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Things that dolls fail at
posté March 17, 2012, 16:22:30 | #1
Things that dolls fail at Not sure anyone has summarized what they do wrong, so I'll give it a go. Dolls fail pretty hard now, they really have to be fixed.

Issues and improvements:

1. they shouldn't abandon their summoner (right now they tend to run off to attack distant targets - they should attack enemies closest to the Sadida)

2. if the dolls have both a summoner and a summoned monster as neighbor, they should attack the summoner, as killing the summoner obviously means killing its servitor

3. if you cast an air spell on a doll, sometimes it runs away, uses the ability from a greater distance, then stays where it is without attacking, because it's out of MP and can't get back to its target - why would they run away in the first place? that spell can be used from an adjacent field

4. when they are in the Nettled state and receive a +3 AP bonus from Rust, sometimes they don't use up all the extra AP (I've seen people talk about this on the forum - according to them, it depends on whether the doll has to move or not)

5. an example from House of Trouble: dolls randomly leave the Sadida to attack pipes, even though there is a bunch of enemies around the Sadida that could be targeted by their attacks - sometimes they choose pipes they can't reach instead of enemies they could easily get to

6. another example from House of Trouble: they leave the Sadida alone to attack an NPC that can't be attacked (Sramedi in the middle, before the final wave) - whenever I summon a doll, it attacks one of the enemies around me, then runs away pointlessly

7. dolls should actually plan their attacks - let's say a doll is in the Nettled state, has Woddland Stench and was given 3 bonus AP by Rust, its target has 10 HP, Woodland Stench would deal 9, its basic attack 20 and its Nettled attack 15 damage; it shouldn't use basic attack, because that's a waste of damage, it shouldn't use Woodland Stench, because it's not going to kill the target but it'd force the doll to waste even more; it should use the one that'll actually kill it

8. if a doll can choose between two targets and is able to attack twice to kill one of them, it uses one ability against each, leaving both of them alive

9. once a doll is summoned, it should attack the enemy closest to it - it was summoned there for a reason


If there's anything I forgot about that should be added to the list, please comment below and I'll update the post.


This post has been edited by AmnaelJK - March 17, 2012, 20:32:49.
Nun Shall Pass * Member Since 2011-05-25
posté March 18, 2012, 21:19:07 | #2
In Snapper dungeon greedy dolls are attacking water instead of enemy

In Snapper dungeon greedy dolls summoned on water cell dont attack at all.

In Snapper dungeon greedy doll after walking on water and reaching enemy dont attack.

Ocassionally doll's in nettle state waste 1 ap for Nettling, where the cost is 0 ap, wich makes them look like if they are nto using all ap.

If enemy is facing doll (water doll) in distance of 4 - the doll will try to run around all obstacles just to attack it from behind instead of moving to the enemy to hit it in the face - this walk around AI is obviously making doll unablt to attack and run away from enemy or making doll locked.

IF doll have 3 woodland stench effects on it and will use 1 or 2 of them to finish 1 enemy then other woodland stenches are automatically deleted.

In Snapper dungeon dolls randomly choose their priority target and you can't guess wich one is the right one and so summoning doll next to 1 snapper usually end in doll runing to different enemy or being locked trying to do so. Sometimes they just stand still and pass turn.

Dolls (and monsters too) sometimes get bugged to wait 30 seconds doing nothing. I heard it got fixed. Well it didn't.


Grizzled Dandelion * Member Since 2011-07-25
posté March 28, 2012, 07:48:09 | #3
After last patch it seems like Sacrificed doll's AI is fixed.
Now Sacrificed move and explode properly. But Nettle state doesn't work at it anymore.


Grizzled Dandelion * Member Since 2011-06-01
posté March 28, 2012, 11:23:05 | #4
When dolls are close to a monster and an dail/becon, they tend to attack the dail/becon insted of the monster.


posté April 08, 2012, 11:52:32 | #5

Quote (Zplint @ 28 March 2012 11:23) *
When dolls are close to a monster and an dail/becon, they tend to attack the dail/becon insted of the monster.
Everything does. That's a general, across the board AI problem, not a summon problem.


Ugly Gobball * Member Since 2012-02-29
posté April 12, 2012, 09:53:00 | #6
I would add one more point.
They ignore the Voodoll and stand on it as if it were the usual cell.


This post has been edited by HardoBoildo - April 12, 2012, 09:57:31.
posté April 13, 2012, 13:14:13 | #7
They ignore all kinds of map cells anyway, at boowolfs they can easy heal every monster +400hp, and summon the wrath of your team on you... ;-)


Nun Shall Pass * Member Since 2011-05-25
posté April 13, 2012, 13:23:22 | #8

Quote (evilmind @ 13 April 2012 13:14) *
They ignore all kinds of map cells anyway, at boowolfs they can easy heal every monster +400hp, and summon the wrath of your team on you... ;-)
They are nto ignoring those cell's, they are moving on them on purpose because they have copied AI from monsters. Little traitor's....