TESV Ideas and Suggestions #133

Post » Fri May 27, 2011 3:22 pm

Combat AI needs a great deal of improvement. Sure, they gave townsfolk Radiant AI, but combat AI wasn't really all that much better than in Morrowind.
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CHANONE
 
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Post » Fri May 27, 2011 5:36 am

Combat AI needs a great deal of improvement. Sure, they gave townsfolk Radiant AI, but combat AI wasn't really all that much better than in Morrowind.

100% agreed. :goodjob:
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 1:55 am

Knights/Temples

- Give us Temples and Orders of Knights back

Thieves' Guild

- When I sign on for the thieves' guild, I don't want to be robin hood's merry man

Fighters' Guild

- That wasn't a fighters' guild, that was a knight order, I want the REAL Fighters' guild back.

Mages' Guild

- Not all necromancers are evil, don't know why you had to exterminate them all, and its the Mages' Guild's fault they got in the war, because they started killing necromancers for no reason.

Dark Brotherhood

- I want an assassins guild, not the puppy-kicking, emo-goth, angry at the whole world, psychotic, wannabe assassin punks.

Arena

- I wanted to be on yellow team :(

Temples

- I wanted to be a priest :(

Clothing

- In Morrowind, a guy could wear skirts and a girl could wear pants, why not go back to that? Its not like you're making the game BAD, guys can't go running around in bras and panties, so I see no problem with it, especially since its in Skyrim, and you're going to want all the warmth you can get.

Armor

- Please re-divide it back up

City NPC AI

- I've heard the same conversation about mudcrabs 80 times...

Guard NPC AI

- A guard accidently hits another, guard kills first offender, he kneels down and says, "Still warm, the killer must be near."
tell me, can that get any worse?

- Psychic Guards=No-no

Enemy (People) AI

- They should jump, sneak, cast spells, etc.

Enemy (Animal) AI

- Good job on these guys, they just charge and thats good

City Populations

- Most NPCs in Oblivion said the same thing, and "I am , ." I'd rather have 1,000 generic npcs than 50 that are basically generic and do the same thing. Besides, just give the generics randomized names and it'd be perfect, give them the same lines of text, and you're golden.
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Becky Palmer
 
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Post » Fri May 27, 2011 4:42 am

Enemy (Animal) AI

- Good job on these guys, they just charge and thats good

Not really. I find the wildlife AI in these games to be highly unrealistic. I don't care if you're facing off against a bear or a cougar; you make that thing bleed enough to where its desire to avoid pain outweighs its desire to make you a meal, and it's going to flee. It will not keep attempting to maul you. Further, precious few members of said wildlife are going to attack a person on sight; they'll attack when the person gets too close, but they'll skirt around or avoid that person if possible. Only when the animal is starving or inexperienced would it attempt to attack a person outright.
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butterfly
 
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Post » Fri May 27, 2011 2:16 am

1: For wounds to appear on enemies. Now I realize this is most likely VERY hard to do, but there is nothing more bitter than slashing an enemy and seeing no real results for your effort besides a grunt and seeing their health bar go down. What I would want is that wounds (or scratches/dents on armor) would appear on enemies where you slashed them and at the proper angles, Don't forget this is a M rated game, a little blood would be well accepted.

2: For arrows to 'glow' with their enchantment when shot. An magical arrow arrow doesn't really feel to special when the effect only usually lasts for 1 second on strike, a good aesthectic effect would be for the arrow to be outlined in a bright glow of the proper color depending on their enchantment (EX: firing a frost arrow and having it shine a fierce glowing blue as it travels through the air)

3: Spells that are more interesting. Now the elder scrolls formula has been great since it started but I am getting bored with seeing the same animation over and over. Now I love using spells in oblivion/morrowind, but using the same thing over and over gets rather boring and I would like new types of spells for the elements with new effects or animation rather than the standard fire/ice/everything else (besides shock) ball flying through the air. EX: spell that can freeze ground, and actually turn people into popsicles for ice (like the cryo weapons in fallout), having shock have a real effect such as making the enemy be stunned and crackling with energy when hit, being able to use fire in more environment damaging ways (of course the scenery should be able to respawn later) etc etc etc.

