AI & stupid NPC!

Post » Fri Aug 12, 2011 11:23 am

In case you missed what you wrote, I've taken the liberty of highlighting it for you.



>_> And you were saying i knew nothing of the balance of the game based on one encounter. I never suggested it was going to be imbalanced, but that the fact that people would complain about bullet time before being able to one-hit mobs without being immediately detected astounds me.

Your post implied that there was something special that allowed him to one-hit the bandits with the bow, i supplied you with the reason that it is perfectly plausible that onehitting/two-shotting will be the norm. They want bows to hit hard, so the "myriad of assumptions" i made don't matter. Bandits will still go down in one/two shots unless Beth has gone back to the pincushion approach when it comes to bows.
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Isaac Saetern
 
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Post » Fri Aug 12, 2011 7:13 am

Well, if I saw my friend get shot by some hidden assailant, the last thing I would do would be to stand still and make myself an easy target.


Eh, my guess is that you indeed would just stand still and be emotionally [censored], but that definitely is not what the NPC in the demos did.

Pulling out a sword and looking at the wall just doesn't look like "being in a shock".
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Nicole M
 
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Post » Fri Aug 12, 2011 5:41 pm

Eh, my guess is that you indeed would just stand still and be emotionally [censored], but that definitely is not what the NPC in the demos did.

I've never actually had a friend get shot in front of me before, but I've been airsofting before, and generally, when I see anybody get "shot" the first thing I do is duck down and look around for where the shot came from, or try to get behind something.
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Luis Longoria
 
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Post » Fri Aug 12, 2011 4:44 pm

I've never actually had a friend get shot in front of me before, but I've been airsofting before, and generally, when I see anybody get "shot" the first thing I do is duck down and look around for where the shot came from, or try to get behind something.


Standing in a cave with your fellow bandit thinking you're relatively safe in your hideout != expecting to be shot at.....
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Niisha
 
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Post » Fri Aug 12, 2011 9:18 am

Standing in a cave with your fellow bandit thinking you're relatively safe in your hideout != expecting to be shot at.....

Apparently you're only going to reply to the first part of my post. Reread the rest:
Count this out loud: one one-thousand, two one-thousand, three one-thousand. It's plenty of time to react. I'm sorry, but the NPC wasn't in shock.

Bethesda apparently can't implement basic seek and destroy AI into their games, yet somehow you think they are able to give the AI the ability to experience complex emotions like shock?

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kasia
 
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Post » Fri Aug 12, 2011 9:21 am

Apparently you're only going to reply to the first part of my post. Reread the rest:



That's an entire different post.... And you can't seek and destroy in THREE SECONDS.

If you are NOT expecting danger, let alone for your friend to randomly be shot across the room. Again, try to understand my previous post. Airsoft != not expecting danger


edit: for funs i checked the video for a comparison of sword damage to bow damage, the imperial sword did 12 damage the bow did 23 not counting hte arrows which did 8(iron) and 10(steel)
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Catharine Krupinski
 
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Post » Fri Aug 12, 2011 12:33 pm

well i, personally, would at least turn to the direction the arrow came from and hide behind my shield. . . apparently only some sort of genius is capable of that sort of thinking


Hmm... you say that, but would you do it? Remember that some people will a wtf thought go through their head before realizing that they are under attack. If the guy magically knows to look where the shot came from, and start walking right towards you, that would be too smart, and the game would then be very difficult then, especially when your sneak skill is low (remember that in Todd mode, everything was really high).
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Jaylene Brower
 
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Post » Fri Aug 12, 2011 9:44 pm

>_> And you were saying i knew nothing of the balance of the game based on one encounter. I never suggested it was going to be imbalanced, but that the fact that people would complain about bullet time before being able to one-hit mobs without being immediately detected astounds me.

Your post implied that there was something special that allowed him to one-hit the bandits with the bow, i supplied you with the reason that it is perfectly plausible that onehitting/two-shotting will be the norm. They want bows to hit hard, so the "myriad of assumptions" i made don't matter. Bandits will still go down in one/two shots unless Beth has gone back to the pincushion approach when it comes to bows.


