Will Enemies Be Able To Use Perks?

Post » Wed Mar 30, 2011 1:51 am

Well and we again come to question
Can NPC able do all what player can?
In previous games they have limitation and cant be equal to player, but with some mods we add them some of player abilities.
Can something changes now?
I believe at last some passive perks and combat related work for NPC also,
I hope NPC can use sneak now and hide in shadows with similar to chameleon effect and stay hidden until become detected by Actor roll versus sneak skill of NPC and player can help as well as light level around and using of detect life spell.
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 3:03 am

Yes, for reasons of balance.

If enemies did not get perks that would mean that a lvl 10 player is more powerful than a level 10 enemy and a level 20 would be able to breeze through the game.
Im confident that NPC's will get perks just like us.

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John Moore
 
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Post » Wed Mar 30, 2011 12:57 am

Fairly sure Morrowind was supposed to allow NPCs to use racial perks, it was just due to a bug that it didn't work out that way. I'm curious to know if a mod for Oblivion to allow that exists, that'd be fun. As for Skyrim, we shall see I guess.

Well was partially fixed with Morrowind Code Patch
NPC AI casts zero cost powers. Allows NPCs to cast powers.

Oblivion has
Enemy Actors Use Powers
http://www.tesnexus.com/downloads/file.php?id=29485

Devs must not avoid such problems or axing features instead of fixing them, NPC must able use more abilities thats player can use
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Bethany Watkin
 
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Post » Wed Mar 30, 2011 1:18 am

For those of you who claim enemies will be too weak without perks, you're forgetting the old standby of adding lots of HP and lots of raw attack power. :whistling:

From an implementation standpoint, I could see them going all the way (they could set up templates like "swordsman" that automatically assigns perks per level for NPC enemies), the false difficulty route (above mentioned wall of HP/damage, but no perks), or somewhere in between (NPCs get passive perks like axe bleeding, but no active perk "moves").

I'm praying for the first option of the three.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 1:29 am

Just what the topic says.


Great point you're making. Hopefully, hype-fully,
yes.
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Amiee Kent
 
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Post » Wed Mar 30, 2011 7:14 am

For those of you who claim enemies will be too weak without perks, you're forgetting the old standby of adding lots of HP and lots of raw attack power. :whistling:

Health sponges again? Oh well Todd say enemies will be more living, how much enemies can stand for hour under mighty strikes just because of full ass load of Health, but also pick with sword such "Hard Enemy" for half hour will be really boring.

From an implementation standpoint, I could see them going all the way (they could set up templates like "swordsman" that automatically assigns perks per level for NPC enemies), the false difficulty route (above mentioned wall of HP/damage, but no perks), or somewhere in between (NPCs get passive perks like axe bleeding, but no active perk "moves").

Well set up templates like "swordsman" that automatically assigns perks per level for NPC enemies really simple, besides they took classes from player but must left them for NPC, such templates exactly classes but just without division on Major and Minor skills and attributes, even specializations applies so NPC can still have classes for both gameplay and roleplay ways.

Active powers can also work on NPC thats just coding and modders done thats before for Morrowind and Oblivion even without full access to engine logic, devs have it.
Does thats will be hard for them or they will be just lazy again?

I'm praying for the first option of the three.

Health sponges wrong way, and does thats will be more interesting battle actually skilled enemy not just an robot with load of health and damage?
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Lynette Wilson
 
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Post » Tue Mar 29, 2011 11:17 pm

I hope so. Make the game interesting. :thumbsup:
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Flash
 
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