Please look at the AI for pit fights.

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23 comments

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    WB Gamer
    Still can't wait for this dumb **bleep** to get fixed.. shouldn't be losing this many orcs trying to make one legendary. Just make the enemy player not lose his orcs when they die and stop making it greatly in their favor. Problem solved.
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    WB Gamer
    It's not just the online pit fight, but the whole pit fight in general

    It's kinda lame I agree, but it is fun to get rid of Orcs that you don't really care to lose I guess
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    Kinda wish the pit fight wasn't super rng and ridiculous

    they really need to work on the AI stuff to make it more fun

    or maybe give us command to allow us to tell our Orcs to do certain thing during pit fight such as telling them to hit or grab or heal or bomb and etc etc
    would be more fun that way
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    WB Gamer

    if you want to get rid of orc just call him as bodyguard and explode his head

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    WB Gamer
    I feel ya I lost may matches because the enemy overlord seems to use his abilities a lot more and in a much smarter way than mine. For example the worst I ever had was a olog tank, he would grab my guy and send him flying immediately he would use determination recovering all his health while he wore down my guy. He didn't do it once he did it around 5 times in a row.
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    WB Gamer

    This is a great idea, executed horribly.

    First, they are frustrating. There is nothing fun about random chance destroying my best guys, when in certainxa0instances there is no reason for them to lose. They literally just STAND there, even when berserk sometimes.xa0


    Second, they are boring. It would have been great to have control over my guys. Instead, I watch the seemingly broken AI try to figure out which end of its weapon goes in the other guy. Even as just a dispensary for training orders, this is flawed. For example, losing 5 guys to pit fights when trying to get a training order to upgrade, say a weapon. Now I might need 5 more bloody training orders just to recoup. So it's frustrating AND boring which is a feat, because the one excludes the other. Hard to be bored when you're actively frustrated, but here we have achieved it, somehow.

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    It's really too bad. This game seemed amazing at first. Unfortunately 3-4 aspects of it have been so frustrating on a regular basis.xa0If it's working as intended, maybe I need to be masochistic to enjoy it? because these dumb little quirks basically steal any enjoyment from the game and replace it with endless waves of frustration.

    Will this ever be addressed?

    I've seen god knows how many posts of the exact same type. Quick thought, even if it's working as intended, if so many of your player base basically hate the pit setup, then perhaps as intended isn't good enough.

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    WB Gamer

    So with the new update that came out, I decided to do a fresh start for the 3rd time. I love the story and gathering orcs so losing my past stuff doesn't matter. Anyway, with the new updates the classes and gang ai have gotten, the fight pits have become more interesting but also have become buggy...at least I think they're bugs and not meant to be on purpose. Commanders lately are now much more aggressive, more so than berserkers and slayers even. Commanders have been stunlocking their opponents with special attacks regularly. Anyway, the main thing I noticed was that Olog beastmasters seem to have their pets bugged, maybe due to their size affecting the initial spawn? All of my olog beastmasters, whether common, epic, or legendary, have had their caragors simply stand by. They don't attack or even move in the slightest, even after they were lit on fire and ran around like crazy they just went back to their starting spots and sat there. Beastmaster's strengths are their beasts, so because of that most of my ologs have died unless they had something that dazed the opponent. The one heartbreak was my Olog with the title of Dragon. He could lure a drake and summon graugs out in the world, but in the fight pits those were dead traits so I understood he'd be weaker. However, his 2nd trait was a pack of dire caragors. Caragors who never moved from spawn. I couldn't even revive him because his opponent killed him and took over his spot in the army without leaving his corpse. Well hopefully I'll find another dragon, but I just wanted to point out the olog beastmaster problem right now.

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    WB Gamer

    I'm sure you guys alredy know this, but there are two pretty big issues with the fighting pits. One of them is half of the time the caragors just back away and chill there while their master dies. The other one is that a lot of the time one uruk (mainly yours) will just stand there and raise his arms up while he's being beaten to death by the other guy. One other thing is with the marksmen or archers, is that they load their crossbow, get hit, then have to load it again. I have watched my uruks load about 50 bolts in their crossbow without even shooting once. Please fix these problems, it would make the game a lot better.

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    WB Gamer

    I agree. True that!

