| Enemy AI patterns | |
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+6Ghost Leader Aegis 37 Narwhals PWNERX Mass Distraction Pau Diaz 10 posters |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Thu Oct 10, 2013 8:12 am | |
| It depends on if they mean the friendly AI or the enemy AI. |
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Vandal Admin
Posts : 4867 Join date : 2011-04-11 Age : 32 Location : Florida
| Subject: Re: Enemy AI patterns Thu Oct 10, 2013 10:01 am | |
| It's really dependant on how you look at it. I liked Ashley's AI, some people couldn't stand it. The main reason I don't like the AI in RE5 despite little to no change, is because of the proverbial hoops you have to jump through when managing your partner's inventory.
Also, I think they really dumbed down the chainsaw dude. |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Thu Oct 10, 2013 11:19 am | |
| - Vandal wrote:
- Also, I think they really dumbed down the chainsaw dude.
For sure. Then they jacked him up with steroids in RE6. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Mon Oct 14, 2013 12:27 pm | |
| I've noticed that the partner AI in RE5 doesn't use different weapons unless, and only if, the ammo for his or her current weapon is depleted. He or she will just exhaust it, switch to another weapon at random and then move on to the next one once it's empty. Is there any way this can be improved? |
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PWNERX Leech Zombie
PWNER-XIII Steam : pwner_xiii Posts : 2156 Join date : 2013-01-04 Age : 27 Location : On the Edge of Reality
| Subject: Re: Enemy AI patterns Mon Oct 14, 2013 12:32 pm | |
| - Pau Diaz wrote:
- I've noticed that the partner AI in RE5 doesn't use different weapons unless, and only if, the ammo for his or her current weapon is depleted. He or she will just exhaust it, switch to another weapon at random and then move on to the next one once it's empty. Is there any way this can be improved?
SPY!!! |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Tue Oct 15, 2013 5:56 am | |
| - Pau Diaz wrote:
- I've noticed that the partner AI in RE5 doesn't use different weapons unless, and only if, the ammo for his or her current weapon is depleted. He or she will just exhaust it, switch to another weapon at random and then move on to the next one once it's empty. Is there any way this can be improved?
No, unless there's a mod that does that available for the PC version. Btw. PWNER, no more spamming. Seriously. |
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Vandal Admin
Posts : 4867 Join date : 2011-04-11 Age : 32 Location : Florida
| Subject: Re: Enemy AI patterns Tue Oct 15, 2013 7:02 am | |
| - Pau Diaz wrote:
- I've noticed that the partner AI in RE5 doesn't use different weapons unless, and only if, the ammo for his or her current weapon is depleted. He or she will just exhaust it, switch to another weapon at random and then move on to the next one once it's empty. Is there any way this can be improved?
If you hold the partner button, on the xbox's case it would be "B" you can see a small list of commands. "Attack" is a mode where your AI partner switches to a more powerful weapon and moves ahead killing anything in sight, problem with this is that they usually end up get themselves killed. So it's best if they're just following you with a handgun popping herbs like a drug addicted hippie. |
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PWNERX Leech Zombie
PWNER-XIII Steam : pwner_xiii Posts : 2156 Join date : 2013-01-04 Age : 27 Location : On the Edge of Reality
| Subject: Re: Enemy AI patterns Tue Oct 15, 2013 4:06 pm | |
| - Vandal wrote:
- Pau Diaz wrote:
- I've noticed that the partner AI in RE5 doesn't use different weapons unless, and only if, the ammo for his or her current weapon is depleted. He or she will just exhaust it, switch to another weapon at random and then move on to the next one once it's empty. Is there any way this can be improved?
If you hold the partner button, on the xbox's case it would be "B" you can see a small list of commands. "Attack" is a mode where your AI partner switches to a more powerful weapon and moves ahead killing anything in sight, problem with this is that they usually end up get themselves killed. So it's best if they're just following you with a handgun popping herbs like a drug addicted hippie. Well, I still consider this better than Ashley... but at least she would stay put when told. |
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Vandal Admin
Posts : 4867 Join date : 2011-04-11 Age : 32 Location : Florida
| Subject: Re: Enemy AI patterns Wed Oct 16, 2013 11:01 am | |
| Ashley doesn't have a suicide button. When Ashley died it was your fault, when Sheva AI dies, you really don't have control over the situation. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Thu Oct 17, 2013 12:11 pm | |
| How´s the AI in Resident Evil 6 in your opinion? The smarter zombies look impressive on video, but from your game playing experiences, is their AI well developed? |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Thu Oct 17, 2013 3:47 pm | |
| The same, I guess. Kinda hard to tell because the enemies are mostly new. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Fri Oct 18, 2013 12:48 pm | |
| How´s the AI in combat? Is it easy to slip past enemies? Do they have special ways of surprising the players? |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 4:18 am | |
| - Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies? Do they have special ways of surprising the players?
