Quote:
Originally Posted by bktroost
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Sure but they HAD to intentionally code that bit about giants ignoring people. Mobs naturally prioritize hate. Why wouldn't they just trigger rushing to thurg as a mob on their hate list. It doesn't generate aggro, but if there is nothing else on the hate list they will run towards it.
It looked like they were spamming that trigger to the top of the hate list in waves or cued on when they are initially engaged to pulse to the top every X seconds. It seems like a lot more coding to do what it is CURRENTLY doing.
But of course it depends on how they have it coded. All I'm saying is that it seems rather intentional.
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In defense of the devs, code is extremely counter-intuitive just because it's so logical and conflicts in formulas can produce unexpected results. Add to that the fact that several people have had their hands in it, all with different styles of coding, and 90% of debugging is just finding the problem spot in the pages and pages of code in the first place...it probably wasn't intentional.
I'm thinking what's really happening with the code is that the behavior of the giants (running to a trigger point when they have no one
in arm's reach to attack) is actually unique in the game, and in programming that, something about it is conflicting with the standard behavior of mobs (stopping when they don't have anyone to kill and then pathing wherever). It's possible the devs had to do the giants from scratch and the lack of consistency is the issue.
The behavior is similar to the orc runner in BBM, but I'm sure there are differences. The orc runner will jump off its path to attack. In a chaotic ring war I'm sure there's a lot of conflict in the code, which is why we have so many problems. It'll take a lot of tests to figure it out since there were really only a few tests on beta for this event.