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[Winter] Changes to NPC AI

First post
Author
Bugsy VanHalen
Society of lost Souls
#281 - 2012-10-24 13:44:21 UTC  |  Edited by: Bugsy VanHalen
Tippia wrote:
Bugsy VanHalen wrote:
One thing I am 100% sure about is the threat level is getting trumped by the size preference of the NPC's.
I'm not so sure… if that was the case, I would have lost more (read: more than zero) light drones, but I was able to chew through almost entire waves until a drone would get aggro from (maybe) one ship. Even when that happened, it certainly wasn't tied to size — battleships, BCs, cruisers and frigates all seemed just as likely to want to swat the tiny buggers and they all seemed to fail to get their friends to go along with their plans because they had bigger fish to fry, namely my ship.

To me, it seemed far more likely that the ewar hatred trumped pretty much any kind of size preference.

Well that may be the answer, I don't use ewar.
This could also explain why I could not keep my logi alive in LEVEL 5 missions.
Perhaps an easy fix would be to make large weapons generate max threat much like ewar does now.
I have tried running with ewar modules but every time I tried it resulted in slower completion times. After all mission running is about isk/hour. At least for me. I need those ewar slots for tank as my rigs and lows are all damage mods. A BS with +1000 DPS will blow through missions a lot faster than a BS with 500 DPS, a bigger tank, and ewar.

P.S. you do know we are talking about the build on duality, With the new A.I. changes, not TQ or Buckingham right?
Tippia
Sunshine and Lollipops
#282 - 2012-10-24 13:49:47 UTC  |  Edited by: Tippia
Bugsy VanHalen wrote:
A BS with +1000 DPS will blow through missions a lot faster than a BS with 500 DPS, a bigger tank, and ewar.
…but then, those aren't really your only options, are they? There's no reason (or even a good way) to sacrifice DPS for ewar.

Quote:
P.S. you do know we are talking about the build on duality, With the new A.I. changes, not TQ or Buckingham right?
Of course. Otherwise, the ewar wouldn't make any difference and the drones would suffer zero damage rather than a few hit points of shield damage. Oh, and otherwise I wouldn't be able to use battleships to test (specifically a low-level Domi with nothing but tank on it, and with deliberately messed up spawn triggers and massive amount of rats flying around, to the point where its 1.9k overheated tank was only slowly pulling the ship back from destruction… number of drones lost = 0. Well, nothing but tank… and a tracking disruptor).
Rengerel en Distel
#283 - 2012-10-24 14:47:58 UTC
Tippia wrote:
Bugsy VanHalen wrote:
A BS with +1000 DPS will blow through missions a lot faster than a BS with 500 DPS, a bigger tank, and ewar.
…but then, those aren't really your only options, are they? There's no reason (or even a good way) to sacrifice DPS for ewar.

Quote:
P.S. you do know we are talking about the build on duality, With the new A.I. changes, not TQ or Buckingham right?
Of course. Otherwise, the ewar wouldn't make any difference and the drones would suffer zero damage rather than a few hit points of shield damage. Oh, and otherwise I wouldn't be able to use battleships to test (specifically a low-level Domi with nothing but tank on it, and with deliberately messed up spawn triggers and massive amount of rats flying around, to the point where its 1.9k overheated tank was only slowly pulling the ship back from destruction… number of drones lost = 0. Well, nothing but tank… and a tracking disruptor).


I don't know of many pve Domis that run TDs, but I could be wrong. I know with a target painter on a rattler, that it didn't seem to count as EWAR, and the drones still popped the drones. Again, seems the RR afk Domis will still have the perfect setup, while people actually at the keyboard trying to increase DPS will suffer.

This still doesn't even take into account the people running level 1s and 2s that can't afford to drop tank for EWAR just to keep their drones alive. They'll simply move to gunboats because it'll be less hassle. I don't think any changes that suggest moving to a different class of ships is a great change.

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

Bugsy VanHalen
Society of lost Souls
#284 - 2012-10-24 15:00:09 UTC
Tippia wrote:
Bugsy VanHalen wrote:
A BS with +1000 DPS will blow through missions a lot faster than a BS with 500 DPS, a bigger tank, and ewar.
…but then, those aren't really your only options, are they? There's no reason (or even a good way) to sacrifice DPS for ewar.

