Prof_Bawbag wrote: »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.
I thought S.T.A.L.K.E.R overcooked the AI at times. They could hear a pin drop from a mile away, yet failed to spot you from 10 yards away at times.
I can sign this wholeheartedly. But I also know, from my own experiences, that there are times when the possibility of just mowing though a pack of trash mobs standing between me an my objective, with reasonable chances of success is just the right and satisfying thing to do in some situations (not all, but some). Being able to do this at some point, when it was unthinkable before, can be a nice, direct measure of attained power and personal progress. This doesn't necessarily conflict with NPCs being more smarter, but it doesn't help, either. NPCs which are dumb are easier and more predictable, more consistent. But yes, they are also more boring once you figure them out, and their standard A.I. has been almost the same in all MMOs I know from personal experience, with minor variations (very flat learning curve). I guess pitching in the occasional lieutenant, or elite monster (as with the world bosses marked by a skull on the map) would spice things up a bit and keep players on their toes. But overused, players would resent the added difficulty for mundane tasks.Said another way, I understand that we need a lot of enemies out there for a lot of players to play, and we have that now, but if we are choosing between 1) Many boring, dumb enemies who provide little challenge or require almost no tactics, just stats, or 2) Less enemies that provide interesting reactions to you, and require interesting reactions from you, I'll choose the latter every time.
KhajitFurTrader wrote: »I can sign this wholeheartedly. But I also know, from my own experiences, that there are times when the possibility of just mowing though a pack of trash mobs standing between me an my objective, with reasonable chances of success is just the right and satisfying thing to do in some situations (not all, but some). Being able to do this at some point, when it was unthinkable before, can be a nice, direct measure of attained power and personal progress. This doesn't necessarily conflict with NPCs being more smarter, but it doesn't help, either. NPCs which are dumb are easier and more predictable, more consistent. But yes, they are also more boring once you figure them out, and their standard A.I. has been almost the same in all MMOs I know from personal experience, with minor variations (very flat learning curve). I guess pitching in the occasional lieutenant, or elite monster (as with the world bosses marked by a skull on the map) would spice things up a bit and keep players on their toes. But overused, players would resent the added difficulty for mundane tasks.Said another way, I understand that we need a lot of enemies out there for a lot of players to play, and we have that now, but if we are choosing between 1) Many boring, dumb enemies who provide little challenge or require almost no tactics, just stats, or 2) Less enemies that provide interesting reactions to you, and require interesting reactions from you, I'll choose the latter every time.
NB: In ESO (as in TES in general), if I'm not in the mood for big, heroic, and above all prolonged fights, I have a fair chance at sneaking by groups or camps of enemies, regardless of class (if I pay attention, and if I'm not too clumsy, ofc). I really appreciate this (says the guy who aims for pacifism in DeusEx).
Yeah, exactly this!I agree that sometimes, realizing that you can win by brute force against like 12 is pretty awesome.
Dynamic content and varied content are what I want. We can still have the giant group smash in dungeons, but then other situations, such as when you are in early Glenumbra mucking about with Red Rook bandits (which quickly gets a little dull when you realize how they just stand there and don't see you), could be a lot more interesting.
A lighter touch could be more appropriate. Special animations for sneak kills. A few mobs that track by sight and sound with realistic distance, and if they spot you, call reinforcements to usher forth from the held building, would allow for less actual mobs to keep track of with advanced AI routines for the server, as well as the group smash content for when you are caught.
ESO kinda has this with the torch-bearing enemies and the disguise/drunk parts, but I'd love to see it expanded upon.