yes it's because you initiated combat with the npc and anything companions kill is technically your kill.
Companions will keep hitting NPC's until they're dead, unless you unsummon the companion.
spartaxoxo wrote: »I don't think that's bad AI.
spartaxoxo wrote: »I don't think that's bad AI.
It would be possible to program companions not to attack certain groups of npcs depending on the companion's moral status. All npcs have a group assigned to them anyway (friendly/neutral npcs have commoner, provisioner, sailor, noble, beggar,... as an example).
spartaxoxo wrote: »That would be bad AI because then the companion would just be letting their ally get killed because of the job title of the npc.
The companion already is only attacking them to defend you from harm. It's on the player to let the companion it isn't necessary by pressing the recall button.
spartaxoxo wrote: »Person A shoves Person B
Person B pulls out a knife and tries to kill person A
Person A tries to run away
Most people would try to stop Person B, not the one running away.
The companion is defending you from someone trying to kill you in the scenario posted by the OP.
spartaxoxo wrote: »Person A shoves Person B
Person B pulls out a knife and tries to kill person A
Person A tries to run away
Most people would try to stop Person B, not the one running away.
The companion is defending you from someone trying to kill you in the scenario posted by the OP.
It's more the other way around: The player character hits the innocent commoner with a mace, sword or destructive spell, and many commoners fight back rather helplessly, often not even with a weapon, but by punching.
My opinion remains: Even if companions can be unsummoned in combat if one wants them to stop attacking someone, they could have been programmed in a way that their moral stance shows in (combat) situations, like not participating in the attack of innocents. I'd find that more realistic.
spartaxoxo wrote: »Companion watches you start a fight with a citizen.
They see the citizen is trying to kill you.
They kill the citizen to save you because you're being attacked.
They get angry that you put them in that position and now someone died needlessly. They'll always choose to watch your back but that doesn't mean they'll always like it.
I don't think that's bad AI. You can recall the companion to stop them from attacking the npc.
If the retainer is willing to kill an innocent that the boss attacked (deliberately or accidentally), while the boss runs away, they should not be picky about the boss attacking innocents.
spartaxoxo wrote: »If the retainer is willing to kill an innocent that the boss attacked (deliberately or accidentally), while the boss runs away, they should not be picky about the boss attacking innocents.
If someone is running away, then they are no longer a threat. Any claims of self-defense go out the window. The person attacking you is enraged and trying to kill you. What kind of bodyguard allows someone to kill their boss?
old_scopie1945 wrote: »I got caught pickpocketing with Ember. As I was making my escape I noticed that my bounty was shooting up drastically. Ember had gone into full psycho mode. Fumbling with my keyboard I pulled her back to me asap. Needless to say that was the last crime spree outing Ember went on. Companions are drastically lacking in commands that you can give them.
You missed the part where the boss took a swing at an innocent and then ran away while the retainer who dislikes murder has to deal with it. Maybe the retainer should be talking to the attacker to get them to stop rather than murdering them?
Again, if the companion is willing to murder an innocent, then they really should not be picky about the subject.
Bad AI or bad design.
spartaxoxo wrote: »They see the citizen is trying to kill you.
OtarTheMad wrote: »It's not bad AI when we have ways to recall them or stop them.
This, as the target turn red the companion or any combat pet will attack.yes it's because you initiated combat with the npc and anything companions kill is technically your kill.
Companions will keep hitting NPC's until they're dead, unless you unsummon the companion.