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[Winter] Changes to NPC AI

First post
Author
Dinsdale Pirannha
Pirannha Corp
#301 - 2012-10-24 20:22:38 UTC
For those that are responding to Tippia, don't.
He / she is a known troll with zero credibility.

He / she has come down many many times on the side of the anti-mission/ anti-high sec faction, and the vast majority of his / her posts are propaganda.

CCP FoxFour
C C P
C C P Alliance
#302 - 2012-10-24 23:29:31 UTC
I owe you guys a bit of an apology. I made the following post without much of an explanation as to why this was the path we were taking.

Quote:
There have been numerous questions about what, if anything, we are going to do about how this change will effect certain gameplay styles outside of running missions or ratting. Things like hunting ratters, ninja salvaging, and playing content with your new friends.

For the most part our stance is that we believe you will adapt and find a way to do it. In some cases this may mean increasing the barrier to entry, but we have already seen players coming up with new ways to do the same stuff.

We do have a concern about the ability for experienced players to bring new players along with them on content. We are also looking into this. What effect any changes we make here have on those other forms of gameplay is not entirely certain yet.

One of the things we are looking at is increasing how much threat you need to generate before the NPC switch. The specific case we want to look at solving is as I said an experienced player in a Tengu bringing a new player in a Rifter along. If that new player is doing very little damage we don't want all 15 frigates to suddenly decide he needs to die.

If what ever change we make to help mitigate that effects the other gameplay styles as well, then so be it. Our stance however is that those that want to will find a way to continue doing those other activities.


The biggest question is why are we making changes to help new players play with older players (Tengu and Rifer from the example quoted) when there are probably, actually I know there are, more new players ninja salvaging.

For us EVE is a sandbox and as much as possible we should not be telling players what they can and cannot do. The best things that come from EVE are the emergent stories and gameplay. Things like ninja salvaging are not things we ever sat down and said "hey, lets make this cool new feature called ninja salvaging!" Ninja salvaging is not something we design specifically for or against.

So why are we designing specifically for the Tengu Rifter scenario? Well we aren't, not specifically. One of our design principles though is that we should as much as possible not tell our players they can't play with their friends. This is an MMO and social is a big aspect of that. We want to make sure as much as possible people can play with their friends.

On another topic the test server Duality will be open again this weekend. There have not really been any changes except stability and performance. So the NPC not shooting Ogres thing is still around.

We will be having a mass test on Monday, another post to follow.

I also want to say that I have been talking with the original designers of the level one AI and apparently shooting players or using EWAR on them should not generate threat towards the NPC. Heck using assistive modules like remote repair directly on an NPC is not supposed to generate threat. So I need to look into that and see what is going on. No promises here, I am not a programmer. I will however be trying to figure out what is going on and if it is not working as designed figure out what needs to change.

@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
#303 - 2012-10-25 01:23:01 UTC  |  Edited by: Ganthrithor
CCP FoxFour wrote:

I also want to say that I have been talking with the original designers of the level one AI and apparently shooting players or using EWAR on them should not generate threat towards the NPC. Heck using assistive modules like remote repair directly on an NPC is not supposed to generate threat. So I need to look into that and see what is going on. No promises here, I am not a programmer. I will however be trying to figure out what is going on and if it is not working as designed figure out what needs to change.


If you (someone?) could get it to actually work this way, that would own bones. I'm not gonna say I'd be super excited about the changes in this case (since if it worked this way it would only serve to make PvE-- a necessary but totally awful activity that I already hate-- more annoying), but at least I wouldn't hate them and want to bash my head on my keyboard when I thought about them! As long as PvP isn't harmed, I'll pretty much be happy.
Ganthrithor
School of Applied Knowledge
Caldari State
#304 - 2012-10-25 01:28:35 UTC
Which is I guess my really angry-sounding way of saying, "Thanks for looking into it."

