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How to lose a Golem in 17 seconds

First post
Author
Arrs Grazznic
Poena Executive Solutions
#21 - 2012-12-06 14:42:59 UTC
Isn't this something to do with the full room agro bug introduced with Retribution?
CCP Soundwave
C C P
C C P Alliance
#22 - 2012-12-06 15:26:35 UTC
Jenn aSide wrote:
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


http://community.eveonline.com/updates/patchnotes.asp

Quote:

NPCs

Sleeper AI has been added to mission and belt NPCs.


Wow, that's a miscommunication on our part, my apologies.

So the sleepers have a certain template that makes them more difficult than other NPCs. We've taken some of those components and applied them as a minimum standard to the rest of the NPCs. Those NPCs however do not; have the full template nor the stats of the sleepers.

To be entirely clear, we've given mission and belt NPCs "a few" AI components, but they're by no means comparable to sleepers.
J'Poll
School of Applied Knowledge
Caldari State
#23 - 2012-12-06 15:28:41 UTC
CCP Soundwave wrote:
Jenn aSide wrote:
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


http://community.eveonline.com/updates/patchnotes.asp

Quote:

NPCs

Sleeper AI has been added to mission and belt NPCs.


Wow, that's a miscommunication on our part, my apologies.

So the sleepers have a certain template that makes them more difficult than other NPCs. We've taken some of those components and applied them as a minimum standard to the rest of the NPCs. Those NPCs however do not; have the full template nor the stats of the sleepers.

To be entirely clear, we've given mission and belt NPCs "a few" AI components, but they're by no means comparable to sleepers.


If people did ever read the dev-blogs they would have known that...

New NPC AI has the old stats but they do switch targets.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

CCP Soundwave
C C P
C C P Alliance
#24 - 2012-12-06 15:36:29 UTC
J'Poll wrote:
CCP Soundwave wrote:
Jenn aSide wrote:
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


http://community.eveonline.com/updates/patchnotes.asp

Quote:

NPCs

Sleeper AI has been added to mission and belt NPCs.


Wow, that's a miscommunication on our part, my apologies.

So the sleepers have a certain template that makes them more difficult than other NPCs. We've taken some of those components and applied them as a minimum standard to the rest of the NPCs. Those NPCs however do not; have the full template nor the stats of the sleepers.

To be entirely clear, we've given mission and belt NPCs "a few" AI components, but they're by no means comparable to sleepers.


If people did ever read the dev-blogs they would have known that...

New NPC AI has the old stats but they do switch targets.


I'm having the patch notes changed and asking them to link the dev blog in the patch notes!
iskflakes
#25 - 2012-12-06 15:46:19 UTC
CCP Soundwave wrote:
I'm having the patch notes changed and asking them to link the dev blog in the patch notes!


The carebears won't let little things like facts get in the way of their crying...

-

MainDrain
University of Caille
Gallente Federation
#26 - 2012-12-06 15:47:36 UTC
CCP Soundwave wrote:


I'm having the patch notes changed and asking them to link the dev blog in the patch notes!


Copy Paste from the Dev Blog

One of the nice advantages with the Level One AI is we can create different AI templates from it. This is why the sleepers and incursion NPC are so different. We are going to do the same thing again; creating a third template from the Level One AI. We will only be activating specific parts of the new AI for this third template and it will not change how much damage the NPC do, how much damage they take, or generally how strong they are.

After the first round of testing we made some tweaks to the attributes on the NPC, specifically making them hate drones less,

F.A.Q.

Q) Will the NPC's switch targets now?
A) Yes, yes they will.

Q) Will the NPC's choose a targets of the same size, so npc frigates will first target player frigs.
A) Yes, the NPC will try and pick targets matching their own size.

Q) Will NPC's kill my drones?
A) Yes, but they don't hate them nearly as much as sleepers. I ran 9 level 4 missions and lost 2 drones. It does mean you need to pay more attention though. We can adjust their hatred of drones though which is why we are asking for feedback when this hits a test server.

Q) Will NPCs do any new ewar?
A) No. Their actual weapons and effects will not be changing.

Q) Does this change things like spawns or range activation?
A) No. When the NPC decide to start hating you is still based on the individual mission.


This should pretty much answer all our questions (and proves i should read dev blogs more thoroughly)
Tom Gerard
Glorious Nation of Kazakhstan
#27 - 2012-12-06 16:08:38 UTC  |  Edited by: Tom Gerard
Arrs Grazznic wrote:
Isn't this something to do with the full room agro bug introduced with Retribution?


I was not the pilot so can't link the Loss, he hasn't logged in since 8am EST when this all went down.

