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meganoth

meganoth

39 minutes ago, Laz Man said:

 

Ranged enemies is a fun topic.  Gaming has been dumbing ranged AI down for years so players don't get frustrated fighting them.

 

The magic sauce imo, is dumbing them down just enough where most players don't realize AND have a challenging / fun experience.

 

If you have ever experienced 100% detection no miss aimbots from 1000 meters away, you know what I mean. 😆

 

 

 

Right. I would consider the "goblins" in the Plains in Valheim a good example. They have bows and (largely depending on your equipment) they can kill you with say 4 or 5 hits. They always announce their presence through shouts but they are small and can be invisible in high grass. A single one is easy as you only need to run in any direction except straight at him to avoid being hit and you can see the arrows flying to know where he is. They also shoot slowly so you have time to orient or run to them between shots. But have 2 or more shooting at you from different directions or in group with melee goblings they get rather deadly. 

 

Now bandits will have guns and it will be more difficult to spot bullets flying at you. But the AI could just be programmed to always shoot in the direction you were a split second before. And similar to the player shooting the bandit could have a circle of accuracy in which he would hit randomly. Result: If you are standing still you would get hit with say 50 to 90% probability on mid range, but if you are running around that probability would go down to 5 to 20% automatically.

 

In effect you would have no difficulty fighting with a single bandit if he needs say 5 or more hits to kill you. But against a group those low probabilites would get you killed if you can't find cover or eliminate some of them very fast

 

meganoth

meganoth

37 minutes ago, Laz Man said:

 

Ranged enemies is a fun topic.  Gaming has been dumbing ranged AI down for years so players don't get frustrated fighting them.

 

The magic sauce imo, is dumbing them down just enough where most players don't realize AND have a challenging / fun experience.

 

If you have ever experienced 100% detection no miss aimbots from 1000 meters away, you know what I mean. 😆

 

 

 

Right. I would consider the "goblins" in the Plains in Valheim a good example. They have bows and (largely depending on your equipment) they can kill you with say 4 or 5 hits. They always announce their presence through shouts but they are small and can be invisible in high grass. A single one is easy as you only need to run in any direction except straight at him to avoid being hit and you can see the arrows flying to know where he is. But have 2 or more shooting at you from different directions or in group with melee goblings they get rather deadly. 

 

Now bandits will have guns and it will be more difficult to spot bullets flying at you. But the AI could just be programmed to always shoot in the direction you were a split second before. And similar to the player shooting the bandit could have a circle of accuracy in which he would hit randomly. Result: If you are standing still you would get hit with say 50 to 90% probability on mid range, but if you are running around that probability would go down to 5 to 20% automatically.

 

In effect you would have no difficulty fighting with a single bandit if he needs say 5 or more hits to kill you. But against a group those low probabilites would get you killed if you can't find cover or eliminate some of them very fast

 

meganoth

meganoth

34 minutes ago, Laz Man said:

 

Ranged enemies is a fun topic.  Gaming has been dumbing ranged AI down for years so players don't get frustrated fighting them.

 

The magic sauce imo, is dumbing them down just enough where most players don't realize AND have a challenging / fun experience.

 

If you have ever experienced 100% detection no miss aimbots from 1000 meters away, you know what I mean. 😆

 

 

 

Right. I would consider the "goblins" in the Plains in Valheim a good example. They have bows and (largely depending on your equipment) they can kill you with say 4 or 5 hits. They always announce their presence through shouts but they are small and can be invisible in high grass. A single one is easy as you only need to run in any direction except straight at him to avoid being hit and you can see the arrows flying to know where he is. But have 2 or more shooting at you from different directions or in group with melee goblings they get rather deadly. 

 

Now bandits will have guns and it will be more difficult to spot bullets flying at you. But the AI could just be programmed to always shoot in the direction you were a split second before. And similar to the player shooting the bandit could have a circle of accuracy in which he would hit randomly. Result: If you are standing still you would get hit with say 50 to 90% probability on mid range, but if you are running around that probability would go down to 5 to 20% automatically.

 

In effect you would have no difficulty fighting with a single bandit if he needs say 5 or more hits to kill you. But against a group those low probabilites will get you killed. 

 

meganoth

meganoth

31 minutes ago, Laz Man said:

 

Ranged enemies is a fun topic.  Gaming has been dumbing ranged AI down for years so players don't get frustrated fighting them.

 

The magic sauce imo, is dumbing them down just enough where most players don't realize AND have a challenging / fun experience.

 

If you have ever experienced 100% detection no miss aimbots from 1000 meters away, you know what I mean. 😆

 

 

 

Right. I would consider the "goblins" in the Plains in Valheim a good example. They have bows and (largely depending on your equipment) they can kill you with say 4 or 5 hits. They always announce their presence through shouts but they are small and can be invisible in high grass. A single one is easy as you only need to run in any direction except straight at him to avoid being hit and you can see the arrows flying to know where he is. But have 2 or more shooting at you from different directions and combined with melee goblings they get deadly. 

 

Now bandits will have guns and it will be more difficult to spot bullets flying but the AI could just be programmed to always shoot in the direction you were a split second before but similar to the player have a circle of accuracy in which it would hit randomly. Result: If you are standing still you get hit with say 50 to 80% probability on mid range, but if you are running around that probability goes down to 10 to 20% automatically.

 

In effect you would have no difficulty fighting with a single bandit if he needs say 5 or more hits to kill you as well, but against a group those low probabilites will get you killed. 

 

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