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Ai Suggestion + Improvement To Bishops

Discussion in 'General Suggestions' started by AmbassadorDazz, Sep 23, 2020.

?

Fix Wynn AI?

  1. seY

    9 vote(s)
    69.2%
  2. oN

    4 vote(s)
    30.8%
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  1. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    Wynncraft uses a rewritten version of the Minecraft AI, which has... several issues. For example, most ranged mobs just stand still and attack the player from a range whenever they can, while melee mobs just move straight at the player, not checking if they can pathfind properly to the player so they can deal damage.

    The suggestion is simple - either use Minecraft's own AI (I'm not sure if pathfinding will be improved dramatically, since I have not tested the AI - it'll still be leagues better than whatever it is now) or use an upgraded version of the current Wynn AI that includes the following changes:
    • Melee mobs will try to pathfind through complex terrain, such as mazes.
      • If a player is on a ledge or otherwise unreachable area, they will check if there are any ways to climb up. If not, they'll just charge straight at the player.
      • If a player is within a maze, they will move at random available directions and look for the player - they might also listen for a player's footsteps, helping them pathfind using the player's own movement.
        • Limited to certain mobs. Don't give common mooks the ability to pathfind mazes.
      • If a player is across a large gap, they will look for any bridge etc. that allow them to cross the gap.
    • Ranged mobs will actively strafe the player rather than standing still while firing projectiles.
      • Continuous-fire mobs will strafe the player very efficiently, and will aim where the player is.
      • Shotgun-fire mobs will try to close the gap between the player to maximize damage output, actively trying to semi-melee the player - this is because burst-fire is akin to shotguns, and getting hit by a shotgun burst from point blank range will hurt more than getting hit from farther away.
        • This also means Redbeard should either lose his pull spell or get a damage nerf to his shotgun fire (or both) so a Heavy Pull into face-full-of-f***-you OHKO is way less likely to happen.
      • Burst-fire mobs will have the same AI as ranged mobs, except when they're "reloading", they will attempt to get away from the player and actively try dodging.
      • All ranged mobs will check and try to angle/aim their shots to avoid hitting their allies.
      • Some ranged mobs will attempt to "predict" where the player will be, aiming their shots based on the player's current trajectory, movement speed and position.
        • Only certain mobs, like Spirit of Gale (a boss), will try to predict a player.
    • Support mobs (e.g. Bishop) will follow other mobs (e.g. Honour Guard) and check if the mobs they're following are between them and the player. If they aren't, they attack with ranged projectiles.
      • Support mobs will scan low HP mobs and use either Heal or Heavy Heal on them. These spells will have cooldowns to avoid a mob getting permahealed.
    Speaking of Support mobs, Bishops could use a bit more control to help keep away the player from the mobs they're supporting - adding a Wave spell to Lv. 90-100 Bishops will give them more control, maybe limited to a cooldown of 40 seconds per Bishop to avoid a lot of Waves going around (and a 9 second hard cooldown on Wave across ALL Bishops, so they can't chain Wave easily).
     
  2. P1xell8ted

    P1xell8ted Hello

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    I personally dislike this idea. Probably because I main assassin, and this would make ranged mobs too much of a pain to deal with.

    Have you considered how some ranged bosses, like Death and Psychomancer would be affected?
     
    7DaysAgo likes this.
  3. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    Death and Psychomancer are both edge cases.

    For Death, I'm basing this off of Death's Wynncon incarnation where he has both a Melee and Ranged form (that he can flipflop).

    For Assassin, Vanish + Spin Attack is already powerful as it is. You can get up close to mobs with Vanish and blind them with Spin Attack - this includes ranged mobs. Warrior has nothing in its toolkit to deal with ranged enemies, hence "warrior buff".

    On the other hand, consider this - many ranged mobs in this game just sit there and do nothing except maybe fire arrows at you. They're sitting ducks that happen to yeet things. Adding a bit of movement to their AI will make them harder to deal with - true. But it'll also make said bosses less susceptible to Meteor or Arrow Storm (+Hawkeye).
     
  4. Melkor

    Melkor The dark enemy of the world

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    I think this would require some redesigning of some enemies, bosses and areas, but overall I like it.
     
  5. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Why do ranged mobs need to be made harder? They are already much harder than melee mobs.
     
  6. Shortsightedness

    Shortsightedness Somehow the IGN doesn't change on forums VIP

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    I would support the melee mobs idea, but I think ranged mobs should stay as it is. Some of the ranged mobs already have teleport spells.
     
  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    I am not saying you meant it like that, but to be honest this feels like "Hey devs, could you please take a afternoon or two and fix the AI? and when you are at it, also please implement these things"
     
    PADORU and Bart (MC) like this.
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