4: Making bow attacks not look stupid as hell when moving, I guess its not that bad in first person but still really.

5: Combos. A good example of this would be that if you do two slashes and then do a forward power attack you would do a knock-back kick after the slashes. This would be a great way to make things like the fighters guild more fun by offering more scripted combo moves as a reward for ranking up. Also while I am on the fighting topic, Can we make knock-back hits for the shield less random? It is annoying either waiting for it to happen or to completley ignore it exists, time your opponents swing right and have the next move planned only to find you did a knock-back shield smash instead.

6: Duel weild weapons, isn't something i see as a big deal but it would be a great concept (not like the mods where it is just a re-skinned shield, but a real weapon, such as how the right trigger allows for a right slash make the left trigger count for a left slash and holding both down would block, and off course make it so u cant just spam them like crazy)

7: Weapons properly showing enchantment. Similar to arrow situation. as we already know, melee weapons do glow the correct color of their enchantment, but instead of seeing your sword glow a dim red wouldn't you much rather see it wrapped in fire (shiskebab)? Lightning (jingweis shock-sword)?

8: Finishing moves, Ties in with combos but you can do several different finishing moves when an enemies health is low or something like that. (DECAPITATION!)

Off the top of my head those are just a few of the things I have found would make playing an elderscroll game a more realistic role-playing experience I could probably think of more and give more accurate descriptions of my other things if it was currently 5:30 AM my time and I wasn't tired as hell.
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natalie mccormick
 
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Post » Fri May 27, 2011 8:51 am

Not really. I find the wildlife AI in these games to be highly unrealistic. I don't care if you're facing off against a bear or a cougar; you make that thing bleed enough to where its desire to avoid pain outweighs its desire to make you a meal, and it's going to flee. It will not keep attempting to maul you. Further, precious few members of said wildlife are going to attack a person on sight; they'll attack when the person gets too close, but they'll skirt around or avoid that person if possible. Only when the animal is starving or inexperienced would it attempt to attack a person outright.

I think he was being sarcastic.
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Solène We
 
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Post » Fri May 27, 2011 6:04 am

Finishing strikes.
Every fight should give you the option to kill the npc/creature or just loot and let go. There should be a special key for the killing blow like in Gothic 3.
Having some super heroes (especially children??) that can't be killed is stupid. Every single character in the game should be killable:
- including quest givers and main quest characters, the only thing is you're getting a message to prompt you that you are about to kill a key character for the quest x and it's your decision, maybe you don't want to do that quest or even the main quest for that matter. It's an open world that you decide how to shape, right?
- including children. If children can't be killed then keep them out of the game
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CHARLODDE
 
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Post » Fri May 27, 2011 11:04 am

Finishing strikes.
Every fight should give you the option to kill the npc/creature or just loot and let go. There should be a special key for the killing blow like in Gothic 3.
Having some super heroes (especially children??) that can't be killed is stupid. Every single character in the game should be killable:
- including quest givers and main quest characters, the only thing is you're getting a message to prompt you that you are about to kill a key character for the quest x and it's your decision, maybe you don't want to do that quest or even the main quest for that matter. It's an open world that you decide how to shape, right?
- including children. If children can't be killed then keep them out of the game



1: I have never met a child in oblivion. There are some in fallout but i don't think there are any are in oblivion.
2: killing a child in a vdeo game is a good way top get the game knocked up to AO status and is seen as morally obsene for the option to even be there
3: They tried the make all charecters killable option in morrowind, no one liked it. I like not accidently killing a main quest charecter with a stray spell.

As for the loot and let go option, no. just no. Every fight is a fight to the death and taking that away takes away the fun. ESPECIALLY if you had to do that with EVERY Charecter/creature, pausing in the middle of the fight to see if you should spare a heartless criminal or insane man that will just attack you or someone else again would be annoying.
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D IV
 
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Post » Fri May 27, 2011 2:26 am

1: I have never met a child in oblivion. There are some in fallout but i don't think there are any are in oblivion.
2: killing a child in a vdeo game is a good way top get the game knocked up to AO status and is seen as morally obsene for the option to even be there
3: They tried the make all charecters killable option in morrowind, no one liked it. I like not accidently killing a main quest charecter with a stray spell.