Sorry, I get grumpy whenever I think of the endless hours of control-clicking on red plus signs it takes to build a personal space-empire.

e: and how there will be more of them now. :\
Tippia
Sunshine and Lollipops
#305 - 2012-10-25 06:25:33 UTC
Dinsdale Pirannha wrote:
For those that are responding to Tippia, don't.
He / she is a known troll with zero credibility.
No, I'm a person who gets called a troll when people who try to make opinion pass for fact gets those opinions shot down with actual facts. Now, I'm sorry that I've manage to run L4s with pretty much zero issue and without any impact on my completion times, since this fails to entertain your highsec persecution complex, but that's just how it is.

The fact remains: the impact this change will have on L4s is negligible since it's so easy to keep aggro off your drones, much as expected. The only issue would be that whole “newbies tag along in bad ships” business, but then, L4s are most commonly not run like that. Ad hominems and more paranoia will not change this fact.
Spc One
The Chodak
Void Alliance
#306 - 2012-10-25 06:43:57 UTC  |  Edited by: Spc One
I did some tests with missions.
Rattlesnake with Ogre II's to be exact.

I lost all Ogre II's in 30 seconds.
When i deploy drones they insta aggro drones and ogre's just go boom.

Drones will become a thing of a past, no one will use them.
Even when we get meta 14 drone modules, those will be useless.

So i recommend ccp to change things so that AI doesn't attack drones, but attacks other players in missions.

But best thing ccp could do right now is to leave level 0 rats (missions, plexes etc) as they are now.
So npc's aggro only one ship that enters mission.
Mund Richard
#307 - 2012-10-25 09:25:51 UTC
One annoying part is the randomness of the hate towards drones.
Sometimes they go for instapop on deployment even if I use guns.
Sometimes they stay on my battleship even when the frigs are doing all my dps (and guns are off) for minutes.

FoxFour:
The Tengu + Rifter comparison was a bit off, since the Tengu has a small sig radius, and many folk like the lumbering feel of battleships, were the greater sig difference becomes a greater problem.
Also, in the same expansion you are nerfing the Tengu, so it may become less used for such, again makes the example a bit flawed.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Arushia
Nova Labs
#308 - 2012-10-25 09:36:27 UTC
Darth Khasei wrote:
Respect. Cool

CCP this is a bad change and a definite nerf to mission runners. Personally it does not really seem logical to have the AI killing the drones since this really messes up the balance in missions for drone boats of all sizes.

Having said that it is clear that this is a CCP dev pet project. I would just like to point out the last pet project "Incarna" rolled out despite the serious warnings about real issues players had with it did not fair well.

CCP you need to shut off your personal pet project desires, stop listening to people that obviously have not tested the new mission AI and start listening to the regular mission runners that have tested this AI like Bugsy VanHalen.

Fail to do so at your own peril.


And let us dare not forget that other CCP pet project: the "unified" inventory.

I'd say more, but as with Incarna and the botched inventory, it is clear CCP does not intend to listen.
Typhado3
Peraka
#309 - 2012-10-25 09:48:05 UTC  |  Edited by: Typhado3
CCP FoxFour wrote:
I owe you guys a bit of an apology. I made the following post without much of an explanation as to why this was the path we were taking.

Quote:
.


The biggest question is why are we making changes to help new players play with older players (Tengu and Rifer from the example quoted) when there are probably, actually I know there are, more new players ninja salvaging.

For us EVE is a sandbox and as much as possible we should not be telling players what they can and cannot do. The best things that come from EVE are the emergent stories and gameplay. Things like ninja salvaging are not things we ever sat down and said "hey, lets make this cool new feature called ninja salvaging!" Ninja salvaging is not something we design specifically for or against.

So why are we designing specifically for the Tengu Rifter scenario? Well we aren't, not specifically. One of our design principles though is that we should as much as possible not tell our players they can't play with their friends. This is an MMO and social is a big aspect of that. We want to make sure as much as possible people can play with their friends.

On another topic the test server Duality will be open again this weekend. There have not really been any changes except stability and performance. So the NPC not shooting Ogres thing is still around.

We will be having a mass test on Monday, another post to follow.

