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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: Sep 21, 2005
Messages: 415
Location: Maryland
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Unlimit Reactors have been using their hacks even while powerless.  Also, there are times during IL, the NPC goes though the wall and I receive the error cannot see your target or too far away.



Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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The Leo wrote:
NPCs like very much to take a walk outside the mission area whenever they want. Ain't that good actually.

Never had this happen to me.



Mainframe Invader

Joined: Sep 15, 2005
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The "NPCs on a stroll" bug is particularly annoying, especially on a mission where you need to kill them all.  If you can't be bothered to start the mission over, here's a tip:

Try going to the coordinates 0,0,0 on the map by foot.  Usually when NPCs go out for a walk, they meander their way toward these coordinates.  If you check the most direct foot route (including walking through other buildings) to get there, you can usually find the offending wanderers.




Jacked Out

Joined: Sep 1, 2005
Messages: 141
Location: California
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Aquatium. wrote:

Most of those you can live with.

The worst one is the no IL timer, as stated.
They attack with no timer and break sheild quite fast, which non IL builds get messed over with.

They break the evade sheild at incredible speed, is a pain.

They have no inner strength at all therefore you can't make them run out.

 



Jacked Out

Joined: Aug 17, 2005
Messages: 720
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Wendigo wrote:

The "NPCs on a stroll" bug is particularly annoying, especially on a mission where you need to kill them all.  If you can't be bothered to start the mission over, here's a tip:

Try going to the coordinates 0,0,0 on the map by foot.  Usually when NPCs go out for a walk, they meander their way toward these coordinates.  If you check the most direct foot route (including walking through other buildings) to get there, you can usually find the offending wanderers.

Noted, I'll give that a shot next time the SOB's do it... perhaps devs should camp 0,0,0 to see this?

Something tells me there would be quite a few npc's there...


Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
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  • 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.

Message edited by 9mmfu on 10/04/2006 10:13:18.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 8893
Location: The Indutiae Faction: Fallen Horizon Organisation: Zion Server: Recursion Operative Level: 50
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9mmfu wrote:
  1. 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.
  2. NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.
  3. 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.)
  4. 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."


2. Try missions 5.3.5 or 5.3.4, in both those missins the final stage of the auto spawned mobs causes them to be leave the mission area.

4. Its every mob, goto stratford, keep free firing a mob until they attack, then you will notice they attempt I think its 4 interlock breaks, all without more or less no timer at all. There is a small timer, but not what even we have to deal with. I say 4 attemtps, because Ive noticed if they cant on the 4th try they reset to freefire.

Another good one for that is the robots in 01 archive.




Jacked Out

Joined: Aug 29, 2005
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About NPCs shooting trought walls and objects. My most favorite example is the Taskmaster himself. I stand behind a box which is 2 meters high-no visual contact, and he shoots me directly trough it. He doesn't even bother go around and shoot me. He just stays there and shoots and roots and whatever sniper abs.  Same applies to many NPCs.  If there is a little room windows the NPCs can shoot you trough it but you can't shoot back since "You have no clear sight at your target". It also appears that if you try to run out of a mission area, 20 m you have a NPC shooting at you trough all rooms and stuff and THEN chase you.
 Another rule which I think wasn't intended is mostly when I see a nuker sim, hacking me then suddenly stops and moves 5 steps backwards. AS he moves his hack hits me. This is 98% of the time a nuker sim hacks me no matter if he misses or not he is able to hack when on move. If he misses a lot he tries to IL me and since the timers are unknown and very short other pvpers like spies use this to tak ones shield down quicker and then punt j00.
GuS


Jacked Out

Joined: Sep 16, 2005
Messages: 625
Location: 01 - Trying to hitch a ride back to reality
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I always had NPCs walk out on me when I tried to do a mission where I have to kill 10+ NPCs and I start fighting them but I almost get my *CENz0r3D* handed to me and I leave mission area to regain IS/HP

I see the NPCs stopping wherever they are , they leave combat and they start walking towards the elevator

I never had a case where I entered the mission area and STAYED in the mission area for the whole time until I killed every single NPC ...

now maybe it also happens when a team member just tags the area and the NPC takes a shot at him or goes into combat for that couple sec while other team member is deep inside fighting


Systemic Anomaly

Joined: Aug 15, 2005
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This happened twice to me on one of the chapter 5 mero crits I ran.  Dont remember the name but we were suppose to rescue Persephone or something like that.  I know talking to persephone was the last objective.  The first time I never noticed the npc leave so I couldnt complete the mission. The second time there were about 6 npcs that I had to eliminate and as soon as I walked into the mission area 4 npcs started walking down the stairs.  I caught one on the way down the stairs and the other 3 out on the street.  By the time I got to the last one he was a good 50m away from the mission area.  They all had evade combat running which made it a pia to interlock and keep them close to the mission area.

Message edited by Renesis13B on 10/06/2006 16:56:58.



Perceptive Mind

Joined: Aug 19, 2005
Messages: 534
Location: Kaede
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I've had NPCs shoot me through CLOSED doors. It's happens most frequently in hideouts and has been happening since way before CR2.


Transcendent

Joined: Aug 15, 2005
Messages: 247
Location: Systematic HQ
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9mmfu wrote:
  • 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."


9mmfu/NoRepo
Just go into Widows Moor and Fight Gargoyal on Vector he is a VERY bad one, Rolls out and rolls back in instantly i did PM you about that one




Jacked Out

Joined: Aug 29, 2005
Messages: 2122
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Another way is just do any mission as a hacker (tip NPCs hate most dot attacks) and after your first hck you will see a lot of messages that say you have avoided IL and how the NPC goes back and forth in 2 seconds reuse timer (LESS even) and then suddenly IL. My only way avoiding it is stun them, pacify whatever.  What I noticed tho  is that  sometimes they just stop shooting and IL and just stand there and die but thts another issue.


Jacked Out

Joined: Jun 20, 2006
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NPCs are way too easy and boring.  i mow down armies of them without breaking a sweat.  if anything they need more exploits =P

that said, the one thing that really does need to be fixed is the IL timer.  and the roll out bug (but that's secondary seeing how it's mostly confined to widows moor)

Message edited by redalibi on 10/19/2006 09:36:11.


Jacked Out

Joined: Aug 29, 2005
Messages: 2122
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Try beatin 4 lvl 51 NPCs of the strongest kind (with 3 thingys) at once as a hacker.
 
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