Smarter enemies, good or bad?


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Posted

So for a long time now I've thought about what I would do if I ever made my own MMORPG (fat chance!) and one thing I thought about was that if you raised difficulty for instanced missions of yours ("instanced missions" real original, I know, but City of is what inspired me on this), enemy statistics would only marginally improve, what would improve beyond that is their AI. (Though I am aware that actually adjusting AI between difficulties would be a nightmare in coding)
The ultimate hope being that you'd basically be fighting a almost a computer controlled player and ease a transition between PvE and PvP. Of course there would be some differences, but at it's heart, an AI control system would have enemies taking cover to draw you around a corner, run off and alert friends, set ambushes, and use skills based on certain situations being met. (Situation: PC takes cover behind something. Programmed reactions: 1) Use locational Area of Effect attacks. 2) Hold position until they come out from cover. 3) plant trap)
Having Played both Left 4 Dead games, I can say that NPC AI programming has some a very nice way, so it seems possible, but to make a long story short:

Is this such a good thing?
Does a smarter NPC AI take away some of the satisfaction of overcoming a foe who is only statistically superior. Would it increase frustration in players to realize they're not being overpowered but actually out smarted by binary?
And would it really be so good to ease a transition between PVP and PVE?

tl;dr Would smart MMORPG enemies be good or bad?

Just to Clarify, this is not a suggestion for this game, rather a question on the idea of smarter enemy AIs in the genre of MMRPGs period.


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Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

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AI can use up a lot of server effort having to calculate intelligent reactions for all those units. Imagine the ITF lag if all the enemies were processing AI reactions.

Also, GW had "intelligent" AI but really it was just annoying/frustrating as hell. I think our AI is fine as it is.


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Originally Posted by PRAF68_EU View Post
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Putting smarter AI into an existing game such as CoH would also be problematic. As anybody who's PvPed at all can tell you, fighting an intelligent enemy devalues certain powers a lot. What good is an Ice Patch when anybody with half a brain will stay off of it unless they're protected from knockdown? Or Darkest Night when the anchor knows to run off into the middle of nowhere to avoid inconveniencing its allies? Not all of these would have to be coded in, of course. It's just very easy to practically break existing powers by making enemies react more intelligently.


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Oh, I'm not suggesting it for this game (or I would have put it into the suggestion forums) I'm merely asking in a general overview.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Are smart NPCs in MMOs good? Yes.

Are smart NPCs in this MMO good? Probably not at this point.

I wouldn't mind seeing some new foes that have different acting AI though. C'mon, Castle... you know you wanna give some of 'em heal aggro.


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Quote:
Originally Posted by Rush_Bolt View Post
Are smart NPCs in MMOs good? Yes.

Are smart NPCs in this MMO good? Probably not at this point.

I wouldn't mind seeing some new foes that have different acting AI though. C'mon, Castle... you know you wanna give some of 'em heal aggro.
Makes me wonder how players would handle it. Would the 'dedicated healers' start using mitigation abilities? (I.e. controls, soft controls, blasts) Or would they just cry for the aggro magnets to do a better job and run? We may never know.


 

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I think if it would be very good but should be used in moderation. Like make it one per spawn like Sappers, limit them to specific missions SFs/TFs, or give them advantages with clear disadvantages.


 

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Better AI would seem to me to be essential. If more "difficult" enemies just have more hit points and bigger baddaboom attacks, it's just chopping wood to take them down.

Mind you:
- smarter AI, as someone noted, take more cpu cycles.
- the AI is only as smart as the programmers. If they are not good at tactics, their creations won't be either.


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I vote for smarter AI enemies.

I don't understand why anyone would prefer NPC foes that basically line themselves up to be shot down. There's absolutely no challenge in that.


 

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I say smater AI for AV, Heroes, and certain GM (those that are supposed to have some level of intelligence). I hate it when a 8-man team circles an AV and simply pounds them down until their hit points are gone. It looks absolutely rediculous, particulary for someone like Manticore when supposedly has no powers, but can take multiple hits from a Stone Brute. Imagine if he actually dodges everyones attacks and could counter with specialized arrows? If he know enough to go after the buff/debuffers first, then taunts and holds would literally save the team. I dont think minions, LTs, or Bosses reall need a new AI since they are cannon fodder for the real masterminds of the villain/hero groups.


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After playing some games like Far Cry, I can definitively just say one thing. Smarter AI is good when you want a challenge. Dumb AI is better when you just want a cathartic experience to unwind, which is largely what this game provides.


 

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Quote:
Originally Posted by Radium View Post
After playing some games like Far Cry, I can definitively just say one thing. Smarter AI is good when you want a challenge. Dumb AI is better when you just want a cathartic experience to unwind, which is largely what this game provides.
This gets to a tough dividing point. When an AI kills you with an insane attack just because it has high damage stats, it's a game thing and most gamers can take in stride and do what they need to have the right stats/powers to avoid/resist/repair said damage. When an enemy defeats them not with stats but by 'out thinking' them, game players can come away with different views. Some may say "How can I figure out a strategy to beat X foe?," while others will say "I just wanted to have fun, not get creamed by a piece of hardware!" The latter may find strategizing in a game to be a chore, and may feel belittled to be out thought by code.


