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Review Gamer's Hell loves (to spoil) KotOR

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Volourn said:
Elwro, talking about not withdrawling, monsters in TOEE never run ever (then again, that goes for almost any game :roll: ).
Yeah, but I could point to Geneforge. Some of those hit'n'run ghosts were PITAs. And the monsters fled when damaged seriously.
 

Otaku_Hanzo

Erudite
Joined
Oct 19, 2003
Messages
3,463
Location
The state of insanity.
Yeah, but I think he was saying that they never withdraw tactically. The monsters fleeing in Geneforge is simple scripting that alot of games do. Look at the Fallen in Diablo 2 for a good example. They don't flee when seriously wounded though. Only when one of their comrades dies on screen with them.

I really can't think of too many games period, not just RPGs, where the enemy AI actually did withdraw tactically. I've seen it in Throne Of Darkness, but it's really hard to appreciate that depth of AI in a game so frantic as that one. Maybe if they had made the game less Diabloesque and more RPG, then it would have stuck out more.
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Well, if Tomi was given just the ability fo flee it would make him much smarter. No need to implement sophisticated tactical manouvers - simple "Run if close to death" would suffice. I wonder why BIO didn't think about fixing it in any of the patches. Am I the only one bothered by this issue?
 

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