Quatzelcoatls teleport.

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Quatzelcoatls teleport.

Postby yuukki » Mon Apr 20, 2015 7:54 pm

I've noticed if they get stuck on something (a rock , tree or whatever) they'll be stuck for a minute then completely teleport and hit you. Hydurkeys do this as well.
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Re: Quatzelcoatls teleport.

Postby Rubberduckbandit » Mon Apr 20, 2015 7:55 pm

Thats intended so people stop abusing bugs by getting them stuck when fighting them.
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Re: Quatzelcoatls teleport.

Postby lachlaan » Mon Apr 20, 2015 8:01 pm

If that's true then perhaps a more elegant solution should be found, like it trying to actually pass the D.U.M.B. filter's impossible task of dodging stuff on your way to your target. If after 6 different directions it still has no clear path to the target then perhaps it can try its wizardry, but until then it just seems unpolished.
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Re: Quatzelcoatls teleport.

Postby trungdle » Mon Apr 20, 2015 8:03 pm

Idk man A.I. and pathfinding is not really our strong point.
if we have any, that is.
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Re: Quatzelcoatls teleport.

Postby yuukki » Mon Apr 20, 2015 8:42 pm

lachlaan wrote:If that's true then perhaps a more elegant solution should be found, like it trying to actually pass the D.U.M.B. filter's impossible task of dodging stuff on your way to your target. If after 6 different directions it still has no clear path to the target then perhaps it can try its wizardry, but until then it just seems unpolished.


yeah.. it's hard to especially in some biomes to avoid it getting stuck on something and when that happens they teleport and smack you. With snake time monsters or bleed types it can cause a new layer of problems.
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Re: Quatzelcoatls teleport.

Postby Rubberduckbandit » Tue Apr 21, 2015 12:28 am

yuukki wrote:
lachlaan wrote:If that's true then perhaps a more elegant solution should be found, like it trying to actually pass the D.U.M.B. filter's impossible task of dodging stuff on your way to your target. If after 6 different directions it still has no clear path to the target then perhaps it can try its wizardry, but until then it just seems unpolished.


yeah.. it's hard to especially in some biomes to avoid it getting stuck on something and when that happens they teleport and smack you. With snake time monsters or bleed types it can cause a new layer of problems.



I was going to go on a huge rant and piss off lachlaan. but he never ***** or cries to deserve that, so i'll just say it's extremely annoying having to fix the pathfinding since the algorithm for it can be tricky at times for things that have jagged movements seeing as the blob in front of you is really just a few sticks coordinated in a way for it to "walk" that's why in some games certain mobs will stop agroing because their ai is only a radius of an area where as here monsters follow you to the ends of the earth if possible. Then again my coding is the sux, and perhaps the devs just don't want to add pathfinding for animals, i think the porting is fine honestly.
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Re: Quatzelcoatls teleport.

Postby lachlaan » Tue Apr 21, 2015 12:38 am

I just figure if a deer is smart enough to get around a tree to ram you, save for a few cases where it thinks it's in range despite being blocked by thin stumps, then so could a Quetzalcoatl. It just needs to try to strafe a bit before it decides to nuke you out of orbit :D But yeah it's not too bad, if you keep running it won't automatically clip you with its attack (from my few fights with them). The issue would be if any time the thing hit a bump it had a 90% chance of applying its venom by zapping to you, and making you have to waste a charge of the supposedly pretty rare serpent serum or waste 2 proficiency points and inspiration etc. Will have to just test more I guess, but I long for a future many months past release where alongside new content, we get tweaks in old mechanics to make them nice and polished where possible :D I am sorry if that sort of animal AI is not doable, or overly taxing on the server, it's just a nice daydream if nothing else.
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Re: Quatzelcoatls teleport.

Postby pestilence123 » Tue Apr 21, 2015 6:18 am

This is old bug. Snakes and rats stuck too.

viewtopic.php?f=10&t=12723
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