As for the loot and let go option, no. just no. Every fight is a fight to the death and taking that away takes away the fun. ESPECIALLY if you had to do that with EVERY Charecter/creature, pausing in the middle of the fight to see if you should spare a heartless criminal or insane man that will just attack you or someone else again would be annoying.


I liked the fact that I could kill anyone in Morrowind.
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Oceavision
 
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Post » Fri May 27, 2011 10:07 am

i think there should be a spell that works as a spell that stops your enemies in a dramatic way. Like a curse. This spell would allow the player too torture his enemies. Or just have fun. What the npc would do is he/she would get hit by the curse but then would on her knees and say please no stop it kill me. or just scream. If a creature was hit by the spell then it would scream out loud and fall. Even a evil laugh would be nice extra too the character.Even the curse could be sent continuously in a stream of energy.

Also wands should be introduced into the game. like wands should act as focusers for the mage. But also the wand should be able too have its own magic. It should be able too regenenerate energy. It could have the ability to knock back or knock down an enemy when you tap the attack button. A stream of magic would come out that had one or multiple effects. Also wands should be able to block attacks and spells. But also when your blocking you could release magic that would push back your enemies. also when the wand is in block position it should act as a torch by leading the way.

Also bethesda more clothing designs should be introduced and would each be in different colors. Also veils and cloaks of many colors should be introduced too the game. also on top of my veil or hood i would like to add a crown or etc. I would love to have the same rbes that dumbledore wore in hp1 and hp6. I would also love to have the robes that syl and thadon had.

Also there should be buyable and empty lots in ESV. That would allow for customization of property, security, services, there should be the ability to add fences to the property, and design.

Also these properties can be used for commerce like put a shop there or an inn. And every week or month you would earn money. Also you could support your buisness by hiring a express boy/girl. Who would go on horseback to town to town spreading the word of your new establishment.

There should be a banking system.
When the character wants too make another staff wand or any other weapon.. There should be a screen that pops up and lets you add your name in gold, put designs. make your weapon surrounded by flame. They could add crystals and etc. it should also be shown to you in a screen where you could make your customizations and etc. then you would know what your getting then it would be delivered to you or your residence for free or a fee. For furniture thet you order it should be customized and you should pick where it goes.

Also characters should be allowed to have stocks. And characters should be able too buy empty lots in all the cities. and turn them into houses inns or shops. For the shops the character should be able too hire workers too sell items. the character should be able too buy ownable mines and extract the minerals from the mine and send it too your shops. Also the goods can be sent by caravan too your stores. Then they could turn them into whatever and you get money. also the workers should be essential

for the inns you would get a permit and build however on your lot. then you would open your buisness to the public by sending messengers to send good news about your inns or shops.

Also for the guilds i think one go through special quests meetings paperwork and leveling before you could become the next level.

Also there should be pets like a lion or dog or etc.

There should be pools of substantiation where you could make creatures like pheonixes or daedra.

The arcane university should be as big as a small town. Also it should have a giant greenhouse with most of the worlds ingredients.

Also players should be allowed to design there house. By choosing everything or by starting with a already made design. You could add a fence or huge gate. Add a guard dog or daedra. Or add regular guards. Add your own services. You could have a house in the woods. Add what you want including floor and etc. now this is for empty lots.

shape shapeshifting should be allowed also possessing beings but not spirits.

Also for the buisness just for fun a player could own his own strip club or prosttute house Where you would hire your dancers. Or prosttutes. You could build it to your customizations. and for fun you could have any race any gender. now it could be either gay or straight. Just for civil purposes.

sixual content should be allowed in the game.
Well on my idea about the properties. I think that it would be nice to buy empty lots and change them into inn,houses,shops and even a prosttute house.

In these properties you would custromize it by a design thats already done and you would decide on everything else.

For the inns as i said earlier you would hire a inn keeper and a maid. You would pay them once and thats it because they have a place too stay and something to eat. You would also get all of your money sent to your bank account. For the design you have already decided how many rooms you want in your house. The workers would be essential. Also you would get someone too spread the news about your buisness.

