- Characters getting stuck and ultimately picked off by enemies (you would think a game with 'tunneled' paths to have no issues with pathfinding)
- NPCs lined up side by side, shoot arrow at one, he comes forward but the ones besides him just stand there like nothing happened. There should be a mass reaction if that one is clustered with others every single time otherwise it just kills the mood of the game.
- No Patrols? It seems most NPCs just stand there waiting for your to arrive. Personally, this totally kills the mood for me. I mean, its better to have fewer NPCs but make them more dynamic, enable them to patrol, call for help etc than place a bunch of dumb NPCs waiting around doing nothing.
- The one moment that really made me aware of the lacking AI was when I was chased by NPCs right into a village and nobody did anything to help or even run away. Not the villagers, not the Templars, nobody.... they all just stood there completely oblivious to was taking place right before them.
- Proximity induced reaction - if you are within their (NPC) visual range/line of sight or hearing range then they react
- Mass reaction - you hit an NPC and the one besides them that are within visual/hearing range of the target react by starting to do a quick patrol etc. This should also apply to villagers who are near a fight etc, there should be a reaction instead of them just standing there.
- Don't limit range of NPC or characters for that matter by 'locking' down certain areas during battles. Running away is an excellent tactic at times, but the game currently 'tunnels' players movements so you are limited where you can go and when combined with the fact you cannot leave a certain area when in battle - you in essence take away a huge strategic element from the gameplay. Trying to escape in my view greatly heightens the experience, excitement etc. Suggestion - let the NPCs follow you into other areas if their speed/stamina is equal or greater than your characters. Think about it, if you can outrun it then it should not follow you, but if its speed and stamina are both better than you then it should be able to follow/enter the next area you arrive in... and when you do enter that area, your speed/stamina should be reduced so you are in essence at a huge disadvantage. This is just a suggestion of the top of my head, but the point is a better more realistic system will increase gameplay experience.
Just two more suggestions:
- If group members keep falling/injured in battle, then they should like you less and less until they finally leave. There has to be a consequence otherwise the 'losses' are not as impacting/important.
- Stamina, speed and leaving characters of your group behind - if running away was ever allowed in the game as I suggested above, then some characters who are too slow, weighted down by heavy gear should not make it through to a new area but instead say forced to one on one fight with their chaser NPC. If they fall, they die and no longer are available to you. It is all about consequences, if you abandon them then there should be some penalty.
Anyways, thats enough from me! lol
Good gaming people
Modifié par krullstar, 28 novembre 2009 - 11:16 .





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