Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Griswold on April 10, 2012, 04:43:13 AM

Title: Listen checks pulling monsters
Post by: Griswold on April 10, 2012, 04:43:13 AM
A few different times tonight there seems to have been somewhat of a gameplay issue involving listen checks, or just the 'aggro" radius" of monsters . The locations were:

Itu Skoven - Start a fight with one Ancient Treant, ended with a steady stream of about 8 at a time.

Salamander Cave -  Pulled a group of 2 Salamanders away, ended up fighting about 13 different creatures in less than a minute.

Blaustein cave - Got to the end of the walkway, and what started with 3 Reavers turned into everything up to and including the Huge Water Elemental at once.

Dementlieu, Quartier Marchand - Got off of the boat from Blaustein, immediately caught by 1 small bounty and two bullies/thugs. Within a minute (mind you we were blocked at the docks and quickly surrounded) it was 2 Gangleaders and a mix of about3-4 Bruiser/Axe Murderer bounties and their cohorts.

Typically I don't mind a good fight, especially since its always in a group with some sort of buffing going on, but in all of these locations it made the dungeoning next to impossible, not to mention very long seeing how as a rest was needed after every pull.

-Edit-
Not saying that the actual strength of the monsters is off, we have done these places before and found them appropriate for the level range with a decent sized/built party. But the sheer number of enemies blocking either your escape route or simply mobbing you until you die makes for a pretty annoying adventure.
Title: Re: Listen checks pulling monsters
Post by: Winter83 on April 10, 2012, 07:41:12 AM
Same experience - Sullen woods, shadows

Group of 4-5s attacked, within a minute the whole spawn of that map was on my neck. After the battle, only 20% of the spawns remained on this map scattered around.
Title: Re: Listen checks pulling monsters
Post by: Kelandros on April 10, 2012, 07:56:05 AM
Werewolf Cave near the Village of Barovia
Title: Re: Listen checks pulling monsters
Post by: Miuo on April 10, 2012, 05:16:34 PM
Same with the blaustien cave :/ everything gets pulled right to the entrance :3, if you manage to kill everything there's about 4-6 hostiles left to kill in the entire place, if your lucky :P
Title: Re: Listen checks pulling monsters
Post by: Vaku on April 10, 2012, 07:11:29 PM
Hmm, this issue reminds me of this thread (http://www.nwnravenloft.com/forum/index.php?topic=23131).

Can't imagine what's causing it... Maybe the AI is learning!  :shock:
Title: Re: Listen checks pulling monsters
Post by: Miuo on April 10, 2012, 09:39:52 PM
Pft, they are just drawn to the amazingness of our chars, we cant help it :shades:
Title: Re: Listen checks pulling monsters
Post by: Badelaire on April 10, 2012, 10:18:30 PM
Definately needs adjusting. On my high, mid and low level PC's they were all pulling entire dungeons. NOT funny when you're in Perfidus!
Title: Re: Listen checks pulling monsters
Post by: Amon-Si on April 10, 2012, 10:21:55 PM
This would actually save me time rather than cause me problems... lol
Title: Re: Listen checks pulling monsters
Post by: Soren / Zarathustra217 on April 11, 2012, 06:44:47 AM
Hmm, I'll try to lower the distance.
Title: Re: Listen checks pulling monsters
Post by: dutchy on April 11, 2012, 11:39:14 AM
or call will smith he has xp with A.I that learns
Title: Re: Listen checks pulling monsters
Post by: Miuo on April 11, 2012, 05:03:47 PM
Ahahahahhahahha
Title: Re: Listen checks pulling monsters
Post by: Soren / Zarathustra217 on April 12, 2012, 04:33:36 AM
Hah, well, it is actually a matter of not making the AI too smart and realistic.
Title: Re: Listen checks pulling monsters
Post by: Ercvadasz on April 19, 2012, 05:44:21 PM
Hah, well, it is actually a matter of not making the AI too smart and realistic.
b

well their listen is way too high, with 40+ hide and 37+ ms i get noticed a lot when i sneak around invisibly. Many a times only stopping in invisibilty helps, however sometimes even that does not do the trick, since you have to walk out of their range to fade from their "sightˇ".