For the prosttute houses you would design it and you would get your money sent to your bank account. The prosttutes would be all of the races and each gender. You would either have it gay or straight it's by what you choose.The game has too be gay friendly for sales. Also you would have the prosttutes pay you there tips. You would also decide how many rooms you would have in the rooms.

For the house.
Players should be allowed to design there house. By choosing everything or by starting with a already made design. You could add a fence or huge gate. Add a guard dog or daedra. Or add regular guards. Add your own services. You could have a house in the woods. Add what you want including floor and etc. now this is for empty lots.

for the shops,
Also characters should be allowed to have stocks. And characters should be able too buy empty lots in all the cities. and turn them into houses inns or shops. For the shops the character should be able too hire workers too sell items. the character should be able too buy ownable mines and extract the minerals from the mine and send it too your shops. Also the goods can be sent by caravan too your stores. Then they could turn them into whatever and you get money. also the workers should be essential.





Also for a item. There should be a special cloak that when warn has light or shadows coming from it. But when you double jump it allows the wearer to be engulfed in shadow or light and fly. While you fly darkness or light comes from you in a stream. Also u have the ability to to do spells. But when you touch the ground you are normal, also when your attcked you fall to the ground.

A spell ive been thinking of is a spell that makes surroung walls of fire appear. but you need a wand. Then any threat near you will be attacked by streams of fire coming from the walls. But you musty try to hold it for as long as possible. Like in hp6.

Also they should have giant daedra or monsters roaming the forest. or some place.

also some shapeshifting would be nice please.

please do look at these ideas.


I looked and what i found was flaws.
1:Sorry but your wand idea seems just a tad bit overpowered,
2: I dont like the stock idea at all and it seems like a useless ad on to the game.
3: seriously I am sorry but the wand thing is still bothering me, should we say flippendo or expelliarmus too, or avadacadavra? Then maybe we can go make our escape on the back of a griffin?
4: Shapeshifting would be annoying as hell, ESPECIALLY when your the one being shapeshifted.
5: pets is an okay thought, I mean they put dogmeat in fallout.
6: designing the house would be much to big of a project to put into an open world game, especially on the console version.
7: I am open to the idea of property ownership but other than that i am fine with the way houses are in oblivion. maybe make it so u can buy individual peaces of furniture that go up in value for different types like in fable 2.
8: Why have a GIANT daedra? that would be bound to mess with the ecosystem or natural hapitat a bit eh?
9: I agree cloaks, SHOULD be in the game, but what you describe as a magical cloak is so rediculous, why not wear a great big shirt that says rainbow pride on it as well, while your flying around shooting light out your ass?
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Kelly Tomlinson
 
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Post » Fri May 27, 2011 12:48 am

I agree with Drizzitdude above, and to add to the wand argument, doesnt a wand do what the staffs in oblivion did, but worse?
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Alina loves Alexandra
 
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Post » Fri May 27, 2011 2:40 pm

3: They tried the make all charecters killable option in morrowind, no one liked it. I like not accidently killing a main quest charecter with a stray spell.
I liked the fact that I could kill anyone in Morrowind.

I absolutely LOVED the fact that I could kill anyone in Morrowind.

Essentially-flagged immortal NPCs are a giant immersion breaker. If it's my character's decision to kill off someone, the I had damn well better be able to do it. It breaks quests? Then those are the consequences I should live with. Besides, quest breaking via NPC death can be mitigated by not always requiring that a specific NPC be there to complete the quest. Give quests backpaths. And as for the "what if the NPC dies randomly" argument, three things. Don't put quest NPCs in situations in which they are likely to die. If quest NPCs must go in those chance positions, make sure they are sufficiently skilled enough or prepared enough to live through it. And finally, tighten up AI reactions so that random NPC deaths are a nonentity.

If a MQ character gets killed, Morrowind's way of doing things was perfect. Limit the real number of actually essential MQ characters to as small an amount as possible. Then, when the player kills them, have a popup box telling them their world has been doomed, and it's their choice to continue playing or reload a save.

Further, if AI and NPC-on-NPC related deaths simply cannot be fixed, then make essentially-flagged NPCs immortal only to other NPCs. The player should always have the choice to kill whomever they want.