I also want to say that I have been talking with the original designers of the level one AI and apparently shooting players or using EWAR on them should not generate threat towards the NPC. Heck using assistive modules like remote repair directly on an NPC is not supposed to generate threat. So I need to look into that and see what is going on. No promises here, I am not a programmer. I will however be trying to figure out what is going on and if it is not working as designed figure out what needs to change.



This agro mechanic is sounding interesting in the sense that trying out new strategies is always fun and planning things out is good. The extra micro I don't particularly like but that' mostly cause I triple box lvl 5's in low sec and that takes a hell of a lot of micro management already. I understand it's unrealistic to expect ccp to balance around people running 3 acount at once but please don't add micro management just for micro-mangement/anti-afk sake aiming at high sec, there are extra things to micro in low sec or even in any sec (trade, chat, etc.) if the player wanted to not play afk.

My other concerns about this agro are:

How much randomness is there in this system?
I like the idea of clever knowledge and manipulation of mechanics giving you a better result but the thought that a RNG in the background comes up with 'f*ck you logistics' and causes me to blow up when 99% of the time what I was doing would have worked just doesn't sit well with me.


I'm also worried about how easily manipulable these systems seem.
From what I hear it sounds like 1 ew or 1rr is the same as fitting out a ship specialized in that. This isn't much intelligence and it leads to some pretty ******** strategies. I was bouncing around in my head the thought of a eos dual wielding target painters to increase it's agro and put dps bs's out of sig range while it tanks... it just seems wrong.


And lastly future changes to AI.
Seeing as your reaction to rather radically changing a core mechanic of a bunch of different player occupations despite heavy complaints about them is "adapt or die" it's pretty safe to say any changes to the AI mechanic in the future will be implemented entirely at your discretion. This could be good if it's say improvements to the system (it now agroes based on number of ew/rr modules) or slight tweeks towards the future goal (different sliders for different racial/security areas, minor slider adjustments). I would love to see general improvements towards a good balance. I spent 4.5 years studying AI and game design in uni so it's hard to explain how excited a true learning and adjusting AI would make me.

However constant maintenance/minor tweaks and balancing towards a well defined goal are not traits that ccp are known for.... Instead it seems to be your style to make large sweeping changes to a variety of areas with little investigation into the long term effects. There's also a long, long, long history of abandonment of game features for years at a time only to come back and make radical changes with an entirely different goal in mind than the previous work done. From this I see a lot less improving the system and a lot more f*cking with the sliders every time they feel AI/pve needs some love.

I don't mind AI that adapts towards a goal or upgrades to the system but if all that changes is every couple of months a dev comes along and f*cks with the sliders so they operate completely differently and we have to go back and relearn new tactics to work against them. Add to that training time to get the new ships/tools for the new strategies rewriting guides and more and more 1 off missions popping up where the AI just doesn't work seems like an absolute piece of ****. I'd like to think it goes for constant improvement but history is against us in this case.



Either way hopefully I'll have some free time on the weekend to get in and test it.
Roy ThunderRoad
Finders Seekers
#310 - 2012-10-25 10:42:43 UTC
This has probably been said before and I do keep track on this thread but not read every post tbh but I see the fundamental problem as that npc shoot drones full stop.

If I am in my Apoc or Tengu the npc shoot my ship not the lasers or launchers and when (if) the ship dies the applied dps stops. The same should apply to drone boots imo – ie shoot the ship and not the offensive modules and when (if) it dies the applied dps also stops.

I know its different for pvp and although there is an argument for making it the same it would be such a game-changing-everything-on-its-head switch in tactics and existing established game mechanics that it is just not even remotely feasible to consider. But for npcs why not?

Then we can have the new AI which will still target switch etc to make it more challenging to all ships types use in fleet without adding a new level of complexity to drone boats. And regardless of how easy to manage aggro it may or may not be this is still a new hassle to deal with for drone boat users.

