Retreating critters on 08/10/2009 12:08 PM CDT
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Not sure if this would go here or in survivals stealth, but makes more sense to be here. Could someone look into how quickly critters retreat away when you stealth on them to prepare to ambush? As it is right now, when you are by yourself there is no real issue, the critters will try to do some searching for you. However, the issue Im having is when you are partnered up with someone who already has 4 mobs on them, the mobs Im engaged to dont even bother trying to look for me, they just retreat and leave the room with much rapidity. Would be nice if they we coded to at least do one search, or say wait 6 seconds or so before fleeing for the hills.
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Re: Retreating critters on 08/10/2009 12:28 PM CDT
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I would lose fewer Quads for sure..


~Maryhana
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Re: Retreating critters on 08/10/2009 12:41 PM CDT
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I was trying out a new hunting area, and therefor not using my regular script which webs anything I try to use stealth on, and it was just a frustrating experience. Even with 2 second hide times and "normal" human reflexes more often than not the critter would retreat before I could get the attack command though. At least this was using melee attacks, so I wasn't loosing ammo, but the engage time was annoying. Switching to "slip stalk" only made it worse because of the extra RT.

There's got to be a better way to handle critters retreating from hidden PCs.

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
Tolle says, "Yup yup, 'bout time. What the heck took you so long?"
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Re: Retreating critters on 08/10/2009 01:44 PM CDT
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I usually only see this if there's another player in the room, or (when alone) if I haven't hit anything in a while. When it starts to happen in vines (where I am now), I come out of hiding and whack on 'em for a few swings. Then they get angry and stick around through the next several hides and stalks.

Don't know what to tell you if that's alredy what you're doing, but it seemed to help for me at this low level.

_________________________________
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Re: Retreating critters on 08/10/2009 04:03 PM CDT
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Critter one says "Hey where he go?
Critter two says "I dont know!"
Critter one says "Lets get outta here I aint messing with this guy"
2 Critters just went sw
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Re: Retreating critters on 08/11/2009 07:23 PM CDT
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Yeah, lost 7 arrows today due to this. Hunting with someone else, they had 4 creatures on them, i had a few on me... i was hiding and firing (i dont stalk and poach for similar reasons).

The creatures "look" at the players in the room, see one who already has 4 at melee so they leave normally (instantly) as if no one else was there. This doesnt happen as fast when we're alone in the room.
Guess i'll just have to say "no" when someone stops by and asks if they can hunt with me :(

I think this is just an unintentional side-effect of the new creature AI. Hopefully can be fixed.
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Re: Retreating critters on 08/12/2009 05:58 AM CDT
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If you are at pole or melee range on those creatures you hide on and fire at, they can't leave the room. Adjust how you do things to make this happen and you have no more lost arrows.


________________________________________

I mean, if I drop a nuke on you, "Can't hit me I'm hiding!" isn't going to really get you very far.

- GM Dartenian
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Re: Retreating critters on 08/12/2009 09:33 AM CDT
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<<If you are at pole or melee range on those creatures you hide on and fire at, they can't leave the room. Adjust how you do things to make this happen and you have no more lost arrows.


That is true but they still retreat and leave if i'm not fast enough. Plus, firing at melee, or even, pole range can be deadly in many situations and shouldnt be necessary in order to train a bow-type weapon.

Its not the end of the world, we can adapt to whatever comes our way, but i still believe this was not an intended feature of the improved creature AI.
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Re: Retreating critters on 08/12/2009 10:11 AM CDT
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The issue isnt that critters retreat if you go hiding. The issue is the difference in which the whole situation plays out if your with another person while hunting. All Im asking for is that there be some check involved when you are with another player so that a mob doesnt notice your hiding and automatically assume the room's engagement cap is filled. Like I stated before, there is no real issue if you are by yourself because the mob will search a bit before running away, but with the hardcap of 4, the critter only sees your fully engaged hunting partner and runs away nearly instantly.
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Re: Retreating critters on 08/12/2009 12:55 PM CDT
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I'd rather creatures with a weapon lodged in them be kept from leaving the room for some period of time.


- George, Player of Foresee
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Re: Retreating critters on 08/12/2009 01:32 PM CDT
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The <critter> tries to retreat, but the pain from the <item> lodged in it hinders it, and it fails miserably!


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Re: Retreating critters on 08/12/2009 02:07 PM CDT
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>>I'd rather creatures with a weapon lodged in them be kept from leaving the room for some period of time.

That's a great idea. =] *would love to see this happen*
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