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Artificial Difficulty


NIL0S
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OP, I don't disagree with your point on enemies needing overhaul, but you do realize that that's not what artificial difficulty actually means right?

Difficult with cheap mechanics instead of gameplay that requires thought and planning. For example cheap instadeath pits, bulletsponge enemies that can 1,2 or 3 shot you, constant knock downs and staggering. To simplify, relying on mechanics the player has no or very little control over.

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Difficult with cheap mechanics instead of gameplay that requires thought and planning. For example cheap instadeath pits, bulletsponge enemies that can 1,2 or 3 shot you, constant knock downs and staggering. To simplify, relying on mechanics the player has no or very little control over.

^

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I agree, NonNomFabbo.

Stuff like The Stalker for example break up the monotony quite well, even though his AI isn't any brighter than that of an infested charger, he at least brings a feeling of unpredictability, the potential of an ambush around every corner, in any situation. You can even turn him or other enemies to your advantage by having them fight among themselves. When The Stalker appears even the most silent of chats flare up with "Stalker? Light's flickering"..."STALKER ON ME", then you team up and protect the target. This sort of thing goes a long way to make the game more interesting. Give AIs a purpose beyond being bullet sponges.

(granted, at higher levels even The Stalker becomes just more meat for the grinder, but it's the concept)

I also think Stealth would benefit from smarter AI.

 

The goal oriented action planning (goap) is an AI concept, programmed in a certain way. The game "F.E.A.R." implemented it first and it worked fine.

This concept contains single AI aswell as group AI.

The different AIs share information and act like real people would do (depending on their skills).

Enemies could spread if a Tenno uses Ogris. They could start a crossfire while a part of the group keeps moving forward etc.

 

Right now, enemies are moving targets that shoot and almost always hit you. Okay, sometimes they hide behind an obstacle and wait to get shot.

 

GOAP would be a nice way to integrate stealthy gameplay. It is even possible to have different AI types with different attitudes and behaviors. That would make them less predictable.

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The goal oriented action planning (goap) is an AI concept, programmed in a certain way. The game "F.E.A.R." implemented it first and it worked fine.

This concept contains single AI aswell as group AI.

The different AIs share information and act like real people would do (depending on their skills).

Enemies could spread if a Tenno uses Ogris. They could start a crossfire while a part of the group keeps moving forward etc.

 

Right now, enemies are moving targets that shoot and almost always hit you. Okay, sometimes they hide behind an obstacle and wait to get shot.

 

GOAP would be a nice way to integrate stealthy gameplay. It is even possible to have different AI types with different attitudes and behaviors. That would make them less predictable.

You mean stuff like Jack the Corpustech is a coward and when fight breaks out he runs away alerting other units in nearby tiles. And then he hides.

Cause that would be cool.

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Haha, Jack the cowardly Corpustech, best corporate buddies of the month with Derf son of Nef.

Jack the cowardly Corpustech who wants courage, Billy the Fusion drone who wants a heart, Gary the Grineer Sawman who wants a brain and Derf son of Nef who just wants to go home and play videogames.

Edited by General_Krull
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Why can't we have enemies bombarding us from orbit ? :(

It is reasonable difficulty because it tells you to keep moving, even into the line of enemy fire !

 

239185.jpg

I want H.A.L.O. insertions (High Altitude Low Open, nothing to do with Masterchief) and combat in free-fall with AA drones :)

Edited by NIL0S
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You mean stuff like Jack the Corpustech is a coward and when fight breaks out he runs away alerting other units in nearby tiles. And then he hides.

Cause that would be cool.

 

Yeah, that would be cool and reasonable. I really liked this Void Capture event because Capture targets could actually escape, so you had to go sneaky or go fast, not "stroll through a meadow", looting and killing while Capture target obediently waits to be disintegrated.

 

 

Why can't we have enemies bombarding us from orbit ? :(

It is reasonable difficulty because it tells you to keep moving, even into the line of enemy fire !

 

Yeah, simple and elegant. Corpus/Grineer XYZ throws a flare, Lotus informs "Incoming orbital barrage, get to (da choppa) cover NOW" and S#&$ drops from the sky.

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