Quote:
P.S. you do know we are talking about the build on duality, With the new A.I. changes, not TQ or Buckingham right?
Of course. Otherwise, the ewar wouldn't make any difference and the drones would suffer zero damage rather than a few hit points of shield damage. Oh, and otherwise I wouldn't be able to use battleships to test (specifically a low-level Domi with nothing but tank on it, and with deliberately messed up spawn triggers and massive amount of rats flying around, to the point where its 1.9k overheated tank was only slowly pulling the ship back from destruction… number of drones lost = 0. Well, nothing but tank… and a tracking disruptor).

Well I have tried with no success to work a ewar into my fit. I have been flying a raven. I almost never have to warp out unless I screw up my agro management in one of the heavy LVL 4s. The key is, my tank is tight with all lows and rigs dedicated to DPS. The exact fit varies a lot from mission to mission but lows and rigs are always for DPS on my fits. bay loaders and flares on my torp raven and rigors and flares on my cruise raven. A CN X-large booster, T2 boost amp, 4 mission specific hardeners is my standard tank. Some times I fit a X-large ASB and swap the booster for another hardener. Lows are all BSC with a CPU when needed. I have tried dropping a hardener for an ewar but it usually results in my tank not holding and I have to warp out. I could use rigs to plug resist holes but then my DPS goes down. I could use lows to boost my cap so I can run the booster more, but then my DPS goes down. So enlighten me please how I can fit an ewar without dropping my DPS?
In theory a tracking disruptor should drop incoming DPS enough to compensate for the lost hardener, but it just doesn't seem to work that way in practice.

Dinsdale Pirannha
Pirannha Corp
#285 - 2012-10-24 15:12:59 UTC
Bugsy VanHalen wrote:
Tippia wrote:
Bugsy VanHalen wrote:
A BS with +1000 DPS will blow through missions a lot faster than a BS with 500 DPS, a bigger tank, and ewar.
…but then, those aren't really your only options, are they? There's no reason (or even a good way) to sacrifice DPS for ewar.

Quote:
P.S. you do know we are talking about the build on duality, With the new A.I. changes, not TQ or Buckingham right?
Of course. Otherwise, the ewar wouldn't make any difference and the drones would suffer zero damage rather than a few hit points of shield damage. Oh, and otherwise I wouldn't be able to use battleships to test (specifically a low-level Domi with nothing but tank on it, and with deliberately messed up spawn triggers and massive amount of rats flying around, to the point where its 1.9k overheated tank was only slowly pulling the ship back from destruction… number of drones lost = 0. Well, nothing but tank… and a tracking disruptor).

Well I have tried with no success to work a ewar into my fit. I have been flying a raven. I almost never have to warp out unless I screw up my agro management in one of the heavy LVL 4s. The key is, my tank is tight with all lows and rigs dedicated to DPS. The exact fit varies a lot from mission to mission but lows and rigs are always for DPS on my fits. bay loaders and flares on my torp raven and rigors and flares on my cruise raven. A CN X-large booster, T2 boost amp, 4 mission specific hardeners is my standard tank. Some times I fit a X-large ASB and swap the booster for another hardener. Lows are all BSC with a CPU when needed. I have tried dropping a hardener for an ewar but it usually results in my tank not holding and I have to warp out. I could use rigs to plug resist holes but then my DPS goes down. I could use lows to boost my cap so I can run the booster more, but then my DPS goes down. So enlighten me please how I can fit an ewar without dropping my DPS?
In theory a tracking disruptor should drop incoming DPS enough to compensate for the lost hardener, but it just doesn't seem to work that way in practice.



And that is the part that all these propagandists quietly ignore when spouting how "enjoyable" and "easy" it is to fool the AI: The simple fact that to fit ewar in a mid either hugely gimps the tank of a shield boat, or in some cases removes the cap stability of an armour boat.

Plus, very very few boats can afford the additional cap required when perma-running a remote rep in the highs.
ANYTHING that lowers the performance of a mission / plex boat is a nerf against the income generation, and in many cases, it is impossible to alter the fit.

Oh, and for the record, the test window this past weekend was valueless.
When I was able in an Ishtar to run 5 missions and not have my heavies targeted once, while using my current Ishtar fit, with no ewar, no rr....well, that means the AI is garbage, and invalidates any testing that was done, regardless of how much the NPC's were insta-popping my lights.

