- Kapura
- |
- Exalted Heroic Member
- gamertag: Kapura
- user homepage:
Posted by: Marty the Elder
$9.99
That's pretty good for 2 hours of music without explosions and people yelling. I don't care if you steal it, but God does...
@ AI Design: Why would omniscient AI be a good design choice? I understand it makes the game more difficult, but it seems like it's also cheapening the experience. I think that higher difficulties should be more difficult, but because of more quantitative things, rather than qualities like omniscience, such as reaction times and ability to find and use cover effectively. Speaking solely about enemy AIs, the fun would scale better to Legendary if the AI recieved more upgrades and less hacks. It's one thing for the Brute leader to say "Find the Demon," but it's another thing for him to say "He's over in that general direction!" What prevents increased specificity in scaling the AI?
When a player can outsmart the AI, he feels smart and is having fun. But when the player can accurately predict each move the AI makes, it becomes less fun, and more easy. Randomness can be thought to add a small bit to the system, not in complete random movements, but in random traits from a pool. i.e, and Agro might take a more direct path to the player, while a Defensive one will take a less direct path, but perhaps with another tactical advantage, such as cover or support. I'm not convinced that ALL AI should be random, but perhaps the encounters that make up the "meat" of the level. And perhaps only the higher intelligence enemies, seeing as an agro grunt and a defensive grunt both prevent equally small challenge to the player.
For a more detailed discussion of my ideas about AI improvements, see thread