MerchantKing
Learned
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- Jun 5, 2023
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A player still has to make an intelligent guess. BTW, the AI is not a player. The AI exists to simulate the behaviors of non-player characters in combat. Given that this is an RPG, there is plenty of reason to suggest that making decisions like a player would even with limited information should not be done by denizens of the world. Mechanics can also be made by improving the behavior of line of sight to further limit player information such removing vision from an area behind an obstacle.Players not being able to see enemy stats still doesn't solve the target prioritization advantage players can enjoy just by looking at the enemy party composition and making intelligent guesses regarding target strengths and weaknesses.Players shouldn't be able to see enemy stats.
Too much information and designing a game around information a player should not have especially when a computer game can be programmed to further limit information is one of the real flaws. Not in programming AI to do the opposite of what it should be doing in an RPG, that is makign decisions based on game mechanics instead of simulating character behaviors. The biggest problem here is that developers do not implement enough simulation elements.
Closest targets are often the most logical targets as I want the most threatening characters to be the closest to the enemies. I can let the caster die and burn a cheap scroll to revive him as I was already planning to.If the player can make intelligent guesses and prioritize targets based on weaknesses and threat level, so should the AI. Sadly, in an overwhelming majority of encounters,
Enemies will prioratize low AC characters in this game if they are close enough while initially attacking. I have seen this occur plenty of times without the additional behaviors. Sometimes I've even seen enemies change targets to attack low AC characters. This is even in non-scripted encounters. I think the problem is that you haven't played these games since Kingmaker and are extrapolating based on Kingmaker.enemies target mostly the closest targets with only scripted encounters changing enemy target prioritization.
Most of them do not have a line of sight mechanics either.Which means that the enemy archers shouldn't remain stationary and instead change position to hit easier targets. This is not some kind of otherworldly concept that requires alien tech, it's something that has already been implemented in countless TBT gamesLine of sight, obstacles, etc.
None of them have line of sight mechanics. Especially in JRPGs, they move because they're programmed to move when they have a move action available. Not for any tactical reasons.and Japanese SRPGs.
As far as line of sight mechanics are concerned, Rogue Trader does have one though.
Not mostly scripted. Sometimes it occurs in random encounters. Moreover, you lack a lot of insight into the idea. A lack of line of light means that the enemy may not even know a character is there which means they shouldn't be maneuvering to attack a character does not see. Unlike in this game, line of sight is required and can be implemented with individualized fog of war.Mostly scripted encounters where the enemies are coded to go for the MC after a cutscene who may or may not be in the back.Though in some cases, the enemies do target backliners in WotR.
They shouldn't know what the weakest defense are. Neither should the players. Nor should most non-magical characters know what buffs are on a target as they should not have the knowledge needed to identify them. "Smart prioratization" can be easily exploited, especially in a game with buffs. Most of the cases it is implemented, it makes the game easier since you can just exploit their behavior to make the game even easier than before.First of all, enemies should practice smart target prioritization which means targeting the weakest defenses which may or may not be backliners, depending on their buffs.That being said, if you know enemies were to target exclusive wizards whenever possible, you either learn to exploit it, i.e. in Kingmaker's AI mod where you get tons of free AoO against enemies charging the backline. With archers targeting bakcliners, a player would simply designed Wizards around the fact that they're going to be targeted by making the wizard as invincible as possible against the archers so that either the archers will be baited into wasting their shots or to no longer prioratize wizards and still waste their shots while the enemies are cleared.
Except the "tactical depth" in this game is just playing the caster the way you should already being playing it. If the counterplay is just playing the same way as normal, that is buffing everything, it's not really counterplay.Secondly, there is nothing wrong with active counterplay against enemy tactics as this is an expression of tactical depth - the need to adapt your tactics to specific situations and encounters.
But they do step on them. The trigger for a trap is a large square or rectangle spanning an area and they stand right on top of the trigger without triggering it. Suspension of disbelief is cope in this case and a non-argument.That's actually not a problem inherently, such behavior can be explained by a simple notion of enemies being informed about the locations of their own traps and not stepping into them. It's a crude explanation and requires some suspension of disbelief, but it's good enough for gameplay purposes. The real solution to this would be just code enemy pathfinding to walk around their own traps, but that requires competence.The problem with traps in this game is that they are player character exclusive.
They're not that rare if you exclude random encounters from consideration. Most areas have at least one or two places where there is a set of traps with enemies that engage you while you're in the proximity of the trap. There are probably four or five of these in Drezen alone during the siege.Yes, there are encounters with traps positioned between the player and enemy units like those you find in Currantglen underground, but encounters like these are extremely rare.That being said, this is done quite a few times in WotR and even kingmaker as there are traps sometimes between you and nearby enemies.
Within the first system in Rogue Trader, I ran into about four or five ambushes as well. They didn't add anything to the difficulty though.
There are also quite a few random ambush encounters possible in WotR where your party starts with enemies surrounding you or behind you and the enemies have a suprise round.
They are already used quite liberally.Traps should be used far more liberally to create tactical depth (i.e. the need to adapt) and increase the usefulness of trickery skill in combat.
More than just the Babau inflitrators. There are quite a few invisible enemies other than that that try to sneak up on you to flank you.Yes, Babau Infiltrators do that, which is good (their presence, not their extreme rarity, which is very bad).This is done in a few encounters in WotR.
Teleportation in most cases requires access to at least 4th level spells within the 3e/pf ruleset. Usually this requires a standard action to implement. BTW, WotR already has enemies that do this like some of those Babau. But then your argument is that Owlcat is still all prebuffing?It adds the need for active counterplay which is good and it also adds a strong element of danger when teleporting enemies use reach weaponsThough the player just learns to put melees in the backline and to put "backliners" between characters. It doesn't add very much challenge in general.
Designing encounters just around killing backliners is also bad design. Why? Because all you have to do is leave the low AC characters at the entrance of the map while the high AC characters who also have high saves, high AB, and high damage, clean up everything as usual. No tactical depth required to beat this design. It just ends up making the caster characters and so on who are lower AC just not be used for anything but buffing the same way someone playing Kingmaker or Wrath "solo" would and the same way some of the caster classes are already used.and are capable of high burst damage that can chunk your vulnerable low AC characters in one flurry
Not using a character is not skill expression btw as you can counter this by simply buffing the casters like you should already be doing and as was already done as far back as Kingmaker.
Shouldn't happen in that case. It is incredible retarded to let characters with any weapon attack through obstacles whether than obstacle is a rock or another character. BTW, reach weapons are supposed to get penalties from cover in tabletop if there is a character between the target and the attacker.even if you surround them with martials.
Also, the combination of concealment+cover from surrounding characters would make the caster more likely to survive even with reach weapons. So they'd actually be less successful attacking those characters than if they just attacked the martials in the first place.
It's like you ignored all the Votaries and quite a few of the alchemist and caster normal enemies that start their fight by getting a dozen quickcasted buffs. There were even quite a few enemies in Kingmaker that weren't bosses that still buffed themselves heavily before and during fights. Enemy alchemists are also an example in Kingmaker. Owlcat already implemented this for quite a few enemies. Most of the enemies that prebuff are not bosses or select end-game enemies.Mostly used on bosses and some select end-game enemies. Prebuffing should be far more liberal and should be applied to enemies at any stage of the game to compensate for the loss of stat bloat relative to tabletop.They use prebuffing in WotR.