"Oh no, i can kill a ton of stuff in one/two shots! That's hardly fair and balanced with other weapons." Yes, that certainly doesn't sound like you're implying the weapons aren't imbalanced, unless of course a bow isn't a weapon now.
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Ronald
 
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Post » Fri Aug 12, 2011 12:57 pm

I've never actually had a friend get shot in front of me before, but I've been airsofting before, and generally, when I see anybody get "shot" the first thing I do is duck down and look around for where the shot came from, or try to get behind something.


I guess I don't have to explain why getting "shot" in in airsofting shouldn't be compared to actually dying. :ermm: But that aside, I do agree with you in this case. If they're trying to do a npc-goes-to-a-shock-blablabla-my-english-vocabulary-isn't-sufficient-enough-to-describe-things-thing, they're doing it terribly bad.
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kitten maciver
 
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Post » Fri Aug 12, 2011 3:58 pm

"Oh no, i can kill a ton of stuff in one/two shots! That's hardly fair and balanced with other weapons." Yes, that certainly doesn't sound like you're implying the weapons aren't imbalanced, unless of course a bow isn't a weapon now.



I was mocking what others might say :P I probably should have put " " around those sentences eh? I approve of beth's decision for bows. My entire point was that I was surprised that people would complain about bullet time, but not that bows can one-shot people.

As my previous post states, his bow does twice as much damage as his sword, for comparison. 12, and 23 damage each


edit: My post you are talking about was in response to someone saying that slowmo was "broken and exploitative" so i asked why he didn't consider the pure damage of bows to be the same
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Rusty Billiot
 
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Post » Fri Aug 12, 2011 7:22 am

Guys relax....Todd said we would have way better ai then oblivion and i beilve him
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Karine laverre
 
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Post » Fri Aug 12, 2011 9:21 pm

Guys relax....Todd said we would have way better ai then oblivion and i beilve him

Todd also said that Oblivion would have groundbreaking AI, dynamic shadows, and over 150 unique dungeons...
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Catherine Harte
 
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Post » Fri Aug 12, 2011 9:53 am

I made a thread on this less than a week ago...
Anyway, I also agree that the AI just wasn't smart enough for this kind of situation. I hope it gets fixed in the final version.
I remember watching Oblivion pre-relase demos and A LOT of what was shown wasn't actually in the game. Go youtube it.
So I hope the AI will at least stay as smart as it seems now from the e3 and quakecon footages. I hope more that it is improved though.
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Ann Church
 
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Post » Fri Aug 12, 2011 9:57 pm

You also need to realize that this demo they showed was put together near the end of last year, so they have had almost a year of polishing the finished product.
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Prohibited
 
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Post » Fri Aug 12, 2011 6:25 pm

it has nothing to do with the price of tea in China, that npc was bat stupid it doesnt matter what Todds character was or doing that NPC stood there like an idiot waiting to be shot, she didnt need to know where todd was, she just needed to MOVE and do something.

Woah, calm down dude. It's obvious that the AI didn't react properly due to the riots in London. Duh.
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Phillip Hamilton
 
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Post » Fri Aug 12, 2011 9:56 am

i love bethesda games but i hate The AI they are doing, in oblivion the AI was awkward and i believe skyrim will have the same AI,

EXAMPLE: in the skyrim gameplay trailer you see the hero in a cave shoots an arrow and kill 1 NPC who is standing directly infront of another NPC, the "still standing" NPC didnt react to the fact that his friend just died infront of him, now i dont mean he needs to cry or moan, but he act like nothing happend until another arrow killed him to!.

that is kind of stupid, they should improve the AI do react to simple things like that.
"reaction AI" should be the priorty, dead body = alert, runing for cover, informing guards/other enemies, or Runing away.

this isnt easy to do but it have been done before in many games. what do you think?

i think you need to watch the trailer again as the person who doesn't get shot looks around for where the arrow came from
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Sammi Jones
 
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Post » Fri Aug 12, 2011 3:44 pm

You also need to realize that this demo they showed was put together near the end of last year, so they have had almost a year of polishing the finished product.


Then how do you explain a few different magazine articles mentioning Todd nervously pacing around the hotel room for the private demo? And that he told the reviewers that this latest (quakecon time span) demo is newly updated just a few days ago and was only shown at Bethesda's dev studio?