As for the loot and let go option, no. just no. Every fight is a fight to the death and taking that away takes away the fun. ESPECIALLY if you had to do that with EVERY Charecter/creature, pausing in the middle of the fight to see if you should spare a heartless criminal or insane man that will just attack you or someone else again would be annoying.

Except that every fight being a fight to the death is highly unrealistic. Your annoyance argument seems to be based on the idea that we'll have a loot-and-let-go combat system, with the option to fight to the death. In reality, it would be a fight-to-the-death combat system with the option to loot and let go. Oblivion already has the basic framework for such an option in their yield control and their flee AI. All that needs to be added to it is 1) have an NPC's health affect on their willingness to yield to the player, 2) allow NPCs themselves to request the player yield (if they are in dire health), and 3) rework fleeing so that the NPC in question won't just run off for a bit and then run right back in the same damaged condition.
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Esther Fernandez
 
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Post » Fri May 27, 2011 1:46 am

Azura about your house idea...

You ever heard the phrase a dollar too short and a day late...

You're a dollar more and a day early, what you want will happen in gaming in probably a decade or so where we will be able to do stuff like that...
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Damned_Queen
 
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Post » Fri May 27, 2011 2:06 pm

I absolutely LOVED the fact that I could kill anyone in Morrowind.

Essentially-flagged immortal NPCs are a giant immersion breaker. If it's my character's decision to kill off someone, the I had damn well better be able to do it. It breaks quests? Then those are the consequences I should live with. Besides, quest breaking via NPC death can be mitigated by not always requiring that a specific NPC be there to complete the quest. Give quests backpaths. And as for the "what if the NPC dies randomly" argument, three things. Don't put quest NPCs in situations in which they are likely to die. If quest NPCs must go in those chance positions, make sure they are sufficiently skilled enough or prepared enough to live through it. And finally, tighten up AI reactions so that random NPC deaths are a nonentity.

If a MQ character gets killed, Morrowind's way of doing things was perfect. Limit the real number of actually essential MQ characters to as small an amount as possible. Then, when the player kills them, have a popup box telling them their world has been doomed, and it's their choice to continue playing or reload a save.

Further, if AI and NPC-on-NPC related deaths simply cannot be fixed, then make essentially-flagged NPCs immortal only to other NPCs. The player should always have the choice to kill whomever they want.


But its still annoying if u didnt know an NPC was essential but u killed them to get into the DB or something. I think once u attack an essential NPC there should be a message telling u they are essential. So if u care u can stop and if u dont give two s**** then u murder the guy anyway!
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Emmie Cate
 
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Post » Fri May 27, 2011 1:14 am

If a MQ character gets killed, Morrowind's way of doing things was perfect. Limit the real number of actually essential MQ characters to as small an amount as possible. Then, when the player kills them, have a popup box telling them their world has been doomed, and it's their choice to continue playing or reload a save.

Further, if AI and NPC-on-NPC related deaths simply cannot be fixed, then make essentially-flagged NPCs immortal only to other NPCs. The player should always have the choice to kill whomever they want.


I'm not sure how they could so this, but if they could then fine by me, problem is (more so in oblivion because of the more complicated AI) that NPC's are so stupid, that a single accidental blow, would probably result in an all out war, with half the population there dying, e.g. city swimmer is in thieves guild, city swimmer gets caught and is attacked by guards, many thieves guild members are near and help city-swimmer by fighting with her, about all the thieves guild members and 3 guards die, this is without counting the possibility of any random NPC being near and getting an accidental hit, resulting in more deaths (multiplied if random NPC is part of any large faction e.g. fighters guild). This is what really irked me about these deaths, that sometimes you can be on the other side of the map when it happens. Thats why i actually turn some NPC's into essential using a mod, that way none of my future quests would be interrupted, however if they can improve NPC AI so that they or do as you said then that would be just great.
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chirsty aggas
 
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Post » Fri May 27, 2011 4:01 pm

But its still annoying if u didnt know an NPC was essential but u killed them to get into the DB or something. I think once u attack an essential NPC there should be a message telling u they are essential. So if u care u can stop and if u dont give two s**** then u murder the guy anyway!

