AI & stupid NPC!

Post » Fri Aug 12, 2011 9:58 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?
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Phillip Brunyee
 
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Post » Fri Aug 12, 2011 10:35 pm

He took out his bow, Also that character was in Todd Mode, His sneak was pretty much maxed out, If it wasn't he would be attacking you
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Marie Maillos
 
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Post » Fri Aug 12, 2011 1:50 pm

And todd was hiding in the shadows anyway.
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Paula Ramos
 
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Post » Fri Aug 12, 2011 8:53 am

from what ive seen the ai looks good
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Richus Dude
 
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Post » Fri Aug 12, 2011 2:48 pm

Already discussed... literally dozens of times, please use the search bar :brokencomputer:
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Kayla Oatney
 
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Post » Fri Aug 12, 2011 11:08 am

This has been talked about many times before, and just because you can pick out one fault in the alpha stage of the game doesn't mean the AI will be terrible.
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Nick Swan
 
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Post » Fri Aug 12, 2011 6:49 am

from what ive seen the ai looks good


and youve seen what they want you to see
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An Lor
 
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Post » Fri Aug 12, 2011 1:31 pm

This has been discussed before, perhaps there are multiple scripted reactions one of which involves being flabbergasted for a couple seconds? Anyway as I said on the other thread we can't call sneak broken from one instance.
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Liv Brown
 
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Post » Fri Aug 12, 2011 2:04 pm

Yup. The funny thing is the predictable the flood of people claiming that there WAS an appropriate reaction in the vids. Being the pessimist that I am, I have a feeling that such quirks will unfortunately make it into the final build.
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phillip crookes
 
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Post » Fri Aug 12, 2011 12:46 pm

I like how people lately have been using "Todd Mode" as a catch-all excuse for almost everything wrong we saw in the demo. Maybe they should show us legitimate gameplay for once so it cannot be used as an excuse anymore?
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Melly Angelic
 
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Post » Fri Aug 12, 2011 3:59 pm

Would you prefer the immediate knowledge of your location?
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Alyna
 
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Post » Fri Aug 12, 2011 3:36 pm

Would you prefer the immediate knowledge of your location?


Of course not. The proper reaction would have been the NPC, upon noticing their companion dying...immediately running away from where the sound of the arrow came from, and attempting to take cover while raising their alert level to try and detect the player.
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Taylor Bakos
 
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Post » Fri Aug 12, 2011 6:55 am

Exact same complaint from someone else.

Exact same example used.

My (mostly) exact same response:

AI isn't going to be able to mimic a human being. The second guy's CAI was probably in the middle of registering a teammate being killed and executing all of it's search and destroy package, at which point he'd probably start looking for the intruder, by most likely executing a wander package until you are found. If you give Bethesda a chance, they're probably trying to minimize the time the AI needs to function. Keep in mind that the is a LOT more AI in this game, so some of the logic may need some optimization.


Also, I will point out that he did draw a weapon (I think), so if that's the case, the AI will be easier to fix (at least I hope so).
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Bambi
 
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Post » Fri Aug 12, 2011 5:40 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?


Yep, it seems like the AI will be really stupid. But hey, it's a video game. I think there will be a very long time until we will see intelligent AI in a game like this.
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Heather M
 
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Post » Fri Aug 12, 2011 5:45 pm

1) Stealth was maxed out - clearly shows 100 in the leaked vid.

2) The slow-motion-on-zoom bow perk was activated, thus making the pause seem longer than in actuality.

3) If the enemy instantly knew where you were despite being hidden with 100% stealth, that would be bad AI. This is actually an example of good AI.

Try doing some research before posting a topic next time. This has been discussed to death.
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Damian Parsons
 
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Post » Fri Aug 12, 2011 9:43 am

Yep, it seems like the AI will be really stupid. But hey, it's a video game. I think there will be a very long time until we will see intelligent AI in a game like this.

Scripting AI is hard, expesive and takes a long time. Three things nobody wants.
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yermom
 
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Post » Fri Aug 12, 2011 8:39 pm

i thought they were in shock, that's why they didn't jump out the way
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Juanita Hernandez
 
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Post » Fri Aug 12, 2011 2:55 pm

I don't think the AI is really to blame here; the bandit went into alert mode, which is great. I just think that a lack of an animation for it is what looked a little awkward. Instead of immediately unsheathing his/her weapon, I think the bandit could of maybe stepped back a bit in shock, while.. I don't know.. cursing under his/her breath and looking around real quickly. Then unsheathing his/her weapon and starting off in frantic search for the character, or taking 'cover', either one.

Aside from that and the moonwalking bowman, I saw a lot of stuff in the background and right in front of the screen that was really looking good in my opinion. :smile:
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Elina
 
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Post » Fri Aug 12, 2011 3:17 pm

He was in the shadows!

His sneak was 100!

the Ai is complicated!

its alpha!

More excuses!




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.
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Dalley hussain
 
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Post » Fri Aug 12, 2011 12:43 pm

3) If the enemy instantly knew where you were despite being hidden with 100% stealth, that would be bad AI. This is actually an example of good AI.

Try doing some research before posting a topic next time. This has been discussed to death.


No. Good AI would be looking at where the arrow hit and what direction the body fell. Then run in the proper direction or hide behind an object or, if cocky, run around trying to find the killer knowing he can't be far away.
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Yonah
 
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Post » Fri Aug 12, 2011 5:24 pm

He was in the shadows!

His sneak was 100!

the Ai is complicated!

its alpha!

More excuses!




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.


Okay then sir, how would you react if you were talking to another person and all of a sudden his head explodes because someone unexpectedly shot it?
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*Chloe*
 
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Post » Fri Aug 12, 2011 4:24 pm

slowmo perk so the reaction probably would have happend wasnt this improved in the quakecon demo i could have sworn someone talking about that
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michael flanigan
 
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Post » Fri Aug 12, 2011 10:38 pm

No. Good AI would be looking at where the arrow hit and what direction the body fell. Then run in the proper direction or hide behind an object or, if cocky, run around trying to find the killer knowing he can't be far away.

In the span of 1 second? As mentioned, time slows on bow zooming due to the perk. You're asking joe bandit to instantly act with the instincts of some hardened war vet. Moreover, that type of AI behavior would require Beth to actually program a cover system like Gears of War or Killzone, etc. I think expectations like that are a little ridiculous.
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Scotties Hottie
 
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Post » Fri Aug 12, 2011 2:16 pm

Okay then sir, how would you react if you were talking to another person and all of a sudden his head explodes because someone unexpectedly shot it?


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
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Manuela Ribeiro Pereira
 
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Post » Fri Aug 12, 2011 9:42 am

Yeah I'm partial to judging the game based on one instance too.
Like others have said it was a demo, the character was in Todd mode and had 100 sneak( not to mention some of the perks he might of chosen).
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Abel Vazquez
 
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