If Fox Four has to take the AI back to the drawing board to fix the issue of heavies being ignored, does anyone rational (that precludes the troll Tippia) think that the just-tested AI's affinity for light drones won't also be affected?
Tippia
Sunshine and Lollipops
#286 - 2012-10-24 15:35:39 UTC  |  Edited by: Tippia
Dinsdale Pirannha wrote:
And that is the part that all these propagandists quietly ignore when spouting how "enjoyable" and "easy" it is to fool the AI: The simple fact that to fit ewar in a mid either hugely gimps the tank of a shield boat, or in some cases removes the cap stability of an armour boat.
It doesn't particularly gimp the tank of a shield ship — a six-slot tank is overkill anyway and you already want some ewar on a Raven (specifically, a TP). Hell, even if you absolutely need all mids, there are two utilities highs on that ship that can fit ewar… Also, cap stability means a ship is improperly fitted anyway, so removing that defect is an improvement.

Quote:
Plus, very very few boats can afford the additional cap required when perma-running a remote rep in the highs.
Good thing that you don't need to do that, then.

Quote:
ANYTHING that lowers the performance of a mission / plex boat is a nerf against the income generation, and in many cases, it is impossible to alter the fit.
As luck would have it, in the examples you mentioned it would be an improvement in performance to throw some ewar in there. Oh, and no, it's never impossible to alter a fit.

Quote:
When I was able in an Ishtar to run 5 missions and not have my heavies targeted once, while using my current Ishtar fit, with no ewar, no rr....well, that means the AI is garbage
No, it means heavies are not being handled properly — a bug that can (and will) be fixed. It tells you squat about the AI in all, and it doesn't invalidate anything.

The fact remains: keeping aggro off your drones turns out to be very easy, just as expected, and this is not the massive highsec (or even mission-running) nerf you want it to be.
Bugsy VanHalen
Society of lost Souls
#287 - 2012-10-24 16:10:34 UTC  |  Edited by: Bugsy VanHalen
Some of the comments I have read make me think many of the players supporting this change have not actually tested it. I agree 100% that modifying the code to "fix" the argo issues with large drones will change the balance already tested.

FOX FOUR said her self that she alternates testing between a character will all level 5 skills and one with only skills added she needs. But I expect that other alt still has all drone skills at 5 as those are "needed" to function with this new A.I. If she is able to run missions efficiently with not losing any drones, she must have either max skills or a gimped agro fit that will take far to long to complete the missions. It can not be balanced to high end drone skills as most mission runners do not have these skills. My main combat toon has over 40 mil SP and still has most drone support skills at 3-4. Drones are way to important in this game to need all the skills to 5 before they become viable.

In my experience most mission runners are obsessed with isk/hour while running missions. If this patch means they need to spend twice as long on each mission to run it safely, due to this huge nerf to drones (intended or not it is a nerf). Regardless if you can adapt your tactics to over come this change, If it takes twice as long to run the missions then that effectively cuts isk/hour in half. Which is a huge nerf to mission runners. This will cause a massive uproar if it goes live.

Every thing else FOX FOUR has done is amazing. She seems to be more involved in communicating with the community than any other developer. The changes to the market have been great. Many have been waiting a long time for some of these changes. It just seems this new A.I. has FOX FOUR so excited about adding something huge to the game, that the impact it will have beyond the focus of the update is being ignored. This is a perfect example of how game changing updates can go so wrong. A bad update is never intended to have the negative impact that it does. It is usually the result of significant variables being over looked or dismissed on the opinion that they are outside of the focus for that update.

I hate to bring it up again, but when the S.O.E. developers brought the N.G.E. into SWG it was in response to a director that wanted to target a younger audience who they felt were upset they could not start the game as a Jedi. The character development and crafting system was complex and hard to master, making the game have a steep learning curve. When they eliminated these things the game took a major dive losing 80% of its subscriptions.

EVE on the other hand seems to have been far more carefully manipulated to make it easier for new players to get a foot hold without breaking the game for the veterans. But an update like changing the general A.I. of all the NPC's in the game will impact the entire game. New players that can barely finish missions now will be lost and not know how to adapt. Veteran players that lose billions of isk worth of ships before finding a new tactic or find their isk/hour income from missions or ratting cut by 50% from what it was will be equally frustrated. And all players across the board will not be happy about their income being nerfed yet again, regardless if it is the result of not being able to rat or run missions at the level they could before the nerf.

Saying players will simply need to adapt is the wrong answer. That is like saying people living in North America will simply need to accept that gas will be over $6 a gallon by X-mas. The only difference is, in the real world there is really nothing they can do about it. But in a game world like EVE, they do not have to just accept it. The game is recreation, for enjoyment. If you stop enjoying it, well that level of frustration will almost always end up in a loss of subscriptions.
Bugsy VanHalen
Society of lost Souls
#288 - 2012-10-24 16:32:38 UTC  |  Edited by: Bugsy VanHalen
Tippia wrote:
A bunch of trolling BS...


