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[Winter] Changes to NPC AI

First post
Author
Mara Rinn
Cosmic Goo Convertor
#101 - 2012-09-25 22:24:26 UTC  |  Edited by: Mara Rinn
Will NPCs be using real weapons, instead of torpedoes with 180km range?

and … Duality client for Macs?
Pak Narhoo
Splinter Foundation
#102 - 2012-09-26 12:44:26 UTC
Acac Sunflyier wrote:
....and they don't move. So if you're 1km outside scoop range they'll die.


Wrong, they do move, albeit very slowly, that means you A: only deploy them when your speed is 0 an B: you keep a constant eye on them, or a repper.
Rengerel en Distel
#103 - 2012-09-26 19:16:38 UTC
Pak Narhoo wrote:
Acac Sunflyier wrote:
....and they don't move. So if you're 1km outside scoop range they'll die.


Wrong, they do move, albeit very slowly, that means you A: only deploy them when your speed is 0 an B: you keep a constant eye on them, or a repper.


Pretty sure they don't move, they don't even list a speed on their info. Overall though, I'd think sentries would be the easiest of the drones to use with the changes, as you're more likely to be near them to recall them.

With the increase in shiptoasting, the Report timer needs to be shortened.

Adigard
RubberDuckies
#104 - 2012-09-26 22:41:04 UTC
Rengerel en Distel wrote:
Pak Narhoo wrote:
Acac Sunflyier wrote:
....and they don't move. So if you're 1km outside scoop range they'll die.


Wrong, they do move, albeit very slowly, that means you A: only deploy them when your speed is 0 an B: you keep a constant eye on them, or a repper.


Pretty sure they don't move, they don't even list a speed on their info. Overall though, I'd think sentries would be the easiest of the drones to use with the changes, as you're more likely to be near them to recall them.



They certainly do move, it's another one of those silly anti-AFK bot tactics. They just move very slowly, but yes, if you drop sentries off they'll move away from you (slowly).
Ganthrithor
School of Applied Knowledge
Caldari State
#105 - 2012-09-28 12:57:12 UTC
CCP FoxFour-- I notice you haven't responded to people's questions regarding player ships attacking ratters in sites. Will the NPCs aggro the attacking player?

If this is the case it will need to be changed, seeing as the types of ship that are typically capable of getting a tackle on a ratter (covops, bombers, interdictors, inties, etc) are generally extremely fragile and will not be able to deal with incoming dps from both the rats and the ratter. It's already extremely difficult to grab ratters before they can warp out to a safe location, please don't make it even harder.
CCP FoxFour
C C P
C C P Alliance
#106 - 2012-09-28 13:42:18 UTC
Ganthrithor wrote:
CCP FoxFour-- I notice you haven't responded to people's questions regarding player ships attacking ratters in sites. Will the NPCs aggro the attacking player?

If this is the case it will need to be changed, seeing as the types of ship that are typically capable of getting a tackle on a ratter (covops, bombers, interdictors, inties, etc) are generally extremely fragile and will not be able to deal with incoming dps from both the rats and the ratter. It's already extremely difficult to grab ratters before they can warp out to a safe location, please don't make it even harder.


The balance on this issue is something we are discussing internally and still play testing. I have not responded because we are still not 100% sure if we want to change anything and if so what. :)

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Ganthrithor
School of Applied Knowledge
Caldari State
#107 - 2012-09-28 13:50:14 UTC
CCP FoxFour wrote:
Ganthrithor wrote:
CCP FoxFour-- I notice you haven't responded to people's questions regarding player ships attacking ratters in sites. Will the NPCs aggro the attacking player?

If this is the case it will need to be changed, seeing as the types of ship that are typically capable of getting a tackle on a ratter (covops, bombers, interdictors, inties, etc) are generally extremely fragile and will not be able to deal with incoming dps from both the rats and the ratter. It's already extremely difficult to grab ratters before they can warp out to a safe location, please don't make it even harder.


