
I would like to first header this with that Pit is still very completable but has a few issues, which I've detailed below.So for the first time since BL launched I went into Pit with a friend who has newly come back to the game to get them Xenophage. I cannot understate how many times the AI did something that it shouldn't have been doing in the dungeon.First and foremost, the three Orges you play cat and mouse with did not despawn or go away once we got past them into the next encounter. In fact each of them took up a position at a doorway each and at first body blocked us getting past them into the room beyond and then they stayed there and continued to fire at us throughout the next encounter. Needless to say we wiped because we couldn't deal with having invincible orges infinitely firing at us. Thankfully after the wipe they had despawned properly.Next up during that encounter was the enemy teleporting, which as most people know isn't an uncommon occurance in BL with many a player dying to the architects because they go for a melee the enemy disappears somewhere else and the momentum of going for the missing enemy kills them. Up until this point I had put this down entirely to being a network issue but Pit pretty much took that out as an option, which only leaves it as being a unforeseen bug of the Physics Host. My proof being the Knights that are summoned to the top of the room when you put an orb in. The knights spawn one on either side on platforms that are impossible to reach or jump between. I witnessed more that once a knight teleport from one platform to the other and then sometimes back again. They never teleported down to the ground, only between those two platforms, which speaks to me that something is telling them that they should be on those platforms and the scripting is getting confused as to which of them should be there or which of them it is causing them to teleport to go where the script is telling them they should be, even when it doesn't make sense.Finally in the final encounter pretty much every enemy that has been assigned a place to be and not to go beyond there now has a tendancy to wander, we're talking both the wizard and knight of the broken blade leaving their little houses and trying to chase you down around the center, and the big boi knights wandering up to the houses when you're trying to kill said broken blades. All of the while this happens it looks like the enemy is struggling as they will often turn around and turn back again because something is telling them where they should be in the fight and then the enemy just sort of ignores it.In any case to me this all points to the new Physics Host scripting model being at fault, and at the very least I hope someone at Bungie is hopefully looking at it as the reason for all the teleporting enemies we've had to face (and die to) in BL.
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