Aggro, the biggest secret ever.

"
Dan_GGG wrote:
Not really

Maybe

Spoiler
It's classified


:O!

Secrets!

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
The chain of aggro being revealed or not isn't that big of a deal.

People can still have a Golem, 10 Zombies (5) with Montys, Maintain a few skeletons with a totem, and self cast SRS to have like 25 in total friendly AI, in which they all soak up damage.
In Wraeclast everything Aggros you - simple really.
~ Please separate the PoE1 and PoE2 forums.
"
Dan_GGG wrote:
For this to be true, all monsters would need to use the same set of conditions when deciding their next action.

Their AI is a little more complicated than that :)


Of course I wasn't suggesting that every unit was using the same set of conditions,
we have trash mobs, rares, uniques, exiles and act bosses.
Surely they have their own custom sets of rules that differ from the norm.

For example, we know that bosses are immune to "flee on hit".
That's not directly a aggro related line,
but something that boss monsters have in their AI file,
as part of their unique behaviour.

What I wanted to ask about was
the general aggro conditions that are most common among enemy AI.


Could you shed any light on that?

"Im smartest. Your stoped. Dael wiht it."
You can test aggro out by doing different things vs the monsters and seeing how they react. I would think that anyone who has played a stealthy type mmo/RPG character would already have a good idea of what causes monsters to aggro vs leave you alone.

I know it's a big factor of how I play evasion based characters, and affects how I play melee characters. If you keep your eyes open while playing, your brain will subconsciously grasp most of it anyway. Evolution has already given us the mechanisms. That panicky feeling and surge of adrenaline on near deaths is not just to activate your physical responses to danger. Those chemical responses cause your brain to learn faster, because if you die, the rest of the learning functions will never matter.

Now, the off screen aggro factors that you can't see and judge - those are a bit tougher to figure out without some effort.
Piety's story http://www.pathofexile.com/forum/view-thread/2081910
"
Quantume wrote:
inb4 GGG reply:



almost nailed it :)
"
DalaiLama wrote:
You can test aggro out by doing different things vs the monsters and seeing how they react.


You do know how many factors there are, right?
One would need a team of testers who work years to try out every possible combination of skills, monsters, buffs, etc.

This issue isn't anywhere near having a rogue in WoW where you can get a quick "feel" of how close you can stealth sneak up to a level Y monster while being level X yourself, without getting spotted.

We are talking about literally thousands of different factors here.
The fastest, and only way in this case, is for GGG to explain the AI code a bit,
and letting us know what conditions drive enemies to pick their targets.
"Im smartest. Your stoped. Dael wiht it."
Last edited by Quantume#0700 on Mar 2, 2016, 6:50:18 PM
My question is why do you want this information? AI is likely a lot more complicated then even Dan was hinting at and so what help would it be for him to try to explain it? Every build is going to be played differently and different mobs do different things and have different priority based on their type (for example things that leap like to leap on targets far away).

So GGG could tell you about the AI.... but that would take many pages of explanation to cover each monster type / sub type and their rules....

Or in the time it took you to read the GGG response detailing said AI outline you could have just played the game and got a "feel" for how your particular build handles monster aggro.

POE is not WoW where aggro can be defined as a number with the exception of bosses having certain aggro mechanics (which still follow said number). This is a ARPG which is nothing more then a glorified dungeon crawler and is intended to have very loose and unpredictable aggro mechanics.

Personally I do not think the AI details should be released. Min/Maxers will figure out the best way to play their build but not announcing the rules allows GGG to tweak the AI for fun and entertainment purposes
I think you just answered your own question...
"
Quantume wrote:

My question is: why is aggro kept classified as if it was a dirty bio-weapon?

A: Because we could abuse that information.




And much like people have already mentioned we already know alot of this information just from playing the game and getting exp with all the different mobs and their mechanics. So its not we really need all the specifics. Im sure theres ALOT more to how mobs AI works than just aggro and what the conditions are nor is it just random either.

There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
Last edited by Demonoz#1375 on Mar 2, 2016, 7:23:44 PM
"
Quantume wrote:

the general aggro conditions that are most common among enemy AI.

I don't know the answer to this, sorry.

We have a ridiculous number of individual AI scripts and they aren't something I can really analyse like that. It also still wouldn't be that helpful, because how common an AI condition is doesn't correlate with how dangerous the monster using it is.

In any case, I'm pretty sure there's nothing I can tell you about AI that would let you make a build where it can't target you.
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