FRAGTAST1C, on 04 December 2019 - 01:20 AM, said:
New players keep dying despite the AI 'cause the players are restricted big time. How is that good design?
That's the definition of good design!
They went for a certain style and it worked perfectly for them.
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Didn't Mechwarrior games do well for the audience it was aimed for and despite the fact that the game controls were crappy and the AI bad?
I don't see how the controls have ever been that bad compared to, for example, other simulator games. But yea, the AI was never stellar. It didn't matter as much because maps were handcrafted, and the developer could finetune the challenge like that. Worked well enough, and they did well enough.
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You keep saying that on a fundamental level, Dark Souls series wasn't broken but with each iteration, the fundamental aspect of the Souls-like games, which happens to be combat, was altered to the point where one style was OP and the other was like walking barefoot on broken glass. That is the definition of "broken" when it comes to the Souls games.
No, it's not
the definition of broken (though if you look at a dictionary, it is one possible definition of broken). Also, it's not fundamentally broken. Combat is a central aspect of Dark Souls -games, but it has never been broken in them. There were character builds that were underpowered and others that were ridicilously overpowered, but the general gameplay has never been broken.
You might start playing the game, have a hard time and then accidentally stumble upon a build that made the game ridicilously easy or too hard, and that would take away your entertainment. But it's not like EVERYONE who started playing that game would have that experience. Most of the people playing Dark Souls would have a solid challenge and be capable of overcoming it. Thus, it's not fundamentally broken. Also, Dark Souls is designed as a single player -game with some online aspects. And in those cases, other players are more of an additional challenge than help.
It'd be somewhat similar if in MW5 you'd realize that a certain type of mech build like Gauss & PPC -boating was ridicilously overpowered, and that'd make the game a cakewalk. But based on the demo, that's not how it is. It's ridicilously easy for everyone, and as a player you need to go out there and find ways to challenge yourself even a little. It's almost the complete opposite of Dark Souls. Instead of finding a few exploits, you are trying to AVOID exploiting the game.
And MW5 is supposedly a game that was designed with co-op in mind. With multiple humans, it's going to even easier.
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Finally, your last four paragraphs are contradicting and hopefully I can show it you. You're saying that enemies in Dark Souls had quirks and specific builds. The lowly Grunts (BTW, thank you for reminding me about Halo. I need to install Halo : Reach, which I had completely forgotten about
) were detrimental to their allies.
But you suddenly changed your tone by saying that something like that would be detrimental in MW5. I mean, you said that if AI was deadly in MW5, it'd be proficient in killing its own allies but at the same time, not be deadly to the player. Instead, what you want is AI that reacts to the environment, reacts to the player loadouts, etc., but shouldn't be deadly accurate or behave badly 'cause it'll ruin the game experience.
CONTEXT! CONTEXT! CONTEXT!
In Halo, the challenge doesn't come from the quirks. The quirks exist to give the game and its NPC's extra character. The game would be even more challenging if that quirk didn't exist and the grunts never did anything stupid. But it's a good thing because 1) the grunts are small little aliens, and it's believeable that they are cowards and a bit stupid and 2) the rest of the game is still challenging enough even when the grunts do stupid things.
Like I just said: if the challenge was there to begin with, and for example the retreat of a light mech was done logically, it'd be an amazing thing.
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If anything, some enemy AI with deadly loadouts in mechs and high accuracy would add character to it while the rest of its allies would be average or below average. To make it simple, the AI need specific mechs and loadouts based on mission types and have highly skilled AI as the pilot in that mech to bring variety. This pretty much happens already in HBS's Battletech and more so in Roguetech. I am almost certain that MW5 is the FPS version of Battletech and having enemies with varying levels of skill is actually good. You specifically do not need human-level thinking AI. Just an AI composition of differing skill levels.
Absolutely correct. More and less deadly enemies, and some sort of elite commanders would give the game excellent character. All kinds of different cool behaviour quirks would give the game character and would be welcome. Well, as long as they are intended and logical.
Right now, however, I'm not sure they are intended and they are definitely not logical.
Like, in the lore, they don't just give out mechs to scrubs. Especially not expensive heavy or assault mechs. So why is the extent of enemy AI in an assault mech this: sit in middle of an open area and cycle through weapons because of artificial restrictions?
And people keep saying
"Oh, but the enemy AI goes only up to like regular or veteran. There's elite AI that's not available as enemies in the demo!", and to that I say this: no, you don't encounter elite enemy AI, but you can take elite friendly AI, and it's
just as dumb as the rookie AI, but just with better aim.
And like I've already established earlier, multiple times: better accuracy doesn't mean the AI is better, it's just going to be a moron with a gun instead of a knife.
Edited by Jyi, 04 December 2019 - 01:58 AM.