The new monster AI
I noticed there was no discussion on this on this forum whatsoever. Maybe it was discussed in the beta forums but I never participated in beta?
Just wanted to ask, how does everybody feel about the new monster AI? Recap: prior to 3.0, monsters that are in range of you and are 'rude attacked'/aware you exist but cannot reach you (usually due to a choke point and other monsters blocking the way to you, or a ledge or chasm you can snipe them across), would run away from you. Now they just stand there like idiots, trying to get as close to the ledge separating them from you as possible, sitting ducks. The very first cases you will encounter this is in the climb, the lower prison trial, maybe across some bridges in submerged passage and flooded depths. It becomes most obvious in The Descent where goats crowd the ledges and of course act 5/10, prison cells like places, and the desecrated chambers and it's act 5 equivalent. I have mixed feelings about it, since in the desync era, i complained that it was one of the AI features that sort of led to cases of desync occuring. But now that it has been changed I think it just looks really dumb sometimes. A ton of heretical wards or whatever sitting atop a ledge getting killed by a support build slowly curse-on-hitting them down and they are never fighting back... Also obviously this sort of makes the game easier. I also get the feeling this may have had to do with xbox. Chasing down/aiming at running monsters that are splitting themselves up out of the group seems it would be more tedious on console. What does everybody else think? Last bumped on Sep 21, 2017, 4:08:14 AM
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Enemies in this type of games need to be dumb. We slaughter thousands of them per hour, there is no need for general smart enemies.
So I don't really care if they just stand there or more or do backflips, I just kill them within a second anyways. |
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