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Dinosaur type enemies aggro is broken

c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
Since these are the latest mobs which never appeared before and weren't reused as the parts of the old texture (tigers, scorpions and such are reused models obviously) in the latest Campaign installment I've noticed that there is a problem with the modifier for the dinosaur aggro since they practically have double the amount of the aggro when compared to other creatures.

This is clearly a bug or a miscalculation of the development team who were managing the numbers for the given dinosaurs mobs. This is strictly connected to all the little dinosaur mobs. The big ones (tyrannosaurus type) have no this issue.

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Left the Game due to heavy Damage Control & Missing Spanish Language

Comments

  • pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    I hate to say it, but it's not a bug, it's a feature.

    It is intended to make Chult feel (and be) more dangerous. People were freaking out over it when Mod 12 arrived, but most have just gotten used to it. Personally, I never minded it and thought it was neat, but I understand others hating it. You just need to get a feel for where all the "homing Dinos" are and go WAY around them.
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    I strongly disagree and frankly I don't know what you are basing that upon? By that logic you may look at everything that's broken in the game as "a feature", including the inability for the Control Wizards to use the control against the elite mobs, too. If nobody offers critical approach to the situation nobody will fix anything to begin with! Feedback is appreciated by all means. I say that as someone who is a game developer myself.

    - If there is a specific enemy type never before seen in the whole of Neverwinter, which got introduced recently in the Campaign of Jungles of Chult, which possesses double the amount of aggro levels when compared to every other mob type in the game and attacks everything that pass far from them (including other mob types), then yes, it is a bug found at the dinosaur introduction which got overseen.
    That means that one integral number for the aggro power is possibly missing a dot or a number. That makes it a bug. And that is the only logical thing. Someone made an oversight of an integral number. That's easy to fix.

    The majority of people are not enthusiasts of the aggro thing and have a very bad opinion on the aggro levels of the dinosaur mobs found throughout the Jungles of Chult campaign. It is a small thing to fix, but makes every difference for everyone involved.

    It being a "feature" serves no real purpose for the gameplay since it already takes way too much time to farm for the rare items which furthermore drop from the rare mobs whose respawning map points are as few as three to four locations all together.
    There would be a purpose if the mounts would take more than five hits at a time at the legendary/mythical level so that those who invest time into building or getting a mount of that level do not get crushed by the mobs. Having to fight at each 100ft doesn't seem like a "feature", but rather a chore on top of the already huge chore for the equipment gathering options.

    For the sake of the benefit of the doubt, the game does have many bugs and I see no reason why this isn't one since it's quite obvious.

    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    I don't feel like digging through 3-4 month old threads, but they've confirmed it is working as intended. That's what I mean by "it's not a bug". It was an intentional design decision they made, not an accidental decimal placement. I wasn't stating that as an opinion. You may not like it, a lot of people don't. You could argue that means it's a "mistake", but that doesn't make it a "bug". Calling this a bug is like calling the Bonding nerf a bug. I was just pointing out this isn't technically a bug and that it would be more appropriate and seen by more people in a player feedback forum, not a bug report forum. There are also annoying knockdown and stun attacks that cheat and don't respect CC resist/immunity and will knock you right off your horse (some of which I *think* have been toned down...?).

    But by all means, feel free to complain. You just might get further doing it in the right places.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,154 Arc User
    Moving through the jungle is dangerous. It is meant to be. Once you leave the safety of the campfire by the gate, everything knows where you are and is sizing you up as a meal.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    Just think...they could have done this with everything there...tigers, spiders, scores, etc. What sort of he'll would the place be then?

    I don't like it but I doubt it's a bug.
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    I have a mix feeling about it. But overall, I like it that they make the jungle feel more dangerous. Sometime its annoying when it put u back to the campfire u came from. Sometime it is a good when It fast travel u to the camp to turn in the quest.
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    "It's a feature since it' a jungle and jungles are filled with wild beasts ergo aggro" - lol, no! Everything in Neverwinter is bound to attack and kill you regardless of where you go. Jungles are not different simply because they're "jungles".

    @pterias I'm sorry pterias, I'm just not buying into that. You may be correct, I've not seen the topic, however the whole thing does feel bugged. I hope you can see logic in what I say when dinosaurs type mobs are the only ones which possess such a thing around the entire Neverwinter game, the only exception being the dungeon mobs which are bound to follow you to the end of the dungeon, way ahead their localized spawn location.

