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The way this works in the background is the monsters have "waypoints" that they'll head to that are somewhat close to the player. Once they reach a waypoint, it gets stored in their "memory", and they won't go back to that waypoint for a while. If a player hangs around in an area for a while, they'll exhaust their nearby waypoints pretty quickly and will head to a different part of the maze until they reach enough waypoints that their memory starts to "expire". But if you're aggro'ing the monster before it gets a chance to wander off, it takes longer for their memory to kick in because you've interrupted their current waypoint with a new one.
If you wait a bit longer for it to be out of sight, it will quickly exhaust the nearby waypoints and will go away. For most monsters, there are also other things to do to avoid aggro'ing them, so if you end up wanting some tips, knowing which monster you were struggling with would help a lot! You can also use the wiki if you don't mind possible spoilers of monsters you haven't seen yet:
https://labyrinthine.fandom.com/wiki/Monsters
Basically, the more bodies you have to throw at the game and spread out the monsters, the easier of a time you'll have it seems like. I don't know how well playing the game with strangers goes though.
The anti-camp waypoint system does help though! Atleast compared to before, but it gets buried when there's alot of monsters and/or when you get bad map gen with lots of choke-points and linear areas that you can't get past due to something always passing by.
Having more monsters affect somehow this mechanic? If we have 4 players on the same safe house and 5 monsters in the game, the monsters will head to further waypoints?
Also an issue on the kept hedges map, had the 3x3 lights out puzzle that 2 witches camped, had to keep running to step on one platform and then immediately run back to the safehouse, rinse repeat for over 20 minutes. Really obnoxious.
Oof that's disappointing, I saw in the latest patch notes they'd made changes to the AI to prevent this, my GF and I were looking forward to playing again.
Heya, sorry for the delay in replying, I didn't get a notification on this thread for some reason.
re: the sleeping station you mentioned; the Clown only naps for a short time (unless he's interrupted a lot by aggro'ing him), so there are two ways to handle it: you can either wait for him to wake up and wander off, or you can run past him to line of sight him. The latter is the better option for players that don't want to wait. He has a fairly long aggro animation compared to the other monsters (3-4 seconds, compared to most monsters being around 1 second), which is made even longer when you take his wake-up animation into account, because he'll first play the wake-up animation, and then he'll play the aggro animation. So him "camping" by sleeping outside a safe house on his own isn't really an issue for that reason.
For the Marionette bit in that scenario, there is a few minute cooldown on when she can drop down from the same spot, so if you've been waiting in a safe house after aggro'ing and re-aggro'ing the Clown, it's possible the cooldown timer finished. We do have a change coming soon that will change her behavior a bit to address some issues people are having with her, though. Namely we plan on having her land in a heap on the ground after dropping from the ceiling, and she'd have to pick herself up before initiating a chase. This will give players that are on slower connections, or those that continue running forward out of habit, time to get away from her rather than dying immediately from running through her, or having to turn around immediately to avoid the death.
As far as the Witches scenario you described, was this on a small maze? The reason I ask is that with the extremely small mazes, there's only so much that can be done regarding how monsters path, where they go, how long they can avoid certain waypoints, etc. The smaller the maze, the fewer places the monsters can go, at which point handling the monsters mechanics when possible vs running back to safety is the route to go. For your 3x3 tile puzzle on Kept Hedges, the actual enclosure of the puzzle can be used to line of sight the Witches after stunning them with your flashlight. Circling it once is often enough time to deaggro them, peek around the corner to see where they go, then continue with the puzzle once they start heading away.
If this was on a larger maze (e.g. Medium, Large, Very Large), the only thing I can think of is the Witches didn't get far enough away when you returned to the puzzle. If you return to the puzzle without letting them leave the area and aggro them, they're going to stick around for longer because they're not given enough time to leave. On the other hand, if you're waiting for the music to fade away before leaving, they could be going down a path behind or to the sides of your safe house rather than directly away from it, so you could be sitting for a minute that could have been spent working on the puzzle when in reality the Witch wasn't close to the puzzle.
Without seeing your playstyle specifically this is all speculation of course, but this advice is based on my observations of watching countless hours of players' streams that have worked out all of this over time and no longer have issues.