Have you actually tested this new A.I.??

A remote rep in a utility high is the only way to generate the neded hate for many high DPS mission boats, As there is no room for e-war in the mids. Tank is tight on most fits. and most do not have the cap for it.

Sure you can change your fit and complete missions in a different way. Although you still have not answered how I should fit this e-war to my raven. Or even my typhoon which has an even tighter shield tank fit.

The problem here is not whether or not missions can still be completed. It is how much harder they will be to complete quickly. I have finished some lvl 4 missions in under 5 minutes like for example the 3 recon missions, I did all 3 in under 10 minutes. The harder missions, you know the ones that pay over 8000 LP like Enemies Abound 5 of 5 (just try finishing this one with you low DPS e-war drone boat), or Angel Extravaganza, take me 30-45 minutes.

If I now have to run these with a gimped fit in order to fit enough e-war to pull agro off my drones my mission completion times could easily double. Doubling my completion times means my isk/hour is cut in half. And you say that is not a nerf to mission runners? If a 50% reduction in isk/hour from running missions is not a nerf to mission running then I do not know what is.
Tippia
Sunshine and Lollipops
#289 - 2012-10-24 16:46:53 UTC  |  Edited by: Tippia
Bugsy VanHalen wrote:
Have you actually tested this new A.I.??
Yes. It's not new, by the way. It's been around for three years and have been well mapped out. It's just the application that is new.

Quote:
Sure you can change your fit and complete missions in a different way. Although you still have not answered how I should fit this e-war to my raven.
Ditch a hardener, fit a TP. Ditch nothing, fit a nos.

Quote:
The problem here is not where or not missions can still be completed. It is how much harder they will be to complete quickly.
I.e. not particularly, especially since doing them quickly means you're not going for total wipeout anyway and can leave small crap like irrelevant frigs in the field.

Quote:
I have finished some lvl 4 missions in under 5 minutes like for example the 3 recon missions, I did all 3 in under 10 minutes.
You mean those missions where the rats are irrelevant? Yes, I'm sure the new rat AI will make a huge difference there. Lol

Quote:
The harder missions, you know the ones that pay over 8000 LP like enemies abound(just try finishing this one with you low DPS e-war drone boat), or Angel Extravaganza, take me 30-45 minutes.
Ok, so your skills need a bit of improvement. That doesn't mean that you won't be able to do them while exchanging one module, especially not if you're in a Raven where you get free slots as it is. But no, your completion times will not double unless you're already doing them wrong and/or fitting your ship improperly.

This change will require you to pay attention a bit more, to your ship, to the rats and yes, to your drones. The old guides and strategies along the lines of “pull everything, go afk” will need updating, but once the bad habits have gone away, the speed will be the same.
Bugsy VanHalen
Society of lost Souls
#290 - 2012-10-24 17:58:27 UTC
Tippia wrote:
had to delete as would not post. can only have 5 quotes is BS.

1- No it is new. It is similar to the A.I. developed for the incursions, but this A.I. is new and has never been on TQ.
Ditching a hardener is not an option as it gimps my tank. Adding a NOS in utility high slot can't be done if you don't have the CPU for it.

2 - Most of the hard level 4 missions require ALL NPC's to be wiped out before getting access to the next room. So the frigs are a huge deal. Do you even fly level 4 missions, very few allow you to leave NPC's behind. And none if you want to salvage and loot the mission with a noctis. Most missions half the income comes from loot and salvage. So not an option.


3 - And what about missions like Enemies Abound 5 of 5? 5 waves on a timer not triggers. You need to be very fast or you will die. If you warp out, when you return all waves are spawned and no BS can tank that full room with enough DPS left to clear it. Unless you warp out after every couple kills which would make the mission take 1-2 hours not 20-30 minutes.

4 - I have over 40 mil skill points on my mission runner. Thats not enough to do level 4 missions? And for many level 4 missions dropping one module from my tank IS enough to break my tank. So no I can not drop a module for an e-war and still be effective.

5 - Enlighten me as to what free slots my raven has? you mean the utility high slots? my fit has 3.6 CPU left. what high slot module can I fit that will increase agro aside from a NOS or Shield transporter? Don't have the CPU or cap for either.