    I do feel that it's a bug and as such I've opened a topic here. The Dinosaurus type mobs are the only ones which exhibit such behavior.

    As someone states, people do not like it and it doesn't really take away anything from the difficulty of the Chult (nor it's lurking dangers, whatever) if the mobs aggro gets fixed. People avoid them all the time since it's just a waste of time.
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User

    Just think...they could have done this with everything there...tigers, spiders, scores, etc. What sort of he'll would the place be then?



    I don't like it but I doubt it's a bug.

    I'm thinking that the Dinosaurs mobs are completely new in the game. Other mobs are already seen and their powers and features are fixed with the regular, default set. The Dinosaurs mobs perhaps weren't made by the same team of developers and as such there might've been an oversight or whatever of an integral number which defines the aggro levels.
    That's my guess. I do not think it's intended, but ok.
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    I can't find the post, but I believe they stated specifically that the dinos were working as intended. They wanted this place to be dangerous, and the dinos are basically what makes it that.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,424 Arc User
    edited November 2017
    They did that intentionally. Hence, it is not a bug. You may not like their intention but they spend the effort to do way more than just expanding the aggro. The dino attack range is wider too. Their speed is faster. And, mod 12 is about dino.
    In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?
    Post edited by plasticbat on
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    edited December 2017

    They did that intentionally. Hence, it is not a bug. You may not like their intention but they spend the effort to do way more than just expanding the aggro. The dino attack range is wider too. Their speed is faster. And, mod 12 is about dino.
    In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?

    Only once or twice when I wasn't paying the attention or when it was lag/rubberbanding.

    Other than that, no.

    It feels like Caverns of Karrundax mod2 all over again which means that the mobs are attracted to the Companion even more than the player himself. I've used Augment until recently, and the Dinosaur aggro is even greater now when I slot the active companion.

    This is definitely broken since their aggro got at least three times more than before. This issue exists since the original Neverwinter and only occurs with the mobs which are from the Dungeon itself.

    Dungeon-based mobs have a greater aggro which is completely understandable, which made people to turn off their pets at certain paths which could be skipped in fighting during the Dungeon Delves 1H free chest event long time ago.

    The Dinosaur type mobs exhibit the same behavior without being the Dungeon-type mobs, which probably has to do with the way how they're defined as such, perhaps, since you may find them in the same way both in-the-dungeons as well as in the regular PvE areas such as the Chult itself.

    It must be something internally, something integrally connecting the two.

    Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    > @c1k4ml3kc3 said:
    > They did that intentionally. Hence, it is not a bug. You may not like their intention but they spend the effort to do way more than just expanding the aggro. The dino attack range is wider too. Their speed is faster. And, mod 12 is about dino.
    > In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?
    >
    > Only once or twice when I wasn't paying the attention or when it was lag/rubberbanding.
    >
    > Other than that, no.
    >
    > It feels like Caverns of Karrundax mod2 all over again which means that the mobs are attracted to the Companion even more than the player himself. I've used Augment until recently, and the Dinosaur aggro is even greater now when I slot the active companion.
    >
    > This is definitely broken since their aggro got at least three times more than before. This issue exists since the original Neverwinter and only occurs with the mobs which are from the Dungeon itself.
    >
    > Dungeon-based mobs have a greater aggro which is completely understandable, which made people to turn off their pets at certain paths which could be skipped in fighting during the Dungeon Delves 1H free chest event long time ago.
    >
    > The Dinosaur type mobs exhibit the same behavior without being the Dungeon-type mobs, which probably has to do with the way how they're defined as such, perhaps, since you may find them in the same way both in-the-dungeons as well as in the regular PvE areas such as the Chult itself.
    >
    > It must be something internally, something integrally connecting the two.
    >
    > Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.

    There is an easy way to biND summon dismiss...
    [SIGPIC][/SIGPIC]
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  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,424 Arc User
    edited December 2017

    They did that intentionally. Hence, it is not a bug. You may not like their intention but they spend the effort to do way more than just expanding the aggro. The dino attack range is wider too. Their speed is faster. And, mod 12 is about dino.
    In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?

    Only once or twice when I wasn't paying the attention or when it was lag/rubberbanding.

    Other than that, no.

    It feels like Caverns of Karrundax mod2 all over again which means that the mobs are attracted to the Companion even more than the player himself. I've used Augment until recently, and the Dinosaur aggro is even greater now when I slot the active companion.

