Hypothetical Scenario: What If ANet Implemented This AI Change Next?

hidden_agenda

hidden_agenda

Lion's Arch Merchant

Join Date: Jun 2005

Quote:
Originally Posted by Roza
.
Better and especially more diverse AI would be excellent, I think, especially for the new monsters in the next chapter. If this makes the game harder. then Anet can simply adjust the amount of creatures in a particular area so as to keep it playable.
Mostly, I agree with you. But I think there needs to be a balance of some sort for the first chapter. In effect many of the higher level and more difficult mobs were created when the AI was dumber. To make the AI better at this point basically penalize the new-comers.

I think the issue with the 28th level Ataxes certainly reflect this.

The other item is that I think there needs to be commensurate (in fact, more) AI improvement to the henchmen. For every AI improvement to the monsters, there should be two for the henchmen. It's really upsetting to see Anet improving the monsters and nerf this and that and putting off the henchmen improvements that had been asked for since day 1.

I mean, I can't imagine that making the monster stepping outside an AoE effect is THAT much easier than making sure Alesia doesn't run in the front of the warriors. Or for the henchmen to walk on a bridge when there is poisonous water.

Roza

Roza

Lion's Arch Merchant

Join Date: Aug 2005

Amsterdam

The War Masters

R/W

Quote:
If you add a human-like adaptability to those factors... you may end up with something more than an 8-player group can handle.
I do understand you. If me and my guild (and many others like us) would be able to take up the role of titans for a bit, no one would get past the last mission of the game.

But I am not talking about all monsters becoming a lot smarter. As in the case of interupts, they should perhaps become a little less skilled or intelligent in places. But in general, if monsters were a little smarter in the next chapters, that would simply mean that anet would not have to put in as many or at least not as many with high stats, skills, smarter strategies, etc. If they make the 'brains' more equial, they should up the odds for the player a little as well.

Quote:
In effect many of the higher level and more difficult mobs were created when the AI was dumber. To make the AI better at this point basically penalize the new-comers.
I agree. No need to make the game so for much harder then it is right now (even if it is not yet that hard really). I can see that Anet would want to improve some parts of the PvE world before the release of the next chapter, just to see how this works out with real in game players. This should not be to the detrmiment of new players though, for whom the game is pretty well balanced.

Charcoal Ann

Charcoal Ann

Wilds Pathfinder

Join Date: Jul 2005

In a World of BADGERS!

Eternal Flame Brotherhood

Quote:
Originally Posted by Hockster
But once empathy wears off it's still me(us) against him, and 4X the strength. At that point as we're having the stare down, some silly ele will cast meteor shower and cause the axe to run towards all the casters. The new AI kicks in and the Axe is thinking, "hmm, there's the SOB that empathied me." *slap* :Oh look, the monk with SoJ", expired of course. *slap* Looks back at me "aha, youre the one that scratched my nose with that level 12 100 blades, bite the pillow bitch, I'm taking the dirt road this time." *slap slap slap*

You're party has been defeated.
Click here to return to the outpost rightfully shamed by superior AI.
dunno about you guys but i'd LOVE this to be true. i would LOVE the AI to follow this kind of code.

healing the ele is a bit different from healing the tank with 140ac vs physical.

of course it is still totally predictable. but realistically predictable.

Grimm

Grimm

Lion's Arch Merchant

Join Date: Nov 2005

N/

Quote:
Originally Posted by Tactical-Dillusions
You are basically suggesting that all hexes should do 1 thing - make the enemy stop it's actions.
Every single hex will have the exact same effect and the game would die a painful death.
You must not know many hexes beyond Empathy and Backfire. Let's see...hexes that would *not* have that effect:

