... I think there are a good number of us who want to make sure pet-users are fairly treated under these conditions as well as some others that have a tendency to get overlooked or are a haven for bugs in pet AI... instance maps with odd geometry, enemy NPCs that flee into other spawn groups and may drag aggro'd pets with them, pets behaving badly under certain control effects, rooms with damage auras killing pets too easily, boss fight splash zones, bosses that self-buff based on the number of players and pets nearby, etc.
I understand the archetype won't launch until ...later. I'm curious about how Minion AI might be integrated into maps that are proceedurally generated? Sounds like a fascinating puzzle.
If AI navigation is based on navmaps built into the levels then it would add complication. If it more dynamic and isn't based on the levels themselves directly, or if the props, buildings, etc that are added to levels in order to create them have navigation information built into them, then it wouldn't be as big of a problem.
This issue would affect all AI. Not just pets, but every enemy and NPC in the game.
It is not an issue. The information needed is built into the level design tool.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]