The balance on this issue is something we are discussing internally and still play testing. I have not responded because we are still not 100% sure if we want to change anything and if so what. :)


That's what we like to hear :)
Bloodpetal
Tir Capital Management Group
#108 - 2012-09-28 14:17:15 UTC
CCP FoxFour wrote:
Ganthrithor wrote:
CCP FoxFour-- I notice you haven't responded to people's questions regarding player ships attacking ratters in sites. Will the NPCs aggro the attacking player?

If this is the case it will need to be changed, seeing as the types of ship that are typically capable of getting a tackle on a ratter (covops, bombers, interdictors, inties, etc) are generally extremely fragile and will not be able to deal with incoming dps from both the rats and the ratter. It's already extremely difficult to grab ratters before they can warp out to a safe location, please don't make it even harder.


The balance on this issue is something we are discussing internally and still play testing. I have not responded because we are still not 100% sure if we want to change anything and if so what. :)


I like the idea of swapping DPS to aggressors, I think the issue with swapping DPS is that the focus fire becomes extreme. If they spread fire a bit more it would be fine. But, if it comes to the point that the exploration guy can rely on the NPCs to defend him, that's becoming stupid.

Really, how would the NPCs even know the difference?

To them, it's "Player in huge sig, player in tiny sig, player in medium sig with logistics, player in large sig."

Would it rely more heavily on how much they have shot the NPCs by that point that determines the likelihood of swapping to the attackers? Because, in that case I imagine you're screwing with the fundamental nature of how they swap aggro to any and all ships on the field?

I'm asking out of curiosity here, how would you even tweak that?

Where I am.

Lord Okinaba
Aliastra
#109 - 2012-09-28 14:21:41 UTC
Rengerel en Distel wrote:
Pak Narhoo wrote:
Acac Sunflyier wrote:
....and they don't move. So if you're 1km outside scoop range they'll die.


Wrong, they do move, albeit very slowly, that means you A: only deploy them when your speed is 0 an B: you keep a constant eye on them, or a repper.


Pretty sure they don't move, they don't even list a speed on their info. Overall though, I'd think sentries would be the easiest of the drones to use with the changes, as you're more likely to be near them to recall them.



The move 1m/sec. Which may as well be 0m/sec.
Omnathious Deninard
University of Caille
Gallente Federation
#110 - 2012-09-28 14:26:43 UTC
Is it looking like duality is going to be up for further testing this weekend?

If you don't follow the rules, neither will I.

Disiri Skai
Garoun Investment Bank
Gallente Federation
#111 - 2012-09-28 16:58:24 UTC
Maybe the reason that npcs target carrier drones like no ones business is because of the change of npcs targeting appropriate size targets to themselves. The Carrier has a huge sigh radius compare to fighters and sentries maybe they prefer them over the carrier itself?
Adigard
RubberDuckies
#112 - 2012-09-28 22:46:56 UTC
Omnathious Deninard wrote:
Is it looking like duality is going to be up for further testing this weekend?


It's something like 11pm in Iceland now... so I wouldn't count on it anytime this weekend.
King Rothgar
Deadly Solutions
#113 - 2012-09-29 12:24:36 UTC
CCP FoxFour wrote:
DrakenDD wrote:
Well i did a bit of testing today with Anomalies, with ishtar and sentry drones and everything was fine as far I could see.

Now tried same with Carrier, and well experiencewas not fun.

2 our 3 tries all NPC swapped targets to fighters as soon as I launched.
I tried same with Sentry and same happened, and at one point had to keep recalling my drones upto 5 times after each launching them because all npc switch targets.

Brought in Tengu with carrier on field, and all npc swap over to that on warp in, drop drones and well npc went back.

Left Tengu on field, dock carrier and then warp in a Ishtar, and all NPC swap targets to Isthar.
Drones drones on ishtar, and all 75% of npc swaped to Drones.