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    WB Gamer

    I got this game recently, and have played it for about 50 hours. When I got it, the Pit Fights were one of the things I was most looking forward to. It sounded like Pokemon with Orcs, and after playing the first game, how much fun would that be!xa0xa0

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    Once I unlocked them and started playing around, and especially once I got to endgame and started amassing cool legendary orcs I fought a lot of battles with and felt kind of attatched to, I realized that the Pit Fights were a huge letdown. Now that this game has been out a while, I'm not sure if the dev team works on it anymore or cares about it at all, but if anyone at WBGames played it, I'm sure they would notice immediately. I'm assuming nobody on the dev team has played the Pit Fights, so let me try to explain what's wrong with them.xa0xa0

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    The AI is what's wrong with them. Terrible AI has completely negated any strengths or weaknesses the orcs may have. Any Orc with mortal weaknesses or fire weaknesses will usually die instantly, but that's ok as it's predictable and you can play around it. Any other strenghts or weaknesses the Orcs have do not seem to matter.xa0xa0

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    During the Pit Fight, the Orcs attack seemingly at random. And by random, I mean REALLY random. The main problem is that random often means not at all. The Orcs will walk around, stand in place, or endlessly taunt like it's some kind of bodybuilding contest and simply not fight at all. I've watched Orcs die to opponents 20 levels below them, and with a lower tier (normal vs legendary), simply because they decide not to attack. Sometimes the Orcs will go on a rampage, attacking as often as they can. Even enrage seems not to effect this. I've watched enraged Orcs get CLOBBERED by normal Orcs simply because they don't want to fight. Basically, you're praying for RNG to win the fight, and Orc selection has nothing to do with it.xa0xa0

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    On the other hand, the regular Orc AI is just fine. I've watched Orcs fight each other in nemesis missions and sieges all the time, and it's really entertaining. That's what I expected out of the Pit Fights, but not what I got. The Orcs should be fighting as normal, just like they do everywhere else in the game. When both Orcs are attacking whenever they can, using their abilities, and dodging and blocking, watching them fight is great. The constant taunting of the arena adds no cinematic appeal, since watching them actually attack is much more interesting. If the regular Orc AI had been left in the arena, it would be very entertaining.xa0xa0

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    As it is, it's simply frustrating and unenjoyable. It's not really a Pit Fight, it's more of a Pit "watch one orc attack every now and then while the other one stands there and takes it." As far as I can tell, the taunting and pausing between attacks was added so that the fights wouldn't happen too quickly. However, a 1 minute fight that's interesting to watch is much better than a 3 minute staring contest.xa0xa0

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    Here's what could be done:

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    First, remove the Pit Fight AIxa0completely and have the Orcs use their regular AI. Taunting needs to go. Waiting to attack needs to go. Other arena AI dependencies need to go as well. These include Orcs waiting for their followers to attack until they attack, waiting until all enemy followers are dead to attack the Overlord, refusing to use regular and missile attacks on caragors, etc.

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    Second, if the fights really are happening too quickly (I'm not sure they are), then give a static percentage increase to Orc defenses so that the fights take longer,xa0 Alternatively, reduce their damage.xa0xa0

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    Third, reduce crowd control durations. Even as it is now, occasionally Orcs with stun grenades will continuously spam them, giving the other Orc an auto-loss as there's no resistance to stun. (Sometimes they decide not to use the grenades at all.) If the Orcs were constantly fighting as they should be, this would be even more of a problem. Any Orc with a fire attack will auto-win against any Orc without fire resistance (if they decide to attack) because the fear duration on burning is so long. There should be a cooldown on crowd control spells and grab attacks, and their duration as well as the duration of fears from fire should be cut in half. In general, the heavier Orcs should have to take a bit more of a beating before they get stunned, and the lighter Orcs should recover from stuns faster.

    xa0

    Fourth, the duration of fights could be artificially extended by granting a number of followers to each team. This is exactly how fights work during sieges, and it's entertaining to watch Rioman Colosseum style battles. AOE spells might need a nerf if this is implemented, but I think it would work out well overall given how almost nobody sends their Overlords out without a gang of some type.xa0xa0

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    Fifth, increase the instances of blocking and dodging. This will cause Orcs to die slower, increasing the fight time, as well as making it more interesting to watch. As it is, Orcs generally stand there and take attacks the entire fight. Some classes dodge around a bit, but it's mainly for show as they never dodge actual attacks. Defenders will block sometimes, but they'll drop their guards to taunt or the other Orc will hit right through it. Increasing dodging/blocking priority slightly and perhaps giving a ministun to missed/blocked attacks would make the fights much more dynamic. Will your trickster be able to outwit a slow Olog and poke at him just like Talion does, or will he attack too early and get his skull crushed?

    xa0xa0

    So please, let our Orcs duke it out in absolute chaos like they were designed to do. Put an end to the misery of watching 5 legendary Orcs in a row sacrifice their lives in the name of pacifism. Thank you for reading and hopefully you can mention this to someone on the dev team for me.xa0xa0

    xa0xa0

    In memory of Fubar the Thrall, may you attack freely in Orc heaven. :'(

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    WB Gamer

    If they remove the AI, the orcs would not move

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    WB Gamer
    I didn't say remove AI completely lol. I said simply use the normal AI for fights.
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    WB Gamer

    They did an upgrade to the fight pits over the summer. Trust me, there were a lot worse before that. I agree they are still one of the worst parts of the game, but I doubt they'll make changes again at this point beyond small bug fixes and a skins and stuff.