Conjure Phantasm
Crippling Anguish
Ethereal Burden
Fevered Dreams
Fragility
Imagined Burden
Migraine
Phantom Pain
Soothing Images
Ether Lord
Blurred Vision
Deep Freeze
Frozen Burst
Ice Prison
Ice Spikes
Rust
Life Siphon
Life Transfer
Barbs
Defile Flesh
Faintheartedness
Lingering Curse
Malaise
Mark of Pain
Parasitic Bond
Rigor Mortis
Shadow of Fear
Soul Barbs
Spinal Shivers
Suffering
Weaken Armor
Wither
Malign Intervention

Yup, all hexes will have the same effect.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Firstly, i'd like to mention something that really grabbed my attention yesterday.
I went to Piken Square on a little personal adventure and while there, i saw only a couple of dozen people, and that was in district 1. "Hmmm..." so i checked district 2....and....no district 2!
Now, even for being 10AM GMT on the American districts, it was a bit of a surprise to see so few people.

Secondly, about the original topic.

I think monsters AI and tactics should be increased only if there is a boss monster present. Consider him the commander in chief and he is giving orders to attack, retreat, heal, flank, spike the monk etc.

Suddenly, the game is challenging when it comes to that boss. The teams priority target used to be the troops first but it would then be a case (probably) of defeating the boss first.

In a battle, would a leaderless enemy not be more disorganised?

So, i don't believe in making enemies stop attacking when empathied etc...that would be putting the horse before the cart.
However, i do believe it should take effect if a boss is present in the group/engaged in battle, not just passing/in the area.

This would make a boss mean...a BOSS. Not just a coloured scumbag with extra hitpoints/mana and natural resistance.

Elena

Elena

Desert Nomad

Join Date: May 2005

Belgium

Quote:
Originally Posted by Phades
Nah, it should keep a tally and have an announcer voice like Unreal tournament and say things like K.O., devs win or Flawless victory, with some crunching and ripping sounds, maybe a little screaming followed by fatality. Could even have one person's connection get killed at that point. Then when you go back and try it again, it would show the #of attempts like round 762, Fight!. Make a really big and overdone production with it too, just to rub in how much we suck at their game n stuff, er yeah thats it.
how about...

Ut2004 sexy voice: you yust got horribly mauled by a level 28 superior aataxe AI !!!

Willow

Willow

Lion's Arch Merchant

Join Date: May 2005

I would love to see better AI across the board.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

Smarter AI is a must, and it was destined to be implimented eventually. The people that are whining (yes whining, cause its unbased crap) are the same people who can't reword their builds, and also the people running IWAY's and other such FOTM's in the tombs. It's really not that hard to adjust to something that requires you to switch a couple skills. If anything, it should make your game experience less repetitive and boring.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

I think better AI would be complimented by having random/rotating monster types too.
Perhaps Anet could add some new monsters into the mix, but without actually creating new monsters.
Here's how...

Let's take a region, diviners ascent. This is populated by sand drakes mainly. Add in a few monsters called sand drake guardians. These are basically sand drakes with more hp and maybe a few levels higher.

Hmmm, thinking about this, wouldn't it be better if all monsters were higher levels too?

get cha

Ascalonian Squire

Join Date: Oct 2005

I'm against this. I like being able to hex enemies in PvE and see them take it. Then I like going to PvP to hex opponents and see them stop whatever they're doing (or continue to kill themselves) as my team takes a target down.

If the AI gets smart enough to work around skills then those skills become useless, as well as drawing out my PvE experience to mind-numbing levels as i try to chase enemies down, wanding/slashing/shooting them to death. I REALLY dont want to see the equivilant of the last-man-standing kiting ranger in PvE standing between me and finishing a mission.

get cha

Ascalonian Squire

Join Date: Oct 2005

I also must mention the AI's current system on distracts. I hear its designed to work like how another player would react, but when a 1/2 sec skill is distracted, thats just insane. Its even worse when you're obvisiously not the current target, then start a quick skill and ZAP suddenly u are the one in the crosshairs. I swear sometimes the AI knows when/what im gonna do before i do it.

