What example of great AI exists?
I like the idea, but the "Trauma Team will help you" shouldn't be a reliable fallback plan. 3 Minute reaction time is great, but still more than enough time for anyone to unload their gun into your skull. And if you just killed a bunch of their friends, they won't just go away after you drop down...My idea might actually work for this game, more enemies etc. And give player better crown control tools. If you screw up, Trauma team will help you.
I like the idea, but the "Trauma Team will help you" shouldn't be a reliable fallback plan. 3 Minute reaction time is great, but still more than enough time for anyone to unload their gun into your skull. And if you just killed a bunch of their friends, they won't just go away after you drop down...
Its not that i'm against them helping you, but if your head is a pile of gore, there just isn't that much left for them to do. Anyway, its likely faster to just quickload than to wait for TT to evacuate you to the next hospital, heal up, pay for the rescue and only then move back to take revenge. They are not personal mercenaries or bodyguards, they only come when your lifesigns drop to critical (and let you pay for it)...I think Trauma Team should help you. Its mainstream game after all, not some HC-niche type of game. Players can try higher difficult lvl without getting frustrated and such because Traume Team is there etc.
I'll reference myself from here - Enemy AI Cleverness :
I would like it if game gave groups of enemy NPCs both a strategic and tactical dynamic AI ... making them reactive to the player's style.
IE give them a few strategic choices at points within encounters - turtle up defensively, wait to ambush, split up for search and destroy, retreat to a better location, swarm towards player character's last known location.
Then under that are various tactical approaches, leap frop, flanking, suppressing fire, run away waving your arms in the air like a scared six year old, etc.
As long as there weren't too many variables, strategic decisions could be reevaluated by enemy NPC opponents at certain points, it could make combat really interesting.
People seem to have drastically different concepts of what a bullet sponge is. My own feeling is having some enemies be tougher - there's nothing wrong with that. This isn't Call of Duty. Some should take quite a few hits based on armor etc, especially if you aren't hitting weak spots or using the right ammo. I honestly have seen very few bullet sponge enemies in the demos so far.All of the above, but absolutely no bullet sponges based on difficulty.
People seem to have drastically different concepts of what a bullet sponge is. My own feeling is having some enemies be tougher - there's nothing wrong with that. This isn't Call of Duty. Some should take quite a few hits based on armor etc, especially if you aren't hitting weak spots or using the right ammo. I honestly have seen very few bullet sponge enemies in the demos so far.
People seem to have drastically different concepts of what a bullet sponge is. My own feeling is having some enemies be tougher - there's nothing wrong with that. This isn't Call of Duty. Some should take quite a few hits based on armor etc, especially if you aren't hitting weak spots or using the right ammo. I honestly have seen very few bullet sponge enemies in the demos so far.
And before anyone says it isn't possible for CDPR to make smarter, more aggressive enemies that scale with difficulty, just know that a mere mod for the Witcher 3 called "Ghost Mode" did exactly that.
That mod is a thing of beauty. Not just for enemy challenge, but also for the general system changes esp. regarding armor effects. Just spamming fast attacks is no longer the best (or even a good) way to fight. That said, the enemies are not really smarter per se - but simple additions like charging prevents you from just easily leaving the fight & heal up at will.And before anyone says it isn't possible for CDPR to make smarter, more aggressive enemies that scale with difficulty, just know that a mere mod for the Witcher 3 called "Ghost Mode" did exactly that.
That mod is a thing of beauty. Not just for enemy challenge, but also for the general system changes esp. regarding armor effects. Just spamming fast attacks is no longer the best (or even a good) way to fight. That said, the enemies are not really smarter per se - but simple additions like charging prevents the you from just easily leaving the fight & heal up at will.
This.The actual "tactics" shouldn't scale with difficulty, because scaling the sophistication of the behaviour of the artificial intelligence, means those playing on lower difficulties will simply have dumb AI.. and that will just lead to a shallow and underwhelming experience.
And this.I would also make the player more vulnerable. Increasing enemy health is not an option, because bullet sponges are boring as hell. Instead, I think it's better if both the player and the enemy have increased vulnerability at higher difficulties, such that the player needs to be more consistent in combat, one mistake could easily be the end.
Only sasquatch is a "nonsense bullet sponge" in the demos, but it's also true that we don't know the difficulty level of those demos (usually are played at the lowest difficulty because the dev cannot lose, of course) and all enemies matched V's level. The only things we can refer to are CDPR's past (TW3) and the recent action RPGs, and all of those have bullet/DMG sponges.I honestly have seen very few bullet sponge enemies in the demos so far.