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2019...Why do static mobs just stand their

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  • AmatheAmathe Member LegendaryPosts: 7,630
    Yeah its always seemed weird to attack mobs, especially intelligent humanoid ones, and see their buddies standing a few feet away seemingly unconcerned, or possibly embarrassed.  Its like they are thinking "Oh no! Someone is killing Bob ... well best not to get involved I say."
    If you listen very carefully they are saying "Sux 2 B U Bob."
    AlBQuirkyHatefull[Deleted User]

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  • TillerTiller Member LegendaryPosts: 11,486
    SWTOR, like walking through a diorama
    AlBQuirky[Deleted User]Hatefull
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  • BobVaBobVa Member UncommonPosts: 125
    Not a MMO, but you made me thing about best MOB AI I've encountered while playing games. I must say that Diablo 3 MOB's AI is one of the best, especially the Elites. They are using skills, moves and acts based on your actions and skills you are using.  Sure, it's still scripting ( everything is ) , but they are far superior then any Online games I've played.
    AlBQuirky
  • KyleranKyleran Member LegendaryPosts: 44,063
    DMKano said:
    The mobs have gained self awareness of their situation 

    Imagine being trapped in a world where your sole purpose is to be repeatedly killed over and over again.

    I'd just stand there too.
    Makes perfect sense really, when trapped by the gank squad with no chance to fight back or evade I just sit down and let them kill me.

    ;)
    AlBQuirky

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  • KyleranKyleran Member LegendaryPosts: 44,063
    edited May 2019
    Gdemami said:
    Kyleran said:
    Makes sense as many gamers these days lack the fortitude to deal with NPC AI which might actually beat them on a regular basis.
    ...nothing to do with that.

    The design simply shifted away from grinding mobs over and over in order to level up, thus there is no point in having complex AI.
    While it pains me greatly to write this....good answer, and it really does make sense. Weird. 

    Is there a solar eclipse happening today or something?

    ;)
    AmathemmolouAlBQuirkyHatefull

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  • CaffynatedCaffynated Member RarePosts: 753
    Yeah its always seemed weird to attack mobs, especially intelligent humanoid ones, and see their buddies standing a few feet away seemingly unconcerned, or possibly embarrassed.  Its like they are thinking "Oh no! Someone is killing Bob ... well best not to get involved I say."
    It's the bystander effect. They're all standing around expecting someone else to jump in and save Bob. You see it all the time in real life as crowds stand around watching an assault or abduction thinking "somebody should do something!" 




    [Deleted User]
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    Mendel said:
    Mostly because A.I. is a very time consuming and costly process.
    Most games just use flow charting which is labor intensive which equals larger budgetary requirements. More advanced A.I. can use things like Finite State Machines with flow charting or others may use blackboard A.I. (using sub A.I.) 
    Forza uses an adaptive A.I. system that creates a simulation that is pretty convincing. 

    What I have proposed to a couple of people in the industry (including one currently building an mmorpg) is to go with an A.I. director for an mmo. The way L4D or Far Cry handles A.I. is 'good enough' for most players in a genre like the mmorpg. It would expand the mob behavior beyond what the players in the genre have seen in the past and handle the flow and intensity of moment to moment gameplay associated with combat encounters. Another option is to combine FSM with a director and program boss encounters to be more like the Alien in the Isolation game. One that hunts and stalks you through a dungeon or catacomb. 
    There are a number of ways that A.I. can be used to create the illusion of a nonstatic world but it takes time,creativity and,well, non artificial intelligence. 


    One of the issues with the genre is that no one has invested in actually improving the AI.  Every new game that comes along just builds the basic responses without adding anything new.  I'd be beyond happy if the AI-controlled mobs recognized certain player tactics, like kiting, and started taunting the PCs.  That probably wouldn't require anything as elaborate as a finite state machine to implement.  People losing whine and complain, why can't gnoll_0307818?



    I think that enemy AI has deteriorated. In EQ (1997), Orc Shamans blinded and feared us players. Nothing like having your screen go totally black or running uncontrollably away into a new set of enemies :)

    Many others have pointed out that this is not what players desire, though. They want an easy walk to "end game" and then complain about the "grind of leveling." Well... DUH! If a player had to actually think about each fight, maybe leveling would be less "grindy?"
    MendelHatefull

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    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
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  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    edited June 2019
    Kyleran said:
    Gdemami said:
    Kyleran said:
    Makes sense as many gamers these days lack the fortitude to deal with NPC AI which might actually beat them on a regular basis.
    ...nothing to do with that.

    The design simply shifted away from grinding mobs over and over in order to level up, thus there is no point in having complex AI.
    While it pains me greatly to write this....good answer, and it really does make sense. Weird. 

    Is there a solar eclipse happening today or something?

    ;)
    I think... Hell just froze over!

