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Fallout 4 smarter ai
Fallout 4 smarter ai




fallout 4 smarter ai

I'm not buying the notion that Bethesda svcking at stealth is intentional.

fallout 4 smarter ai

Siobhan Thompson Posts: 3443 Joined: Sun 10:40 am

fallout 4 smarter ai

It just makes encounters annoying rather than interesting. It doesn't even make any sense unless there is some reason for it (e.g., a specific animal is faster than humans, a human/humanoid gets a speed boost temporarily from chems or some other assistance, etc.). One thing they definitely have to do is stop enemies from moving faster than the PC all the time. It is completely immersion-breaking to have animals make coordinated attacks, even more so when they do it with other animals as well as human/humanoid enemies. For example, animals of various kinds should not (generally) operate with any degree of coordination of attacks because they are not telepathic and do not have human-level intelligence. This is particularly important because enemies such as Raiders and Super Mutants should not behave with good intelligence due to their philosophies ("we are the future!" for Super Mutants and the general stance of Raiders being that any sign of fear or injury is a weakness and such people aren't fit to be part of the Raiders).Ī bigger problem comes in when AI packages such as this are attached to enemies that simply cannot do certain things. For example, Raiders would say " this, I'm outta here!" and similar things while turning tail and running away. Some people seem to forget that the AI in FO3 certainly reacted when they were seriously hurt/overpowered. Javaun Thompson Posts: 3397 Joined: Fri 10:28 am TL DR Skyrim was on the right track with levels of detection, just make it more realistic. This should also occur when finding a dead body or one of their friends being attacked from stealth, the system of "huh, guess it was nothing" works fine for when you are detected but not directly through contact or attack. I would like to see a system where enemies react appropriately to being struck from stealth, if they survive they should not return to a passive state (at least for quite a while) and remain in a patrol state and react to their injury, either with medical items or just mentioning their injury "dammit, bleeding pretty good" I feel that the way to solve this is a cleaner version of how Skyrim dealt with stealth where it wasn't just a black and white seen / not seen system, where enemies could be aware but still be sneak critical hit. I honestly hope for a change to the way sneak interacts with enemies, as several have said the enemy AI reactions to stealth are hilariously awful, i for one find it hard to enjoy a nice flagon of mead with an arrow burrowed into my left temple.






Fallout 4 smarter ai