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True fix for companion roll dodge AI problem

Xinihp
Xinihp
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Since release, companions suffered from a problem where they would roll dodge BACKWARDS again and again until they were so far out in the boonies the boss would reset.

Last year you guys hard capped the number of times they can dodge per fight, which didn't really fix the problem.

I would like to propose a really simple solution.

As most know, there are calculations done in-game that are client side and things that are server-side. Most UI display stuff is done client side, while most ability related stuff is server side, for obvious reasons. The server needs to validate changes to things like player health and resources, otherwise a cheat program could modify these client side and the server would just accept it. There is crossover where UI stuff is done client side then important things like inventory content is validated server side.

Anything done server side contributes to server load and thus lag.

However, when considering companions roll dodging, it is not really important for the server to validate which direction they roll, save for updating their positional data.

A very simple fix therefor, borrowed directly from Skyrim, would be to create an invisible object at the point the player enters combat with a given mob, and give this object persistent (until combat ends or distance is > some limit) coordinates.

This would be done entirely on the client side, and have no bearing on gameplay or server performance whatsoever. You would not even know they exist. EXCEPT, and again purely on the client side, they could be used to compute companion movement in combat. specifically, when the companion is hit by an enemy, they would run checks:
  1. Is the companion the target of that enemy
  2. What is the distance to that enemy's origin point (the invisible marker with coordinates).
  3. Take action based on the above conditions.

Basically what this would do is allow the game client to tell the companion to never backpedal or roll dodge in a direction that would go outside a maximum safe tether ring from the monster's combat origin point if it would possibly result in them resetting. Instead, if companion.GetDistance(origin) + <movement action> > safe distance, STRAFE instead of backpedal, or roll dodge a different direction.

The server would then be updated with the positional data, no different than when the player moves around.

This could also be used to help companions avoid "standing in stupid" as they could check this distance and take evasive action if damage source = AOE.

Just a thought. :)
  • Zenzuki
    Zenzuki
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    Not sure how much it will help, but it seems like they took your Strafe idea to heart...

    eeu9fu6f7jhr.jpg

    Now how far, where and what direction they strafe... well that remains to be seen.

    But hopefully the companions will be (somewhat) better at not standing in stupid or resetting bosses, come next update.
    Can Open...
    Worms EVERYWHERE!
  • Gythral
    Gythral
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    :lol:

    so now they'll just roll sideways out of range & reset the fights!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • drsalvation
    drsalvation
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    Too complicated, just make companions roll towards the player.
  • phaneub17_ESO
    phaneub17_ESO
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    I don't see a problem if they rolled forward instead of backwards, at least going forward they will eventually turn around to face the enemy thus keeping them in a relatively familiar area at all times.
  • ADarklore
    ADarklore
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    How about they just implement a max distance from the player... so if a roll dodge would put them past max distance, they would roll forward instead of back.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Gundug
    Gundug
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    There are some enemies in the game that have a standing in place dodge skill. Maybe that could be applied to the companions instead of having to move at all.
  • drsalvation
    drsalvation
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    Gundug wrote: »
    There are some enemies in the game that have a standing in place dodge skill. Maybe that could be applied to the companions instead of having to move at all.

    but AoE DoTs would require companions to move out of the way. As I said, just make them roll towards the player, you basically serve as a guide while still retaining some of their own autonomy, without moving away from the battle unless the player is the one who is escaping, there wouldn't be need to check for distances or directions, and it places the player in a position where they can be more aware of the commands they're giving to the companions.
  • AcadianPaladin
    AcadianPaladin
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    Not sure how to best fix the problem but I certainly hope it does get much improved. At the moment, the only ranged weapon I allow any companion to touch is an ice staff. I'd like to think any fix includes dodge-rolling toward the player and tethering the companion to the player in combat on a reasonable 'leash'.
    PC NA(no Steam), PvE, mostly solo
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