    Sometimes, though, he does have some insightful posts, when he's not doubled over giggling incessantly at everyone he disagrees with ;)
    KyleranHatefull

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    You guys haven't played TD2.  Their AIs give you a good run for your money.  They're scripted to play just like regular players.  
    MadFrenchie

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  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    MadFrenchie
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    ¯\_(ツ)_/¯
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    You guys haven't played TD2.  Their AIs give you a good run for your money.  They're scripted to play just like regular players.  
    It can be frustrating for sure, but it's also the reason the encounters continue to feel intense even if you're just replaying the same missions.
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  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    You guys haven't played TD2.  Their AIs give you a good run for your money.  They're scripted to play just like regular players.  
    It can be frustrating for sure, but it's also the reason the encounters continue to feel intense even if you're just replaying the same missions.
    I think MMORPG can do better AI but players complained.
  • HatefullHatefull Member EpicPosts: 2,503
    ITS A  @delete5230 Post


    Normally I am right here.

    However, this time I feel like he has sparked a discussion that needs to be had. Maybe not by us, but it is a very relevant question he asks. You should not just dismiss him out of hand on everything he says. On this topic, I support him and applaud his effort.

    I believe it would be awesome to have reactive AI. Oh, shit! Bob is getting mangled over there, quick let's go help! As a player you see three more Gnolls starting to head your way. Makes ya react if nothing else.

    It would be better if, as someone else pointed out, combat were meaningful and had an effect beyond the limited time you would be spending in said zone. Which points to another thread currently active here, why have levels? Note* I did not say do away with progress, I said levels.

    The point I think being made here, is there is a lot that could and probably should change about the formulas that go into making MMORPG games. The two topics mentioned here could be what changes that if a company were interested in something beyond cookie cutter MMO games.

    Smarter AI and combat that has meaning beyond a quest reward.

    If you want a new idea, go read an old book.

    In order to be insulted, I must first value your opinion.

  • bcbullybcbully Member EpicPosts: 11,843
    Better AI lol 

    how about real people with better systems in place. You know, something doable. 
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    bcbully said:
    Better AI lol 

    how about real people with better systems in place. You know, something doable. 
    Could you imagine how mind f#$%'ed some of these folks would be; getting "ganked" and it not be by a player they can run to forums to complain about?

    Nah, I think it's that, most of these players want to BELIEVE they're overcoming some advanced challenge but never want the danger of really losing to one. They want the Westworld themepark, not the Westworld "Holy S#!T the NPCs are playing for keeps" open world.  :D

    Y'all might want smarter mobs, but you actually deserve the status quo. Continue to wait on your tanks to pull mobs one at a time praying they don't agro a whole room that's been watching you pick off their mates 1 at a time.
    bcbully
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • centkincentkin Member RarePosts: 1,527
    Static monsters are easier to balance -- you know how many are going to attack a PC.  If monsters moved around it would be easier to split them off and fight fewer than intended or end up with more than intended. 
    bcbullyAlBQuirky
  • KyleranKyleran Member LegendaryPosts: 44,063
    bcbully said:
    Better AI lol 

    how about real people with better systems in place. You know, something doable. 
    Could you imagine how mind f#$%'ed some of these folks would be; getting "ganked" and it not be by a player they can run to forums to complain about?

    Nah, I think it's that, most of these players want to BELIEVE they're overcoming some advanced challenge but never want the danger of really losing to one. They want the Westworld themepark, not the Westworld "Holy S#!T the NPCs are playing for keeps" open world.  :D

    Y'all might want smarter mobs, but you actually deserve the status quo. Continue to wait on your tanks to pull mobs one at a time praying they don't agro a whole room that's been watching you pick off their mates 1 at a time.
    People may claim to want smarter, more interesting AI, but fact is other players already provide it.

    Thing is most still wish to be always able to eventually win, which can't be guaranteed against other humans.

    Imagine how few people would play a game where the NPCs kicked their arses 90% of the time, which against humans is quite possible.




    bcbullyAlBQuirky

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  • AvanahAvanah Member RarePosts: 1,627
    Because it's easier to Code when you are SOLO and not other REAL PEOPLE playing with you on a server.
    The AI would need an entire revamp with more than just YOU "in their sights".

    Imagine having to code the AI when for example 20 or 100 people are "seen" by them.

    They would have to code an Action per AI for each player in conflict.
    What is the player doing?
    Where is the player located?
    Is the player Prone?
    ect
    ect
    ect
    ect
    ect x9000

    The list goes on.

    That is a lot of work that would need to be done for YOU to be happy that the Sniper can decide what to do when it has 20 or 100 Players after him. ;)
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  • NildenNilden Member EpicPosts: 3,916
    Kyleran said:
    Gdemami said:
    Kyleran said:
    Makes sense as many gamers these days lack the fortitude to deal with NPC AI which might actually beat them on a regular basis.
    ...nothing to do with that.

