I don't know if this thread is still being utilized, but enemy AI is capable of spotting and tracking players through thick treetop canopies & hedgerows without actual visual contact. This is extremely problematic when fleeing or enraging helicopters in forests. Enemies are able to unrealistically sustain accurate fire without line of sight. This issue is exacerbated in the Ghost Experience, when enemy detection and markers are turned off.
I'd also like to see realistic feedback from enemies being shot or taking damage. Currently the sentinel guards are unaffected when being struck by gunfire. WIldlands AI responded better to damage and reacted more realistically, stumbling or flinching upon impact.
Ok, main issues with enemy AI:
Shot heard alerts should not result in enemies descending on your exact location, even when the shot lands at the other side of a wall to the enemies
Shot heard alert radius still way too large - in Wildlands there was a direct threat alert which was much better when you had a near miss on a target
Too many times I've been in a red alert status, ran half a mile, and shotgunners would still somehow manage to go to the exact spot you are now prone camo rendering it pointless
Make picking up bodies INTERRUPTIBLE!
Speed up picking up bodies or allow the player to simply drag them
Enemy health shouldn't be buffed on detection
When carrying bodies the player seems to suddenly be detectable from the atmosphere - this needs to be toned down a bit
Commanders should have some kind of impact, such as taking them out reduces unit cohesion and effectiveness
Endless alert situations still happen if a body is detected and the enemy has no way to reach the body, ie up a ladder. Same for amber alert where the enemy cannot reach the player position.
Give enemies more equipment to use, such as flashbangs and gas grenades
Make reinforcements much more common.
Give player control by allowing them to edit granular AI aspects such as detection distance, detection speed, time to triggering general alert, alert duration, health, damage etc.
If you cut the enemy and civilian dialogue down maybe even half i think it will seem less repetitive and random, they have conversations when they're at opposite ends of the base, if i grab a guy he still carries on with a convo with his mate like nothings happening. On top of that i just feel the dialog is just too frequent.
This part of the game needs a tweak or 2.
Ok they are deadlier on extreme but in my opinion they should see or notice you from much further. Also when walking and aiming your weapon is a bit to slow. Crouching speed is more or less ok altough it could use a minor tweak. I did read some good comments concerning the moment your cover is blown. That’s a key issue to take care of. Torches of npc’s are x-ray quality it seems. Make some equipment available in immersive mode like the Heli helmet. Scuba diver suite is missing some gear in immersive mode(feet and hands) Audio is still a mess to.
If a barrel or divider is knocked over it makes a fairly loud noise but enemies dont react to it, i could never understand this. It would be great if they investigated the noise. It would create suspense and keep players on there toes when navigating through a base. We could even use them to create opportunities. If realism is the focus, this will add to it.
I would love to see injuries in this game. Implement a drag leg/skip leg on some enemy that's hit in the leg.. Implement some down enemy, but alive and screaming for help. Implement some critical enemy situations. Implement relevant bleed-out times. Implement some blood trails to be able to really hunt those fleeing enemy. Implement some medics on the enemy to help out with incapacitated and critical enemy. implement some rescue procedures for the injured enemy to at least give a small impression those NPC's WANT to live. Seems you shoot one down and they don't care anything but to come down exactly to your position to start some rumble no matter that they may lose 8 out of 10 in the detachment to do so.
Make bodyshots relevant. I hate the headshots marathon this game is. Make the game more fun/gore/diverse/unexpected.
Please, could you look into how enemies see explosions. Many times a Ghost may throw a flashbang into the night out into the empty fields and 100m away enemies do nothing about it.
The same with explosions. To create diversion we could plant C4 on a car for an example and detonate it to drag in enemies into investigation while we explore partly empty base, but many times I did it and enemies never responded. Not to happen in real life.
It feels like alarmed flying drones don't move in random ways to avoid being shoot down, but exactly avoids crosshair when aimed on. It is annoying when I know I'm in prone camo and not being detected. If drone is so smart to know where I'm aiming, how it doesn't know where I am. Ghosts use passive weapons systems, so no way those could know we aimed on them - unless weapon use a laser, but then if drone could detect that - Ghost position is compromised too.
A "simple" bandaid.
Lots of players feel that the cities/towns/civilian areas are too under populated and lack any sort of dynamic feeling of life.
Likewise, lots of players feel that the forests are too crowded with bland, poorly placed, encounters/enemies.
And the story is that the island is under a locked down martial law, and that there are riots/protests happening, but Paris has failed to actually include any of that in the game.
I propose a "simple" bandaid that might help with all three of these:
Take the encounters in the wilds, the ones with sentinel arresting civilians, pick them up, and place them in the population centers. Thins the wilds, adds life to the cities, and brings a little credibility to an otherwise hollow narrative.
Programming AI is hard, but if most of these things could come to pass the game would attract a lot more players.
And we need dark nights, like ... realistic dark, with an adjustable day/night cycle in the option menu.
I want to use my brains, I want to scout and plan with the team and when I have finished my mission feel proud that we have achieved something great. This is one of the most important things in a coop game. That sense of achievement in the group.
And like in MGSV enemies should adjust themselves to the player's behavior. When the player always attacks in the night, the enemy should use nvg or thermal vision a lot more, for example.
Not to forget that these AI improvements could be used in other Ubisoft games (which is definitely necessary).
Of course most of these improvements should be options in immersive mode, so lesser skilled players should not be punished.
I wish the AI team the best in their efforts.![]()