Tarkin

Tarkin

Jungle Guide

Join Date: Dec 2005

W/N

Quote:
Originally Posted by Loch
A thought hit me the other day. Imagine if there was another AI change. A change where enemies could choose not to attack through Empathy, or choose not to cast through Backfire, or choose not to do anything through Spiteful Spirit. This kind of change would bring out the true "damned if you do, damned if you don't" nature of these hexes if enemies sometimes played conservatively and waited some of these hexes out. Note how I say sometimes. Also, enemy choices would be partially determined by the strength of the hex cast on them.

All I have to say is, be prepared. It may happen sooner or later.
AHAHAHAHAHAhAhAhaHAHaHAHhAhahahAhAhAhAhAhAhahah

What you whant? More chalenge? A game a bit more harder?

AHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHHAHAHAHAHA

Simple give more skills to foes... remenber that foes have 1 <> 6 skills (6 skill have the best of best foes in the game) only... I wil laught a lot... seeing foes monks with real good skills... elem burning everyone to ashes... rangers interup everyone... warrirors making you bleeding and input deep wound... mesmers kick everyone ass... and necros spreed the virulence...

Foes have bad skills, not have bad AI...

Tarkin

Tarkin

Jungle Guide

Join Date: Dec 2005

W/N

Quote:
Originally Posted by get cha
I also must mention the AI's current system on distracts. I hear its designed to work like how another player would react, but when a 1/2 sec skill is distracted, thats just insane. Its even worse when you're obvisiously not the current target, then start a quick skill and ZAP suddenly u are the one in the crosshairs. I swear sometimes the AI knows when/what im gonna do before i do it.
Everyone kowns foes have TS to...

Angel Develin

Angel Develin

Wilds Pathfinder

Join Date: Sep 2005

Lions Arch

Minions of Kronos

N/Me

Improved AI 100% /signed
Its to easy now the only hard missions are the missions with enemy's that do a lot of dmg, i like to see enemy groups that are as hard as pvp groups, maybe some elite teams in missions or quests that you must have a full team to kill.

Mako

Mako

Frost Gate Guardian

Join Date: Nov 2005

Midgar - Sector 7

Star Scar Reunion [VII]

N/Me

H3x0rd

wolfe2dale

wolfe2dale

Frost Gate Guardian

Join Date: Feb 2006

Hemel Hempstead

Guildless...

E/Me

Quote:
Originally Posted by get cha
I'm against this. I like being able to hex enemies in PvE and see them take it. Then I like going to PvP to hex opponents and see them stop whatever they're doing (or continue to kill themselves) as my team takes a target down.

If the AI gets smart enough to work around skills then those skills become useless, as well as drawing out my PvE experience to mind-numbing levels as i try to chase enemies down, wanding/slashing/shooting them to death. I REALLY dont want to see the equivilant of the last-man-standing kiting ranger in PvE standing between me and finishing a mission.
Good forbid that pve be anything but a skill unlocking extravaganza for pvp players....

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

Death to SF farming then...we have to dig out the old nukers...

Cymboric Treewalker

Cymboric Treewalker

Krytan Explorer

Join Date: Apr 2005

Imperial Palace - Cantha

[SFK] Sacred Forge Knights (founder)

Me/Mo

[sarcasm]
Since ANet wants to make PvE and PvP more alike I say it just bans all PvP... that way they don't have to tweak AI. Maybe just make sure all the PvP players are brainless.
[/sarcasm]

Seriously I am all for new enemies having new AI, but changing the current AI should be done with a gentle touch. My only hope is that ANet looks at the PvP and PvE effects when they consider changes.

Cymboric Treewalker

Cymboric Treewalker

Krytan Explorer

Join Date: Apr 2005

Imperial Palace - Cantha

[SFK] Sacred Forge Knights (founder)

Me/Mo

Quote:
Originally Posted by Poison Ivy
Death to SF farming then...we have to dig out the old nukers...
Death to Poison Ivy's ideas.

Josh

Josh

Desert Nomad

Join Date: Oct 2005

England, UK

D/Mo

Great, another way to make Mesmers less-wanted.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Avarre would cry, but there are enough faction PvE skills that are excellent to compensate. I'd have to go without my empathy, but it wouldn't hurt my effectiveness any.

