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It also seemed odd to me that they would create a map with a bouncing mechanic, promote the map by highlighting that mechanic, but then place that map in the Ops rotation and lock out the mechanic which makes it unique.
I can only imagine that the combination of the AI and the bouncing created some sort of behavior which disrupted the Ops game play by making it too difficult or too easy. If that's the case I'd love to see them unlock the bouncing areas for a Weekly Challenge and title it "LOL Ops" if the AI is incredibly inept in handling the bouncing mechanic or something like "Backbreaking Bouncing" if the mechanic makes it harder for the players to defend.
At least then we could see why they made the choice of locking it all out except for the two tiny pads.
LOL OPS. Hahahaha. Yes!
And perhaps LOL to lots of things. LOL RUX. LOL TURF in its current state.
- 6 years ago
@FootSoldier9908 wrote:LOL OPS. Hahahaha. Yes!
And perhaps LOL to lots of things. LOL RUX. LOL TURF in its current state.
Agreed. 😢
... I wish they’d fully unlock Oozervoire with Ops Phase 3 soon.
- 6 years ago@spIash_damage
I wanted to come back to this topic because I'm pretty sure I've seen live examples of why the Oozevoir has the bouncy areas locked out- I have the video saved but haven't been able to trim it down to post it yet but I'll describe and maybe post it later as a funny clip.
It's happened two or three times this week in Graveyard Ops on the Oozevoir but I've seen both Corn and Cactus AI just happen to mess up their leap from the elevated areas to the center platform and land on the small patch of bouncy material.
In all of those cases that particular character gets trapped into a loop of bouncing up and down on the patch seemingly unable to move even the slight bit necessary for them to bounce off the bouncy platform. They still try to fire but otherwise just sit there bouncing until they get vanquished.
When playing as Plants I've seen an AI Captain Deadbeard also fall down onto the bouncy patch but he was able to get back onto the elevated ledge area whereas the Corn and Cactus I watched were helpless. Deadbeard did, however, keep dropping back down onto the bouncing area and then recovering on the ledge.
Based on that I think the AI really isn't able to properly understand how to handle the bouncing patches on the map and that coding a solution was so difficult it was easier to block off the mechanic.
If they did unlock those areas without solving the issue within the AI we'd likely have at least some of the AI get trapped in a loop of bouncing helplessly or perhaps doing silly things like bouncing around uncontrollably or even going off the cliff edge in that one part of the map.
LOL Ops indeed.- 6 years ago@realitysquared I've seen that with the Cactus AI as well - it's like have a Brainz bot in GW2 Ops. Found it quite funny!!!
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