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#1
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Are there any plans to make advancements in this area or is it even possible?
I'm thinking enemies that will try to strafe you, dodge attacks, hide behind scenery, use spells tactically (cast poison cloud as you approach and move behind it to attack from range, deploy a shield, smoke screen, deploy minions and attack from range etc). ALL arpgs I've played have standard dumb AI that generally work with a selection of buffs, resistances and are either ranged or melee. The only tactic I've seen is running away when you hit them. Is it feasable to actually have AI that can react with some personality? Most AI should still be the simple swarm directly at the player type (i.e. zombies), otherwise people would probably get frustrated they're not killing enough and feeling all powerful, but small groups or unique monsters that can truly maneuver around the player and fight with tactics would certainly make those encounters interesting. |
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#2
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All I could really find pertaining to your question was this. It doesn't directly relate to your idea but the premise is the same. Hopefully eisprinzessin, master of the search function will help find more regarding the matter.
It would be really cool to see more co-ordination amongst enemies in their endeavor to defeat you. It would call for a lot more care and clever strategies on the players behalf. The possibilities are near endless in terms of what they could do. Clever hiding spots for ambushes and the like, groups of enemies whose skills complement each other. Even something as simple as a tank-like enemy keeping your attention (and possibly slowing or de-buffing you) while archers smack you from range. |
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#3
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iirc a thread had a general discussion on this; too bad I couldn't find it. As for improving the AI from the predecessor TQ, there is not much that can be done. Since the tools creating GD are from TQ there are limitations; a brand new system will need to be made to greatly alter what already exists. Improving the AI is on the list of things to do but the game needs to be released first.
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#4
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__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 05-27-2011 at 06:37 AM. |
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#5
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Why i play FPS shooter games online ALOT!!! it is where i get to out smart my enemy's, real ones not just dum AI's who allways lose!!!
anyway DG will do just fine pretty sure of that
Last edited by Code187; 05-27-2011 at 11:56 PM. |
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#6
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Another piece of information:
I also believe that the improved pathing gives monsters an advantage.
__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
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#7
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But of course not too smart monsters
. It's an H&S, not a very tactical game. The OP told it correctly :Most AI should still be the simple swarm directly at the player type (i.e. zombies), otherwise people would probably get frustrated they're not killing enough and feeling all powerful, but small groups or unique monsters that can truly maneuver around the player and fight with tactics would certainly make those encounters interesting.
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Using froggy english since 1973. |
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#8
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That's intended - I'd guess that's also easier to implement ... given that you have a good understanding of what is fun ...
... you have my full confidence, medierra.
__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
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#9
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Quote:
As I originally said, we probably wouldn't want this for every monster or group, but I'd happily wade through all the hoardes on the way if it meant getting to that crazy battle again that I just survived last time :P Heck I wouldn't even mind dying a few times in the fight if it meant I was figuring out the weaknesses and could see the victory coming just around the corner, if I'd just applied that third buff a bit later etc! |
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#10
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It helps if the terrain isn't basically one long path funneling the player from one direction to another, giving the monsters much less to work with. We need more varied terrain like including overhangs, side paths, terraces, sniper perches, parallel tracks, guard posts, that kind of thing. Especially if the player can run past them before they spawn, creating nice pincer traps.
There should be support types which hang back and lay down debuffs. The player tends to ignore most debuffs (by hitting potions or just regen) unless they have a visible impact. Slowing down movement speed and skill interruptions would do the trick, I'd go for these guys even before the damage dealing monsters simply because being slowed down when a large mob is descending on you can quickly turn fatal. |
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pretty sure of that

. It's an H&S, not a very tactical game. The OP told it correctly :
Linear Mode
