Smarter more aggressive enemies...

Post » Wed Dec 02, 2015 1:01 am

I'd love it if we found a more smarter aggressive enemy. Remember in Skyrim when you shot someone with an arrow and the enemy shrugged and said "eh must have been my imagination" as he walked over the corpse of his fallen, arrow filled friend. I'm looking forward to a smart, relentless enemy who will ask his other buddy's to fan out until they catch me. Is this going to be a reality in FO4? :yes: :no:

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Andy durkan
 
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Post » Tue Dec 01, 2015 7:24 pm

More aggressive than a knife-wielding raider running at you and your Fat Man? I don't think aggression is what's lacking, it's the AI, lol.

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Cool Man Sam
 
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Post » Wed Dec 02, 2015 3:02 am

Not sure as the AI has not been commented on by BGS devs.

I do hope so though. Shooting a bandit in the eye with an arrow from stealth only for him to make some comment "must be the ale gething to me" is silly, haha.
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Casey
 
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Post » Wed Dec 02, 2015 9:02 am

Tiny bit of self preservation would be good, even if they just used the odd stimpack or if they just said when faced with an impossible situation, "[censored] this lads! Leggit!".

I've never played the old FO games unfortunately but I have watched letsplays and I'm sure hostile npcs would use healing items.
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Cheville Thompson
 
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Post » Wed Dec 02, 2015 12:02 am

Aggression seems like the only characteristic built into Fallout 3/NV AI. Combat can become really frustrating, it seems like the only thing enemies do is run straight at you the moment youre in sight. I'd like to see this changed.

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Lauren Dale
 
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Post » Wed Dec 02, 2015 10:41 am

I sort of hope the enemies aren't all deaf this time. It's still fun to play but it's weird that you can shoot someone and one room away their bros are chilling but don't come see what's going on.

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David Chambers
 
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Post » Wed Dec 02, 2015 1:57 am

Hah! True, enemies are bursting at the seams with aggression. What they need is more intelligence.

Look at Metal Gear: TTP. Place goes on alert, they are on alert for a long time, searching and hunting for you and any sign of your passing.

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Sammygirl
 
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Post » Wed Dec 02, 2015 6:10 am

I honestly hope for a change to the way sneak interacts with enemies, as several have said the enemy AI reactions to stealth are hilariously awful, i for one find it hard to enjoy a nice flagon of mead with an arrow burrowed into my left temple.

I feel that the way to solve this is a cleaner version of how Skyrim dealt with stealth where it wasn't just a black and white seen / not seen system, where enemies could be aware but still be sneak critical hit.

I would like to see a system where enemies react appropriately to being struck from stealth, if they survive they should not return to a passive state (at least for quite a while) and remain in a patrol state and react to their injury, either with medical items or just mentioning their injury "dammit, bleeding pretty good"

This should also occur when finding a dead body or one of their friends being attacked from stealth, the system of "huh, guess it was nothing" works fine for when you are detected but not directly through contact or attack.

TL;DR Skyrim was on the right track with levels of detection, just make it more realistic.

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Javaun Thompson
 
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Post » Tue Dec 01, 2015 11:47 pm

Metal Gear is a stealth game, Fallout is not, nor is it advertised as such.

They would never make stealth anything like Metal Gear, or the old Splinter Cells, or even Dishonored, because that is fundamentally counter to the kind of game Fallout game.

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Connor Wing
 
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Post » Wed Dec 02, 2015 10:27 am

Fallout doesn't need to be centered around stealth, and its true that isn't what fallout is about, but what fallout IS about, is believable characters, and I don't believe in characters who "just imagine" a svcking chest wound. You don't need to change the core gameplay to improve on one aspect.

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Reanan-Marie Olsen
 
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Post » Tue Dec 01, 2015 8:07 pm

How would it go against what Bethesda usually does, though? NPCs that react accordingly to corpses or search more intelligently for hiding characters wouldn't really matter to any playstyle other than stealth... and if they're going to make stealth an option, I'd want it to feel like a stealth game. Maybe not with all the toys and powers of Dishonored, or non-lethal takedowns, but they stil ought to continue what they've been doing since Oblivion and improve the stealth gameplay.

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Steven Nicholson
 
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Post » Wed Dec 02, 2015 6:30 am

But you cannot deny that the enemy AI does what it does very well in that game.

But they are still eternally fooled by the box.

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Alycia Leann grace
 
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Post » Wed Dec 02, 2015 4:58 am

In Fallout 3 I've seen raiders run away if they get injured enough, screaming "I don't wanna die".

Edit for clarity.

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Robert
 
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Post » Tue Dec 01, 2015 9:35 pm

Having enemies flee realistically is a pain in the ass. I'm all for smarter AI in general, and different enemies using different tactics, but they can leave the fleeing mechanics exactly as they already are IMO.

