Cyberarmy
Love fool
Garret going to romance his bow and arrows on lonely nights.
See Gord?But, thats in the Day1 DLC pack! Can I has promotion now?
This is what im talking about! progressive thinking.
Cthulhu ... How would you like to take executive position huh? You seem just the type we are looking for.
At least in Dishonored you could just disable all that nextgen crap, leaving the game with AI being completely unequipped to deal with stealthy magic user as its only serious problem (seriously, it can't even investigate properly, doesn't react to environmental changes, can't be arsed to look up, remarks but doesn't otherwise react to missing patrols, etc. and that's beside being nearly blind and deaf).I'm certain they'll put exclamation/question marks over the heads of the guards, when they get alerted. That or any visual indicator, like metal gear and dishonored...
At least in Dishonored you could just disable all that nextgen crap, leaving the game with AI being completely unequipped to deal with stealthy magic user as its only serious problem (seriously, it can't even investigate properly, doesn't react to environmental changes, can't be arsed to look up, remarks but doesn't otherwise react to missing patrols, etc. and that's beside being nearly blind and deaf).
But that makes no fucking sense. I can understand combat AI requiring gradual advancement, but with situational, counter stealth AI all it takes is having certain objects, events or hidden markers created by some actions trip the right behaviour!At least in Dishonored you could just disable all that nextgen crap, leaving the game with AI being completely unequipped to deal with stealthy magic user as its only serious problem (seriously, it can't even investigate properly, doesn't react to environmental changes, can't be arsed to look up, remarks but doesn't otherwise react to missing patrols, etc. and that's beside being nearly blind and deaf).
Well, compare them to the AI in Thief 1 & 2 for a moment. T1 & T2 AI certainly isn't deaf, and they do investigate things when suspicious, but they have eyesight problems unless you really manage to piss them off, then they're suddenly near-omniscient. While they can be made to remark (and act) about some environmental changes, it's very rare that they do so unless the lights have been turned off. They only tend to look up in Omniscience Mode, and don't notice or care about missing patrols unless they happen to come upon the bodies.
For an AI developed in 1998, this is above the norm. Compared to an AI included in a AAA 2012 game, there is little to no advancement in AI technology or development, but that doesn't mean that the older AI is superawesome.
But that makes no fucking sense. I can understand combat AI requiring gradual advancement, but with situational, counter stealth AI all it takes is having certain objects, events or hidden markers created by some actions trip the right behaviour!At least in Dishonored you could just disable all that nextgen crap, leaving the game with AI being completely unequipped to deal with stealthy magic user as its only serious problem (seriously, it can't even investigate properly, doesn't react to environmental changes, can't be arsed to look up, remarks but doesn't otherwise react to missing patrols, etc. and that's beside being nearly blind and deaf).
Well, compare them to the AI in Thief 1 & 2 for a moment. T1 & T2 AI certainly isn't deaf, and they do investigate things when suspicious, but they have eyesight problems unless you really manage to piss them off, then they're suddenly near-omniscient. While they can be made to remark (and act) about some environmental changes, it's very rare that they do so unless the lights have been turned off. They only tend to look up in Omniscience Mode, and don't notice or care about missing patrols unless they happen to come upon the bodies.
For an AI developed in 1998, this is above the norm. Compared to an AI included in a AAA 2012 game, there is little to no advancement in AI technology or development, but that doesn't mean that the older AI is superawesome.
I guess Morgoth may be right after all - AI is dumb because developers want it to be dumb, because their audiences are retarded, but why not spice it up on higher difficulty settings?
Hahahahahahaha oh wow.
OH WOW.
That looks exactly like Oblivion's lockpicking minigame.
If it actually plays the same, then... oh wow. How can you take inspiration from that horrible turd Oblivion for a fucking Thief game. Wow.
AI isn't really memory dependent.Consoles don't have enough memories?
AI isn't really memory dependent.Consoles don't have enough memories?
I think there are a few Thief fan missions out there that have the AI react more to environmental changes. I once read of one where the guards would go on alert as soon as they'd notice a light not being switched on when it should be, or a door that's open but should be closed. There's also a nobleman in his room who goes on alert when he discovers that you stole something from his desk.
Compared to other aspects of games, AI barely uses any memory, and you're not going to see more than 10 characters on screen in a console game anyways.AI isn't really memory dependent.Consoles don't have enough memories?
But having many complex AI scripts (each with its own dynamic variables) running at the same time is.
That's CPU bro. Not that it matters - CPU is weak in consoles and upcoming ones bearing a laptop AMD CPU that has the maximum frequency of 2.0 GHz per core won't change that.But having many complex AI scripts (each with its own dynamic variables) running at the same time is.
That's CPU bro.But having many complex AI scripts (each with its own dynamic variables) running at the same time is.
I suspect what makes it even worse us that AI is heavily branch dependant and I think current gen consoles use in order cpu designs.It doesn't use memory... but uses a hell of a lot of cpu time, especially if you're trying to do some kind of agent soup (like stealth games are, due to alerts, warning others, watching for the player, reacting to other passing AI, missing objects etc). At least if you're not cheating that is.
I think there are a few Thief fan missions out there that have the AI react more to environmental changes. I once read of one where the guards would go on alert as soon as they'd notice a light not being switched on when it should be, or a door that's open but should be closed. There's also a nobleman in his room who goes on alert when he discovers that you stole something from his desk.
I don't remember the name of the mission though. Unkillable Cat or SCO might know which one I'm talking about.
Increased AI awareness is as easy as doing some scripting.
That's CPU bro. Not that it matters - CPU is weak in consoles and upcoming ones bearing a laptop AMD CPU that has the maximum frequency of 2.0 GHz per core won't change that.
Having AI switching to alerted on seeing stuff like broken window, flagged door in different than original state or invisible dummy object dropped when player picks up stuff IN ADDITION to catching glimpse of player (which is already in) is not complex script with many dynamic variables.AI isn't really memory dependent.Consoles don't have enough memories?
But having many complex AI scripts (each with its own dynamic variables) running at the same time is.
Edit: What broke the plausibility was that they could obviously distinguish between Garret and a guard/servant from the sound of your steps. Because the player would trigger suspicion when moving too loudly out of sight of a NPC, while other NPCs wouldn't.