Child of Malkav
Erudite
In Thief 1 and 2 you can lock and relock doors and containers, coffers etc.
In Thief 1 and 2 you can lock and relock doors and containers, coffers etc.
The problem is that the AI in a stealth game has to behave in certain predictable and yes dumb way for certain mechanics to work. Like when you use noise to distract enemies, you throw some item if the game allows you or use the noise arrow in Thief. if you encountered that irl you'd be looking for the direction that came from, you wouldn't tarry around in the small area from which the sound emanated. But in a stealth game the AI has to behave in the latter way in order for distraction mechanics like that to work.Locking a door on enemies does exactly what it should: it buys you time. What were y'all expecting? "Oh the door is locked, I will quietly return to my patrol and forget this incident"?
That was the wedge. Not a key or lockpick but it kinda fulfilled the same purpose for blocking or allowing access through some doors.It's definitely been done in other games too. Off the top of my head Swat 4 has door stops that you can equip and use to keep doors shut.
Everyone keeps saying stuff like this yet I haven' seen any stealth game where the AI is actually smart to test these mechanics and various diversions and watch the AI react correctly. And it's not just 0 or 1, black or white, the AI behavior (like in real life behavior) has degrees and nuances to it. In your example that you provided if the distraction was part of the ambient or scenery that the AI is currently in it shouldn't cause it to investigate for long or put much effort into it. But if the distraction was caused by a noise making device or gadget of some sort, then yeah, getting alerted an investigating around much more thoroughly maybe even calling some allies for backup just in case would be believable.The problem is that the AI in a stealth game has to behave in certain predictable and yes dumb way for certain mechanics to work.
Everyone keeps saying stuff like this yet I haven' seen any stealth game where the AI is actually smart to test these mechanics and various diversions and watch the AI react correctly. [...] But if the distraction was caused by a noise making device or gadget of some sort, then yeah, getting alerted an investigating around much more thoroughly maybe even calling some allies for backup just in case would be believable.
You continue playing. Assuming the game has very good level design (Thief, Deus Ex, Dishonored, Hitman WoA trilogy etc.), tools that can be used in various ways for combat and stealth (Flashbombs, mines lethal and non lethal, tranq darts, gas arrows or whatever magic powers etc.) as well as a high degree of mobility (Thief, Dishonored, Dying Light etc.) you could finish the mission with a lower score if that is the case. Thief didn't give you a mission over every time you were spotted (with some exceptions), it gave tools to deal with it, it had great level design to utilize to your advantage and great mobility being able to mantle on almost anything, jump, use rope arrows etc.what do you do as a player who in these types of games you usually have no way of defending yourself or when you do it is a last choice?
You continue playing.
Assuming the game has very good level design (Thief, Deus Ex, Dishonored, Hitman WoA trilogy etc.),
You take the most extreme examples in which detection equals death or reload. An intricate, sprawling level allows you to retreat and re enter stealth except this time around the whole mission will be harder as you're being punished in the way of permanently alerted enemies, different patrol routes, fortified tactical positions, newly activated security systems etc. Still not a game over, not a death sentence. But these things have to be thought out, well weighed and designed. Switching to combat is not necessary and should not be possible. You can resort to using disguises, manipulating the environment, creating or discovering new paths to various places or objectives.....depends on the game. In Watch Dogs you can interact with the environment in interesting ways using hacking, for example. In Prey you have access to all sort of tools that can be used creatively, the same way for Dark Messiah. It really depends on the game and the possibilities it offers.But you *can't* continue playing, that is my point: the hypothetical AI - that isn't behaving like how AI tends to behave in this type of games - that i refer to wont give up because that wont make sense. They wont stop looking for a potential infiltrator, they won't try to take them by themselves if they have the option, they can start fleeing if they get wounded, they can use health items if they have them available, they can use ranged weapons if they have them instead of sticking with melee (and also using magic if the setting allows for it), they can throw items to the player if they are around them and can do harm or even just make sound to make others suspicious, they can keep shouting for help, etc.
None of that stuff are that hard to implement, all of the things i've mentioned have actually been implemented by games, just not all at once - and the reason isn't because developers can't implement them, but because they're just not that fun to play against because they drive you in a corner where you can't play stealthy anymore. Most of the tools wont help you if one AI can alert the entire map to your presence and send everything to chaos - and the most realistic response would be exactly that. The only tools that might help, assuming they'd make sense in the setting the game is set at (which in turn limits the types of settings you can have), are tools like making you invisible - essentially neutralizing the AI's perception but also pretty much all of the other tools or abilities your character may have (why bother with anything else if you can simply become invisible?).
You take the most extreme examples in which detection equals death or reload.
An intricate, sprawling level allows you to retreat and re enter stealth
except this time around the whole mission will be harder as you're being punished in the way of permanently alerted enemies, different patrol routes
fortified tactical positions
Still not a game over, not a death sentence.
You can resort to using disguises, manipulating the environment, creating or discovering new paths to various places
or objectives
.....depends on the game. In Watch Dogs you can interact with the environment in interesting ways using hacking, for example. In Prey you have access to all sort of tools that can be used creatively, the same way for Dark Messiah. It really depends on the game and the possibilities it offers.
But these things have to be thought out, well weighed and designed. Switching to combat is not necessary and should not be possible. [...]
If the designer doesn't give you options then yeah, the consequences of detection will be hellish from an advanced AI.
As long as it doesn't know where you are just that you are in the general are then you still have the element of surprise.How are you going to "enter stealth" if the AI already knows you are here unless it forgets about you?