EDIT: http://www.ausgamers.com/features/read/3096375 I found it for you.
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El Khatiri
 
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Post » Fri Aug 12, 2011 12:16 pm

Todd also said that Oblivion would have groundbreaking AI, dynamic shadows, and over 150 unique dungeons...
:sadvaultboy:
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Katharine Newton
 
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Post » Fri Aug 12, 2011 12:27 pm

The reaction of the NPC is okay it just looks stupid, in a real situation the 2nd guy would probably duck , run or freeze
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Lynne Hinton
 
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Post » Fri Aug 12, 2011 8:06 pm

i agree the second guy should have immediatly taken cover behind something. drawing your sword and just standing there and doing nothing isnt much of an improvement at all.

im not so sure that this is a result of bad programming though, because ever since eidos let the dirty little secret of console AI nerfing im wondering if they are doing this so that people using controllers can keep up. on the other hand RAGE which is also multiplatform has enemies that actually take cover and try and maneuver around you or at least it looked like it in the demos.

i hope its fixed because there really is no excuse for that.
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{Richies Mommy}
 
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Post » Fri Aug 12, 2011 12:01 pm

i love bethesda games but i hate The AI they are doing, in oblivion the AI was awkward and i believe skyrim will have the same AI,

EXAMPLE: in the skyrim gameplay trailer you see the hero in a cave shoots an arrow and kill 1 NPC who is standing directly infront of another NPC, the "still standing" NPC didnt react to the fact that his friend just died infront of him, now i dont mean he needs to cry or moan, but he act like nothing happend until another arrow killed him to!.

that is kind of stupid, they should improve the AI do react to simple things like that.
"reaction AI" should be the priorty, dead body = alert, runing for cover, informing guards/other enemies, or Runing away.

this isnt easy to do but it have been done before in many games. what do you think?

Yeah I know , it was ridiculous they were standing like manikins even when Todd fired shots at them , ridiculous !
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Rebekah Rebekah Nicole
 
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Post » Fri Aug 12, 2011 8:44 pm

Ok guys let me tell you something important. Come and sit on my knee. *takes deep breath* Skyrim.... Is only a game... Yep you heard me. That is why not everything in it is perfect, Im sorry that they werent able to make NPCs notice the direction of an arrow and react to that, but you are asking for the impossible (given todays technology). So there you go kiddo. Todd was able to make them not know exactly where you are but still react to the fact that their buddy was killed... Good enough for me
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Laurenn Doylee
 
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Post » Fri Aug 12, 2011 7:07 am

Ok guys let me tell you something important. Come and sit on my knee. *takes deep breath* Skyrim.... Is only a game... Yep you heard me. That is why not everything in it is perfect, Im sorry that they werent able to make NPCs notice the direction of an arrow and react to that, but you are asking for the impossible (given todays technology). So there you go kiddo. Todd was able to make them not know exactly where you are but still react to the fact that their buddy was killed... Good enough for me

Impossible? He could of at least moved away from the spot where his buddy just got sniped.
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Tamara Dost
 
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Post » Fri Aug 12, 2011 12:15 pm

Ok guys let me tell you something important. Come and sit on my knee. *takes deep breath* Skyrim.... Is only a game... Yep you heard me. That is why not everything in it is perfect, Im sorry that they werent able to make NPCs notice the direction of an arrow and react to that, but you are asking for the impossible (given todays technology). So there you go kiddo. Todd was able to make them not know exactly where you are but still react to the fact that their buddy was killed... Good enough for me

What !!!? sit on your knee ?! , you have issues dude .....
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Sophie Morrell
 
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Post » Fri Aug 12, 2011 5:48 pm

Ok guys let me tell you something important. Come and sit on my knee. *takes deep breath* Skyrim.... Is only a game... Yep you heard me. That is why not everything in it is perfect, Im sorry that they werent able to make NPCs notice the direction of an arrow and react to that, but you are asking for the impossible (given todays technology). So there you go kiddo. Todd was able to make them not know exactly where you are but still react to the fact that their buddy was killed... Good enough for me

I didn't want the bandit to know exactly where the player was. I wanted him to enter some sort of seek and destroy AI state, ie look around for the player. Seek and destroy type AI has been possible since the first Thief game. Actually, I find it funny that a game released in 1998 will probably have better stealth gameplay than Skyrim.
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Robert
 
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