well bethesda always had problems with npc AI and i do not think they solved it this time
why else they so overselling that stupid dog you think
well bethesda always had problems with npc AI and i do not think they solved it this time
why else they so overselling that stupid dog you think
Given the example of all the other games they've done, I wouldn't hold out too much hope on that. ("You're The Dragonborn, you're carrying a giant flaming relic blade of Doom, you're wearing the bones of the Dragons you've killed/eat their souls/etc. I'm a bandit in Leather with an Iron sword. Attack!" )
Like the ideas of the OP but as some people have said, I don't think it will happen. I would however like enemies to not completely ignore actions I make. The amount of times in skyrim bandits would go "must have been the wind" with an arrow in their chest. They can forget me if they just heard something but if they find a corpse or get hit they should spend more time searching.
"You like the sight of your own blood??"
One fiend yelling it at you, fine. 15 in a row? Not so much.
Oh you meant better AI in general? I agree. Not much more to say as everything bad about the AI has been pointed out.
I thought you meant to say that most of the wastelanders weren't believable people.
Player hasn't looked at the tripwire/shifty ground
NPC has detected the device. (based on their perception/experience with traps)
NPC Either yells for the player to stop, or runs forward and holds the player so that they don't move for a second (give or take). This largely depends on what's appropriate at the time. Thinks there's enemies nearby? Prefer grabbing. Thinks she won't reach the player in time? Prefer yelling. Both or neither of those conditions are met? Either of the two or some compromise.
NPC informs player of the trap.
It's not that hard. Everything I've listed is possible with todays tech.
Every time my character would go into a bathroom, I'd open the stall doors looking for useful items. I always thought it would be great if a raider would be inside crouched on the toilet ready to attack.
That kind of surprise alone would add a lot to tension in the game. You never know what could happen behind the door.
Given the wide-open world w/all sorts of random crap placed in it, that Bethesda makes.... I'd think that "false positives" would be a serious issue with a system like that.
Companion: "WATCH OUT FOR THAT LANDMINE, WANDERER!"
Wanderer: "Thanks. Good looking out, bud...dy..." *Bends down*
Companion: "No problem!"
Wanderer: "This is a teddbear, Fool! Again!" *Throws it at companion*
Companion: "It....might be.....a trip mine bear!"
Wanderer: *Leaves Companion to die*
Or maybe better, it may trigger a hilarious scenario where the raider will just stare awkwardly, and close the stall door slowly.
And then you end up stepping on an actual teddy bear mine.
You really can't get false positives with a system as simple as that. False negatives? Maybe. The only real hole I put it that logic was that you need to define sight, and for sight, I'm just going to suggest that the player recticle land somewhere near the mine to tell the npc that the player has seen the trap.
...suddenly having a picture in my head of going across that one heavily-mined bridge near the Anchorage Memorial(?) in FO3. "Dude, there's a mine! Dude, there's a mine! Look out! Mine! Dude, there's a mine!, Watch it, a mine!........."
One day. Fallout character will actually give a damn about their well-being instead of all being pumped full of steroids, and psychos.
Actually, commanding companions does not remove any RPG aspect at all, and in fact enhances it (which is why issuing companion commands is already in FO4 in some form). If you are actually role playing, you wouldn't command your companion to do a task that you could do (barring occasions where you are not in a position to do it, of course). At the same time, it is utterly ridiculous that your companions don't have similar skills and abilities, a diverse base that you can use as part of a team/coordinated effort to survive.
Obviously, having a companion do a task has the drawback of preventing you from gaining XP from completing it. Also obviously, it would be nice if the PC could control/customize the companions, including tracking XP and assigning specific skills/abilities. This would fit role playing as the leader of the team/group. The latter probably won't happen, unfortunately.