Beleg Cúthalion on 30/8/2011 at 19:27
I can confirm the splitting patrol paths for TDS at least, but not (and neither can I recall seeing them) for TDP/TMA.
d'Spair on 30/8/2011 at 21:26
Quote Posted by Beleg Cúthalion
I can confirm the splitting patrol paths for TDS at least, but not (and neither can I recall seeing them) for TDP/TMA.
There are. Very easily implemented in DromEd.
Jason Moyer on 30/8/2011 at 22:08
Quote Posted by d'Spair
There are. Very easily implemented in DromEd.
Yes, but are they in the original missions? I don't remember the human guards, at any point in TDP/TMA, being unpredictable in any way.
Too Much Coffee on 31/8/2011 at 01:40
Quote Posted by Jason Moyer
Yes, but are they in the original missions?
Honestly, I can't specifically remember. I've played so many fan missions in the past ten years, I could be remembering what I saw from those. But I think my point has been really that in 2011, one one think that making AI actions more dynamic would be fairly easy to do. But yet, we rarely see it.
Captain Spandex on 31/8/2011 at 07:37
At any rate, the random nature of the A.I. in DX:HR is definitely one thing I could see being implemented in Thief 4 without treading on the legacy. A.I. that turns, walks backward, randomly changes routes... all great signs for the fourth Thief game.
...and don't be too hard on the spiky hair poking up. At least Adam doesn't have a shaved head. In modern gaming, that puts him well in advance of the pack.
DJ Riff on 31/8/2011 at 14:39
In T1-T2 guards follow markers on the ground, which are linked with each other forming a path. When a guard was distracted, he moves to the next marker in his route, and his path to it may differ from the original route, if there's a shorter way. Sometimes they return not to the marker of their usual route, but to the one closest to them, effectively taking someone else's route.
Jason Moyer on 31/8/2011 at 15:16
Nowadays since we have guards that don't cheat (they don't immediately make a beeline for wherever you are, even if they shouldn't have any idea, a'la T1/2), I'd like to see the decrease in difficulty caused by that to be made up for in other areas, like guards who remain permanently alerted to varying degrees depending on how suspicious they are. If they actually see you, they should remain at a level where they continue randomly searching likely hiding spots after thoroughly checking the area where they saw you. If they just hear something they may return to their normal patrol, but with a slightly higher level of awareness each time they're spooked (without going into full-on long-term search mode). I think the way guards in TDS/Splinter Cell 1-3/DXHR look in the area where the disturbance came from is great, but when they actually see you, even if it's for a moment, they need to be far less likely to return to a completely calm state. Same with gunfire or explosions, or calls for help (friendly or otherwise), they should never be back to normal in those cases.
Renault on 31/8/2011 at 15:18
Quote Posted by DJ Riff
In T1-T2 guards follow markers on the ground, which are linked with each other forming a path.
In addition, I believe the order for the patrol points can be set to random, so instead of a guard going from A->B->C->D, he might go A->C->B->C->D, etc.
In this way, you could have your patrol points in a circle shape, but instead of just walking in a circle patrol, he would cross over the circle back and forth at certain points randomly.
I believe that's right, but it's been awhile since I've messed with it.
thiefinthedark on 2/9/2011 at 02:12
I sincerely hope the title of this thread is a joke. Have standards truly become this low?
jtr7 on 2/9/2011 at 03:13
Yes.