WasAGuest

Desert Nomad

Join Date: Jan 2006

I would love to see this along with the following and reasons:

Backfire and Empathy could be used to "lock" a foe down for a few seconds and let the group concentrate on a single foe. Similar in the way Enchanters worked in EQ for those that played that.

Other conditional spells could also be used in a like way.

Doing this, Anet could increase the difficulty of the mobs in the game making them more than a three second take down.

Even better IMO, is to have mobs that would be semi intellegent recognise the danger to them, while "bug" type foes not have a clue why they are getting hurt, but after taking so much damage, they would flee (as they might in nature). This would give different foes some "flavor" rather than the roaches in the desert being as smart as the Charr or Dwarven foes.

The AI having the ability to recognise damage would also be very good. After the last AI update to make mobs run from AoE damage the mobs even from a zero point Lava Font. Even if it does 0 damage, the mobs scatter like roaches. I know, my ranger used it and I had a zero fire magic skill while I used it. If the AI could tell it wasn't in danger and keep attacking, I would have to actually work at killing the foes rather than "juggling" them while hitting them with my bow.

On the same side though, henchies need some major work as well. Not everyone plays in a full group all the time - I can't stand sitting there saying "LFG" or "GLF" for more than 5 minutes.

Putting similar AI in place for the henchies would then be a must and the ability to control them via commands.

Great change, a needed change. Very nice.

Bleidd

Bleidd

Frost Gate Guardian

Join Date: Aug 2005

E/Me

Well like the AoE adjustment, I'm sure it looked good on paper.

Then add it to the playerbase mentality, and you get the nearly only reason Elementalists were ever brought into groups. Fire Elementalists at that, by the way; the other three lines have been in as much demand for PvE as Mesmers.

So the Empathy/Backfire/Spiteful Spirit/etc adjustment, while it looks good on paper, applied to the same playerbase mentality will result in Warriors, Monks, and MM Necromancers dominating the PvE scene, moreso than they already do. Domination Mesmers and Curse Necromancers will have their teeth pulled in the same fashion Fire Elementalists had.

The problem is these adjustments are targetting the classes that are never the majority in a group. How often do you bring two Mesmers? Now take away just Empathy and Backfire. How often are you going to bring one now? Someone mentioned the ability to "lock-down" a mob by preventing him from casting or attacking. Again, that's great in theory. My Geomancer can nearly negate all physical/elemental damage to herself, and reduce a considerable amount for a competent group. But you don't see that in demand, and you won't see "lock-down" in demand for PvE. The brute-force playerbase mentality wouldn't be able to grasp it, regardless of how useful it is.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Bleidd
The problem is these adjustments are targetting the classes that are never the majority in a group. How often do you bring two Mesmers? Now take away just Empathy and Backfire. How often are you going to bring one now?
Amazingly, there are more useful mesmer lines than domination. If eles can take an AoE nerf right to the fire line, mesmers can take a hit to domination.

but still, /notsigned because I like empathy.

Raptox

Raptox

Frost Gate Guardian

Join Date: Oct 2005

Huntington Station, NY

Une Annee Sans Lumiere [UASL]

E/Me

Quote:
Originally Posted by Avarre
Amazingly, there are more useful mesmer lines than domination. If eles can take an AoE nerf right to the fire line, mesmers can take a hit to domination.

but still, /notsigned because I like empathy.
As long as Ineptitude and Clumsiness still work everything will be okay, right?

(Just capped Ineptitude last night, and it makes me happy.)

Bleidd

Bleidd

Frost Gate Guardian

Join Date: Aug 2005

E/Me

Quote:
Originally Posted by Avarre
Amazingly, there are more useful mesmer lines than domination. If eles can take an AoE nerf right to the fire line, mesmers can take a hit to domination.

but still, /notsigned because I like empathy.
I realise that, playing an Inspiration Mesmer myself. But I wouldn't say the Elementalist took the AoE nerf well. The profession was already Fire-dependant for any degree of demand in PvE, for reasons I already stated.