If you were concerned about cutting off potential quests, then you shouldn't have been killing in the first place, should you? It should be part of the event of murder to consider the potential implications of that murder. And if consequences arise out of it, then so be it. Does a murderer in real life get a quest popup to notify them that their intended victim might be of use to them later on in life?

I'm not sure how they could so this, but if they could then fine by me, problem is (more so in oblivion because of the more complicated AI) that NPC's are so stupid, that a single accidental blow, would probably result in an all out war, with half the population there dying, e.g. city swimmer is in thieves guild, city swimmer gets caught and is attacked by guards, many thieves guild members are near and help city-swimmer by fighting with her, about all the thieves guild members and 3 guards die, this is without counting the possibility of any random NPC being near and getting an accidental hit, resulting in more deaths (multiplied if random NPC is part of any large faction e.g. fighters guild). This is what really irked me about these deaths, that sometimes you can be on the other side of the map when it happens. Thats why i actually turn some NPC's into essential using a mod, that way none of my future quests would be interrupted, however if they can improve NPC AI so that they or do as you said then that would be just great.

Well, the first step towards a more coherent AI system is to give guards the ability to take NPCs to jail. That way, petty theft doesn't get punished by death, and punishment by death doesn't lead to factional revolt against impossible odds.

The second is to incorporate some form of desire versus consequences scale for actions, with numeric thresholds determined by AI personality settings to decide when certain actions are taken and certain actions aren't. For example, City-Swimmer gets caught stealing bread. The nearby patrolling legionnaire attempts to take her in. City-Swimmer numerically evaluates her chances of survival by resisting arrest (guard's skills and attributes versus her own), the accuracy of which is determined by some skill/attribute based perception algorithm. Then, City-Swimmer's evaluation is compared to City-Swimmer's aggression rating. If her aggression is high enough to offset the the chances of survival (assuming the chances of survival were evaluated as low), then City-Swimmer could resist arrest and attack. The legionnaire would then pummel City-Swimmer. However, this doesn't have to mean death. The further the percent of City-Swimmer's health drops, the closer that percentage comes to overriding City-Swimmer's high aggression setting. And when it gets low enough, City-Swimmer will yield. The legionnaire will then evaluate whether or not to accept that yield based on his responsibility setting, which, for a guard, would be pretty high (meaning he'd let her live and cart her off to jail). That's the huge gaping problem with our current AI setup. It's all or nothing, and no room for in between or dynamic decision-making based on constantly-changing outside factors. But the outside factors aren't too terribly difficult to add in.

This would apply to a multitude of situations, as well. For example, Bethesda cited the residents of Bravil's skooma den as a good example of why they toned down RAI. The skooma addicts were given a desire for skooma. And there is a skooma merchant just across the way. However, the addicts have no money for skooma, yet their desire is their sole focus, so they promptly would go kill the skooma merchant to satisfy their given desire. All or nothing; fulfill at all costs. With the system above, the skooma addicts would evaluate the consequences for murder (perhaps by developers pre-assigning specific actions and parameters with numeric values to indicate severity of consequences). Then, the numeric strength of their desire for skooma would be weighed against that numeric evaluation of consequence, as well as responsibility settings. If their desire wasn't strong enough to outweigh the consequences, then they'd refrain from murder yet still retain the desire for skooma.

That's the basic form. If we added in the possibility of desire increasing as the amount of time passes that it goes unfulfilled, things would get more interesting. Not to say that all skooma addicts would reach the point of desire where murder would be justified for them, but some would (dependent upon AI personality settings) Further, if we added other options to achieve the goal of skooma, that would increase the interesting factor. Skooma addicts need money to fulfill cravings? Then allow for NPCs to find scripted freelance work around town, odd jobs and what not. Whether those jobs are the more traditional and legal sort, or the slightly questionable sort, depends on the NPC and the AI conditions for hiring. The job itself, visually, wouldn't be more complex in nature than having two or three lines of dialogue, and a few "go here" AI directions. Everything else would be happening behind the scenes. And with their newfound money, the skooma addicts could feed their habit and sink themselves back into poverty, thus necessitating the repeat of the process.
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Bonnie Clyde
 
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Post » Fri May 27, 2011 11:14 am

If you were concerned about cutting off potential quests, then you shouldn't have been killing in the first place, should you? It should be part of the event of murder to consider the potential implications of that murder. And if consequences arise out of it, then so be it. Does a murderer in real life get a quest popup to notify them that their intended victim might be of use to them later on in life?


