This has been bothering me since the first time I logged on and started killing things. Why are the NPCs so terribly blind? You would think if I'm in an open courtyard killing your buddies 10 feet away from you that you would want to help them out, right? But they just stand there and calmly wait their turn.
I can understand having a slightly smaller field of vision than in the real world but ESO seems to take that to the extreme. Would it be so much to ask to have NPCs that are slightly more aware of their surroundings? Or maybe instead of having 20 groups of 3 in an area you can have 10 groups of 3 that are much stronger but more spaced out? Or just keep them weak and increase their range vision... I should not be killing 3-4 NPCs 10ft away from 3-4 other NPCs without them attacking me, unless they are enemies too I guess.
Odd yes but you can imagine the threads about how you can't get anywhere or do anything without being overwhelmed by NPC's
Prof_Bawbag wrote: »TES games have always been hilarious when it comes to npcs & combat and their interactions before during and after. In Oblivion you hit someone in the head with an arrow and remained in sneak they'd say something like "Uh, it must have been a rat". It was very similar in Skyrim too. I suppose they fixed it a little in Skyrim insofar they'd react for a second or two after discovering a dead body. Then it would be back like nothing happened.
It's very unrealistic, but it's a fundamental part of the game's design.
I don't remember my EQ2 days very well but I definitely don't remember ever thinking "Why the F is that guy not attacking me right now?". That's my issue, I think that all the time in this game.
WillhelmBlack wrote: »Have you played any previous ES titles? You can literally steal the clothes off their back.
It's not even ES games actually. All games are like this.
WillhelmBlack wrote: »Have you played any previous ES titles? You can literally steal the clothes off their back.
It's not even ES games actually. All games are like this.
If all games are like this then I would have felt this way before. I have no problem if an NPC can't see me sneaking up behind them... but when I'm hacking their friends to death right next to them and they stand there like statues... it's pretty ridiculous.
I'm not saying a realistic field of vision is the way to go at all, that would cause chaos. But if I'm close enough to hit them with a ranged attack (and I'm not in stealth) then they should be able to see me.
This has been bothering me since the first time I logged on and started killing things. Why are the NPCs so terribly blind? You would think if I'm in an open courtyard killing your buddies 10 feet away from you that you would want to help them out, right? But they just stand there and calmly wait their turn.
I can understand having a slightly smaller field of vision than in the real world but ESO seems to take that to the extreme. Would it be so much to ask to have NPCs that are slightly more aware of their surroundings? Or maybe instead of having 20 groups of 3 in an area you can have 10 groups of 3 that are much stronger but more spaced out? Or just keep them weak and increase their range vision... I should not be killing 3-4 NPCs 10ft away from 3-4 other NPCs without them attacking me, unless they are enemies too I guess.
If you play a sorc, get an unstable clannfear. He'll bring everyone to the party.
I don't remember my EQ2 days very well but I definitely don't remember ever thinking "Why the F is that guy not attacking me right now?". That's my issue, I think that all the time in this game.
I remember the early days of the original EQ, you would step outside town and suddenly almost every mob in the zone would turn and look at you as if you were a piece of meat, then charge, now that was fun! LOL
This has been bothering me since the first time I logged on and started killing things. Why are the NPCs so terribly blind? You would think if I'm in an open courtyard killing your buddies 10 feet away from you that you would want to help them out, right? But they just stand there and calmly wait their turn.
I can understand having a slightly smaller field of vision than in the real world but ESO seems to take that to the extreme. Would it be so much to ask to have NPCs that are slightly more aware of their surroundings? Or maybe instead of having 20 groups of 3 in an area you can have 10 groups of 3 that are much stronger but more spaced out? Or just keep them weak and increase their range vision... I should not be killing 3-4 NPCs 10ft away from 3-4 other NPCs without them attacking me, unless they are enemies too I guess.
Because it's a game, not real life. If it were real life, the captain of the town militia also wouldn't be asking a random stranger who just happened by to mount a lone-wolf attack to defeat the town's invaders. Also, if it were real life, said lone-wolf attack against a organized military force would last about 30 seconds and would end with the invaders parading your head around on a pike. And if it were real life, local farmers would probably make more of an effort to rescue their own damned family, instead of pitifully holding their arm and begging passing strangers to go do it all for them.
This has been bothering me since the first time I logged on and started killing things. Why are the NPCs so terribly blind? You would think if I'm in an open courtyard killing your buddies 10 feet away from you that you would want to help them out, right? But they just stand there and calmly wait their turn.