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Ludivine Dupuy
 
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Post » Tue Dec 01, 2015 11:14 pm

How great would it be if in the middle of trying to learn a pattern of enemy movement (stealth game-play) 1 enemy randomly moves to another spot of the area to take a leak. Then another enemy notices and gets angry because the other guy left his post so he goes looking for him and they get into a fight, one guy with his pants down the other beating him in a disciplinary way. This would be epic smart AI comedy! Any other great random smart AI suggestions?

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StunnaLiike FiiFii
 
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Post » Wed Dec 02, 2015 9:53 am

Mature gameplay within

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Steve Smith
 
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Post » Wed Dec 02, 2015 10:19 am

The same way making TES's action combat on par with something like Dark Souls would go against what they usually do.

TES is not a hardcoe action game, Fallout is not a hardcoe stealth game, and they will not make mechanics on par with those games, intentionally, because they aren't that kind of game, thus having mechanic close to that level would be overly punishing for a game that isn't as hard as those other games, in those specific regards, by design.

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Emma
 
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Post » Wed Dec 02, 2015 7:43 am

Aaand frag grenade, lol

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Franko AlVarado
 
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Post » Wed Dec 02, 2015 2:39 am

Hopefully enemies will react smarter to the corpses of their own faction.

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Sarah Unwin
 
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Post » Tue Dec 01, 2015 6:36 pm

I think instead of aggressive, the OP meant a bit more persistent and on alert to find an undetected threat for longer than 15 seconds. If you kill one of a groups allies, they should STAY on high alert from that point on (maybe resetting that alert after the PC leaves the cell?). They should certainly actively search for the threat for longer than 10 seconds before going back to idling.

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Jade
 
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Post » Wed Dec 02, 2015 6:09 am

Yup, looks like we are gonna need the ultimate in stealth technology...

https://www.youtube.com/watch?v=UEuUjStgNqY

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Marnesia Steele
 
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Post » Wed Dec 02, 2015 1:17 am

It would be sweet if they'd try and help wounded friends. That way you could kneecap one of them and wait for the next to come help him, hehehe :devil:

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JD FROM HELL
 
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Post » Tue Dec 01, 2015 10:20 pm

A web comic I frequent calls that Corrugated Stealth Technology. The funny thing is that it might actually work with something like a feral ghoul or possibly a gen2 or gen3 supermutant. :P

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Kira! :)))
 
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Post » Wed Dec 02, 2015 7:40 am

Some people seem to forget that the AI in FO3 certainly reacted when they were seriously hurt/overpowered. For example, Raiders would say "[censored] this, I'm outta here!" and similar things while turning tail and running away. This is particularly important because enemies such as Raiders and Super Mutants should not behave with good intelligence due to their philosophies ("we are the future!" for Super Mutants and the general stance of Raiders being that any sign of fear or injury is a weakness and such people aren't fit to be part of the Raiders).

A bigger problem comes in when AI packages such as this are attached to enemies that simply cannot do certain things. For example, animals of various kinds should not (generally) operate with any degree of coordination of attacks because they are not telepathic and do not have human-level intelligence. It is completely immersion-breaking to have animals make coordinated attacks, even more so when they do it with other animals as well as human/humanoid enemies. Same with Ghouls.

One thing they definitely have to do is stop enemies from moving faster than the PC all the time. It doesn't even make any sense unless there is some reason for it (e.g., a specific animal is faster than humans, a human/humanoid gets a speed boost temporarily from chems or some other assistance, etc.). It just makes encounters annoying rather than interesting.

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Siobhan Thompson
 
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Post » Tue Dec 01, 2015 8:25 pm

I'm not buying the notion that Bethesda svcking at stealth is intentional. That's ridiculous, but I see what you're going for -- Fallout is not a racing game, so we are intentionally not going to feature operable cars, realistic driving physics, plush automobile interiors, racetracks, etc. I get that.

But.... while Fallout isn't a hardcoe stealth game, stealth is an undeniable playstyle choice for many many players. And if you're going to make it a viable option, you better develop the best [censored] system you can. You're proposing they do the opposite. Fallout isn't a hardcoe "first person shooter", should they then strive for terrible weapon mechanics?

The more likely reason stealth and AI are so lacking, is, well.... it's [censored] difficult to code. Just look at Apple and Siri, a 10-second conversation with her, and I want to throw my phone out the [censored] window. Apple has more than $2,000,000,000 cash on hand and even they can't do AI effectively. Anyway, AI is tricky. Couple that with uncapable developer expertise limited developmental resources and a sub-optimal "all-in-one" framework and game engine, you're going to get Fallout-esque AI.

Edit: words

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Jennie Skeletons
 
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