FC6 will be just as easy as 5 and 4 and 3? I mean:
- blind or short-sighted enemies,
- slow-reaction enemies,
- unskilled enemies, whose only advantage is that they are many.
Why should I playing in coop mode, or hire fighters? Even a preschooler can play all through alone. There is no challenge in it (exception was the elite enemies in New Dawn).
We should have the same field of view with our enemies.
The same range.
Enemies shouldn't have shorter range of vision.
If I see the enemy - my enemy also must see me.
Otherwise it goes like this - I see him from afar but he doesn't see me at all.
It is bad.
It can be used as cheating!
2) Slow enemies.
Yes. This is also a problem.
As usual, in games, not only the bots are stupid but they're also slow.
It's awful.
It should be some "speedy" enemies in the game.
But Far Cry is not sci-fi or fantasy game.
Appearance of such speedy enemies shouldn't break immersion.
It should be explained somehow.
Fast enemy is always cool.
Just remember "Maradeur" from Doom Eternal!
It was a nightmare!
Enemies should be strong, in all sense of this word.
Nothing spoils the game like weak and useless eneimes.
As for AI in general.
Today there is a stable opinion among people that poor AI - is mainly a laziness of developers.
But AI development is a global issue.
I ve always been playing Far Cry games on the highest difficulty and people stating that the ennemies are blind and not offensive enough clearly never tried FC Primal on survivor mode.
My main issue with most FC games, Primal aside, is that at a certain stage of the game, you turn godlike. You have found a weapon that gets rid of most ennemies easily and the best foes are just not enough. Even in very hard difficulties, the game sounds rather easy. Problem is that you have to chose between some realism and pure rpg.
Short sighted enemies is a way to allow "hiding" or "camouflage" to be active. By this I mean, if I am sitting in bushes or on the edge of a forest in full camo, the enemy SHOULD NOT be able to easily pick me out unless I am moving or otherwise drawing attention to me, especially if they aren't actively searching for me. Thus making the detection distance shorter than what you as a player has, simulates this to some degree, and unless you are going to make camo necessary and functional along with bushes actually blocking detection, there really isn't a great way to handle this....
Also please remember, funny head masks should make you totally obvious for any and all enemies yet it doesn't....so this is also a function of the programmed shortsightedness.
Nothing in a game annoys me more than the magical knowing where you are even when there is no way for them to do it, since you are behind cover, in full camuflage, using suppressed or silent weapons, and the enemy didn't see any of the action, yet someone across the base knows EXACTLY where you are and runs right too you. An enemy sees you, dies a second or less later and the ENTIRE base runs to your location....yeah, he didn't have a chance to notify ANYONE where you were or even what you were before he died....maybe they should move to HIS area, and spread out in high alert, but nope, they go to your location because what one knows all know......
You can turn it off in Far Cry 5.Originally Posted by Attee64 Go to original post
The main complaints in Far Cry 1 and Far Cry 2 is that enemies have "telescopic x-ray vision" and stealth can be nonexistent when they can spot you hiding in a bush miles away. Far Cry 3 pretty much fixed almost all of the problems those games had. Far Cry 4 expands on Far Cry 3 while they addressed more issues for Far Cry 5. The reason why enemies are shortsighted so you can perform stealth, which is not an easy feat in older games. Every Far Cry game before Far Cry 3 didn't have perk progression trees, so the difficulty is pretty much consistent. Perks and upgrades definitely made Far Cry 3 easy in comparison.
Also people are always complaining and they still are to this day. There are people who are frustrated and complain how hard Far Cry 5 is, and their complaints are likely to outweigh yours in terms of feedback. You can say a preschooler can handle Far Cry 3 to Far Cry 5, but you can't speak on behalf of everyone else. There are grown adults complaining about Far Cry 5 who vent their frustrations in the Far Cry 5 forum, especially Jacob's trials. I didn't find Far Cry 5 to be hard at all, but that's not for me to say. Inexperienced gamers will beg to differ.