It would also open up the use of drone boats for wormhole pve running without all the micro-management crap that they currently require. And yes I know it can be done at present using aggro management and other methods but why make things unnecessarily difficult just “because it's always been this way”
Adigard
RubberDuckies
#311 - 2012-10-25 11:19:09 UTC  |  Edited by: Adigard
Tippia wrote:
Dinsdale Pirannha wrote:
For those that are responding to Tippia, don't.
He / she is a known troll with zero credibility.
No, I'm a person who gets called a troll when people who try to make opinion pass for fact gets those opinions shot down with actual facts. Now, I'm sorry that I've manage to run L4s with pretty much zero issue and without any impact on my completion times, since this fails to entertain your highsec persecution complex, but that's just how it is.

The fact remains: the impact this change will have on L4s is negligible since it's so easy to keep aggro off your drones, much as expected. The only issue would be that whole “newbies tag along in bad ships” business, but then, L4s are most commonly not run like that. Ad hominems and more paranoia will not change this fact.


You're one person who hasn't noticed that rats 'occasionally' destroy drones. There seem to be other people who have run tests that have found other things. Your findings suggest you didn't run enough missions. The vast majority of the missions I ran (probably not 60%, but seemingly more than 20%) seem broken where the rats do exactly that. They don't touch your drones regardless of how AFK you are.

It's the few outlier missions where the AI actually seems to be implemented where people are finding other things.

So rather than some shining beacon for the masses, I'd just say you didn't do your homework properly... and now you're just sperging about it since no one can do any testing.

Typhado3 wrote:
And lastly future changes to AI.
Seeing as your reaction to rather radically changing a core mechanic of a bunch of different player occupations despite heavy complaints about them is "adapt or die" it's pretty safe to say any changes to the AI mechanic in the future will be implemented entirely at your discretion. This could be good if it's say improvements to the system (it now agroes based on number of ew/rr modules) or slight tweeks towards the future goal (different sliders for different racial/security areas, minor slider adjustments). I would love to see general improvements towards a good balance. I spent 4.5 years studying AI and game design in uni so it's hard to explain how excited a true learning and adjusting AI would make me.

However constant maintenance/minor tweaks and balancing towards a well defined goal are not traits that ccp are known for.... Instead it seems to be your style to make large sweeping changes to a variety of areas with little investigation into the long term effects. There's also a long, long, long history of abandonment of game features for years at a time only to come back and make radical changes with an entirely different goal in mind than the previous work done. From this I see a lot less improving the system and a lot more f*cking with the sliders every time they feel AI/pve needs some love.

I don't mind AI that adapts towards a goal or upgrades to the system but if all that changes is every couple of months a dev comes along and f*cks with the sliders so they operate completely differently and we have to go back and relearn new tactics to work against them. Add to that training time to get the new ships/tools for the new strategies rewriting guides and more and more 1 off missions popping up where the AI just doesn't work seems like an absolute piece of ****. I'd like to think it goes for constant improvement but history is against us in this case.


Since FoxFour is already working on other things? I doubt there will be much iteration here.
Spc One
The Chodak
Void Alliance
#312 - 2012-10-25 12:09:41 UTC
CCP FoxFour wrote:
The specific case we want to look at solving is as I said an experienced player in a Tengu bringing a new player in a Rifter along. If that new player is doing very little damage we don't want all 15 frigates to suddenly decide he needs to die.

Missions were meant to be soloable, so i don't see why would player need a fleet of rifters and support cruisers to complete one mission.
Tippia
Sunshine and Lollipops
#313 - 2012-10-25 12:10:31 UTC  |  Edited by: Tippia
Adigard wrote:
You're one person who hasn't noticed that rats 'occasionally' destroy drones.
No. I'm the person who have had no problems keeping my drones safe if and when they get attacked. To me, this has been an occasional occurrence because I have previous experience with Level-1 AI and know how to keep it properly annoyed.

That is all: yes, they were attacked. Yes, they were also easy to save. Yes, ewar (and, by the sound of it, remote support) is a high priority for the rats. So no, it is not the dronepocalypse people are claiming it is.