Use various tools against them. Again, it depends on the game and your possibilities. You can drop a smoke grenade on the thing to mask your presence, take the thingy and leave. One example.What are you going to do if the AI decides that whatever trinket you are trying to steal is worth keeping an eye on (which is extremely trivial to implement) and you can't fight them?
A combination of the two then. Once they're alerted they randomize their actions. patrol alone or if they run into another guard and may choose to join them to go in a pair until a point after that they split. Or some may be static for a while and other s may begin patrolling. IDK, any variation of this.Different patrol routes would be what a smart AI would do, when people become alerted they aren't changing their window A to B route to window C to D. They're actively trying to find what is going on and become unpredictable.
If the disguise includes a part that covers the face it could work. Bonus points if you can also act like those guards and have the same equipment on you as not to suspect anything.there is no way someone who is actually in an alerted state and is looking for intruders will be fooled by a disguise.
Flashbangs and maneuver past them. Gas grenades, rope arrows if the game allows it, or an equivalent of it to go above and past them, again whatever you have in the game. Example: in Styx you can create a clone that you can control from a distance for coordinated actions and distractions.Which, without combat, how are you going to defend against, especially against an AI that doesn't wait its turn?
What do you mean by this?meant to "play along" the systems
That's not the intention. That's why I said that everything needs to be weighed correctly and the right balance between the various elements is very difficult to achieve.The AI and the rest of a game's design must work in tandem, you can't have one negate the other
SWAT has door jams.
As long as it doesn't know where you are just that you are in the general are then you still have the element of surprise.
You can drop a smoke grenade on the thing to mask your presence, take the thingy and leave. One example.
A combination of the two then. Once they're alerted they randomize their actions. patrol alone or if they run into another guard and may choose to join them to go in a pair until a point after that they split. Or some may be static for a while and other s may begin patrolling. IDK, any variation of this.
If the disguise includes a part that covers the face it could work. Bonus points if you can also act like those guards and have the same equipment on you as not to suspect anything.
Flashbangs and maneuver past them. Gas grenades, rope arrows if the game allows it, or an equivalent of it to go above and past them, again whatever you have in the game. Example: in Styx you can create a clone that you can control from a distance for coordinated actions and distractions.
What do you mean by this?
That's not the intention. That's why I said that everything needs to be weighed correctly and the right balance between the various elements is very difficult to achieve.
To be fair most guards won't be that smart. You are in turn expecting inhumanly rational behavior from all time from all guards. In your game no guard can get scared by smoke bombs and fumble around, no guard would make a slip while stressed, and all guards have a PHD and good training. What about the newly recruited criminal scum turned guard? Would he always go to the exit and be a sentry instead of trying to angrily charge the PC in the smoke?You can drop a smoke grenade on the thing to mask your presence, take the thingy and leave. One example.
The smoke grenade will give away you are there, you are thinking in game terms - an AI could move away from a smoke screen and towards openings / doors and wait for the smoke to dissipate instead of trying to engage with you. And if they have any range weapons (arrows, pistols) they can start shooting randomly towards the smoke (remember this is about games where you are not some Rambo lookalike but are weak and rely on stealth instead of taking direct action, so something like this can be fatal).
The Thief series did multiple AI types and difficulty settings just fine, as did the Hitman games.I suppose then you're into the territory of differing difficulty levels per guard, which makes it hard to tailor difficulty levels and is probably a pain in the arse to balance properly.
The Thief series did multiple AI types and difficulty settings just fine, as did the Hitman games.I suppose then you're into the territory of differing difficulty levels per guard, which makes it hard to tailor difficulty levels and is probably a pain in the arse to balance properly.
To be fair most guards won't be that smart. You are in turn expecting inhumanly rational behavior from all time from all guards. In your game no guard can get scared by smoke bombs and fumble around, no guard would make a slip while stressed, and all guards have a PHD and good training. What about the newly recruited criminal scum turned guard? Would he always go to the exit and be a sentry instead of trying to angrily charge the PC in the smoke?
I suppose then you're into the territory of differing difficulty levels per guard, which makes it hard to tailor difficulty levels and is probably a pain in the arse to balance properly.
The Thief series did multiple AI types and difficulty settings just fine, as did the Hitman games.
Insert any quote from the "I'm a solo indie dev package, have mercy, I can only do so much!" starter pack here.
I mean, sure, you can spend fucking months working on fireplaces that burn out in real time and a pointless "immersive" REvil inventory case, but you're too "solo dev" to make some better AI...
Been a while for me too. As I recall, dumber guards used the dumb voice but you couldn't tell which was which visually. Seems to me there were visual variations also (i.e. several different guard "looks") but that didn't tell you anything about which AI package they used.Weren't different AI behaviours in Thief usually demarked by different enemy appearances (I.e. they're just different enemies)? It's a long time since I played that game.
Been a while for me too. As I recall, dumber guards used the dumb voice but you couldn't tell which was which visually. Seems to me there were visual variations also (i.e. several different guard "looks") but that didn't tell you anything about which AI package they used.Weren't different AI behaviours in Thief usually demarked by different enemy appearances (I.e. they're just different enemies)? It's a long time since I played that game.
Anyway, what does it matter? It should be easier, not harder, to create multiple enemy types that use the same model, than it would be to make types that both act and look differently.
Harder to balance? Maybe - but again, it's been done very successfully with other games, and at least speaking for myself I find it really fun gameplay to have to treat each enemy as an unpredictable individual. I don't know what point the other nameless person was making, but in any case it's certainly not a good argument against having multiple different AI enemies.I'm thinking in terms of the player - it's harder for the devs to balance it when you as the player can't identify what the guard is likely to do. It's a similar point to the one being made by the other chap.