I will bring you whole forest!"
That legend seems true. If you stay on a right spot you can hunt every animal without higher stats or well gears. Hope you enjoy with video!
https://youtu.be/aXEUmiN4P6k
Looks like something is wrong with animal AI. First, the animal can't reach the attacker, but continues to stand there even when taking damage. Second, the animal readily attempts to attack when re-agroed, disregarding that it is damaged to the point of fleeing and that it can't find a way to reach the target.salaman wrote:video
Agrik wrote:Looks like something is wrong with animal AI. First, the animal can't reach the attacker, but continues to stand there even when taking damage. Second, the animal readily attempts to attack when re-agroed, disregarding that it is damaged to the point of fleeing and that it can't find a way to reach the target.salaman wrote:video
There is no such excuse as "barely" in programming. Either something is "in range", which means the animal is able to deliver attacks, or it is "out of range", the animal is unable to attack and should notice this fact. Being "out of range" for the purpose of attacking but not counting as "out of range" for the purpose of general AI behavior would be plainly a programming mistake, leading to "broken" unrealistic AI behavior.Reiber wrote:thats not an problem with ai, the game just looks at the grid,
tecnically you stand on an reachable spot, just barely out of range, if 100%range.
Sorry, I don't quite understand this phrase, especially the "cant get off an nondefencive move" part.Reiber wrote:it is more difficult to reaggro with boarspears,
but most animals still run, if they cant get off an nondefencive move and get above 50 damage through armour, even if you cheese it right, bears in enrage are just more easy too cheese,
For me it looks like around 0:36 it was reaggroed by unreachable player. The same with moose around 1:34-1:42, I've counted 7 returns. And even if we put the question of (un)reachability aside, both animals were already wounded to the point of fleeing.Reiber wrote:also in the video, the bear isnt reaggrod while it cant reach the player, loosing access too the player dosnt trigger"fleeingmode" either,
Sorry, I don't quite understand this phrase, especially the "cant get off an nondefencive move" part.Reiber wrote:it is more difficult to reaggro with boarspears,
but most animals still run, if they cant get off an nondefencive move and get above 50 damage through armour, even if you cheese it right, bears in enrage are just more easy too cheese,
For me it looks like around 0:36 it was reaggroed by unreachable player. The same with moose around 1:34-1:42, I've counted 7 returns. And even if we put the question of (un)reachability aside, both animals were already wounded to the point of fleeing.[/quote]Reiber wrote:also in the video, the bear isnt reaggrod while it cant reach the player, loosing access too the player dosnt trigger"fleeingmode" either,
Well, it looks reasonable that they don't need to reach the opponent to reduce their openings.Reiber wrote:animals nowdays occasionally reduce there openings even if they cant reach their opponent, if they get too high,
That's good. Unfortunately, it doesn't look (in the video) like animals make much use of the second condition check.Reiber wrote:aside from the "enemy is on reachable square" condition there is an "have i been able too hit enemy? " condition, wich is why even correctly cheesed animal flee,
And this sounds broken. Like, why should an animal that has already been beaten half to death, check whether it will receive even more damage?Reiber wrote:everything else will just return on reaggro, no matter if they have 100 or 2 hp left, as long as the player is on an reachable square, only fleeing again after the next direct damage they get that is over an specific threshold ,
And this sounds broken. Like, why should an animal that has already been beaten half to death, check whether it will receive even more damage?[/quote]Reiber wrote:everything else will just return on reaggro, no matter if they have 100 or 2 hp left, as long as the player is on an reachable square, only fleeing again after the next direct damage they get that is over an specific threshold ,
IMO, coding isn't supposed to be done for the sake of coding. It usually takes something real as a starting point, and then modifies, simplifies it to the desired degree. So, any feature is a mix only of a reality and intended modifications. And these modifications can be questioned. Well, there can also be bugs, but they are simply a thing that's supposed to be fixed.Reiber wrote:well from an rl logic standfpoint it dosnt, from an coding point, its just an reset and revert to normal beaviour when in new combat,
Animals can run slower, can get tired faster (human is known to be endurance hunter), or can bleed away relatively fast, there can be different realistic options one can think of. I see no need to resort to totally unrealistic behavior that would create broken gameplay situations...Reiber wrote:and from an gameplay reason, because it is the only way you can hunt an animal without an horse, or it being on shallow water and you having an boat,
Yep. And all these things can be revised if needed.Reiber wrote:in haven animals dont get wounded, and stumble through the thick woods, they just take off, bouncing of of cliffs, and dissapearing intoo the void as soon as they are fatrther than an few meters away,
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