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AI Too Dumb to Notice a Tagged, Invisible Thief

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  • AI Too Dumb to Notice a Tagged, Invisible Thief

    As a thief, when I get tagged with AI around and I swallow an invisible potion, I thank God the AI are too dumb to see the trailing purple flame stuck in my arse, and I waltz past them.

    As a guard, I'm enfuriated that the AI are too dumb to follow an incredibly obvious thief running away invisible but with a tag stuck to him.

    Will this be fixed in 1.3? All in all, it seems like a minor flaw in AI logic and not really a balance-oriented feature. (I mean, sure, ballance could come in to play if this were tweaked, but it doesn't seem like the original intention.)
    "Garlisk's got a lov-el-y bunch of coconuts."

  • #2
    I agree. They should be able to see you if you are tagged.

    On a different note. And I don't have a clue about the programming on this, but its wishful thinking, human guards can see MUCH farther than the AI can. I would like it if distance was a factor for how visible you are. Hmm sounds like a lot of coding to me. Just a thought.
    Kiech

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    • #3
      sWell, they should be downgraded too. I was on the korman crypts and an AI spotted me at the otherside of the hallway, he ran toward me because he missed his bolt. So I ran around the corner twice and I hid in the shadows near one of the statues, I was 0% visibility but AI just runs toward me and kills me with 1 blow. ( I was half full of health) But the 1 blow kill was not of concern for me, it was the fact that he would still run toward me after I ran away and hide. That sucks.

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      • #4
        Heh, kind of reminds me of Thief how a guard that was looking for you would always walk right to you, no matter how dark you were hiding in, bump into you, and kill you. Kind of annoyed me cuz there was no way they would always walk directly to your current location. I could understand them walking around kind of randomly, but not right to you.
        Genius is a blink before a moment of insanity.
        "Dream is Destiny"
        Waking Life

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        • #5
          I agree, tags should negate invisibility.

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          • #6
            Maybe a tag bolt just makes the thief 100% visible for that amount of time?
            "A gerbil is a rodent, wretched creature and quite possibly represents yourself there unclean vile obsolete weak and live happily in there and others filth, they have caused plague and death to humans and nearly wiped us out" - industrialism

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            • #7
              But when you are shot by a firebolt just as youve taken invisibility (frequent occurance for me) its fun to try to pretend you are one of the flames and confuse the guards. Im sure you could get a knockout using this too.

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              • #8
                In Thief and Thievery, the guards can still HEAR ya know. And they never stop right at the edge of a shadow, they run in to them a bit, then start searching. Just in case you though you could hide right there. It seemed annoying to me too till I figured that out.

                Kiech
                Kiech

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                • #9
                  Guards in thievery follow you until you stop running, even if you run and hide effectively they stop wehre you stopped, not always this way but they do it a lot and its not foot-steps cos i use a lot of catfall around ai.

                  I think its okay that ai dont see tags, if a thief must use an invis to escape so what it seems fair, if a human is near and HITs the thief the ai can see him again for that split second anyway just like when a thief gets the fire pain or whacked in shadow.
                  How TuF are you?
                  League of Legends
                  Bloodbowl by Extensions

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                  • #10
                    Keich, in Thievery, you leave a "token" at the last point where you were visible. If you don't move, you're sitting on that token that the AI is heading toward. He will eventually run into you. The AI will move to the token and then begin searching around that token. If you move from there and gain visibility briefly, you leave another token for the AI to follow, or if you make too much noise, you leave another token.

                    Agga, it's my understanding that in Thief, the AI will chase you until you stop running. (It's a tactic of mine to run like hell, pause, then run some more to shake the guard.) In Thievery, it's the point where they loose sight of you. If you round a corner, that's the point. When they reach that point and still see or hear you running, the chase continues. If they don't see or hear you, the chase stops. At least, that's how I think it works.

                    Also, keep in mind that it takes about one second for you to become completely invisible when you drink a potion or halt in a shadow. That's why you still get pegged a split second after you drink an invisi, and why the token AI follow are always inside the shadowy area a little bit.
                    "Garlisk's got a lov-el-y bunch of coconuts."

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                    • #11
                      Originally posted by طmega
                      sWell, they should be downgraded too. I was on the korman crypts and an AI spotted me at the otherside of the hallway, he ran toward me because he missed his bolt. So I ran around the corner twice and I hid in the shadows near one of the statues, I was 0% visibility but AI just runs toward me and kills me with 1 blow. ( I was half full of health) But the 1 blow kill was not of concern for me, it was the fact that he would still run toward me after I ran away and hide. That sucks.
                      You have to be silent. My trick for avoiding AI in such situations is to crouch, because you can walk while crouching without making any noise.

                      I always feel ashamed when the AI kills be because that AI sucks.

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                      • #12
                        Originally posted by Buho
                        Keich, in Thievery, you leave a "token" SNIP.
                        Not always how it works..... ive ran then walked and they still follow sometimes as if its both movement and visibilty that keeps them coming..... cos i KNOW its not sound(unless ai sometimes follow our footprints even if we aint making noise hmmmm

                        Ive tested corners as well and they wil turn those and stop dead on me (even a further bit down the hall that i have walked/crouched too....

                        Just put it down to "Quirks in the AI" and be glad they aint always behaving ina a scripted or predictable manner
                        How TuF are you?
                        League of Legends
                        Bloodbowl by Extensions

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                        • #13
                          Originally posted by MrEricSir
                          I always feel ashamed when the AI kills be because that AI sucks.
                          :cry:

                          As for them chasing you around corners, this is from the AI code:

                          [code:1:9df2262355]* When chasing you, bots know your exact location for a set amount
                          of time (fKnowEnemyLocationTime) after he last sees you, to
                          make them chase you better.[/code:1:9df2262355]

                          This is about 4 seconds for an normal difficulty bot. However, being completely invisible (i.e. in 100% shadow or using an invis potion) overrides this ability, and the bot will not magically 'know' where you are.

                          So nip around a corner, duck into a shadow, and then stealthily move away from the point you 'entered' the shadow.
                          AI Programmer,
                          Thievery UT

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                          • #14
                            Originally posted by ElJoelio
                            Originally posted by MrEricSir
                            I always feel ashamed when the AI kills be because that AI sucks.
                            :cry:
                            Eric meant that bots can't really match the human player's level for obvious reasons , but it's the best coded AI I've ever seen. Second was the P.O.D. Bot for counterstrike , the only bot in history playing a mod better than its average gamer (not surprising though)

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                            • #15
                              Wow, that's awesome, Joel! Thanx!

                              Hmm, /me puts money on TUT vs CTG. They know the inner workings
                              "Garlisk's got a lov-el-y bunch of coconuts."

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