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Unofficial MxO NPC EXPLOIT tread
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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Environment Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5  Next
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Jacked Out

Joined: Nov 18, 2006
Messages: 9
Location: United Staes
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Most NPCs that are hackers and the like can be way overpowered, anand thats 1 thing that drove ppl away from the gaame most combat was just right but the hackers and patchers needed a lil' more and it would've been fine, and we would still have about 20 servers instead of 3 because a lot of ppl that came to MxO were from SWG and Wow.

But the devs thought they knew better than us, and they paid for that.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6419
Location: SC|Sentience -973069242
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Um no offense, but NPCs have always sucked (except in the very beginning of QA CR2). CR1 hacker and patcher npcs were a breeze, their AI wasn't that great and NPC always had worse rolls than the players wearing MCT, RCT, VT, VD, DR etc clothing.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
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nvm.

Message edited by Renesis13B on 12/23/2006 21:35:47.



Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
Location: JoKeRz
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Bayamo wrote:
Um no offense, but NPCs have always sucked (except in the very beginning of QA CR2). CR1 hacker and patcher npcs were a breeze, their AI wasn't that great and NPC always had worse rolls than the players wearing MCT, RCT, VT, VD, DR etc clothing.

  Except haxor NPC's in CS1....... if you were a hacker they would often have too good a VD to easily beat.



Systemic Anomaly

Joined: Aug 19, 2005
Messages: 1143
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9mmfu, is this going to be fixed anytime soon? Widows moor is terrible with all these *CENSORED* PvE bugs. I also don't like the fact that NPCs have no reuse timers for breaking evade combat.

Message edited by BloodWork on 01/03/2007 13:28:19.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
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Some people actually believe theres nothing wrong with Gargoyle.  I would love to hear something from 9mmfu about this.

Some of this has been mentioned numerous times but ill say it again.  A couple of bugs ive noticed when fighting Gargoyle in interlock are:

-Using regular tactics (speed, power and grab) breaks interlock.  You and Gargoyle both get booted from interlock and Gargoyle 99% of the time will immediately interlock you again.  Gargoyle isnt rolling out because if he was he wouldnt be able to attack you for 5 secs unless thats bugged too.

-Specials will sometimes missfire draining IS but doing no damage to Gargoyle.  Specials get queued,  green animation shows it hit, the specials animation is shown but Gargoyle takes no damage.  System log doesnt even log the event.

-Enrage and stun does not prevent Gargoyle from breaking interlock.  Only way to keep Gargoyle in interlock is to use specials back to back or switch to block tactic while your waiting for timers.

-Using the block tactic to keep Gargoyle in interlock will bug combat completely.  Specials blink but never fire off.  I think you get stuck in block even though you have another tactic selected.  I have not found a way to fix this other than doing a full relog.

Im sure there are more.  Good thing for now is its very easy to kill Gargoyle even with all these bugs.  He is by far the easiest archive boss to kill.

Message edited by Renesis13B on 01/03/2007 13:58:30.



Systemic Anomaly

Joined: Dec 9, 2005
Messages: 1669
Location: Amidst polymer and steel...
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Continuity amongst Live Event characters...

Why is Ghost 55 and Niobe is 60? Shouldn't they both be at 55? Are we saying that because she had more lines in the movies she gets a higher level? Also, why is Agent Gray so much lower than the spawned Agents? They should all be 60. And lastly, why can't some of the Event characters be between 50-53? I'd like some orange and red, as the purple ones seem close to invulnerable.

 But as for actual NPC's, yeah... Everyone's just about listed the exploits I've seen.




Jacked Out

Joined: Sep 21, 2005
Messages: 415
Location: Maryland
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I know this has been posted before, but it's still annoying.  A gang NPC followed me into a mission building, up the elevator, and into the mission area.  He at least could have dropped decent info.


Jacked Out

Joined: Sep 18, 2005
Messages: 78
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9mmfu wrote:
  • NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.
  • NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.
  • NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)
  • NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
  • NPCs shooting through mundane objects - This is intended as you can do it also Trees, dumbsters and what not do not block a player's LoS either (Line of Sight)
  • NPCs shooting through walls - There is currently a bug where openned doors do not appear as open allowing NPCs to fire throught them. This gives the appearance that NPCs can magically fire through them however a player can return fire if you can target the mob in question. I have done it on my RSIs several times.

With the NPC shooting through walls I have seen them begin to excute a ability and run out of the door and down a hallway and it still hits, also WHy do thay have such long range? Another started a ability so I hyper jumped and was well out of the range of the attack but it still hit me.


Jacked Out

Joined: Jul 26, 2006
Messages: 566
Location: HvCft. Extrico Server: Vector-Hostile Organization: Zion
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I really think they should fix the NPCs sometime soon too..

It's quite annoying.


Jacked Out

Joined: Sep 21, 2005
Messages: 415
Location: Maryland
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NPCs can shoot through walls when bounce off evade shield and go in the next room.  It is incredibly annoying because we cannot attack them while they are in the other room.   Firing a weapon will still work with the auto reuse timer, but hacks and knives need to be within LOS of the target.

MrMatador


Ascendent Logic

Joined: Mar 10, 2006
Messages: 2091
Location: In the Matrix
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I've seen NPCs be able to fire "magic" bullets that can go through walls and turn corners. 



Jacked Out

Joined: Sep 21, 2005
Messages: 415
Location: Maryland
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When I have seen a NPC start to launch a hack I sometimes run to the lift, depending on how much health I have, and it gets me when I know I am more than 20m away.


Hidden Resource

Joined: Oct 20, 2005
Messages: 10
Location: Syntax Server Affiliation: Zion / EPN Alias: Kevros
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Has there ever been a word on NPC interlock timer? I't makes evade combat almost useless for NPCs.  I did a search and found the problem is almost a year old and still isnt fixed!

 Also there has been a random bug with gang NPCs that I have seen.  I remember it happened quite a long time ago, but it still happens sometimes.  A gang member will attack me and then follow me right into a building, up an elevator, into a mission area, and even if I travel to another hard line in the same district, or run halfway across the district, I will be doing a mission and the gang member will suddenly appear again shooting me.  Once it even happened in an elevator that was on a mission only floor, so I couldn't open the doors, and for some reason I couldn't access the elevator control, and the gang member was stuck outside the elevator shooting me, where I could do nothing but sit there taking damage.


Message edited by RobertFox on 07/10/2007 09:05:52.


Ascendent Logic

Joined: Mar 16, 2006
Messages: 4811
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MetaLogic wrote:
I've seen NPCs be able to fire "magic" bullets that can go through walls and turn corners. 

The "Freischütz" calls. NPCs can do:

- Finish abilities they started while:
  - moving
  - being powerless / confused / w/e
  - being drawn into interlock
  - being dead
  - the opponent has left sight and / or even /target range

 
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