6 - My completion times will double on some mission if I follow your advice. I know so because I tested similar fits to what you are suggesting, and it took on average twice as long with a fit that could generate enough hate to protect my drones. And I am not doing it wrong. I was doing it wrong when I first started running level 4 missions and they took me 1-2 hours to complete. Now I do them in 20-30 minutes with the hardest ones taking 30-45 minutes including fully looting and salvaging. So tell me where I can improve. Any change that makes missions take longer is a drop in isk/hour and thus a nerf.

7 - I have never run missions AFK. I do not fly a Drone boat. But I do need small drones to deal with web/scram frigates. I have worked long and hard to fine tune my tactics for maximum completion times, not maximum safety or AFK ability. I run with an active pulse tank that will drain cap in just over 1 minute if I am not paying attention. I use rigor and flare rigs so I can maximize my applied DPS to smaller targets. I even have to use faction modules for my fit to work as CPU is very tight. I have tried dropping a damage mod for a CPU II so I can fit two large NOS in the utility high slots. But it does not seem to make any difference with agro on my drones. It also does not seem to add anything to my cap while fighting NPC's, and the Drop in DPS is very noticeable.

Not a single one of your comments has indicated any actual experience running missions outside the current A.I. available on TQ and BUCKY. Only Duality has the new A.I. and it has only been up on weekends so far. I ask again, have you actually tested this. Your comments seem to indicate that you have not, as what you describe is what is currently on TQ.
Darth Khasei
Wavestar Business Ventures Inc.
#291 - 2012-10-24 18:25:50 UTC
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.
Rengerel en Distel
#292 - 2012-10-24 18:54:50 UTC
Tippia wrote:

Ditch a hardener, fit a TP. Ditch nothing, fit a nos.


You may have missed it, but I've already said 2 or 3 times in the thread that a TP did nothing for aggro. In reality, the only sure-fire method of regaining aggro was to just let them kill a drone, then they never would switch again the rest of the time in that pocket.

Most level 4 mission runners are generally overtanked, that's true. Most actual drone boat users drop a lot of that for drone mods. 2 in the highs, 1 or 2 mids, and 2 or 3 lows. They had to do that to pump enough dps from the drones. Most gun ships get to use those same slots for more tank, more dps, or more ewar, and will have no issues with the patch.

I'm sure people will adapt to the changes, and find ways to circumvent the new AI. That begs the question then what is the point of changing it, if it can just be gamed? Especially if it kills off forms of pvp just to annoy drone pve users.

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

Tippia
Sunshine and Lollipops
#293 - 2012-10-24 19:39:50 UTC  |  Edited by: Tippia
Bugsy VanHalen wrote:
No it is new. It is similar to the A.I. developed for the incursions, but this A.I. is new and has never been on TQ.
It's the same AI, set to be less aggressive in their target picking and without any abilities to support each other. The tricks to make drones safe from this AI template work the same as with the pre-existing templates.

Quote:
Ditching a hardener is not an option as it gimps my tank. Adding a NOS in utility high slot can't be done if you don't have the CPU for it.
You have enough tank as it is and you should have more than enough CPU. If you don't, you've wasted SP on stuff that doesn't matter. 40M SP sounds nice, but means absolutely nothing. My guess is that you need to bump that Missile Rigging skill up a bit (and maybe Weapon Upgrades as well). Going by your description of the fit, you should have at least 45tf left, which is plenty for a heavy nos.

Likewise, if the ~1k mission-specific tanks I'm look at here aren't good enough for you, you are either not managing your aggro or your skills are too low to actually generating that tank, in which case we're back to the suspicion of misplaced SP. Of course, I'd question the use of a Raven to begin with, but I suppose it's still decent enough and with the missile buffs, it might gain back some of its former glory…

Quote:
Most of the hard level 4 missions require ALL NPC's to be wiped out before getting access to the next room.
Nah. Those are the simple ones. The actually hard ones only require a single ship to die at the end of a long sequence of spawns, and the difficult part is to get to them without being overwhelmed by all the ships you need to trigger to get there.

Quote:
And what about missions like Enemies Abound 5 of 5? 5 waves on a timer not triggers. You need to be very fast or you will die.
What about it? It's almost entirely about damage output against large ships — your tank means pretty much nothing. This AI alternation makes next to no difference.

