I confirmed today that enemies in the open world seem to have different levels of awareness depending on what they are doing. A group on patrol will usually scatter and escape when a grenade unexpectedly lands amongst them. But I found a couple of True Sons doing push-ups, snuck up quite close to them, and dropped a grenade on them, which they they were pretty slow to take notice of. (Too slow: they both died.)
This is the only valid advice hereOriginally Posted by N3mB0t Go to original post
Start mission, kill that 4, restart mission, kill that 4, restart mission...
Easiest way i have found out was eclipse set and vile mask and riot foam and once they are stuck in the foam throw the grenade when red mobs are a third of the way down in hp due to vile mask poison debuff, and grenade will explode when they are below 40% and should kill them and if they are close together, and the vile mask and eclipse will make it spread out.
I'm curious. Why are all the other things people have done that worked reasonably well for them not "valid"?Originally Posted by Licher.Rus Go to original post
Because this is easiest and fastest way to complete such dumb challenges.Originally Posted by CategoryTheory Go to original post
Ah! But that would make simply doing the challenge not "valid," would it not? After all, there are much easier and faster ways to earn a hundred in-game credits. (Such as opening one weapon or gear loot box and selling what you get out of it.)Originally Posted by Licher.Rus Go to original post
It's not really related to this thread, but I am guessing that the videos you're talking about are these ones from AI and Games:Originally Posted by N3mB0t Go to original post
- Designing the Enemy AI of Tom Clancy's The Division 2
- Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2
- The Secret AI Testers Inside Tom Clancy's The Division 2
These are all great. The last one is particularly interesting because it describes a technique I would have suggested for helping to catch the recent Ubisoft Connect issue: have an AI player run through large parts of the game in order to find bugs. It turns out that they've been doing this since Division 1 days. Not idiots, these developers.
Doing exactly that with as-close-to-production-as-possible systems including the new Ubisoft Connect client code might have caught the freeze bug or its precursors. Sadly, having tests does not mean that the right people can be convinced to run them.