I wouldn't oppose the notion if its universal. The problem I have is that its targetting yet another minority of the professions. Mesmers and Elementalists are already the two least-sought after, least common PvE classes. Log into any town and take a head count. oO If you can spot one past the Warriors or swarms of Monk-bots that is.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Raptox
As long as Ineptitude and Clumsiness still work everything will be okay, right?
You read my mind

Though in Factions, I'm looking at a Recovery build with remorse, overload, hex removal etc... I'd prefer if empathy was still on that list, but it wouldn't be a fatal loss - I'd still deal uncomfortable damage to monsters, and be stronger in support roles.

I agree with Bleidd that it would be a cruel hit to the least-respected pve class. But after all the time I spend saying mesmers are no worse than any class, I can't morally complain about potentially taking a nerfbat hit when eles still lived after theirs.

Cymboric Treewalker

Cymboric Treewalker

Krytan Explorer

Join Date: Apr 2005

Imperial Palace - Cantha

[SFK] Sacred Forge Knights (founder)

Me/Mo

I would like to add to my previous comments now that I have time.

In order for PvE AI to be better there would have to be limits... how smart is that Charr Scout (lvl 4)... is he really smart enough to move out of the firestorm? Seriously if AI simulating humans is to be done correctly then one should not assume that these beasts are all "uber" smart. Perhaps an intelligence attrib should be added to monsters... the dumb ones do stupid things... the smart ones do smart things...

You know like putting backfire on the warrior/ranger...

or something...

But to blanket make the AI uber-smart and never make a mistake?

We have the AI PvP area... change that up, but leave the PvE roleplaying side alone...

Ende

Ascalonian Squire

Join Date: Jul 2005

Quote:
Originally Posted by Nightwish
Or maybe Mursaat Elementalists time together to do spikings :P

Ettins using knockdown chains XD

Interrupting/distracting shot by Jade Bows
i just got spiked by a team of avicare (sp?) shooting like 10 arrows at me (all dual shots!) at the same time. my mesmer hit the ground so fast i thought it was gvg. but i guess that was coincidence.

Loch

Loch

Krytan Explorer

Join Date: Sep 2005

Ah, that's right, I started this topic 4 months ago.

My topic is now at 15% DP.

eudas

eudas

Wilds Pathfinder

Join Date: Feb 2006

Tx, USA

The Infinite Monkeys [TYPE]

W/

Quote:
Originally Posted by Loch
In a way, this can happen. However, choosing to flee may actually give the human team the advantage they need. If you Backfired a Mursaat Elementalist, then it ran away, wouldn't that make it easier to kill the rest of the group before the hex victim returned? It would also make things easy if the Elementalist decided to cast through it, since it would practically kill itself doing so. That's exactly what these hexes should be for; the dilemma that Roza pointed out.

I see what you mean though. Mobs shouldn't have ungodly decision-making skills if they already have a strength and number advantage over human teams.
This line of thinking is missing the point. Monsters are higher level than us, with more hp/mana/damage reduction/special skills, because they need them in order to put up *ANY* significant resistance to humans *AT ALL*. Monsters classically are so stupid that humans can figure out their patterns and beat them using the right strategy easily, so monsters have classically *had* to have higher numbers *because that's all they have*. They don't have intelligence, let alone intelligence to match ours in strategy. Add in better AI for monsters nowadays, and you can reduce the numerical advantages that the monsters need because they won't need them anymore.