I can understand having a slightly smaller field of vision than in the real world but ESO seems to take that to the extreme. Would it be so much to ask to have NPCs that are slightly more aware of their surroundings? Or maybe instead of having 20 groups of 3 in an area you can have 10 groups of 3 that are much stronger but more spaced out? Or just keep them weak and increase their range vision... I should not be killing 3-4 NPCs 10ft away from 3-4 other NPCs without them attacking me, unless they are enemies too I guess.
Because it's a game, not real life. If it were real life, the captain of the town militia also wouldn't be asking a random stranger who just happened by to mount a lone-wolf attack to defeat the town's invaders. Also, if it were real life, said lone-wolf attack against a organized military force would last about 30 seconds and would end with the invaders parading your head around on a pike. And if it were real life, local farmers would probably make more of an effort to rescue their own damned family, instead of pitifully holding their arm and begging passing strangers to go do it all for them.
Idk how me requesting increased fields of vision made you jump to "because it's not real life"... I even posted that real life vision wouldn't make sense... sooo yea... good reply though.
For people reading this thinking I want the game to be like real life... please stop. That is not anywhere close to what I'm talking about.
I'm just saying that this game has the most extreme version of NPC "blindness" that I personally have encountered... and no I have not played every MMO out to date... obviously.
I'm not asking for an entire zone to aggro someone who attacks an NPC either (people really jump to extremes) just saying I would enjoy a slightly more realistic field of vision.... again.... SLIGHTLY more realistic. As in not real. Clear?
Because the enemies basically have no AI programmed into them, and so the solution made to other problems that result because of the lack of decent AI is a short detection range bubble.
In games with properly done AI, these problems do not occur, and the enemies walk and make rounds and track based on actual sight and sound events and their own tracked memory of sights and sounds. They behave like people would in the situation (at least, externally, to some reasonable level).
Bethesda didn't make this game, but it is at least continuing the trend of Bethsoft games having abysmally bad AI (looking at you, Skyrim, with your senseless AI routines slapped on top of each other, none of which actually work together or provide any reasonable behavior, ever).
To anyone saying or thinking "but its a game what do you expect", please go look into to play S.TA.L.K.E.R, hell even Crysis, F.E.A.R. ARMA.. There is a large list of games that have reasonable AI.
Being an MMO is no excuse anymore. The technology is past that.
To anyone saying or thinking "but its a game what do you expect", please go look into to play S.TA.L.K.E.R, hell even Crysis, F.E.A.R. ARMA.. There is a large list of games that have reasonable AI.
Being an MMO is no excuse anymore. The technology is past that.
KhajitFurTrader wrote: »To anyone saying or thinking "but its a game what do you expect", please go look into to play S.TA.L.K.E.R, hell even Crysis, F.E.A.R. ARMA.. There is a large list of games that have reasonable AI.
Being an MMO is no excuse anymore. The technology is past that.
Well, not quiet. It's easy for single player games to have decent A.I. now, because with modern CPUs they can have whole execution threads/cores to themselves, and with the pervasion of 64-bit OS's, there are hardly any memory constraints now. In contrast, MMO MOB A.I. needs to be done server-side, because the client is open to manipulation and cannot be trusted (cf. Raph Koster's Laws of Online World Design). And the A.I. code doesn't run for singular players, but for masses of them, concurrently (hence the name).
So, A.I. routines like LOS calculations, aggro distances, pathing, MOB skill usage etc. need to run server-side, as does everything else, with the exception of the actual graphics rendering. Every single MOB in every instance of every zone (there are at least three copies for every faction, more if one gets too crowded; then there are a lot more instanced group dungeons at all times) is handled by the cluster, and every spawned MOB, idle or not, uses small amounts of memory and CPU cycles -- get too fancy with A.I.routines, i.e. use code that gets too greedy with memory usage and CPU cycles, and the best thing you can hope for is getting dirty looks from the server administrators.
MMOs are inherently build to simultaneously handle masses -- not only masses of players, but masses of objects as well. The run-time database can and will grow to obscene sizes north of hundreds on gigabytes, all of which ideally fits into the physical RAM of the cluster (reading from and writing data to disk is still slower by one order of magnitude). Regular maintenances are absolutely needed, to truncate logs, and to clear the run-time database and start with a clean sheet. Those strange issues that tend to creep up after weeks of skipped maintenance? Well, that's why we need maintenance in the first place.
MMOs today still don't have all of the luxuries that single player titles can count on. I surly would appreciate a more realistic behavior in NPC MOBs as well, but then again, I'm not sure whether we as players would really want to face the consequences: imagine a player group visiting a dungeon, but the NPCs there would give a daedrat's ass about the tank and always go straight for the healer, then for DD, no matter what. Isn't it part of the charm (and sales pitch) of MMOs that we the players are almost insurmountable heroes, and mere (and stupid) mortals pose next to threat to us? Except maybe bosses and mobs of MOBs (sorry).