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    WB Gamer

    The Pit Fights are broken.  They've always been broken.  My guess is they were made to be frustrating intentionally to drive the now defunct microtransactions.  Now that the market is gone, what's left is the mess.  Trying to fix it at this point amounts to rearranging the wreckage at the site of a train derailment.

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    WB Gamer
    Ah. I kinda like the Fight Pits. The orcs/ologs fight like they do with each other on a normal basis. Except in this case it's just 1v1 and some grunts/beasts sometimes. I mean, the time limit sucks and ties between them suck but I've generally been alright with it.
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    WB Gamer

    Maybe I'm overstating a bit.  It's just there's only so many times you can find yourself yelling, "Stop posing and hit him, you moron!" before you start hating something with a blinding passion.

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    WB Gamer
    Lol about as passionate as most fights with an audience. I just grab a bag of popcorn and maybe a beer sometimes to watch a good couple of fights with some good music going through Spotify. I get pretty heated when a good follower dies though or a shoddy one lives killing the one I wanted in my army lol
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    WB Gamer

    I absolutely agree. Every Orc outside of a pit fight, when using a ranged weapon will seek to further themselves from the battle, however in a pit fight they seem to forget that they can use the weapon at range and favour doing jabs and executables.

    I can't tell you how many Crossbow and Spear captains I've lost because they ran into the enemy's attack (like an Olog's Tremour and a Slayer's Triple strike.

     

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    WB Gamer
    Fix the game enough so that my allied Orcs will actually fight back, why don't you? That would make things a lot better, if you cared enough, as you claim to.
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    WB Gamer

    Okay, you've made two threads with the EXACT same comment which BTW rather inflammatory. 

    Secondly, I'm going to assume you've also sent the devs a ticket.

    I know people are mad about this, myself included, but there are better ways of conveying your opinions.

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    WB Gamer

    Here is a link for ticket submission: https://go.wbgames.com/MEhelp

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    WB Gamer
    I'm fairly new to the game, and have had extremely polarizing experiences with the Fight Pits, especially the Online FP. Sometimes I'll send in an orc and he will steamroll every opponent that comes his way, other times I'll have an extremely similar orc get rolled easily. This seems even more prevalent in OFP as the game seems to matchmaker your orc against someones whose orc has huge advantages over your own, spams their dodge attacks endlessly whittling down the health of yours easily, or just throw an olog in there and have them spam the grab/punch attack.

    A lot of the time my orc will just stand around and pose, focus on a far away enemy while he's getting attacked by a closer enemy and not seem to notice, get stun-locked by olog gangs, try a big wind-up attack right as the enemy is coming at them, or not attack at all. It's also extremely frustrating to watch your orc dance around a stunned enemy and do nothing, while yours gets hammered every time they get dazed.

    I like the idea of removing the redundant fight AI from Fight Pits, but what would be even more interesting to me is to allow control over your orc, with similar systems such as Might and executions so special abilities couldn't be spammed. This would add a degree of skill to the fights, and you wouldn't feel as robbed after losing because it was your own failing, not RNG.
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    WB Gamer

    I can already tell that the Moderator's response will be "Good idea but we don't have the resources to implent it".

    In my opinion, the one thing they need to crack down on is the insane high damage execution attacks. You know when they either sprint towards their target and they do a quick animation and knock ~10-50% of their health off, or the one where like their tribe ability (unless it's slaughter which has a 0.1076 second warm up) they put their weapon away and do an easily dodged/interupted attack which still does damage simiar to the first.

    I've already stated their Captain WILL blindly charge into an attacks (for an assassin they agile glides are a blessing and a curse), I'll say the AI for pit fits is unnecessarily dumbed down.

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    WB Gamer

    Would you believe I had an archer assassin a while back I couldn't get rid of?  No joke.  I tried to sacrifice him like 5 times and he just kept winning.  He'd just run in and spam one of those scripted attacks about 6 times and then pull the execution.  I finally put him in the OFP to see what would happen.  He got annihilated first time out.  Go figure.

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