Well that's the problem - the setup of enemies. If they respawn behind player without logical explanation ( like backup arrived or something), that would be annoying. But I think that would be cool if enemies did things, like flanking, surrounding etc).And the testers complained how enemies just respawns behind your back and felt frustrated for dying by such cheesy tactics.
Haha, no, I'm exited, but I see no issue in pointing out the little things.Man.. you really gonna dislike this game...
I agree but I keep seeing similar issues is many RPGs today, they don't bother me that much but there is always room for improvement.We are still in a young age with AI so you would expect some issues with it even may be after a decade as well.
Everybody? Okay then .Let's face it... nobody wants smart A.I. in a game. A player, especially in a single player game, would be in a total disadvantage all the time... running guns blazing into every situation vs 5, 10, 15, or more NPC's... the moment A.I. starts engaging a player in a tactical manner that would make sense, every single one of the people complaining about A.I. would be the first to bitch about A.I. cheating. Finding a balance between completely dumb A.I. and the one that makes it completely not fun to play isn't easy... the previously mentioned F.E.A.R. has an absurdly simple A.I. but it worked brilliantly in that game... a happy accident that's hard to replicate.
I don't think it would work in real time action rpg like new fallouts or cyberpunk. It works for Disco Elysium because almost everything in that game happens under super controlled dialogue section where all the options available in "combat" are restrictive skill checks and dialogue choices. Now that can lead to some intense moments like the ones you are mentioning but that's because they are super curated scenes with no real AI and real time moment to moment choice by player during the gameplay, even if it's twitch FPS style input.Everybody? Okay then .
If game "AI" were smarter players might not blindly run and gun against insurmountable odds. They might not expect every future game to play this way. Wouldn't it be interesting if you had to stop and think about getting into a life-threatening conflict with NPC's in a video game when you're severely outnumbered? I would say yes.... Probably not in a twitchy FPS like a Halo title. In an RPG, definitely.
A good example here would be Disco Elysium. A game I recently finished. I tried really hard to diffuse a certain aggressive situation there. The game made it abundantly clear the player could suffer catastrophically for making poor decisions (and, boy did I make many in my playthrough). As a result I found myself thinking much more about what I would or wouldn't do before comitting to it. This is a mentality every RPG should aim to create.