Quote:
My completion times will double on some mission if I follow your advice. I know so because I tested similar fits to what you are suggesting
Then you're not following my advice, since I'm not suggesting anything that will (or, hell, even can) reduce your completion time. Completion is a function of damage output; damage output remains the same…
Tippia
Sunshine and Lollipops
#294 - 2012-10-24 19:50:03 UTC
Rengerel en Distel wrote:
You may have missed it, but I've already said 2 or 3 times in the thread that a TP did nothing for aggro.
Funny that. It seemed to work just fine for me. It's not nearly as detrimental to the AI's abilities as a TD, sure, so I wouldn't be surprised if it gets lower priority on the list of stuff that really gets the AI's hackles up, but it sure did more than nothing.

Quote:
In reality, the only sure-fire method of regaining aggro was to just let them kill a drone, then they never would switch again the rest of the time in that pocket.
That sounds more like a bug that will need to be fixed.

Quote:
Most actual drone boat users drop a lot of that for drone mods. 2 in the highs, 1 or 2 mids, and 2 or 3 lows. They had to do that to pump enough dps from the drones.
By that I presume you mean Domi pilots. Here's the funny thing about the Domi: you really want to use it as a gun boat if you want to do a lot of damage with it (and for real awesomeness, you want to stick a shield tank on it). The only drone-heavy ship where this doesn't apply is the Ishtar, since those three gun slots won't make much difference, but then, the Ishtar doesn't need much in the way of drone mods either since most of it is built into the ship.

Quote:
I'm sure people will adapt to the changes, and find ways to circumvent the new AI. That begs the question then what is the point of changing it, if it can just be gamed?
Because it introduces dynamics in the environment that simply don't exist at the moment. Just because you can turn those dynamics to your advantage or nullify them through the use of proper tactics and techniques doesn't mean that they don't change things.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#295 - 2012-10-24 19:50:15 UTC
Tippia wrote:
I enjoy the improved L4s because they're improved. I haven't noticed any nerfs so far.

Having not tested in anything but a Rattlesnake, I can't say I noticed improvement. That being the case I must ask, what was better?
Tippia
Sunshine and Lollipops
#296 - 2012-10-24 19:54:51 UTC
Tyberius Franklin wrote:
Having not tested in anything but a Rattlesnake, I can't say I noticed improvement. That being the case I must ask, what was better?
More engaging and (for now, until the formula has been fully hashed out and beaten) a tiny sense of unknown adventure and surprise as well.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#297 - 2012-10-24 19:57:57 UTC
Tippia wrote:
Tyberius Franklin wrote:
Having not tested in anything but a Rattlesnake, I can't say I noticed improvement. That being the case I must ask, what was better?
More engaging and (for now, until the formula has been fully hashed out and beaten) a tiny sense of unknown adventure and surprise as well.

What actually changed to make it more engaging? Was it the ship/fit? The way you flew? Specific actions you took? More precaution in managing drones?

Genuinely curious.
Tippia
Sunshine and Lollipops
#298 - 2012-10-24 20:11:31 UTC
Tyberius Franklin wrote:
What actually changed to make it more engaging? Was it the ship/fit? The way you flew? Specific actions you took? More precaution in managing drones?
I had to actually kind of occasionally pay a tiny bit of attention to what the rats were doing. Riveting stuff.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#299 - 2012-10-24 20:19:16 UTC  |  Edited by: Tyberius Franklin
Tippia wrote:
I had to actually kind of occasionally pay a tiny bit of attention to what the rats were doing. Riveting stuff.

Interesting, going to need to test in a gunboat next time. I anticipated no tangible changes as I run missions solo.

Edit: Guess I'm going to have to get back on Friday, but can someone please help me by explaining what other behaviors than target switching one might be looking for to see how this has changed them?
DJ P0N-3
Table Flippendeavors
#300 - 2012-10-24 20:20:09 UTC
Tippia wrote:
Rengerel en Distel wrote:
You may have missed it, but I've already said 2 or 3 times in the thread that a TP did nothing for aggro.
Funny that. It seemed to work just fine for me. It's not nearly as detrimental to the AI's abilities as a TD, sure, so I wouldn't be surprised if it gets lower priority on the list of stuff that really gets the AI's hackles up, but it sure did more than nothing.


When I was doofing around trying to annoy NPCs on Duality, using target painters was one of the least effective things. I was surprised, given that Sleepers despise target painters and I expected the ewar hate of the new AI to match Sleeper threat selection. (spoiler: it doesn't) Given what I've seen, the AI doesn't care about TP any more than it did before -- in fact, it might care less.