    This is definitely broken since their aggro got at least three times more than before. This issue exists since the original Neverwinter and only occurs with the mobs which are from the Dungeon itself.

    Dungeon-based mobs have a greater aggro which is completely understandable, which made people to turn off their pets at certain paths which could be skipped in fighting during the Dungeon Delves 1H free chest event long time ago.

    The Dinosaur type mobs exhibit the same behavior without being the Dungeon-type mobs, which probably has to do with the way how they're defined as such, perhaps, since you may find them in the same way both in-the-dungeons as well as in the regular PvE areas such as the Chult itself.

    It must be something internally, something integrally connecting the two.

    Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.
    For me, that has nothing to do with the active companion or augment because they were indifferent based on my 5 characters entered the jungle.

    However, I do hate what the active companion does in jungle. It is not about they aggro more to attract the mob to come but about they went out to attack the mob. That was why I changed the active pet of my OP to an augment pet.
    After I cleaned up the initial mob in the site (I supposed to clean up), the pet went to attack the 2nd mob. I cleaned up the 2nd mob. It went to attack the 3rd mob. I cleaned up the 3rd mob. The initial mob re-spawned. Sigh!
    My OP would be happier if all 3 mobs came all at once.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • lowjohnlowjohn Member, NW M9 Playtest Posts: 1,061 Arc User


    Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.

    /bind numpad4 GenSendMessage Pets_Summon_Unsummon_Button Activate

    (replace "numpad4" with whatever key combo you want)

    You're welcome!
  • sundance777sundance777 Member Posts: 1,097 Arc User
    I like that logic, they did it on purpose so it does not need to be fixed, we should apply that to the SOD TR thread as well.

    I often wish I could summon/dismiss companion quickly, 90% of the aggro is his fault, but if I fall off my mount I would like him there....unfortunately I don't think that /bind trick will work on console
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  • lowjohnlowjohn Member, NW M9 Playtest Posts: 1,061 Arc User

    I like that logic, they did it on purpose so it does not need to be fixed, we should apply that to the SOD TR thread as well.

    I often wish I could summon/dismiss companion quickly, 90% of the aggro is his fault, but if I fall off my mount I would like him there....unfortunately I don't think that /bind trick will work on console

    Oh. Yeah, I don't think you can do binds on console.
  • dupeksdupeks Member Posts: 1,789 Arc User
    edited December 2017
    dev blog said:

    Speaking of exotic creatures—Dinosaurs! The land of Chult is rife with the huge scaly beasts and they provide an aggressive, ever-present sense of danger to the lands of Chult. An array of various raptors hunt in packs, stalking and pursuing their prey from great distances at for great lengths. You’ll need to watch your step like never before.

    Emphasis mine. Apart from literally being introduced (in this blog and others) as more dangerous and aggressive than before, the increased aggro range was also confirmed in forum posts if you go digging.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10571844-developer-blog:-new-foes-await!

    Also teased earlier on that enemies would break the typical mold:
    dev blog said:

    Some of the new enemies in Chult will also feature exciting and unique behavior that will add to the danger, but more on that in a future entry.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10538713-developer-blog:-stronger-enemies,-stronger-equipment
  • nevfenevfe Member Posts: 214 Arc User
    The increased aggro range is fun for the first few visits... after that my attitude is "how can I avoid going to Chult???"
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    dupeks said:

    dev blog said:

    Speaking of exotic creatures—Dinosaurs! The land of Chult is rife with the huge scaly beasts and they provide an aggressive, ever-present sense of danger to the lands of Chult. An array of various raptors hunt in packs, stalking and pursuing their prey from great distances at for great lengths. You’ll need to watch your step like never before.

    Emphasis mine. Apart from literally being introduced (in this blog and others) as more dangerous and aggressive than before, the increased aggro range was also confirmed in forum posts if you go digging.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10571844-developer-blog:-new-foes-await!

    Also teased earlier on that enemies would break the typical mold:
    dev blog said:

    Some of the new enemies in Chult will also feature exciting and unique behavior that will add to the danger, but more on that in a future entry.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10538713-developer-blog:-stronger-enemies,-stronger-equipment
    Thank you for providing the proper information regarding it.

    It doesn't state, anywhere, that the Summoned Companion will be the one attracting at least 3x time the aggro, unless the dinosaur mobs are somewhat extremely fond of attacking the companions.

    You see, the Aggro state tripples with the Companion.

