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 Post subject: Tribunal Guard AI
PostPosted: Wed Mar 26, 2008 5:32 pm 
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Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Could tribunal guard AI please be changed so that when guards are in your group, they don't chase enemies that flee? It completely ruins group positions and leaves the group as easy pickings for other foes.

Code:
A xxxxx male giant sounds the retreat!
A xxxxx male giant soars west.
A Peacekeeper sentinel soars west.

|HP:100%|ME: 51%|PE: 99%| (zero - A circle of stones - 6pm)
aa xxxxx

Aphrominas the faceless nymph walks west. <--- I'm now in second row.



Code:
A xxxxx male giant soars in from the west.
A Peacekeeper sentinel soars in from the west.

|HP:100%|ME: 51%|PE: 99%| (zero - A circle of stones - 6pm)

A Peacekeeper sentinel exclaims 'Halt, lawbreaker!'
A Peacekeeper sentinel exclaims 'You shall pay for your crimes!'
Your stony skin deflects a Peacekeeper sentinel's attack. <-- Pain inc.


This occured twice in some group PK's tonight, once when my group invaded enemy territory, and once when the enemy invaded our territory.

I'm all for guards chasing normally, but when they're in group formation, and for all intents and purposes are your tanks, when they go running off it leaves all us very easily damaged people standing behind them very vulnerable.


Last edited by Sypher on Wed Mar 26, 2008 6:08 pm, edited 1 time in total.

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PostPosted: Wed Mar 26, 2008 5:50 pm 
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Yes, the player of Navelic also abuses it by running into your formation with sanc up, then running away into a rift and coming back, thus causing the guards to 'vanish' away until next repop.

Also, please fix your NPCs walking away code. It's buggy and just plain irritating. Give them a few ticks before they just run away. They take all their gear with them, too. I'd prefer it if they also responded to your commands.

You accidentally walk a space into Uxmal, and boom, you lose your guard + all the equipment you gave them. It's really silly.


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PostPosted: Wed Mar 26, 2008 6:56 pm 
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Location: Through The Void
SK Character: Vivitnir
Sounds good, lets whimp some of those CoN guards too while we're at it.


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PostPosted: Wed Mar 26, 2008 6:57 pm 
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As soon as our other guards are buffed, sure!

On the topic of this thread: If there is a way to fix this, I'd love to see it done. It really limits what a tribunal can do with their guard NPCs.


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PostPosted: Wed Mar 26, 2008 7:00 pm 
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Kirsenvar wrote:
Sounds good, lets whimp some of those CoN guards too while we're at it.


Give us some GM NPCs and sure.

Back on topic though, this is a problem with all tribunal guards I'd imagine, not just the CoN's.


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PostPosted: Wed Mar 26, 2008 8:08 pm 
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I have to agree it has its finer points when they do chase.
Perhaps even a toggle to decide wether or not you want your guards to hit hot pursuit when they are in the groups.

I can only imagine your talking about the instance today when your guard tracked me after I fled and founding me in my hiding spot to heal and buff up a little.
In that occasion, I have to say the NPC tracking me was a good thing as you managed to find me again :rant:


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PostPosted: Wed Mar 26, 2008 8:13 pm 
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And I'll add here since its been brought up,
Although I do think the two particular CoN NPCs are quite powerful, they are not overpowered. If anything they need a slight wimp to their HP or supernatural hide scaled down to leather or something but nothing more.


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PostPosted: Wed Mar 26, 2008 8:13 pm 
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TheBladeMasta wrote:
I have to agree it has its finer points when they do chase.
Perhaps even a toggle to decide wether or not you want your guards to hit hot pursuit when they are in the groups.

I can only imagine your talking about the instance today when your guard tracked me after I fled and founding me in my hiding spot to heal and buff up a little.
In that occasion, I have to say the NPC tracking me was a good thing as you managed to find me again :rant:


No, I'm not actually, I'm talking about an instance today where I took a group into Taslamar, and the guards immediately gave chase to a certain giant whenever he retreated out of the room. That put me in second row, and when the guards came in, I was within their striking reach, forcing us to hastily retreat.

That also happened when a western party invaded the Moot today, once again our guards left our group to chase them once they saw the party. Leaving all us squishy casters in melee range.

As for the three barb NPCs with have. The only thing they have going for them is a lot of HP. They're mentor level, spells absolutely rape them, they can't be equipped or hold weapons, and the supernatural hide isn't even a factor as they have toughness anyways.

I'd honestly rather they had their HP scaled down, and were made GM, and able to wear equipment/weapons like other tribunal NPCs. As it is, CoN has no NPCs above master level, most tribunals get a least a couple 49-GM NPCs, that can all wield equipment and weapons.


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PostPosted: Wed Mar 26, 2008 8:46 pm 
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I have no complaints if they have their hp scaled down and put up to level 49-50. Although I wouldn't want them to wear armor or anything, GM Toughness should be good enough armor.

The best NPC I know of that guardians have that CAN wear armor are the champ rank paladins.
Barb/Merc GM NPCs that can wear armor I can only imagine would be overpowered due to the plain fact that you would have NPCs that could quite easily solo an unprepared GM player.


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PostPosted: Wed Mar 26, 2008 8:57 pm 
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I'm just saying all other tribunals and even a cabal have GM NPCs that can wear armor and weapons. In the case of the cabal, their NPC is a GM merc that can wear weapons/armor.

You also have to take into account that the CoN has no built in priest/pally NPCs to buff them. If our "three" good guard are nerfed, I don't see why we shouldn't get some buffer NPCs and some GM NPCs of our own that can wear gear.

But anyways, we're tangenting. This thread isn't for what NPCs should be buffed/nerfed, this is about the guard tracking system. Guards in player groups should not chase wanted players that have fled combat, as it messes up group formations and leaves the players that were behind said guard very vulnerable.


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