To phrase that more succinctly: monsters have to be tougher because they're dumb. make them smarter, and they won't have to be so much tougher.

eudas

qwe4rty

Krytan Explorer

Join Date: Oct 2005

Texas

Brewed to Perfection [BtP]

Quote:
Originally Posted by lg5000
I've seen humans cast through backfire, die, get rezzed and cast through backfire again! .. Why should the AI be smarter than the average human?
Who says that was the average human?

noober

Ascalonian Squire

Join Date: Mar 2006

Somewhere in the Universe

Templar Knights of Balthazar

Mo/

I haven't read the entire thread, but what would you people think about the idea of this being implimented, then trying to 55 monk with an SS in the UW, or how much HARDER it would be to actually kill something? If you use SS on something, he's just gonna stay put and have a nice day.

calamitykell

Banned

Join Date: Aug 2005

N.Y.C.

Quote:
Originally Posted by Loch
A thought hit me the other day. Imagine if there was another AI change. A change where enemies could choose not to attack through Empathy, or choose not to cast through Backfire, or choose not to do anything through Spiteful Spirit. This kind of change would bring out the true "damned if you do, damned if you don't" nature of these hexes if enemies sometimes played conservatively and waited some of these hexes out. Note how I say sometimes. Also, enemy choices would be partially determined by the strength of the hex cast on them.

All I have to say is, be prepared. It may happen sooner or later.
I play mostly as a mesmer. By far my favorite character. I want this AI update! It feels so lame just sitting there spamming empathy on as many Stone Summit as I can and simply watching them commit suicide. I do get that's the point of the skill, but... I want the AI change, SS necros be damned.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Spam Empathy and Spiteful Spirit, now all the monsters do nothing and are vunerable for the whammos to unleash their fury.

Matsumi

Matsumi

Jungle Guide

Join Date: Mar 2006

I would agree more with monsters having monster skills, that you can't really out wit in a battle, or study and make up a build for. Like nibble (with the undead) or the one the mursaat use on you. I mean, it just seems unreal that a bug (devourer) has studied the arts of being a ranger, or necromancer, or whatever, and should have the same intelligence as a human would. They could have their own unique monster skills however, and be more fun to combat against. Also, have some that you can't counter or block, so you have to rely more on other team skills or your own to counter them. I don't mind that they run away from aoe damage, I think it would be even better if they made a little retreat or something too while they're on fire or whatever.

Raptox

Raptox

Frost Gate Guardian

Join Date: Oct 2005

Huntington Station, NY

Une Annee Sans Lumiere [UASL]

E/Me

Quote:
Originally Posted by Avarre
You read my mind

Though in Factions, I'm looking at a Recovery build with remorse, overload, hex removal etc... I'd prefer if empathy was still on that list, but it wouldn't be a fatal loss - I'd still deal uncomfortable damage to monsters, and be stronger in support roles.

I agree with Bleidd that it would be a cruel hit to the least-respected pve class. But after all the time I spend saying mesmers are no worse than any class, I can't morally complain about potentially taking a nerfbat hit when eles still lived after theirs.
MoR won't work for me. Why? I don't have a Me/X.

My E/Me survived the AoE nerf by looking at all those Mesmer skills and thinking "Well, I don't get Fast Casting and I can only go up to 12 in an attribute...but I do have a ton of energy. Maybe I can sacrifice a bit of e-management (down to one skill instead of two) for more versatility..."

Seems to work in PvE. Throwing Ineptitude, Clumsiness, and Empathy everywhere isn't flashy, but whatever. I bring along Cry and Diversion, too, just to make taking down monks easier. I never got around to trying Arcanis' direct damage build, but I like Air so maybe I'll give that a whirl too.

To the point at hand, it seems kind of a waste to make so many skills the equivalent of Bug Spray. I don't really have any better solutions, though. And even if such a change were made, how long would it take for human players to say "Okay, the monsters don't do X anymore, now they do Y. Therefore we'll use skills Z and Q instead of A and B." Looking up at this thread, people have already started this process.

Until the monster AI can truly improvise and change at will, humans are still going to be able to pick out patterns in the behavior and exploit them. So, if SS and Empathy suddenly made monsters stop attacking, it just means that they're going to do something else that's predictable. That could be standing around, or it could be running around like headless chickens. Either way, you pretty much know the outcome beforehand and still plan out your strategy in advance, like many before me have said.