I have done that mission twice, once in a T2 fitted Drake (multiple warp outs, but possible) And a T2 fitted Nighthawk, easily done if you manage triggers and stay at max range (75km at the time, assume this mission is now impossible for a Nighthawk due to range nerf)

The issue seems to be that ALL ships immediately upon player arriving on grid, MWD at maximum speeds to their optimal and unload regardless of which "group" they were previously part of.

I think this is a great change, however CCP needs to reduce the total "on field" DPS as some of these missions become impossible.

Now a fully buffer fit around 200k EHP with two or more shield logis could have tanked it, that isn't really the solution as the rewards are thin pick'ins already.

Now with 100% less Troll.

MainDrain
University of Caille
Gallente Federation
#28 - 2012-12-06 16:10:34 UTC
Tom Gerard wrote:
Arrs Grazznic wrote:
Isn't this something to do with the full room agro bug introduced with Retribution?


I was not the pilot so can't link the Loss, he hasn't logged in since 8am EST when this all went down.

I have done that mission twice, once in a T2 fitted Drake (multiple warp outs, but possible) And a T2 fitted Nighthawk, easily done if you manage triggers.

The issue seems to be that ALL ships immediately upon player arriving on grid, MWD at maximum speeds to their optimal and unload regardless of which "group" they were previously part of.

I think this is a great change, however CCP needs to reduce the total "on field" DPS as some of these missions become impossible.

Now a fully buffer fit around 200k EHP with two or more shield logis could have tanked it, that isn't really the solution as the rewards are thin pick'ins already.


Ill agree that some of the missions might need their DPS reduced. There is the fact that some missions require their DPS increased. Missioning shouldnt be see as a passive form of ISK making
Ager Agemo
Rainbow Ponies Incorporated
#29 - 2012-12-06 16:11:56 UTC  |  Edited by: Ager Agemo
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


Uhm... excuse me, but that must be wrong somehow... because right now on every mission I do the NPCs are going all berserk against drones just like sleepers do, and are killing my corp mates that try to fly along with me on said missions.


AI and stats are not the same, they do have the Sleeper AI, just not the Sleeper Weaponry and stats.
Ranger 1
Ranger Corp
Vae. Victis.
#30 - 2012-12-06 16:16:00 UTC
Ager Agemo wrote:
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


Uhm... excuse me, but that must be wrong somehow... because right now on every mission I do the NPCs are going all berserk against drones just like sleepers do, and are killing my corp mates that try to fly along with me on said missions.


AI and stats are not the same, they do have the Sleeper AI, just not the Sleeper Weaponry and stats.

Read, then post.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Tom Gerard
Glorious Nation of Kazakhstan
#31 - 2012-12-06 16:17:53 UTC  |  Edited by: Tom Gerard
MainDrain wrote:


Ill agree that some of the missions might need their DPS reduced. There is the fact that some missions require their DPS increased. Missioning shouldnt be see as a passive form of ISK making


I think the easiest way to fix the problem would be to reduce the optimal range of the NPCs which would protect the "speed tankers" and still remove AFK tanked, 'no prop mod' battleships

Now with 100% less Troll.

Seline Taal
Taal Order
#32 - 2012-12-06 16:23:03 UTC
MainDrain wrote:
CCP Soundwave wrote:


I'm having the patch notes changed and asking them to link the dev blog in the patch notes!


Copy Paste from the Dev Blog

One of the nice advantages with the Level One AI is we can create different AI templates from it. This is why the sleepers and incursion NPC are so different. We are going to do the same thing again; creating a third template from the Level One AI. We will only be activating specific parts of the new AI for this third template and it will not change how much damage the NPC do, how much damage they take, or generally how strong they are.

After the first round of testing we made some tweaks to the attributes on the NPC, specifically making them hate drones less,

F.A.Q.

Q) Will the NPC's switch targets now?
A) Yes, yes they will.

Q) Will the NPC's choose a targets of the same size, so npc frigates will first target player frigs.
A) Yes, the NPC will try and pick targets matching their own size.

Q) Will NPC's kill my drones?
A) Yes, but they don't hate them nearly as much as sleepers. I ran 9 level 4 missions and lost 2 drones. It does mean you need to pay more attention though. We can adjust their hatred of drones though which is why we are asking for feedback when this hits a test server.

Q) Will NPCs do any new ewar?
A) No. Their actual weapons and effects will not be changing.

Q) Does this change things like spawns or range activation?
A) No. When the NPC decide to start hating you is still based on the individual mission.


This should pretty much answer all our questions (and proves i should read dev blogs more thoroughly)



If this is accurate then theres a problem,

Q) Will NPC's kill my drones?