    The design simply shifted away from grinding mobs over and over in order to level up, thus there is no point in having complex AI.
    While it pains me greatly to write this....good answer, and it really does make sense. Weird. 

    Is there a solar eclipse happening today or something?

    ;)
    I'm not buying it.

    Even in quest hub games or just running dungeons to level 99% of what the player does is kill mobs over and over.

    I'm going with your original assertion that people don't want to deal with it.

    I cite the AI being more challenging in EverQuest and DAOC than newer games because they wanted to dumb it down and make it accessible for average Joe not because they masked the grind with quests or story and that made it pointless for them to make the AI harder.

    It was all about accessibility not a design shift.





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  • AnthurAnthur Member UncommonPosts: 961
    They do move. Just not when someone is watching them. Smart little buggers. They don't want us to know...
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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654
    For years I have said that this is the main reason for the imbalance issues created by having PvE and PvP mixed.  Because most AI is so pathetic, the mobs have to scale to ridiculous heights regarding HP.   Why does a human "boss" NPC have literally 100 times the HP of my fully trained and armored warrior/knight?  Well, intellectually it makes zero sense... but it's because the AI in the game is horrendous.

    The "boss" literally sat there while my group "pulled" his guards 1-2 at a time.  That one time we agroed more we just ran a few feet and they went back to their spots,  no more alert than they were before.

    So to make up for that and provide "challenge" they give the NPC 100 times the HP.  That means we need skills to do that much damage which of course are overpowered against other players...

    If AI was more developed we should not need PvE or PvP servers because all should follow the same rules and it should really be hard to tell if you are fighting an NPC or a player...

    This AI could even be tiered.. so in response to @Kyleran post above... you wouldn't need to get your ass kicked 90% of the time in the early game, but you better bring your "A" game later on when you are in a high level zone.



    bcbullyAlBQuirky

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  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    Unfortunately, to make things like this 'interesting' again, more class related roles would have to exist again which would lead to imbalance and the circle will begin again with forum QQs.

    Mobs having interesting mechanics, such as different types of ways of aggroing/varying aggro ranges, being able to call/summon help during fights, being able to run away/cc certain roles in parties/etc, were countered by giving certain classes certain abilities like sleep/polymorph/silence/root/etc and for the most part they do exist in a lot of games. However, if you look at wow, how often do you realistically use those abilities aside from just skipping something?

    In my mind, I would like to take things a bit further with mob AI, kind of like how Metal Gear games would work, like if a patrol saw a dead body/heard fighting/etc, it should put mobs in alert mode, maybe increasing how they run or causing a split if its a group to separately search the area when things were alerted. This would at least make players a bit more cautious on how they pull. WoW sort of tried to do this (again) with one of its mythic+ seasonal affixes (I've done forgot the name now), but honestly, it should be implemented at early levels of the game and then become baseline. It also ties into another problem that has been happening in most mmorpgs of the past decade of players only having to learn how to play their class once they hit cap.

    Another thing I feel is lacking in modern games is the need to prepare for stuff. The only time you'll really see people having a wide variety of stuff like potions/etc is in the highest tier content, which honestly affects the economy as well. If you needed a wide variety of stuff to engage leveling content with, it would increase economical health and actually make the in game's currency important again instead of just something to buy vanity with. You had to stuff like that alot in games like FFXI, like buying echo drops for silence if you were a magic user, buy reraise items/aggro prevention items/so-on.
    AlBQuirkyAmaranthardelete5230
  • AAAMEOWAAAMEOW Member RarePosts: 1,617
    Probably because it is one of the least things people complain about...  If you actually went to the game forum, there are much more things people complain about... so developer decide to spend resource on more important issue.
  • delete5230delete5230 Member EpicPosts: 7,081
    AAAMEOW said:
    Probably because it is one of the least things people complain about...  If you actually went to the game forum, there are much more things people complain about... so developer decide to spend resource on more important issue.
    What your talking about is Taping out the fires later on after a game is released.  This is more of a base game decision of the original design, or worded differently the core feature.  Putting out the fires and bugs comes later on and has nothing to do with the core of the game. 
  • blamo2000blamo2000 Member RarePosts: 1,130
    Anyone remember that post that WoW made about AI?  And that mmorpg players don't really want it?  They said it would be extremely simple to script bosses to go after the healers, etc, but no one would like it.

    This is going a way back but my hands-down favorite boss fight was always in the last patch area of BC, kind of a blood elf area I think.  The 5-man had a boss fight which was a 5-man team that mimicked a party you fight.  I loved that fight.  I could be remembering wrong, but didn't that fight have decent scripting?  And didn't people complain about it?  I could be remembering wrong.
    bcbully
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