Well it isnt real life, its a game and im sure most ppl would agree that it would very annoying to have to start a whole new character for 1 quest. You could be on the last part of the MQ and u cant complete it because the guy is dead. Personally i dont have a problem with essential NPCs dying. Realism is important but sometimes its better not to make things exactly like real life.
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Monika
 
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Post » Fri May 27, 2011 12:28 am

snip


Brilliant, absolutely brilliant. :lightbulb:

Why don't you work in Bethesda? All the problems in the game could probably have been resolved by you, ThatOneGuy, every day i read something written by you and i think to myself "why didn't they do that?", anyway, if Bethesda doesn't ask for you to work them, maybe they'll look at the forums and read your posts, great job with the posts, you probably just solved one of the biggest problems in oblivion. :goodjob:
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joeK
 
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Post » Fri May 27, 2011 2:08 pm

Brilliant, absolutely brilliant. :lightbulb:

Why don't you work in Bethesda? All the problems in the game could probably have been resolved by you, ThatOneGuy, every day i read something written by you and i think to myself "why didn't they do that?", anyway, if Bethesda doesn't ask for you to work them, maybe they'll look at the forums and read your posts, great job with the posts, you probably just solved one of the biggest problems in oblivion. :goodjob:


I second that :)
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bonita mathews
 
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Post » Fri May 27, 2011 7:19 am

Well it isnt real life, its a game and im sure most ppl would agree that it would very annoying to have to start a whole new character for 1 quest. You could be on the last part of the MQ and u cant complete it because the guy is dead. Personally i dont have a problem with essential NPCs dying. Realism is important but sometimes its better not to make things exactly like real life.

That's why you establish a backpath for the main quest as a guiderail for just-in-case scenarios. Or several backpaths, depending on how infallible such backpaths might be in terms of how the player might conceivably screw them up. And I do agree to a point that MQ-related NPCs should have some form of dialogue or notification indicating that they will shoot the MQ in the foot if they die. But if there are backpaths, and at least one of those backpaths is relatively impossible for the player to screw up (i.e. no requirements for NPCs being alive), then I don't see the real need for it. And I wouldn't want those alerts for any other quest-related NPCs, and the MQ-related NPCs they apply to should be as small a number as possible.
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renee Duhamel
 
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Post » Fri May 27, 2011 4:46 pm

Well, the first step towards a more coherent AI system is to give guards the ability to take NPCs to jail. That way, petty theft doesn't get punished by death, and punishment by death doesn't lead to factional revolt against impossible odds.

The second is to incorporate some form of desire versus consequences scale for actions, with numeric thresholds determined by AI personality settings to decide when certain actions are taken and certain actions aren't. For example, City-Swimmer gets caught stealing bread. The nearby patrolling legionnaire attempts to take her in. City-Swimmer numerically evaluates her chances of survival by resisting arrest (guard's skills and attributes versus her own), the accuracy of which is determined by some skill/attribute based perception algorithm. Then, City-Swimmer's evaluation is compared to City-Swimmer's aggression rating. If her aggression is high enough to offset the the chances of survival (assuming the chances of survival were evaluated as low), then City-Swimmer could resist arrest and attack. The legionnaire would then pummel City-Swimmer. However, this doesn't have to mean death. The further the percent of City-Swimmer's health drops, the closer that percentage comes to overriding City-Swimmer's high aggression setting. And when it gets low enough, City-Swimmer will yield. The legionnaire will then evaluate whether or not to accept that yield based on his responsibility setting, which, for a guard, would be pretty high (meaning he'd let her live and cart her off to jail). That's the huge gaping problem with our current AI setup. It's all or nothing, and no room for in between or dynamic decision-making based on constantly-changing outside factors. But the outside factors aren't too terribly difficult to add in.