Have you not followed any news prior to RE6? The J'avo are able to evolve, which means that after doing enough damage to them they get wings or elongating arms etc. I don't know if it's easy to slip past, I just kill everything in sight anyway. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 5:16 am | |
| - Mass Distraction wrote:
- Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies? Do they have special ways of surprising the players?
Have you not followed any news prior to RE6? The J'avo are able to evolve, which means that after doing enough damage to them they get wings or elongating arms etc. I don't know if it's easy to slip past, I just kill everything in sight anyway. I have read about Resident Evil 6, prior to, and following its release, actually. I am only performing a communal activity by asking others to share their knowledge here, as a prelude to contributing my own ideas and material. There is such a thing as sharing insight, before discussing what we learn about from official sources. Thanks for the info about the J'avo. They sound like an evolution of the process of Las Plagas emerging from the host once enough damage was done to them. Growing the wings is a resourceful way to develop better means of defense for the host as well as make them harder targets and more difficult to fight in numbers. Prior to RE4, Alexia emerging from her cocoon phase into her winged form once she'd sustained enough gunfire was the only other time they employed this method. |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 10:12 am | |
| - Pau Diaz wrote:
- Thanks for the info about the J'avo. They sound like an evolution of the process of Las Plagas emerging from the host once enough damage was done to them. Growing the wings is a resourceful way to develop better means of defense for the host as well as make them harder targets and more difficult to fight in numbers.
Yet they have not evolved from a plaga. They are created by the C-virus, which is essentially a mix of T-Veronica and G-virus. Now that you did point out Alexia and her cocoon and wings, the C-virus infectees sometimes go into a chrysalid form (C = Chrysalid) and emerge as different creatures. However, none of these are winged apart from a head-sized bug. As for why I asked, it's because I wanted to know whether you had that prior knowledge or not. |
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37 Narwhals RPD Officer
Posts : 351 Join date : 2012-10-11
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 10:39 am | |
| - Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies?
It's pretty easy, but you'll just end up fighting them anyway while you wait for your partner at the door, so there's not much point unless you have a human partner. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 1:37 pm | |
| - Mass Distraction wrote:
- Pau Diaz wrote:
- Thanks for the info about the J'avo. They sound like an evolution of the process of Las Plagas emerging from the host once enough damage was done to them. Growing the wings is a resourceful way to develop better means of defense for the host as well as make them harder targets and more difficult to fight in numbers.
Yet they have not evolved from a plaga. They are created by the C-virus, which is essentially a mix of T-Veronica and G-virus. Now that you did point out Alexia and her cocoon and wings, the C-virus infectees sometimes go into a chrysalid form (C = Chrysalid) and emerge as different creatures. However, none of these are winged apart from a head-sized bug.
As for why I asked, it's because I wanted to know whether you had that prior knowledge or not. I needed a while to take it all in and there are still things I need to learn about Resident Evil 6, but I quickly picked up the basics from the videos and RE´s wiki. It's one of the biggest, feature rich games of the franchise, not to mention stylish. I very much like the playability of the game. The setting of a Chinese city is both colorful and diverse in terms of the fighting environments it presents. I'm currently checking out Agent Hunt mode, a compelling mode where you get to play as various enemies. One of which, you apparently charge around in this suit with a gauntlet like blade device and can undergo various mutations. - 37 Narwhals wrote:
- Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies?
It's pretty easy, but you'll just end up fighting them anyway while you wait for your partner at the door, so there's not much point unless you have a human partner.
So the AI partner does things before you can exit? A variation of RE5's AI system, it sounds like. The partner character doesn't falter at any time does it? |
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37 Narwhals RPD Officer
Posts : 351 Join date : 2012-10-11
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 2:41 pm | |
| - Pau Diaz wrote:
- 37 Narwhals wrote:
- Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies?
