I watched B33f when he ran the demo and it really did seem braindead. It didn't take his commentary on it for me to notice it, and when he started doing dumb experiments just to see how little punishment there was for doing dumb things the facade really fell apart.
The AI don't need to be perfect killbots, and they shouldn't be, but there's a point where dumb AI decisions go beyond that point of immersion breaking and enter the realms of dumb AI tourism instead of enjoying the game for what it's supposed to be.
I really don't care how pretty the game is, because I didn't throw money down to look at giant stompy robot murals. Opening up dev tools and showing that stuff off really doesn't do much to alleviate the mental disconnect that happens when you see a mech pilot labelled 'Elite' stand completely still alpha striking at an immobile commando's feet, then face staring the player until they core their cockpit out without so much as a wobble or attempt to not die in a horrific gauss tragedy.
At this point I'm not worried about how terrible the AI is, because I've tempered my expectations for what comes out of PGI. Their entire history with MWO has been one of creating a mediocre-at-best product and then stewarding it into a state of further mediocrity. Most people have seen how they've handled MWO; it was an okay core experience. FP has been floundering around since its creation and nothing has really stuck to make it a good experience. Transverse is a good example of the company completely floundering and being totally out of touch with the customer base. They've shown no evidence of change from the dev they were those days to the dev group they are now, though I'd gladly be one to see a successful group coming out of this all.
My big concern is how moddable is this game going to be? I know people in this thread have already been digging through AI trees, modifying the UI, etc., but how far down can modders machete the system and build it into something phenomenal? Is there enough of a base game there to make all that effort worth it? Will mods be accessible enough that people will be willing to buy the game because X mod solves problems that exist in the base game?
I see it like a Bethesda product pretty much. FO76 is a trash fire because they fundamentally cannot let modders fix its problems or do anything to tailor the experience into a better one and they continually **** up everything that they try to do to improve that experience as a company. The Fallouts and The Elder Scrolls releases were otherwise regarded very well MOSTLY because of extensive moddability, and had okay core systems that allowed those mods to do what they needed to do.
I guess I'll add on: That youtube guy who broke the embargo by accident (?) who received an early copy ended up showing a lot of things that didn't look like a polished product. Small immersive things like in the leopard where your mechanic is physically unable to turn to look at you to talk to you if you don't position yourself in front of him. The crew members' dead eyed staring into space with their idle animations where they are as much an NPC as the desk chair in your room. Your dad drunkenly ramming his victor through a building with his pathing after you fight the illusory urby. That same victor's running in the cinematic that made him look like he was stuck in an almost-tpose in the upper body while the lower body was properly animated.
Corners being cut on small things tend to be indicative of larger problems. I totally understand that PGI isn't an AAA studio, but how deep into the mechanical guts of the game do those corner cuts go, and how drastically will they affect the experience? It isn't fun to speculate, and I imagine that it isn't fun for modders to be working as pay-free outsourced labor to fix those cuts.
Edited by Commoners, 09 December 2019 - 06:42 PM.