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Post by gazoo on Jan 7, 2018 15:29:06 GMT -5
Some of these pirates are hidden. Maybe up to 20%. So that can catch you off guard when planning the battle, as suddenly they appear to the battle when pulling a further bunch (they were always waiting between, but were hidden). Hidden is pretty common on second platform.
BUT,
the AI changes may have tweaked distances.
Iirc, in past, and with pty of 2 =
-2 on bridge (1st area) -1-2 on small area between bridge strands -2 on housing area after first set of bridges (1 or more hidden). and so on.
I almost never pulled more than one group unless moved up tight with spawn locations (ie, NPC runs up fast). So if this is not your experience, then it probably needs a tweak.
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Post by Psionic-Entity on Jan 10, 2018 11:06:10 GMT -5
Next update I'll revert the pirates to the old AI system, I think the spawners were reasonably well-tuned before that.
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Post by electrohydra on Jan 10, 2018 16:26:45 GMT -5
Cool. I can confirm that the problem is the AI, as the pirates in the Pirate Cave also aggro'd differently then they used to. (Though in that area it's not actually a problem, it doesn't cause unreasonable numbers of pirates to fight at once)
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Post by Psionic-Entity on Jan 10, 2018 16:43:23 GMT -5
For the most part the system seems to be working as intended, if you catch aggro from one enemy it will call others from its spawn, and once you've got an enemy activated the threshold for forgetting about you goes up. This helped with some situations where you could pull part of a single spawn (when that wasn't intended) or for a few weirder ones where you could use ranged attacks on an enemy without them responding.
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Post by electrohydra on Jan 18, 2018 17:03:24 GMT -5
Just noting that this is still a problem even after the change. With 2 characters, one ranged pirate from the second group attacks while you are fighting the first group. When you get to the second group (Which you can't recover health for, since you stay in combat), both pirates from the 3rd group join the fight, resulting in a 4 v 2.
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Post by Psionic-Entity on Jan 19, 2018 20:39:00 GMT -5
Going to change the second spawn for next update to separate the first and third a little better.
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Post by electrohydra on Mar 7, 2018 20:21:12 GMT -5
The Gunner from the second spawn still attacks while you are fighting the first spawn.
The first fight on a ship has 3 pirates, making it extremely more difficult then the other fights.
(PC + Henchman)
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Post by Psionic-Entity on Mar 7, 2018 22:53:16 GMT -5
It actually looks like I lost the last set of changes I made to the area somehow. The first three encounters should be split in to two, and I'm also moving up one of the boat spawns.
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Post by gazoo on Mar 8, 2018 15:45:28 GMT -5
I went in here to see how it has changed for mobs. I took 1 henchmen.
I encountered 12 mobs (not spawn points, mobs). I was able to break it down into 5 x 2v1, 2 x 2v2 and 1 3v2. For the 3v2, the henchman - who was set at a good choke position - tanked quite well without much issue. There is now only 1 shooter that is semi-isolated, and I suspect he is quite reachable with a 2H or whip, in his current location.
All that is probably ok considering that this is the first part of a 2-part adventure, but imho it is overall pretty easy with all the 2v1 pulls.
This seems to be the same amount of mobs seen when solo and as such, I can not comment if the spawns scale well with >2 party members.
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Post by Psionic-Entity on Mar 8, 2018 16:41:21 GMT -5
I'd like to at least remove the 2v1 pulls, any places they tend to show up?
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Post by electrohydra on Mar 13, 2018 19:10:40 GMT -5
Ran this again.
- All ranged pirates seem to have lost their guns. They just use their fists.
- The Pirate Captain encounter is still outnumbering PCs by a lot. For two characters it spawned the captain, a bruiser and two regular pirates. I was able to beat it only by drawing one pirate away without aggroing the others (Probably because he didn't have his gun) and then exploiting the walkmesh to fight only one at a time.
- The Merman encounter is.... pretty unfair to melee PCs. I brought my gun, but they absolutely wrecked me because I'm not a ranged PC. Also, if we're going to have unreachable NPCs, can we have every henchman carry a ranged weapon? It was pretty shitty to watch Saskia just stand there doing nothing except make it so that more enemies spawned.
- The Mermen also suffer from the Scarab Beetle problem. They only make attacks at full AB (Which is +1 over normal PC AB at that level too.....), meaning they killed me (light armor) very fast. Meanwhile, I had the time to write this post, double-check it, and they still haven't killed Saskia at time of posting.
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Post by Psionic-Entity on Mar 13, 2018 22:18:15 GMT -5
Bug should be fixed next update. Having henchmen used ranged weapons would be difficult, it's more of a long term project than quick fix.
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Post by Psionic-Entity on Mar 18, 2018 11:31:33 GMT -5
Went ahead with the henchmen swap thing because it was needed for another bug as well.
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