#Target Priority Bias For Non-Ship AI

13 messages · Page 1 of 1 (latest)

lean eagle
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The absolute largest issue i have encountered so far in Jump Space is AI target priority.

What discovered is all non-ship based bots have a bias towards the player who is the host, or captain. For example, me and 3 friends were on a Difficulty 4 mission in a cargo freighter and to test this, I stayed outside by the ship while the 3 of them completed the objective. I noticed if I get into LoS of any spawned bot, regardless if they're shooting another player, they will immediately disengage that player and pursue the host player. One method of testing this was letting a friend take all aggro, then I would quick peak a corner, not shoot, and hide behind the wall again. The bots would all stop shooting that player and then immediately pursue the host player for some reason.

I'm going to add the Game Breaking tag on this because it does kill the FPS gameplay. It leaves one player running/fighting for their life while the rest of the players never have to worry about taking damage. If this were fixed it would greatly improve ground combat for host/captain players.
-# I tested this across 4 missions ranging from 2-4 players and all results were the same. If needed, I can acquire a video for a Developer.

Steps To Reproduce

  • Allow non host player to engage non-ship AI.
  • Have host player step into LoS (Line of Sight) of bots.
  • Observe.
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Target Priority Bias For Non-Ship AI

covert rapids
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Good observation, we'll have to test the repro if we can reproduce it on our end since you're the one that claims to have found a repro for this issue Thumbsup

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Cant promise an ETA when it'll be fixed, but yeah it's something thats been bugging us for a while but always been hard to measure 'how' they target the host

lean eagle
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Np man. Next time I play i'll get a video to upload to this chat as well. Love what you're doing and this bug getting resolved would be a huge improvement to FPS combat.

On the harder missions its near unplayable for the host player in big fights.

lapis dragon
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this explains why i’ve been suffering as host 😭

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my friends just like running through hordes of bots while i’m getting targeted by EVERYTHING

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i will say with player traits it could be interesting to have a “drawing aggro” mechanic though

covert rapids
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I dont know the full extent of the targeting system but enemies should (emphasis on "should") pick target depending on distance, so this in particular might be 'intended' behavior or it only works for hosts. If you care to try, test if the same happens but roles are switched?

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I'll test this of course on monday, but any intel we get on this is useful

daring lily
# covert rapids I'll test this of course on monday, but any intel we get on this is useful

I played with my buddy for the last couple weekends and we noticed this behavior as well. It is definitely an issue, and is for sure still present in the game.

The host can aggro 95% of the enemies just by being in the room, which can work to one's favour on lover difficulty levels (allows your buddy to salvage in relative peace and the host just hole up in a good spot and wait for enemies to come to them), but at the same time once the task requires two people to activate the next phase, it becomes extremely challenging to reach that spot without dying.

Plus you know, it breaks the immersion when the enemies literally drop attacking any other players as soon as they have a line of sight on the host. It isn't fun for the other players, and it can end up being too frantic for the host. So I'd recommend to seriously look into this issue!

inner zinc
daring lily
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Yeah, there is also this one:
#1433090877810802768 message

It is a common issue, so it seems!