Conclusion:
single ishtar with sentry in anomaly seem fine
single Carrier with sentry or fighter, pain pain pain, to point of not playable, unpredictable.
multiple ishtar seem ok, but i didnt get to much time for test.
Don't ask what two carriers was like, felt i was playing pingball.


This is good to know. I have on my plate testing the higher end plexes with a carrier this week. I will look into what exactly makes the NPC hate fighters so much more than drones, and drones in general when you are in a carrier. Shall attempt to get back to you ASAP.

Thank you very much for the feedback. :)


This is a concern of mine as well. Level 5 missions have been a primary source of income for me for years. They have loads of frigate/fighter npc's and some nasty towers in them. With it all applied to a carrier, it's reasonable but if it gets tossed on your drones you're just screwed. They suddenly become impossible to solo for anything but a tengu/rattlesnake. And honestly, we really need to get away from the tengu/rattler being the last word for anything pve. All races need to be equally viable at all levels.

Thinking of which, some consistency needs to be added to lvl5's. Lvl1's are clearly intended for frigates/dessies, lvl2's for dessies and cruisers and so on up to lvl4's with t3's and BS's. But at lvl5 it falls apart. Some are clearly designed to be solo'd by carriers while others are gated and require a hauler + codebreaker + tank/dps. The carrier ones are fine, some of the gated are ok too (convoy attack for instance) but others are completely impractical to run.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Roime
Mea Culpa.
Shadow Cartel
#114 - 2012-09-30 11:26:12 UTC
Foxfour is full of awesome

This the right track, CCP <3

.

Dinsdale Pirannha
Pirannha Corp
#115 - 2012-09-30 22:27:42 UTC
Roime wrote:
Foxfour is full of awesome

This the right track, CCP <3



Yeah, if you want to wipe out high sec it is the right track.
Roime
Mea Culpa.
Shadow Cartel
#116 - 2012-10-02 05:33:35 UTC
Ganthrithor wrote:
CCP FoxFour wrote:
Ganthrithor wrote:
CCP FoxFour-- I notice you haven't responded to people's questions regarding player ships attacking ratters in sites. Will the NPCs aggro the attacking player?

If this is the case it will need to be changed, seeing as the types of ship that are typically capable of getting a tackle on a ratter (covops, bombers, interdictors, inties, etc) are generally extremely fragile and will not be able to deal with incoming dps from both the rats and the ratter. It's already extremely difficult to grab ratters before they can warp out to a safe location, please don't make it even harder.


The balance on this issue is something we are discussing internally and still play testing. I have not responded because we are still not 100% sure if we want to change anything and if so what. :)


That's what we like to hear :)


Or just adapt and use a Proteus, the definitive heavy cloaky tackle of w-space.

Aggro-switching to attacking players is an awesome game mechanic, forcing attackers to think. More variables on field is always a good thing.

Add more scramming rats so the ratters can't always warp away!

.

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#117 - 2012-10-03 09:15:38 UTC  |  Edited by: Capqu
Reposting this here, I don't know whether you read this thread or the other one for feedback.

CCP FoxFour wrote:

Null sec ganks of people running PvE content. This does have an effect on that no doubt. To be honest yes this means you will no longer be able to do this solo in a stealth bomber. I however just tested it and was able to tank six frigate NPC in my nemesis long enough for another character to jump into the system and warp 73au. I might be wrong but with the amount of EWAR that comes from frigates, and their hatred of drones, most people usually shoot them first when running these. The cruisers and BS never even looked at my Nemesis while I ganked the Raven. I also made sure the Raven was only running local tank so as not to generate any extra threat. If you want to be able to gank these guys solo, then yes it is going to mean you will need to bring something bigger. If there are a lot of frigate NPC on the field, well that will be difficult. We have accepted that as OK.