Spc One wrote:
Missions were meant to be soloable, so i don't see why would player need a fleet of rifters and support cruisers to complete one mission.
It's fortunate that he's not even remotely suggesting anything of the kind then, isn't it?
Rengerel en Distel
#314 - 2012-10-25 12:27:36 UTC
Tippia wrote:
Adigard wrote:
You're one person who hasn't noticed that rats 'occasionally' destroy drones.
No. I'm the person who have had no problems keeping my drones safe if and when they get attacked. To me, this has been an occasional occurrence because I have previous experience with Level-1 AI and know how to keep it properly annoyed.

That is all: yes, they were attacked. Yes, they were also easy to save. Yes, ewar (and, by the sound of it, remote support) is a high priority for the rats. So no, it is not the dronepocalypse people are claiming it is.

Spc One wrote:
Missions were meant to be soloable, so i don't see why would player need a fleet of rifters and support cruisers to complete one mission.
It's fortunate that he's not even remotely suggesting anything of the kind then, isn't it?


You also tested pve content in a fit no one would normally use for pve. Everyone keeps talking about level 4s or 5s, or DED 10/10s, but people keep forgetting the low level content where it's going to have a greater effect. Next testing period, try starting a new gallente and train drones. Go out in the tutorial missions where in many of them you're fighting waves of 4 or 5 frigs, and see how long that hob1 lasts. Ask yourself as a new player if you wouldn't have considered training drones a waste of time vs gun skills.

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

CCP FoxFour
C C P
C C P Alliance
#315 - 2012-10-25 12:36:31 UTC
Adigard wrote:
Since FoxFour is already working on other things? I doubt there will be much iteration here.


I spent this morning breaking down how the AI actually works and the exact forumulas for how they calculate threat, comparing that to what the design said it should be, compared to what you guys and the rest of the players are saying they actually do, and then coming up with a list of things that need to be done.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Tippia
Sunshine and Lollipops
#316 - 2012-10-25 12:59:30 UTC  |  Edited by: Tippia
Rengerel en Distel wrote:
You also tested pve content in a fit no one would normally use for pve.
Incorrect.

I tested PvE content in a fit that is often used for PvE, specifically AFK running with only drones. The only alteration was that I made it slightly weaker to get that ewar in (weaker in the sense that I wouldn't have been able to leave it alone for 23.5 hours). Moreover, it was a fit that was purposefully picked to test the presumption that a drone boat would be useless and that all drones would die horribly, neither of which turned out to be true.

I'll grant you that it's an inefficient fit, and that some might not use it for that purpose, but it is also a fit that should suffer the most in terms of (further) losing efficiency and being held back by these changes, and that, too, turned out not to be true. As such, I become a bit sceptical of the claims that people who rely less than 100% on drone damage will see their completion speed cut in half…

Quote:
Everyone keeps talking about level 4s or 5s, or DED 10/10s, but people keep forgetting the low level content where it's going to have a greater effect. Next testing period, try starting a new gallente and train drones. Go out in the tutorial missions where in many of them you're fighting waves of 4 or 5 frigs, and see how long that hob1 lasts. Ask yourself as a new player if you wouldn't have considered training drones a waste of time vs gun skills.
This is a much fairer point. I only tested L3s at the lowest (still no problems). But then, drones aren't really newbie-friendly to begin with so their preference for guns and missiles should remain roughly the same. Going into combat with a single hobgoblin was a daft idea already when I was a newbie…
Jarin Arenos
Card Shark Industries
#317 - 2012-10-25 13:57:58 UTC
One of the primary gallente combat frigates, which (assuming this change doesn't destroy the play-style) will likely be the most common starting gallente mission-boat, is a full Tech-1 drone boat now. While there's not really enough time to train up a newbie alt over the weekend, I'll give some L1s a shot with a badfit/T1 tristan next weekend and see if I can't come close to replicating the newbie experience.

But I'm not CCP Soundwave, so what do I know?

