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  1. Field Bosses and world bosses currently lack challenge and engaging gameplay. This is mainly because how the Monsters spawn in the world. 
    As soon as a boss spawns, hundreds of players jump from channel to channel to Zerg attack these damage sponges.
    Because of the huge numbers of players involved, the boss is unable to respond to individual player's attacks and/or skills. 
    To remedy this situation I suggest a new boss ability/mechanic:
    Magical Barrier:
    Wherever a Boss spawns in the world, a magical barrier arises, forming an enclosed area. The radius of this area depends on the Boss monster.
    Any players caught inside the barrier are trapped inside until the boss monster is eliminated, or the player is killed.
    Barrier Mechanics:
    The area encircled by the magical barrier has certain rules.
    1. No more than x players are allowed inside the barrier at any given time.
    2. If a player dies inside the barrier, they respawn to a node outside the barrier (unless Elian's tears are used)
    3. Players outside the barrier can not cross it to enter unless the population in the barrier reaches X-1
    4. Once the population reaches X-1 the first player to get through the barrier is allowed in, the remainder are bounced back out. (An RNG stat "barrier crossing" could be used to govern which players can cross and when.
    5. The Barrier has weak points. Guilds can use cannons and elephants to break a hole in the barrier, allowing guild members to pass through the barrier. (Guild's entering the barrier this way do not count toward's the barrier's population limit.)
    Boss Monster Mechanics:
    This mob is able to detect any players inside the barrier. It will autopath to the nearest player and attack. It will also prioritize AFK players first as primary targets.
    Within the barrier will be Magical artifacts that grant the Boss monster special powers. One or more of those may spawn along with the boss and barrier.
    1. Shrine of ranged protection. This is a magical altar infused with the black energy. It is guarded by continuously spawning elite mobs. While the shrine is unmanaged, the Boss Monster can nit be harmed by ranged attacks.
    2. Shield Generator: While this artifact is active, the Boss monster can not be harmed by melee attacks.
    3. Magical Dampening Field: While this shrine is active, Magical attacks are resisted by the Boss monster.
    This system allows a number of gameplay enhancements to be created. Boss monsters can no longer be "zerged" to death. By only allowing a certain number of players in at a time, a more tightly crafted group/RAID experience can be programmed for. Parties will need to coordinate to take out shrines and altars as well as distract and kill the boss. 
    Fewer players in the mix will also ensure that skill makes a difference. Unskilled players will quickly die and be spawned outside the gate. 
    Guilds will have an advantage other players do not. They will be able to break down the barrier and allow their members to cross and overrun the Boss monster.
    This system allows for many more bosses to spawn all over the map. Multiple bosses can even spawn together, and maybe bosses can occasionally drop into the center of major cities.
     