You have accepted it as "OK"? Catching a ratter in an anom relies 100% on the ratter not to be paying attention - it takes at minimum 20 seconds after spiking local to scan down and land on grid with a ratter - and now you want to make it so even if you do get tackle in an interceptor, you're going to have to also hope the ratter killed all the frigates? Really, the odds were already skewed heavily in the null bears favor, and now you are basically deeming it OK to destroy an entire play-style.

That's without mentioning people who like soloing in stealth bombers (of which there are a lot) which you basically just said "yeah well **** you guys I like PvE more, get a friend or a bigger ship" to.

I don't know why you think its okay to do this.

The corp I'm in will basically have to recreate itself or die if this goes through, since all we do is being destroyed by the whimsical changes of a dev who doesn't care for a particular style of play.

On another note, why would Sansha start shooting at someone who was quite clearly helping them? That's stupid.
ITTigerClawIK
Galactic Rangers
#118 - 2012-10-03 12:17:35 UTC
so with the eventual decline in NPC numbers in missions and the general increase in difficulty doing such missions, will bountysw/rewards/sec stats gain be increased acordingly ?
Kingston Black
Federal Navy Academy
Gallente Federation
#119 - 2012-10-03 12:32:18 UTC
I thought id post here as myself and many people i know made iskies doing lvl 5's so I thought if i posted fits / fleet concepts it may help you devs with testing it all

over the years ive seen many concepts used to do lvl 5's

solo carrier > can do some of em but ive seen about 5 die in the harder missions as they have so many hard to kill neuting batteries

dual carrier/ passive tank ship + carrier > can do any mission it can access at present as the tank ship will be passive tanked and can take being neuted

rr domi + maelstrom pair > maelstrom tanks it and gets neuted the domi keeps it alive as minni guns dont use cap the maelstrom also does dps

2 abbadon with cap booster and a relay fit guardian to transfer energy and rep > can happily do any mission as long as its specifically tanked

passive rattlesnake + dps ship and logi > a good rattler fit can tank most missions and a shiny fit with shield hardwirings siege mindlink and gang bonuses can tank anything. As it does <500 dps it needs dps ships there otherwise its more efficient to do lvl 4's in highsec for iskies and its usually easier to have a logi on field so that you dont need a shiny fit rattler.

Passive tanked loki/tengu + dps ships > works well if the fit is shiney on the tank t3

dps ships are usually whatever is available from t1 bs to pirate faction bs and marauders nightmares navy scorps and vargurs being popular

Generally you need 3 players/chars to do a lvl 5 in any speed 1 dps ship one tank ship and a logistics or second dps ship

The hard part of lvl 5's is not generally the dps its the neuting batteries that are a killer 5 neuting battery III's are not only pretty hard to kill (high ehp) but they will neut out any ship in very short order.

Although it should be noted that most people have stopped running lvl 5's now as 80% of the mission reward is in lp and the market has crashed as its more efficient to do FW plexes in a t1 frigate for more LP :s

Yeah i know i sound bitter about the LP changes i love FW i just wish the lowsec pirates got some help rather than a dual nerf to making iskies here (LP nerf and L5 nerf)

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#120 - 2012-10-03 15:13:25 UTC  |  Edited by: Capqu
So you replied in the other thread telling us to post here, since you're reading this can you please explain why you think it's acceptable to destroy several play styles for a slight change to PVE mechanics?

The play styles I am referring to are:

Solo hunting ratters in a stealth bomber
Solo hunting ratters in a destroyer
Tackling ratters in an interceptor (in particular, battleships and above, since the cruisers and below will EWAR and shoot the interceptor)
Mission flipping (even high sec rats will shoot the mission flipping frigate now)
Ninja salvaging
Awoxing (now you have to train into something that can tank the rats EWAR AND the mission runner before you can awox)

I'm sure there are others you've significantly screwed up too, but these are the ones which are basically destroyed by your, as far as I am concerned, meaningless change.