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#318 - 2012-10-25 14:04:31 UTC
CCP FoxFour wrote:

I also want to say that I have been talking with the original designers of the level one AI and apparently shooting players or using EWAR on them should not generate threat towards the NPC. Heck using assistive modules like remote repair directly on an NPC is not supposed to generate threat. So I need to look into that and see what is going on. No promises here, I am not a programmer. I will however be trying to figure out what is going on and if it is not working as designed figure out what needs to change.


Foxbro if you push for this (Offensive EWAR on non-NPC targets not giving threat) it would solve a hell of a lot of the (assumed unwanted) impact the AI changes are going to have on numerous playstyles.

CCP FoxFour wrote:

I spent this morning breaking down how the AI actually works and the exact forumulas for how they calculate threat, comparing that to what the design said it should be, compared to what you guys and the rest of the players are saying they actually do, and then coming up with a list of things that need to be done


If you were in my scrum I'd say keep up the good work Smile
Derath Ellecon
University of Caille
Gallente Federation
#319 - 2012-10-25 15:24:36 UTC
Tippia wrote:
Dinsdale Pirannha wrote:
For those that are responding to Tippia, don't.
He / she is a known troll with zero credibility.
No, I'm a person who gets called a troll when people who try to make opinion pass for fact gets those opinions shot down with actual facts. Now, I'm sorry that I've manage to run L4s with pretty much zero issue and without any impact on my completion times, since this fails to entertain your highsec persecution complex, but that's just how it is.

The fact remains: the impact this change will have on L4s is negligible since it's so easy to keep aggro off your drones, much as expected. The only issue would be that whole “newbies tag along in bad ships” business, but then, L4s are most commonly not run like that. Ad hominems and more paranoia will not change this fact.



So the facts are, you showed up late to the party (Post 216), and according to your post, you ran "a couple" missions. And saw results completely opposite from almost everyone else who has been posting feedback for days while they were testing via many many missions.

Just making sure I have the facts.
Rengerel en Distel
#320 - 2012-10-25 15:32:16 UTC
Tippia wrote:
Rengerel en Distel wrote:
You also tested pve content in a fit no one would normally use for pve.
Incorrect.

I tested PvE content in a fit that is often used for PvE, specifically AFK running with only drones. The only alteration was that I made it slightly weaker to get that ewar in (weaker in the sense that I wouldn't have been able to leave it alone for 23.5 hours). Moreover, it was a fit that was purposefully picked to test the presumption that a drone boat would be useless and that all drones would die horribly, neither of which turned out to be true.

I'll grant you that it's an inefficient fit, and that some might not use it for that purpose, but it is also a fit that should suffer the most in terms of (further) losing efficiency and being held back by these changes, and that, too, turned out not to be true. As such, I become a bit sceptical of the claims that people who rely less than 100% on drone damage will see their completion speed cut in half…

Quote:
Everyone keeps talking about level 4s or 5s, or DED 10/10s, but people keep forgetting the low level content where it's going to have a greater effect. Next testing period, try starting a new gallente and train drones. Go out in the tutorial missions where in many of them you're fighting waves of 4 or 5 frigs, and see how long that hob1 lasts. Ask yourself as a new player if you wouldn't have considered training drones a waste of time vs gun skills.
This is a much fairer point. I only tested L3s at the lowest (still no problems). But then, drones aren't really newbie-friendly to begin with so their preference for guns and missiles should remain roughly the same. Going into combat with a single hobgoblin was a daft idea already when I was a newbie…


Which pve fits actually use a TD? I guess if it can guarantee aggro, everyone will, if they can fit it. Perhaps they could just make a PVE version that just says [TAUNT] to make it clearer.

Only 1 guy has said that the AI changes will kill drone boats, the rest of us have said that it unfairly targets drone boats, while every other kind of pve pilot won't notice the change. (solo that is, groups obviously will have issues, regardless of platform)

They are making drone frigates, so it's not like you're going out in a catalyst with 1 hobgoblin. My progression was vexor, myrm, domi/rattler. Hybrids were worthless at the time, so switched to the missiles of the rattler. Drones were always the majority of the dps, even with guns beefed up.

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