's a glitch.
Also, tbf, the follow-targeting for the NPC isn't really understood by most, especially those who aren't on BSN, so I doubt people would intentionally use the method you're talking about. And, like you said, the amount of effort involved isn't exactly worth the payout.
oic what you mean. Yes I've seen that behavior as well. I've tried replicating it myself, but never could do it consistently.
Yay! More things I can shed light on:)
So, the NPC level does actually scale with the difficulty. You can probably verify this by hovering inspecting the NPC if you are in the fade. I will take a look and see if we can upgrade the NPC level slightly on perilous difficulty. I'm fairly certain I made that tweakable without need for a patch.
Earlier in production there were actually mage variations of the NPC characters, but the creature they are based on had barrier as an ability... Which meant that they became horribly unbalanced compared to the other NPC characters. Sadly there were no 2H warrior or rogue instances of these characters for me to use:(
P1: Thx for the info. I was referring to scaling to include AI behavior, not just generic buffing. When I brought up ME3MP changes I was referring to how their team changed the enemy AI to ignore drones for some units and had specific units target drones. This was to offset the player advantage that allowed them to control spawn points and enemy behavior (e.g. distracting a banshee). The problem with the changes they made to the enemy AI is that the ME3 team didn't account for changing the drone AI as well to balance it for Gold/Platinum (increasing attk damage, increasing shield regeneration, and changing the targeting priorities generally and on specific evos). On gold the drones might last 10 secs. On Plat is was somewhere around 3 (if that). This forced players into using defensive drones or drone-spamming. If you were good then you knew sweet spots on maps to place drones to increase their uptime but it wasn't by much. In other words, the melee kit needs a little more Scarecrow and a lot less Cowardly Lion. Buffing his stats would help but really he just needs to learn when to back off (And yes I saw your updated comments. I was just clarifying my statement.)
P2: They couldn't cap the NPCs mana just low enough that it couldn't cast Barrier or do MP NPCs have unlimited mana? No DW rogue or 2H warriors instances. How? What? *blank stare* What?
#49
Posté 21 mai 2015 - 06:01
There's were none to use then... but are they any variants/models you can use now?
#50
Posté 21 mai 2015 - 07:04





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