Just wondering what everyone else’s opinions on this are.
The current stance of ai like rogues, is only playable if you cheese them. A 1v1 fight face on, you will loose every time. Being that they are these cheese only type of ai. This sets the motion of things like “routes” and “peak spots” in order to kill them. This however becomes insanely boring and lifeless after the 1000th time.
Go to this rock – right side peak at just this angle. Etc.
It makes combat feel less lifeless and less rewarding in a sense of moral. And more like “I’m running Mephisto on Diablo 2 sitting on the other side of the lake casting blizzard for the 3000th time.”
A implemented system of ai tactics would drastically change this. A idea I would like the thought of is-
-ai will move a lot faster, using the run function more often. And seek the least path of resistance towards the aggro’d player during the initial engagement. But at the same reduced accuracy based on – Distance from player. Closing in at perfect headshot accuracy at X range from player – Ai and Players active speed speed – actual weapon accuracy/recoil matching. Seeking cover when would, only if cover is within X distance from ai.
This would encourage players to approach the encounter with a similar sense that they would when fighting another player. Ai, especially endgame ai, like rogues shouldn’t be easy be any means. But they shouldn’t be almost impossible without the use a cheese tactics.
What would be your suggestions for ai mechanics to balance them, without just blatantly nerfing them into the ground?