It's pretty easy, but you'll just end up fighting them anyway while you wait for your partner at the door, so there's not much point unless you have a human partner.
So the AI partner does things before you can exit? A variation of RE5's AI system, it sounds like. The partner character doesn't falter at any time does it? It's like RE5, except your partner can't die and there's no inventory management regarding them. If you try to rush through an area, then you'll end up waiting because they like to stop to shoot enemies and they won't sprint to keep up with you. Aside from that, the partner's not too bad. |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Sat Oct 19, 2013 3:03 pm | |
| - 37 Narwhals wrote:
- Pau Diaz wrote:
- 37 Narwhals wrote:
- Pau Diaz wrote:
- How´s the AI in combat? Is it easy to slip past enemies?
It's pretty easy, but you'll just end up fighting them anyway while you wait for your partner at the door, so there's not much point unless you have a human partner.
So the AI partner does things before you can exit? A variation of RE5's AI system, it sounds like. The partner character doesn't falter at any time does it? It's like RE5, except your partner can't die and there's no inventory management regarding them. If you try to rush through an area, then you'll end up waiting because they like to stop to shoot enemies and they won't sprint to keep up with you. Aside from that, the partner's not too bad. A more fitting comparison would be the AI from Revelations. They practically just reused that for RE6. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Tue Oct 22, 2013 2:31 pm | |
| In the first RE games until RE4, as I read on another forum, the games were designed to allow two enemy types to be loaded into the various areas of the game. However, there are almost no instances to my knowledge of zombies being mixed with zombie dogs, or spiders mixed with hunters. Only in Mercenaries of RE3 was Nemesis mixed among the zombies at one point. The rest of my experiences have always been fighting one particular entity or another, but never a combination of the two as the games were able to support.
Why? I'd have enjoyed the challenge of fighting two different types of monsters. |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Wed Oct 23, 2013 6:03 am | |
| Are you talking about the main series only? Because, for example, in Outbreak I've encountered both lickers and zombies in the same space. Rest assured, it was pure pain fighting them all off with a mop. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Wed Oct 23, 2013 6:19 am | |
| I'm referring to the games 1-3, on the PC. Perhaps what I say couldn't apply to the PS versions due to the limitations of hardware and software, but certainly, the PC versions of Resident Evil 1&2 could allow for two different enemy types to be loaded into the areas via hex coding.
As for the pain of fighting two kinds of different enemies, I would say that it´s a new way to test our mettle. I've played around with swapping enemy models and found the experience to be quite uplifting. True, it was hard, swapping a zombie pack for Mr X in the first level of the game, but it also showed me how to fight a little more intuitively. |
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Mass Distraction Admin
MassDistraction Steam : MassDistraction Posts : 13024 Join date : 2009-09-14 Age : 33 Location : Finland
| Subject: Re: Enemy AI patterns Wed Oct 23, 2013 6:24 am | |
| - Pau Diaz wrote:
- As for the pain of fighting two kinds of different enemies, I would say that it´s a new way to test our mettle.
It would not have been pain had I actually had guns with bullets but all I got was a bunch of household items and a stick. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Thu Oct 24, 2013 12:31 pm | |
| - Mass Distraction wrote:
- Pau Diaz wrote:
- As for the pain of fighting two kinds of different enemies, I would say that it´s a new way to test our mettle.
It would not have been pain had I actually had guns with bullets but all I got was a bunch of household items and a stick. Yes, I remember the times I played Outbreak. It was frustrating at times to run out of ammo and then to see the weapons I could use break over time. Actually I have read that in Outbreak File 2 it's possible to load different entities into different areas, as well, although since it's only on the PS2, it'd be a lot more complicated than doing it on the PC. |
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Pau Diaz Zombie
Posts : 173 Join date : 2013-09-29 Age : 41 Location : Gerona, Spain
| Subject: Re: Enemy AI patterns Sun Oct 27, 2013 2:44 pm | |
| One thing I noticed is that after RE3, the enemies no longer performed more deadly attacks when your health fell below caution, or at least not that I was aware of. I know for a fact that in 4 and 5, the attacks are performed at whatever level your health is at. |
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