 

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I think the devs can create smarter scenarios without coding something that will grind servers to a halt.

It always seemed incredibly ridiculous to me that all of these sinisters groups and cabals actually spend the vast majority of their time standing around in warehouses and sewers, smacking hand to fist, or striking Captain Morgan poses on crates.

What if, instead, they hiding behind piles of junk, bracing for your attack (giving them some +def and giving you some cool structures to trash)?

What if they're watching TV, giving them -percep until you attack? You could stealth by a mob if something good was on!

What if the last living minion in a mob always became a runner, and would auto-taunt the nearest mob to the last person who attacked them? Basically they're calling in their backup.

What if other villain groups could hide and ambush the way the DE do? A bunch of Hellions popping out of crates, springing their trap. Clockwork dropping down from the ceiling on your head.

Or to combine the last two, a runner could lead you into a debuff/KD AoE you can't see until you're in it.

What if mob aggro was slightly weighted based on your origin? Clockwork prefer techies, CoT go after magics, Outcast prefer to whale on the Naturals that scorned them, and maybe cut a break on a fellow mutie.


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I must add to this list: NPC enemies that don't automatically know where you are!

Not that you can hit the scenery in this game... yet. You know how sometimes the hero sneaking around the warehouse will pick up a small bit of something and throw it somewhere. The foes around him would of course immediately focus their attention on where the impact sound was made. They wouldn't magically be aware of exactly where the hero was hiding!

Not unless one of the foes happened to see from where the object was thrown. Of course then, that means you have to immediately leave the spot from where you'd thrown it, and hope you don't get spotted again!

Of course by then, they're onto you. That's when they sound the "intruder alert" alarm, and start actively looking around for you.


 

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Also, one of the reasons the CoX AI seems dumb is because the standard mobs don't have access to most of the player powers. Custom mobs can, however, and a buddy of mine got in real trouble fighting enemies in the Rooster Teeth AE missions because the baddies had access to Build Up and activated it before they'd attack. Those mobs weren't really "smart," but the existing AI can pull some good tricks with access to the right abilities.

As far as allied NPCs go, I've always found Faultline to be fairly intelligent in applying his powers. He will get lost if you turn two corners, though. I guess he doesn't wear his glasses because they clash with that cool leather jacket.


 

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I dont like smart AI in games where you fight lots of enemies (like you do in COH). I just want to come home, relax, and tear into some bad guys. The last thing I want to deal with is enemies that always hit and run, or that always run, or that always space away as far apart as they can so area effects miss, or always avoid ice patches, etc.

Tedious.


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"Smarter AI" can (somewhat) mean a few things. It'd be interesting to have enemies use terrain, etc. - but tied in with everyone doing it, it'd kill the servers.

Now, "Smart behaviour" and reacting to things can be programmed in in various ways without necessarily dealing with giving it AI. For instance:

Current:
Your blaster comes across a patrol. You fight, most die, but one runs right into the next group. A quick ranged shot and they're down - with the other group still just standing around the now-defeated enemy on the floor, still having coffee or whatnot.

"Smart" (or, perhaps better, "More Aware") :
You come across a patrol. You fight, most die, but one runs toward the next group. You fire, but he comes into range of the next group yelling "Help, enemy sighted!" The next group then aggros on you.

Alternately:
You're trying to sneak through. You see a patrol and let them pass, following them with stealth on. There's another group, but they "relax" when they see the patrol - they're not calling out for help, everything must be OK, so they don't really pay attention to the little "shimmer" you have from stealth as you sneak by, and/or their defense is lowered for the next 10 seconds.

(Yes, part of this is from Aion, where some patrols - some MuMu, Flagbearers and such, you REALLY have to be careful with. If they're in range of something else when they call for help, it *will* come running. In a game where 1 player vs 2 mobs can be a fight, I've seen ten enemies chasing one player who's running like hell.)


 

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Quote:
Originally Posted by Dispari View Post
AI can use up a lot of server effort having to calculate intelligent reactions for all those units. Imagine the ITF lag if all the enemies were processing AI reactions.

Also, GW had "intelligent" AI but really it was just annoying/frustrating as hell. I think our AI is fine as it is.
Increasing NPC intelligence would require two things to be done or difficulty will shoot through the roof: the Devs will need to remove a lot of map spawns otherwise the moment you attack anything in a room you will have dozens of foes on you instead of a couple, and all of their health/damage/resistance/defense stats will need to be reduced to compensate as well.