This would apply to a multitude of situations, as well. For example, Bethesda cited the residents of Bravil's skooma den as a good example of why they toned down RAI. The skooma addicts were given a desire for skooma. And there is a skooma merchant just across the way. However, the addicts have no money for skooma, yet their desire is their sole focus, so they promptly would go kill the skooma merchant to satisfy their given desire. All or nothing; fulfill at all costs. With the system above, the skooma addicts would evaluate the consequences for murder (perhaps by developers pre-assigning specific actions and parameters with numeric values to indicate severity of consequences). Then, the numeric strength of their desire for skooma would be weighed against that numeric evaluation of consequence, as well as responsibility settings. If their desire wasn't strong enough to outweigh the consequences, then they'd refrain from murder yet still retain the desire for skooma.

That's the basic form. If we added in the possibility of desire increasing as the amount of time passes that it goes unfulfilled, things would get more interesting. Not to say that all skooma addicts would reach the point of desire where murder would be justified for them, but some would (dependent upon AI personality settings) Further, if we added other options to achieve the goal of skooma, that would increase the interesting factor. Skooma addicts need money to fulfill cravings? Then allow for NPCs to find scripted freelance work around town, odd jobs and what not. Whether those jobs are the more traditional and legal sort, or the slightly questionable sort, depends on the NPC and the AI conditions for hiring. The job itself, visually, wouldn't be more complex in nature than having two or three lines of dialogue, and a few "go here" AI directions. Everything else would be happening behind the scenes. And with their newfound money, the skooma addicts could feed their habit and sink themselves back into poverty, thus necessitating the repeat of the process.


I really hope Bethesda read this, or have come to this conclusion themselves.

I've always liked the idea of having small jobs available in The Elder Scrolls games similar to Fable 2's job system. Not to the point that they become mindless mini-games, but that those small jobs are available, and can add to the town's economy. Having a town FULL of small jobs, and FULL of NPCs that can partake in them, become regulars of a specific job, leave one job for another, use those jobs to fulfill their personal goals (like the Skooma example), makes me incredibly excited. Especially when I think of a town being a decent size, rather than a small collection of buildings and residents like in Oblivion. I'm assuming this won't quite be possible on current-gen consoles though, and we might have to wait for TES:VI before this is fully realized.
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Quick draw II
 
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Post » Fri May 27, 2011 7:14 am

That's why you establish a backpath for the main quest as a guiderail for just-in-case scenarios. Or several backpaths, depending on how infallible such backpaths might be in terms of how the player might conceivably screw them up. And I do agree to a point that MQ-related NPCs should have some form of dialogue or notification indicating that they will shoot the MQ in the foot if they die. But if there are backpaths, and at least one of those backpaths is relatively impossible for the player to screw up (i.e. no requirements for NPCs being alive), then I don't see the real need for it. And I wouldn't want those alerts for any other quest-related NPCs, and the MQ-related NPCs they apply to should be as small a number as possible.


Thats sounds better :D I suppose the quests would be much better if they had multiple paths u can go down, it would also make the game more replayable.
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Imy Davies
 
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Post » Fri May 27, 2011 4:37 am

How about this: Either (A) make it impossible for NPCs to attack each other, or (B) remove their ability to attack unless first attacked by the player. (B) svcks. (A) isn't a bad idea, but hopefully you get what I'm trying to say. Personally, I think a little realism is needed. I think whoever said it earlier had a good idea, that NPCs shouldn't be required for quests, that there should be an alternative to completing it. There should be an alternative, yes. I'd like to see more outcomes for quests, dependent upon how you completed it, and who you completed it with. That would be nice.
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Dorian Cozens
 
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Post » Fri May 27, 2011 5:44 am


D'aww... ^_^


The only real problem with that AI outline is that the complexity of ironing out the inconsistencies and making sure all your mechanics flow together gets exponentially harder the more you expand it. The QA testers are probably reading that and screaming in anticipational agony. And depending on how many variables that would have to be added, the whole thing would have to be sufficiently optimized to prevent overtaxing memory. And of course, the whole thing sounds a lot easier to accomplish when written out; it's when you actually go to code it that [censored] hits the fan. :P
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BRIANNA
 
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Post » Fri May 27, 2011 12:38 pm

-snip-

You sir, are a genius.
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Talitha Kukk
 
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