Launch Light drones when frigs are on the field and all the frigs tend to go for the drones, not all misions but most, in these cases theres no less hate to be had!

Q) Does this change things like spawns or range activation?

Quite a few missions have changed, ive experience rogue drone harrassement level 3 for example has 95% of the room agro now, The mission with the green aristie ore also has room agro now when it didnt before, seeing a lot of difference these are just two repeatable examples. (cant imagine the L4s being much more fun heard of a couple of issues but havent done L4s since the patch (too new to survive now))

I guess we just report them and let the devs fix the problems, its clear that in some cases the NPC's are not acting as per the notes/dev blogs. I actually took CCP silence on the issue to be them collating the information, for the most part people are being quite civil and putting the information accross with a lot of detail.

Oh and for the PVP bears, it was mentioned that npcs wouldnt attack players that went on field to attack players, well if you get to the player without doing anything at all npcs switch so pve ratters are safer because of this change......

Not just PVE guys, this is a problem elsewhere too, somethings wrong :)
Doddy
Excidium.
#33 - 2012-12-06 16:28:52 UTC
Ager Agemo wrote:
CCP Soundwave wrote:
Sexy Cakes wrote:
Slight oversight in bringing sleeper AI to missions...

waiting for confirmation from CCP


I can absolutely confirm that we have not brought sleeper AI into missions.


Uhm... excuse me, but that must be wrong somehow... because right now on every mission I do the NPCs are going all berserk against drones just like sleepers do, and are killing my corp mates that try to fly along with me on said missions.


AI and stats are not the same, they do have the Sleeper AI, just not the Sleeper Weaponry and stats.


Sigh, they don't have sleeper AI. They have new AI. The new AI has some traits of Sleepr AI (switches targets, has size/threat preference) but doesn't have others (much less drone hate, no rr of thier own and i think other things (sleepers seem to have a tank breaking prefernece, i swear).
Rengerel en Distel
#34 - 2012-12-06 16:28:57 UTC
In the issues thread, they've posted that they know full room aggro is a problem now, but no ETA on a fix. (as it only hurts PVE content, it goes to the back of the bus)

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

Amber Coldheart
Doomheim
#35 - 2012-12-06 16:42:35 UTC
iskflakes wrote:

The carebears won't let little things like facts get in the way of their crying...

To loosely paraphrase a certain politician :

"I am not going to let my campaign be dictated by facts!". I'll cry as many tears as i want, thank you sir :p
Pitrolo Orti
Doomheim
#36 - 2012-12-06 18:13:43 UTC  |  Edited by: Pitrolo Orti
Here is a solution...create a new item in market that you obtain when your ship is destroyed. For example: Your golem was destroyed you obtained 2000 salty tears. Sell those in market. The insurance covers ship and the tears the faction modules :-)

Price is what you pay. Value is what you get.

Tom Gerard
Glorious Nation of Kazakhstan
#37 - 2012-12-06 18:18:15 UTC  |  Edited by: Tom Gerard
Amber Coldheart wrote:
iskflakes wrote:

The carebears won't let little things like facts get in the way of their crying...

To loosely paraphrase a certain politician :

"I am not going to let my campaign be dictated by facts!". I'll cry as many tears as i want, thank you sir :p


Just to prove your stupidity, not to favor the political party, you Sir, have also omitted the facts to suit your viewpoint.

"We're not going to let our campaign be dictated by fact checkers," - Neil Newhouse who is not a politician but a employee of a data collection company.

Technically this makes you a liar. People may take offense to that phrase, but Amber Coldheart you have passed off misinformation and portrayed it as fact. Why should ANYONE care what you have to say, now that we have established you have no credibility?

Now with 100% less Troll.

Xercodo
Cruor Angelicus
#38 - 2012-12-06 18:25:34 UTC
I can confirm that "Infiltrated Outposts" L4 version auto aggros almost the entire second room on warp in. But my new sexy looking vargur had no problem with any of it. Didn't even launch any drones at all xD

The Drake is a Lie

Funky Lazers
Funk Freakers
#39 - 2012-12-06 18:28:36 UTC
Xercodo wrote:
I can confirm that "Infiltrated Outposts" L4 version auto aggros almost the entire second room on warp in. But my new sexy looking vargur had no problem with any of it. Didn't even launch any drones at all xD


Cool! Tell that to new players.

Whatever.

Pitrolo Orti
Doomheim
#40 - 2012-12-06 18:37:12 UTC
I saw a Tengu and Rattlesnake get blown up in Worlds Collide mission in the Sancha room. Nice explosions :P

Price is what you pay. Value is what you get.

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