 

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Quote:
Originally Posted by Radium View Post
After playing some games like Far Cry, I can definitively just say one thing. Smarter AI is good when you want a challenge. Dumb AI is better when you just want a cathartic experience to unwind, which is largely what this game provides.
Quote:
Originally Posted by Seldom View Post
This gets to a tough dividing point. When an AI kills you with an insane attack just because it has high damage stats, it's a game thing and most gamers can take in stride and do what they need to have the right stats/powers to avoid/resist/repair said damage. When an enemy defeats them not with stats but by 'out thinking' them, game players can come away with different views. Some may say "How can I figure out a strategy to beat X foe?," while others will say "I just wanted to have fun, not get creamed by a piece of hardware!" The latter may find strategizing in a game to be a chore, and may feel belittled to be out thought by code.
Quote:
Originally Posted by UnicyclePeon View Post
I dont like smart AI in games where you fight lots of enemies (like you do in COH). I just want to come home, relax, and tear into some bad guys. The last thing I want to deal with is enemies that always hit and run, or that always run, or that always space away as far apart as they can so area effects miss, or always avoid ice patches, etc.

Tedious.
Obviously some gamers play for the "Challenge" but I'm with these sentiments expressed in these posts. I don't play for "challenge". I play for stress relief. Making me work harder and strategize much more than "be careful and don't aggro more than one spawn" or "get Line of Sight to snipe the boss first" would not be fun for me and I avoid games which force me to make that effort. It is also why I avoid PvP like the plague.

OP, I think your answer depends on which segment of the gaming market you are aiming for. "Challenge" gamers relish having an AI that adjusts constantly or "thinks" more. Others (like me) won't seek out those games.


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Originally Posted by SpyralPegacyon

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Why are you putting "challenge" in quotes each and every time you use the word?

You should just come out and say that you don't think the challenge presented by a more intelligent AI is really much of a challenge at all.

Which, given the argument you just presented, doesn't make any sense at all...

You keep using quotation marks. I do not think it means what you think it means!


 

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As I understand it, the AI in this game is deliberately limited below its full potential. It was either Positron or Castle I think who said "Do you really want to fight an AV that's smart enough to kite you?"


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Quote:
Originally Posted by Obscure Blade View Post
As I understand it, the AI in this game is deliberately limited below its full potential. It was either Positron or Castle I think who said "Do you really want to fight an AV that's smart enough to kite you?"
Well, if the abilities of enemies were manipulated to such a point that effects that prevented them from doing so actually affected them (i.e. -spd to prevent kiting) I think it would be a good idea. However, this would require that there be a much more comprehensive analysis of all of the effects in the game as it applies to all effects, which isn't really likely to happen.

The only thing that I really think the game needs in terms of AI "improvement" would be a certain reluctance to remaining grouped up after being hit by a big, nasty AoE. Many enemies will simply remain grouped up as you lay waste to all of them with giant, angry attacks, which doesn't make much sense even in the most basic tactical sense. Making it so that enemies will actually consider dispersing after they're hit by an AoE would not only add a bit of realism but make immobilization and slow effects be much more useful, not to mention making intelligent KB use incredibly valuable for forcing enemies to remained tightly clustered (as in, the only real way).


 

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Quote:
Originally Posted by Obscure Blade View Post
"Do you really want to fight an AV that's smart enough to kite you?"
It actually depends on the AV. Considering AVs are supposed to be team content anyways (yes I know some builds can solo them) making them slightly smarter makes sense pending on the situation.


 

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Quote:
Originally Posted by Coyote_Seven View Post
Why are you putting "challenge" in quotes each and every time you use the word?

You should just come out and say that you don't think the challenge presented by a more intelligent AI is really much of a challenge at all.

Which, given the argument you just presented, doesn't make any sense at all...

You keep using quotation marks. I do not think it means what you think it means!
Actually, I know exactly what I mean by using them. I am using them to define a gamer type that seeks to be challenged with every game they play. Because I am using it to define a gamer personality type instead of the game itself, I have tried to alert the reader that I am using the word in a non-standard way.

I am not trying to say that a challenging or smarter AI isn't a challenge - that's your spin, not mine. I am trying to say that there are some gamers who don't fit into the "game must challenge me" personality type. I am one of them. My games should be fairly fast moving with not a lot of strategy required. CoX in its current incarnation fits me fine.

A smarter AI might indeed make a game more challenging for some and therefore more enjoyable, but I don't have that mindset, so I am speculating wildly about the topic.

Thanks for misinterpreting it though - it shows you did read it.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Quote:
Originally Posted by Umbral View Post
The only thing that I really think the game needs in terms of AI "improvement" would be a certain reluctance to remaining grouped up after being hit by a big, nasty AoE. Many enemies will simply remain grouped up as you lay waste to all of them with giant, angry attacks, which doesn't make much sense even in the most basic tactical sense. Making it so that enemies will actually consider dispersing after they're hit by an AoE would not only add a bit of realism but make immobilization and slow effects be much more useful, not to mention making intelligent KB use incredibly valuable for forcing enemies to remained tightly clustered (as in, the only real way).
The problem with that is it would make AoE-heavy sets a pain in the *** to play without a Dom or Controller hanging by your side all the time.