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Showing results for tags 'npc behavior'.
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During play I noticed that stealth mechanic and NPC behavior are a bit hilarious and dummy in terms how NPC should react in dedicated cases. I'm OK with long response from "NPC notice moment" (White-Yellow-Red phases) to actual fight start and I agree that this is not Hitman or Assassin Creed with improved social behavior. In RPG there are more game conventions like shorter ranges when NPC can accually see and response to make level and game design more comfortable to construct. But in certain cases I wish too see more logical actions and active reactions from NPC when they see definetly hostile signs of enemy presence. Which will be corpses in first place which they will found during standard patrol actions. I know that game mechanic already have this but realization is lack of actual what you expect to see from NPC. They reaction is too lazy and they give up to found intruder very quickly. So in current state I do not see any necessity to use Auntie's Acidity Dematerializer because it's pointless when consequences of your dirty work will be forget after 30 seconds. So I suggest to change NPC behavior when they see a friendly corpse (which player do not dissolved in acid) from current 30 seconds patrol around the body and then return to ussual patrol (or what they doing before), to increased danger behavior (for infinite time) which will include 1. Wider FOV ( up to 180 degree in frontal, maybe 90 degree angle with repeatedly head rotaion from left to right) 2. Mellee armed NPC will start to run during response action for faster intruder search 3. Range Armed NPC will move with standard speed but will time to time will look around from time to time (orientaion rotate in addtion to head rotate to see their back) 3. Snipers will start to scan terrirory more thoroughly (increase range and LOS) 4. All NPC in this territory will gain bonus to awarness and detecion ability speed (5x to speed maybe and 2x to range) 6. If you raised the alarm (active battle start) and then ran away to end active fight phase, and then return back to this area, make it impossible to use your stealth capabilities when enemy looking towards you (they will clearly see you from huge distance and start attack) To avoid that "side effects" of your sloppy work player will need to "clean" like real assassin (hiding corpes in other games) , use Auntie's Acidity Dematerializer before corpes found. I know it will be easier for mellee players than for snipers. But sniper already have long distance advantage and safety, so it's ok if sniper will be detected and will have to fight in open battle. So Auntie's Acidity Dematerializer will be more logic and usefull if this mechanic will be added to game.
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- stealth
- stealth gameplay
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