  2. Not sure if this was a 1 off thing, but I was laughing pretty hard about it.
    I was grinding on catfish directly west of the lake Kaia node when a random KuKu bird ran straight into the mob of catfish and proceeded to head north west right into the lake. Then it continued running into the lake and along the bottom, as it faded slowly out of existence.
    Looked like an AI pathing bug to me lol
  3. @CM_Jouska
    Combat
    AI Leash - I suggest increasing the range of the AI Leash to at least twice it's current value.  As it stands, I often encounter situations where enemies will attack me, I attack them, move back 5 feet, and they leash.  Normal play with no excessive kiting or fleeing should not result in leashing.  Honestly I despise leashing altogether, I find it to be a cheap shortcut, where better AI programming would do better for the game (See Dungeons and Dragons Online in the early days).User Interface
    Accessing Menus - Some of the limitations for accessing menus seem arbitrary.  Example: I cannot browse the Pearl Shop while auto-running on my mount from one town to the other, which seems like an ideal time to allow for this sort of activity.  I also cannot access the map while fishing, or even just holding a fishing pole. 
    Editing UI - I enjoy a clean UI, the less clutter the better.  Several of the UI elements cannot be turned off at all.  I really don't like that.  I want to be able to move/turn off any UI I want.  I especially don't want to see the "Got high rank item" UI ever.  I want to be able to turn off the Quickslot bar... Basically anything that can't be moved, I want to be able to move it.  Anything that can't be turned off, I want to be able to turn it off.  Also, the Quest UI, when turned off, will turn itself back on if anything related to quests changes.  I would like that to not happen.  I would also like to be able to edit my UI at any time (such as while mounted).Pearl Shop
    Cost / Benefit Analysis - Total Revenue Test  The Relationship Between Price Elasticity & Total Revenue  By reducing the prices of the Pearl Shop items, you will increase sales dramatically, and increase total revenue.  It's a win for you, and a win for players.  Balance this against desired exclusivity of items if there are a small number of options for purchase.  For example, at $29, a small portion of the Black Desert community will purchase 1, maybe 2 outfits (say 20% of the population, I don't know your actual numbers).  If you reduced the price to $5-6 for an outfit, you would see not only more people buying outfits, but people would likely buy outfits for more characters.  You could easily expect to see 80% of the population buying 3 to 4 outfits.  This would apply to all Pearl Shop items.  If you have 100,000 players, and 20,000 of them spend $30 in your Pearl Shop ($600,000), by reducing your prices you could see 80,000 out of 100,000 people spending $30 in your Pearl Shop and not feeling ripped off (That's $2,400,000).  Consider this. 
    Armor and Weapon Dye - For new players, learning how to find a dye in the Pearl Inventory, open it, open the pallet, add the dye to the pallet, then open the dye menu, find their dye, and apply it to armor, or remove the dye from the pallet, combine it with another dye, and add that dye to the pallet is a completely obscure process.  I suggest adding a guide video to fully explain the dye system.  Additionally, for the current pricing, the randomization, one time use, and expiration of dyes is completely unacceptable.  I suggest dealing with two of these four: Lower prices, dye selection (partially accomplished already), permanent or increased uses (10 per dye?), no expiration.  Anything less feels like abuse of your player base.Trading and Gold Sellers
    Trading with Players - Currently players are unable to help each other through Trading.  I would like the ability to accept materials from my guild mates, and then build them a boat, and give them said boat.  It seems that the only reason this is not possible is because of the effort to combat gold selling.  I feel like this unfairly punishes or adversely affects players who are simply playing the game.  Inter-player trading strengthens the community.  Surely there are other methods to combat economy destabilization by gold selling websites that don't affect normal players.  I suggest making inter-player trading linked to the Trading skill, perhaps Apprentice 2 required (It doesn't make logical, real-world sense, but it makes it harder for Gold Sellers).  Please consider your options. 
    Gameplay
    Difficulty with Targeting and Evading - Especially noticeable on the huge troll near Epheria.  The enemy is so large that it has melee attacks with greater range than a character's ranged attacks.  The enemy also makes very little noise, and the actual attack effects come at a delay after the attack itself.  It's impossible to know exactly when the attacks occur, making them hard to dodge, as the visual cues are out of sync, there are no audio cues, the range of the attack is not synced with the model, and you have to be so close to it to attack that you can barely see anything.  I suggest increasing the range at which large creatures can be attacked, proportional to their size, sync the attack with the animation, add sound to the attack - both the swing and the impact.  
    More To Come
    ... 
    Thank you for your consideration,
    Velexia
  4. Like why even implement auto routing in the first place if it is not going to do its job properly, it gets stuck a lot, takes the most impractical routes possible, wastes your wagon/boat/horse stamina... this feature is really helpful when you want to sail from a far island back to mainland and yet it is so poorly implemented that it actually takes like 10 min longer than doing it manually because the AI decides to randomly change directions/turn around for no apparent reason at all.
  5. Anyone else feel like PVE is too easy and the AI sucks? Does the NA/EU version also uses the nerfed AI?
  6. Post on Pet Movement in Suggestions

    By veri, posted
    Hello everyone,
     
    during the short Beta event I participated I noticed the movement of pets, which always striked me kind of odd also in other games.
    Recently while looking through youtube video I again noticed the pets of the youtubers and so I decided to make a suggestion on how to improve this.
    On beeing an advanced game, I think you should also take the lead in advancing the AI of pets since you already puit gathering, bufs, breading etc. in it.
     
