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Post by xdesperado on Mar 27, 2016 21:25:14 GMT -5
fallenI'm playing on a Samsung Galaxy Tab 3 7". Has latest updates from Samsung and Google for that device. The lack of AI movement is major reason for getting multiple encounter pulls as even with other mobs dead in initial pull and clear path to heroes some mobs will continue to sit in starting location. Moving so as to engage them will often have heroes stepping into an overlapping encounter trigger location. It's very frustrating fighting through double and tripple pulls just to track down one or two mobs from initial encounter that have refused to move. This behavior also reduces value of a Talent like Tamilin's Silent Stalker as she has no chance of getting the surprise round bonus for subsequent pulls. Also starting proximity seems to have little to do with which mobs will move. Many times I've started combat and can see a mob within sight yet they will just sit there while mobs that need 2, 3 or more turns just to get within visual range will be moving. Sometimes I can move to engage such mobs without over extending one or more of my heroes other times I can't.
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Post by anrdaemon on Mar 27, 2016 21:30:49 GMT -5
The "sitting ducks" issue only happened to me twice of all times I could clearly remember. Both times the stumbling NPC was the one fartest from my group. I think, fallen is right in his analysis that this may be just an issue of AI running into "brain limit" issue. If AI can't find a good plan in a given number of attempts, it gives up and pass the turn to the player. P.S. Recalled third time: A pack of hounds were spawned behind a closed door. They were unable to open it, and I had to move up and tap the door to finish them.
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Post by fallen on Mar 27, 2016 22:09:46 GMT -5
Recalled third time: A pack of hounds were spawned behind a closed door. They were unable to open it, and I had to move up and tap the door to finish them. That's actually a rule of the AI. Only some creatures are smart enough to open doors. Hunds, sadly, are not on the list
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Post by fallen on Mar 27, 2016 22:11:01 GMT -5
xdesperado - thanks for the info. Screenshots might help us identify individual fights that are having this issue.
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Post by Rashar on Mar 27, 2016 22:42:26 GMT -5
I am not 100% sure, weaver fight might be one of these.
Since I played on easy mode I went for the direct appraoch and took the pack headon and then just started schmacking the weaver. During all of this the spiders that spawned on the left side just stayed put and never came to attack me (even though I was like 4-5 squares away with Vraes). The spiders summoned by the weaver that were next to Vraes did attack and the spider that spawned from both of the right sides also had trouble reaching me and I understand the spiders that have just been summoned have "summoning sickness" but even spiders that were already a turn in play (magic terminology ftw!) seemed to have pathing issues and just stayed put.
sometimes they box the "older" spider but other times even though a spider is summoned in front of another spider and a clear pathing is still available the spider is like: "no... not these guys I have Vraesophobia" which is completely understandble but it's hard to believe that Vraesophobia can overwrite the AI.
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Post by fallen on Mar 27, 2016 22:44:57 GMT -5
Rashar - thanks! It is helpful to have really specific examples to look at, because as you know, there are thousands of battles in the game, which can be started from many different angles or terrains. The AI has a lot to deal with trying to be the "best" for all of those situations, thousands and thousands of possible setups. So, something specific like the Weaver fight and the group of summoned monsters getting stuck is a great specific example.
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Post by xdesperado on Mar 27, 2016 23:20:36 GMT -5
fallenLast way station before Great Shaman. As you pass stairs to North Hall fight is triggered right by way station. If Ratkin spawn by wall east of way station or in area just south of gap leading towards temple area then no problem. However one or two will often spawn in area beyond wall to east. If they spawn there they will rarely ever move even if you've killed rest. To get them to activate you have to go through gap and hook around the end of the wall onto stairs leading to that alcove. Doing so will trigger at least 1 additional pull and I think possibly 2. By the way because of the trigger point it's impossible to use that way station without clearing the encounter which would be fine if not for the strong possibility of getting involved in an extremely protracted fight with multiple pulls.
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Post by hoofart on Mar 28, 2016 4:31:24 GMT -5
My CPU is an Intel i7-4770K 3.5 Ghz.
It's hard to mention one example as this issue has been my experience from the very beginning. As some players said earlier, sometimes it's rather silly because the mob in sight doesn't do anything and I have to wait for an enemy to close in and who is usually coming from far greater distance.
It's not a game breaking bug just makes the build I'm using (En1gma Strickening) somewhat pointless in a sense of I'm rarely given the opportunity to actually use aoe abilities to their intended purposes (like I said before, I consider 2 mobs a crowd, when that happens and blast them away happily).
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