Exactly. I m the first willing to have a more grindy, less easy way to upgrade my character and feel godmode in the ultimate difficulty level after 6h in the game. Yet the economy and upgrade systems are not affected by difficulty levels, so i m not expecting to find FC6 any harder. I ll probably do the whole game with a pistol and a basic weapon just to feel challenge.Originally Posted by KrayZee_ Go to original post
Artificial Intelligence - is rather general notion.
It would be better to be more precise!
Saying "we want our enemies to be smarter" is to say nothing.
What exactly do we want from our enemies?
E-X-A-C-T-L-Y!
As for me, I want them to hide better behind the objects.
Without intentionally sticking their heads out.
Like - "Don't be shy! C'mon! Shoot me in the head!"
Such sticking out was typical for first computer games.
It's a sign of outdated mechanics.
When the bot is hiding behind the object....he shouldn't always stay in one place.
He should move hiding, from cover to cover.
It will make the game more exciting.
You won't know the place of his next appearence and shooting.
You will not know whether the enemy is there or bypassing you from the flang.
I think Far Cry must have some programm or AI experimental ground.
Where programmers will develop more advanced AI.
For example, empty room and two boxes.
Programmer is behind the one box, bot is behind another.
And just a shootout....
How the bot behave?
How does it hide?
How it shoots?
Can the bot be tricky?
The moment when it will be impossible to say - the bot is there or someone joked and there is actually another person behind the box....
At that very moment - AI is successful.
2) Next step should be several boxes in the room.
Bot moving from box to box, from cover to cover.
How it takes the most advantageous shooting position.
How it moves....
Bot must have something like - "survival instinct".
Fear of death.
Its behaviour should be similar to human being.
Bots should be different. Like people.
From experienced soldiers to ordinary bandits.
Their combat skills should be different.
One thing when we shoot with a simple bandit - another thing is experienced well trained soldier.
For me, one more sign of successful AI when bot can fool you!
When bots can set up an ambush....seeing you in the distance.
When bots can force you to leave your hiding place or some cover.
For example, throwing gas grenades there.
Smart bots are good!
But.......
It raises another question.
Imagine a game with super-smart bots....
It will be impossible to walkthrough!
I think developers should approach to AI issue dialectically.
From the one hand - bots should be smarter.
From the other hand - people should have fun from the shooting, killing and blowing them up.
As usual, talking about AI we say - "Bots are so stupid".....meaning is comparison to a human.
We mean us - as standart of intelligence.
We're - the summit of intelligence.
Nothing can be higher!
Even all those androids in sci-fi movies.....their behaviour, intelligence is similar or equal to humans.
Because we have no idea how super-intelligence will looke like.
We can't imagine something more advanced and higher than our intalligence.
We can understand only something that is lower.
Something that is higher can understand something that is lower.
Because it also was there. It has its experience.
But something that is lower can't understand something that is higher.
Because it wasn't there. It has no its experience.
Such developed self-learning AI in the future.....capable to calculate trillions of possible options and their consequenses per second.
It will have tremendous creative and destructive force at the same time.
It will depend who will own that force.
And whether that force will want to be owned by someone?
I personally think FC5 was on the easy side, both my son and I have done independent and CO-OP 1911, Bow, Shovels and thrown weapons/explosive runs with no health upgrades for the hardest difficulties. I just can't see FC5 as difficult. Yeah, I read the posts from people who couldn't do Jacobs and had a hard time with the game, but maybe it was the twitch reflexes or something but to me they aren't that hard, and I generally am not a good online shooter player.
It boggled my mind in FC5 that within one hour of play you could have 4 of the best weapons in the game at your disposal, those being the 1911, the bow, the Shovel and the M60......using anything other than these weapons is a matter of flavor and taste.
I personally think games NEED to be harder and let players go back to actually having to work at it and die alot to get better, and not cater to those who want easy mindless pew pew everything dies crowd. I laugh at some of the things people call hard in games now when I think back to some of the earliest games and how they didn't pull punches, you just died if you didn't pay attention or were just bad. Heck, I dare you to go back and look at the early puzzles of Star Wars: Knights of the Old Republic by Bioware, and then look at current puzzles in games.