Fanatix on 25/6/2001 at 20:46
As many of you probably would agree with me, the AI in Deus Ex was great. But many of you probably agree that Deus Ex's AI still could be inproves. They are quite a few bugs and such in it. Such as sometimes when you're hiding behind a box, after you've been seen, you stand there, not making a sound, and they sometimes say stuff like "Quiet. I heard him move," that and you're not making a sound!
Also, they don't seem to carry out conversations after you've been seen, or even if you quickly go behind cover after you've been seen, to avoid a fight. The conversation I've noticed never starts again. Well, some of them at least.
There are plenty of small little bugs in the AI, as you can see. And they are tons others. One thing I would love to see in Deus Ex 2 is a few inprovements in AI.
-Fanatix
BackDoorBandit on 27/6/2001 at 03:37
Trust me, please, just trust me...they'll be definitely improving this area. I know what you mean by your complaints, and I too have the same complaints, but overall, it was a grand experience :)
BackDoorBandit on 9/7/2001 at 18:01
**Bump**
BackDoorBandit on 11/7/2001 at 20:32
Something I was just thinking about in terms of AI...Half-Life. Now, before you jump the gun and assume you know what I'm thinking, please keep reading (Egg Boy, you'd best be reading this).
HL had AI that would use cover, call for backup, and when they needed to reload, they'd take cover again, then pop back out again. Yeah, it had it's flaws, but I'm saying, this is one element DX2 needs to have. Have AI that actually runs through a clip and has to reload. Some of those damn soldiers and MIB's in DX could fire at you forever without changing clips.
Another good example of AI, actually it's a mixture of AI and physics mixed was NOLF. The enemy didn't hit you every damn time, especially if you were on the move. They'd miss you half the time, with bullets whizzing by your ear or your leg, etc. You could actually see the bullets and vapor trails pass. It was nice to know that the enemie's weren't perfect always.
Now in the world of DX and Augmentations, I can understand that the MIB's and such would be more accurate, but just as your Sniper Rifle didn't take them down EVERYTIME with one round to the head, they also need to miss, or not be so accurate.
Egg Boy on 11/7/2001 at 21:43
Quote:
Originally posted by BackDoorBandit:
<STRONG>Something I was just thinking about in terms of AI...</STRONG>
Well, BDB, maybe we can give you a demo of our current stuff when you come down here at the end of the month. If Warren lets us show you our current set of features, I have a feeling any worries you might have will be firmly put to rest.
Quote:
<STRONG>Another good example of AI, actually it's a mixture of AI and physics mixed was NOLF.</STRONG>
BTW, ever played against the bots/enemy AIs in MechWarrior 4: Vengeance? I was the combat AI guy for that game, and we did some similar stuff on Mech 4, taking a few dozen different factors into account to determine a mech's chance to hit with various weapons.
Obviously, I can't say anything about exactly what we'll be doing on DX2/T3, but I've pasted a few URLs below from various interviews with Yours Truly where I talk about the Mech 4 combat AI. Of course the DX2/T3 combat AIs will be very different from MW4, but this might make interesting/relevant reading nonetheless.
(
http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main2.shtml) http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main2.shtml
(
http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6a.shtml) http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6a.shtml
(
http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6b.shtml) http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6b.shtml
(
http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6c.shtml) http://www.mechwarriors.badkarma.net/interviews/mechwarrior4-devteam/main6c.shtml
Fanatix on 12/7/2001 at 00:18
The AI for NOLF and Half-Life was good. But you would only have the chance to enjoy it if you were in close-combat. But I would like to see them run for cover to reload. While in Deus Ex 1... well, they just stand there in the middle of the open to reload. It's the closest thing to yelling "Shoot me, shoot me" at JC.
It'd also be cool if they ran for cover if they're taking some heat. Even if all the shots missed, they would run out of being scared.
As for the thing about them missing on NOLF, is it just me, or do the enemies miss TOO much. About 1 out of 5 shots actually hit me, somehow it should be around 1 out of 2 or 3 hits. Normally people don't have THAT poor of aim.
By the way, Egg Boy, did you do the AI for Deus Ex or something?
-Fanatix
Egg Boy on 12/7/2001 at 01:10
Quote:
Originally posted by Fanatix:
<STRONG>By the way, Egg Boy, did you do the AI for Deus Ex or something?</STRONG>
No, I wasn't involved in Deus Ex at all. I just joined ISA (or whatever the hell our studio name is) back in January.
I'm doing the AI for Thief 3, and creating a shared AI engine which will be used for both Thief 3 and Deus Ex 2.
enversi on 12/7/2001 at 02:34
What would be nice is a more advanced searching action. One where they are actually looking in logical places where you were last seen or heard, unlike the Thief games where they would zero in on you quickly. This is probably top of the list for Thief 3 anyways. :)
Blamer on 13/7/2001 at 23:59
Well, I'd rather have AI that did the job its role was supposed to (i.e. soldier -- shoot things) instead of somehow spraying a clip of submachine gun fire and not hitting me once (which happened often in GoldenEye). Even if you want to shoot everything, there still is a measure of tactics in combat and it's best to get the first (and hopefully last) shot. Realistically, if an NSF soldier sees you at Liberty Island and whips out his pistol you can expect to get shot unless you dive for cover -- though I have frequently faced off and won pistol fights on Realistic without augs.
Something which would be nice in Deus Ex 2 would be going prone/crawling for both players and NPCs (if they knew appropriate times to do it). And as stated before, AI taking cover and using logical search patterns would be nice, but is easier said than done.
Thward on 19/7/2001 at 06:28
Another way to make the AI better would be to have a "hue-and-cry" effect where, once the local baddies found out that you'd knocked off one of their people, they would stay much more alert, call for additional help, and run searches for you in groups. As it is now, you can keep picking off guards one by one and, after a short flurry of activity, the remaining guards go back to what they were doing before. If you have to be more careful about killing people silently AND discreetly disposing of the bodies to keep the alarm from being raised, things could be much more interesting . . .
Also, when a baddie is badly injured, he runs away; makes sense. BUT, even if you chase him down into a corner, he does nothing. A more realistic and more interesting AI would have the injured baddie, when cornered, turn around and start fighting again. This would make things a bit tougher because you'd have to assess when the baddie is going to realize they can't get away and turn that flamethrower on you again.