    Please correct me if I am wrong. I haven´t had time to play beta long.
    Current movement behavior:
    * pets follow owners in a streight line. Always the shortest way. (except hawks)
    * pets love to sit in crazy combat situations right in front of your blade
     
    Wished movement behavior:
    1.) I would love to see the pets not following the owner in a streight line, but rather move in an area around the character. Like I have seen the hawk do.
    Reason: This will give the feeling of the ground pets beeing a partner or friend and not only an accessoire. And as I have seen this for the hawk, I guess this function already has been implemented but was not applied to the ground pets.
    2.) As beeing followed by the Pet in a streight line, the pets attention seems to be always on the you. But as nice at it would be, to be the center of the universe for my pet, this is highly unlikely.
    Reason: Thise will give the impression of beeing more live like.
    2.) With one and two beeing done I would add some animations. sleep, run off looking/peeing at things. Maybe catch a mous or something.
    Reason: Incredible feeling of live like partner, Pets are always doing stuff, even if you dont tell them what to do, they do something.
    3.) In combat it would be nice if the would move out of may way because it should actually be afraid of other mobs ecpesialy when beeing in combat.
    Reason: I dont want to hurt my pet! Also some pets seem to be barking at enemys, but I haven´t seen them move away from the danger jet.
     
     
    Please let me know what you think about my suggestions.
    lg
    veri
  7. BDO is a complex and interestng game. With a wide variety of game modes, mini0games, activities,and time sinks, all that remains is the core challenge of the PVE experience. THE MONSTERS YOU FIGHT.
    Add suggestions for possible mob behavior to assist in design.
     
  8. l think everyone would agree with me that challenge posed by the PvE Al is really simple, and pretty much everyone pulls as many mobs as they can at once since a crowded pack of mobs is not any harder to fight than a couple due the Al being too simplistic. 
    l think fighting a pack of mobs should be a lot more challenging than it is currently, and a simple solution could be adding a parameter of proximity to their pathing calculation towards player, so that they stay away from each other when chasing the player. That way instead of bunching up together so that they can be wiped out with a single AoE and letting player to escape just one direction since they all come from same direction; mobs could spread out and encircle players and punishing mindless kiting without prior calculation. 
    Parameter should depend on a few different values, such as;
    number of mobs that is currently targeting that player. example: the more mobs attacking same player the smaller proximity parameter so that all of them can engage player without preventing each other's pathing battle zone (predefined for types of zones) example: caves corridors etc should have a smaller proximity multiplier, whereas open fields much bigger oneTechnically that shouldnt be too much work to implement, as (as far l have seen) all mobs share a similar pathing Al, which means there is a pathing class package and any tweaks to that code package would apply to all mobs in game. And since there is already object collision consideration in that coding, adding other mobs attacking same player (with a proximity parameter instead of their original hitbox) to that collusion calculation would result with the Al improvements l suggest.
  9. So, I love everything about this game, except two things. The lack of dungeons or any real thing pve wise to do that isn't just killing the same mobs somewhere else (fields, caves, etc.). And while the seamless non-instanced world is impressive it leaves much to be desired when my friends want something to do other than the thing they just did (killing mobs in a field). And by that I mean kill more stuff of course (I know of the other stuff you can do in BDO) but in a different and more rewarding manner than just the same grinding in a field.
    My biggest issue however, is the open world bosses
     
     
    This is just embarrassing. I can't spread the good word of BDO with such a bad display as this. There is no strategy, nothing to plan against, its all mindless. This is terrible. Did PA ever address open world bosses and mention anything about improving them in any way? I mean more than just giving the bosses better stats. How about better attacks? Attacks you have to plan on countering and/or avoid? Anything at all? I just really can't see this as part of PA's vision. Or anyone's vision really, on how good open world boss design looks.