You would think with all new technology and advancement, artificial intelligence would be more real and spontaneous. You would think by now when playing against static mobs, situations would be more diverse with a chance of getting out of control, more spontaneous. A monster or bandit could react one way, yet the same one could act completely different two hours later. How about they try and flank the group ?
No, but instead WE STILL HAVE Bandit
#1 walks 10 steps, stops for 10 seconds and turns back.
People say static quest suck.... well yes.... Nothing had changed.....NOTHING !
Even with my long waiting go to game Pantheon.... I'm watching stream after stream of the next mob standing their 10 feet away doing nothing. Not very real !
How come when I play an off line game like FarCry 5..... As I'm scoping out an enemy base with binoculars, I could get spotted by a snipper and the entire base is on alert and chasing me ? AND they know where to look too..... You can't totally expect this in an mmorpg, but Gee-Wiss, nothing new ?
I just mentioned in another post, ideas are used up, their is nothing more that can be done on a flat screen..... Well how about better AI ??
Comments
You would think a grouping game like Pantheon would have more realistic reactions with intelligent NPC. You attack NPC fort or group they should all respond. For example they ring the alarm and the whole fort is on alert.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
MAGA
NPCs would often react based on party size. Attack a camp solo, maybe 1 or 2 npc would BAF. (Bring a friend) Two to four players, 3 to 8 npcs, full group or raid, perhaps the entire camp came at them.
Some NPCs would try to run for help if the fight turned against them, players had to CC or kill them before they could do so.
Other NPCs would pursue you until the end of the zone, others would break off after players got a certain distance away.
Of course there were wandering NPCs, which players either had to locate for kill tasks and quests, or avoid if camp pulling from a precarious spot in a dungeon..
Unintended NPC AI came in the form of certain bugged dungeons having NPCs which would aggro through and even walk through walls to randomly kill players.
Heal too much, aggro shifted from the tank, making the crowd control and off tank taunting roles very important, and NPCs generally remembered who recently mezzed them and if broken went after said person with a vengeance.
One of the greatest features of the FFA PVP server Mordred which was never on the blue servers was the resetting of npc aggro if a player ir group was attacked by enemy players.
The aggro would reset, with the NPCs choosing whatever targets they liked, but even better the players who were attacked would see their health bars restored to 100% to make it a much more even fight.
One caveat, it was possible for high realm rank archers to one shot most cloth / leather wearers with a fortuitous crit which circumvented the above.
So yes, older MMORPGs had many different AI responses but apparently as "someone" mentioned more interesting AI is an "obsolete" design.
Makes sense as many gamers these days lack the fortitude to deal with NPC AI which might actually beat them on a regular basis.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
The design simply shifted away from grinding mobs over and over in order to level up, thus there is no point in having complex AI.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
거북이는 목을 내밀 때 안 움직입니다
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/"If this myth is tragic, that is because its hero is conscious. Where would his torture be, indeed, if at every step the hope of succeeding upheld him? The workman of today works everyday in his life at the same tasks, and his fate is no less absurd. But it is tragic only at the rare moments when it becomes conscious. Sisyphus, proletarian of the gods, powerless and rebellious, knows the whole extent of his wretched condition: it is what he thinks of during his descent. The lucidity that was to constitute his torture at the same time crowns his victory. There is no fate that can not be surmounted by scorn."
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Players demanded easy, mindless combat and combat over the last 20 years has devolved into monkey level nonsense that requires no thought nor effort just as long as the animations are top notch and not "janky."
What possible use would super high level AI and scripts have without worthwhile combat systems and mechanics?
Logic, my dear, merely enables one to be wrong with great authority.
Aloha Mr Hand !
But this does not sit well with the drive to ever easier gameplay that the majority of MMOs were headed in. Mobs have to be easy to kill, not clever, some players might call intelligent mobs frustrating and there can't be anything that could frustrate a player.
All challenging gameplay must be sacrificed on the altar of "fun". Get your meerkat outfit on and show your elite skills shooting mob ducks in a barrel.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Enemy NPC leashes are wide and change. They have states of awareness ranging from "minding my own business" to "wtf was that" to "i know you're there" to "I see you you're dead" to "damn i got my ass kicked I'm outta here"
One of the cool things is the interactivity between the other enemy NPCs. Some creatures simply do not like each other and have turf wars. The lesser creatures are liable to be food/power-ups for the others. Anybody who plays know what is to be hunting one monster only to have Bazelguese show up out of nowhere and throw another level of random to the encounter.
¯\_(ツ)_/¯
I would like to be less hated. And your right I'm not in the neighborhood too often.