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'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 6:20 pm
by UilliamNebel
Not sure if it is possible to alter the A.I., or area set up to get rid of this. But yeah, this is just pure cheese on the part of some mobs, of trapping a player on the other side of a door, or in it, and opening and closing the door for free attacks. Had it happen in the Cordor mines several times, and coupled with the lag, it gets the module to rage quit levels. Especially when a kobold rogue uses NWN awful push mechanics as it camps the other side of a transition to push you back into the door, close the door, hide, open it, and stealth attack, which it did twice in one fight.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 7:14 pm
by Iceborn
I think you may have stumbled onto a weird combination of lag and general AI quirks than an actual design choice.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 7:15 pm
by TimeAdept
No, it happens in a ton of dungeons and it's awful.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 9:26 pm
by Baron Saturday
This is the unintended result of a few different scripts, I suspect. First you've got a door auto-close script that kicks the process off. Then the AI chase script causes the mob to open the door so it can resume attacking, which often shoves the character around (sometimes leaving you stuck BEHIND transitions with enemies blocking your escape). When a stealther is involved, I suspect that there's some AI behavior telling it to stealth when LoS is broken, so that gets tossed into the mix. It is admittedly maddening, but I don't know that there's much to be done to fix it short of going through the module door by door and removing all the auto-close scripts on transition doors, which is a monumental task and not something likely to happen anytime soon.

Simpler, I've found, to just not fight in doorways.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 9:29 pm
by UilliamNebel
Baron Saturday wrote: Sun Feb 17, 2019 9:26 pm Simpler, I've found, to just not fight in doorways.
Not an option in the instances I have had, as the spawn are camping the transition.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 10:29 pm
by CosmicOrderV
Another fairly easy fix is to stealth directly before a transition, while you have a summons out. The summo s doeant have time to also stealth before transition, meaning any mobs on the otger side target it first.

Re: 'Door Gaming' mobs need to go.

Posted: Sun Feb 17, 2019 11:43 pm
by RedGiant
To add to Baron Saturday's conjecture, and a developer would have to weigh in here, but Arelith seems also to have some custom spawning script, because we regularly see MoBs spawned on any and every legitimate tile space on a map. I mean, you can even see them 'randomly' spawn on coastal cliff tops and at the bottom of dead man's chasm!

As I recall in my long distant development work on another server, this is not standard NWN mechanics where the builder specifies the exact area in which the MoBs spawn based on triggers. [And if it is, then they are just making the ENTIRE map the spawn area!] I would suspect this is to reduce predictability, which is a good thing, but probably also leads to the present problem.

I could be wrong about all this, but, just hazarding a guess here.

Re: 'Door Gaming' mobs need to go.

Posted: Mon Feb 18, 2019 2:17 pm
by Sartain
Removing the doors/curtains/whatever from the transitions seems like the easy solution to this. They are pretty wonky anyway, spawns or not. At least, I get stuck in them all the time

Re: 'Door Gaming' mobs need to go.

Posted: Tue Feb 19, 2019 5:40 pm
by MoreThanThree