    Do you also believe that to be a "WAI"?
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,424 Arc User
    edited December 2017

    dupeks said:

    dev blog said:

    Speaking of exotic creatures—Dinosaurs! The land of Chult is rife with the huge scaly beasts and they provide an aggressive, ever-present sense of danger to the lands of Chult. An array of various raptors hunt in packs, stalking and pursuing their prey from great distances at for great lengths. You’ll need to watch your step like never before.

    Emphasis mine. Apart from literally being introduced (in this blog and others) as more dangerous and aggressive than before, the increased aggro range was also confirmed in forum posts if you go digging.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10571844-developer-blog:-new-foes-await!

    Also teased earlier on that enemies would break the typical mold:
    dev blog said:

    Some of the new enemies in Chult will also feature exciting and unique behavior that will add to the danger, but more on that in a future entry.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10538713-developer-blog:-stronger-enemies,-stronger-equipment
    Thank you for providing the proper information regarding it.

    It doesn't state, anywhere, that the Summoned Companion will be the one attracting at least 3x time the aggro, unless the dinosaur mobs are somewhat extremely fond of attacking the companions.

    You see, the Aggro state tripples with the Companion.

    Do you also believe that to be a "WAI"?
    How did you figure out the companion attracting 3x times the aggro?
    I did not see that for the companion of my characters. I have 5 characters completed that campaign. I don't have your experience. The only thing I complained about companion (as I mentioned) is they went out to attack non-dino group when my character was staying in a spot. May be it is the other way around. It is the mob which aggro my companion. :)
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • empalasempalas Member, NW M9 Playtest Posts: 802 Arc User
    I can see the companion getting a lot of aggro once you are attacked as they will auto-attack at that point and you have not yet so they will aggro after the initial attack until you gain the aggro. Other than that I haven't seen non-tanking pets aggro more than me.
  • dupeksdupeks Member Posts: 1,789 Arc User
    edited December 2017

    dupeks said:

    dev blog said:

    Speaking of exotic creatures—Dinosaurs! The land of Chult is rife with the huge scaly beasts and they provide an aggressive, ever-present sense of danger to the lands of Chult. An array of various raptors hunt in packs, stalking and pursuing their prey from great distances at for great lengths. You’ll need to watch your step like never before.

    Emphasis mine. Apart from literally being introduced (in this blog and others) as more dangerous and aggressive than before, the increased aggro range was also confirmed in forum posts if you go digging.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10571844-developer-blog:-new-foes-await!

    Also teased earlier on that enemies would break the typical mold:
    dev blog said:

    Some of the new enemies in Chult will also feature exciting and unique behavior that will add to the danger, but more on that in a future entry.

    https://www.arcgames.com/en/games/neverwinter/news/detail/10538713-developer-blog:-stronger-enemies,-stronger-equipment
    Thank you for providing the proper information regarding it.

    It doesn't state, anywhere, that the Summoned Companion will be the one attracting at least 3x time the aggro, unless the dinosaur mobs are somewhat extremely fond of attacking the companions.

    You see, the Aggro state tripples with the Companion.

    Do you also believe that to be a "WAI"?
    I'm tired of digging up quotes for this week, but the companion aggro issue was confirmed to be unintended by the devs, they are working on strategies to have the companion tether better to you and also to reduce the aggro interaction with the dinos. No known ETA on fix.

    For what it's worth, I don't think you need to be so confrontational in your claims ("You see..." accusing question at the end, not to mention the tone of your first few posts). This game is a mess, and the devs are trying to be nuanced in sometimes ridiculous ways. If you don't spend a lot of time on the forums, they don't really make that nuance clear or easily accessible. But that's not the players fault.
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    So, it is a bug with the companions after all!

    If you can find the link that would be extremely helpfull.

    As for the tone, I'm not going to eat you with my tone and I do want to thank you for your time and effort put into providing the information.

    I don't have to agree with it, though. Nor should other players who see no point in the mobs aggro. It is as pointless as it can get.

    I do not know developers, I do not know what they do in their free time, but I know my experiences and I know the mechanics of the video-game I've spent years playing since open-beta... Hopefully they will look into the problem and address it accordingly.

    After all I'm also trying to help by offering my opinion and I can't dwell on the forum knowing every detail, following every action of the Developers to a letter, which is why Forum exists and ultimately offers information sharing.

    On a side note, not everyone here is native English speaker so if my posts seem confrontational to you it's not really intentional.
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
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