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Sacrificial Doll AI Bug
posté April 01, 2012, 13:16:52 | #1
Sacrificial Doll AI Bug I know, there are actually a lot of doll's AI bugs now, but that one seems very essential for me as I didn't find it in beta.
Doll's explosion covers the full area around it. But. When you place it like this, trying to hit monster diagonally (for example, to hit the monster and the voodoll at the same time), doll is coming close to monster, instead of just blowing.
Look at the screen below:




That causes a lot of inconvenience, especially when you are playing in group. And I wouldn't consider it as a "feature", sacrificial doll isn't so strong to be so hard to play with.

Are there anyone who faced the same problem? I'm not sure, that bugreports are the best way to get some attention, although, I think the topic still need some discussion.


This post has been edited by HardoBoildo - April 01, 2012, 13:32:59.
Reason for edit : I'm illiterate bastard, teach me some english please
posté April 01, 2012, 14:06:12 | #2
sadly this isn't properly a bug, it's just how the AI works, the only think that actually you could do would be to summon the sacrificed and control it or place it in a position where u're 100% sure that it will explode where you want, for example in the screen you posted you could cast it between the enemies and the totem, I guess that probably you'd have done it if you could.
This makes things unfairly more difficult but I don't see any other way to adapt to doll's lame AI, probably will pass years before we have smart dolls XD


This post has been edited by stoicPunch - April 01, 2012, 14:07:39.
posté April 01, 2012, 14:22:44 | #3
Yes, that's why I created the topic there and not in the bug report area.
I could cast it between the enemy and the totem in the situation on the screenshot, but there are a lot of situations I can't do it. So it was just an example. Anyway, you've got the general idea and I still believe that Ankama can get it too.


This post has been edited by HardoBoildo - April 01, 2012, 14:47:48.
posté April 02, 2012, 07:18:28 | #4
I believe that the doll's explosion should be triggered the moment it finds a target in its radius, because:
-Because it will assure an explosion (there are times the AI would rather a weakened monster that isn't adjacent instead of an adjacent monster, giving the doll a chance to be locked)
-Because most times a Sadida will place the explodoll's seed precisely where it wants the explosion to happen. Having the Sacrificed moving to reach others would not only ruin a strategy, but also would most likely make the doll hit a teammate, or the Sadida itself.

I preffer the AI the way it was before this patch, and thus hope it gets restored to its former glory. What about you, fellow Sadidas?


posté April 03, 2012, 16:01:51 | #5

Quote (HardoBoildo @ 01 April 2012 13:16) *
I know, there are actually a lot of doll's AI bugs now, but that one seems very essential for me as I didn't find it in beta.
Doll's explosion covers the full area around it. But. When you place it like this, trying to hit monster diagonally (for example, to hit the monster and the voodoll at the same time), doll is coming close to monster, instead of just blowing.
Look at the screen below:




That causes a lot of inconvenience, especially when you are playing in group. And I wouldn't consider it as a "feature", sacrificial doll isn't so strong to be so hard to play with.

Are there anyone who faced the same problem? I'm not sure, that bugreports are the best way to get some attention, although, I think the topic still need some discussion.

That's nothing. My doll exploded right next to me. No, there were no enemies around it that would've been affected by the explosion.


posté April 03, 2012, 21:31:09 | #6
Dolls seems to completly ignore totem - they even walk on it just like every monster do. It's shame but totem or more like voodoo doll we have is not convinient in use itself and AI we already have on dolls is the same as AI of monsters. Well... some stupid monsters. I am still waiting for Ankama to at least make doll's aim for enemy not harmless empty cell (water in snapper dungeon is an example and dolls sometimes run to attack it wich is pointless and makes sadida not wanted in those dungeons).

I heard Ankama is fixing bugs by priority but having sadida with not reliable dolls wich might lead in many cases to sadida's death or dungeon fail seems to not be so important for them.


posté April 04, 2012, 07:16:13 | #7
or vaporize them to manually activate the explosion


posté April 04, 2012, 07:59:00 | #8
I think we need someone to create a detailed feedback about Sacrificial Doll's AI and with screens and other quite objective staff. Then put it in the bug-section and pray that Ankama will read it. I'm not capable due to my...language peculiarities.


posté April 05, 2012, 08:37:52 | #9
Better start understanding how the doll walks, it will allways walk so it can hit on the sides. depending on how the enemy is facing thats how he will walk. so if u did the summon in front of the enemy behind the totem. he would have walked strait forward to him and exploded.. triggering the totem.. if you put him on the side, he will ofcourse walk on the side of him because thats where you do the most damage, from the side or front. Learn the walk of the doll and you'll get the hang on it.


posté April 09, 2012, 11:42:20 | #10

Quote (Lovegun11 @ 05 April 2012 08:37) *
Better start understanding how the doll walks, it will allways walk so it can hit on the sides. depending on how the enemy is facing thats how he will walk. so if u did the summon in front of the enemy behind the totem. he would have walked strait forward to him and exploded.. triggering the totem.. if you put him on the side, he will ofcourse walk on the side of him because thats where you do the most damage, from the side or front. Learn the walk of the doll and you'll get the hang on it.
thing is that still the dolls sometimes will try to move to enemy back even thought they can hit it from side. I have experienced it few times and it usually makes doll waste their turns.