Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#600793 07/03/17 12:19 AM
Joined: Mar 2017
S
Spangle Offline OP
stranger
OP Offline
stranger
S
Joined: Mar 2017
So I just applied glass cannon to my archer, which means status effects aren't blocked by her armor anymore. That's fine, but it seems like every enemy in the game can smell this and immediately targets her with stun, knockdown, etc., even if she's way farther from the enemies than my other characters. I think this targeting should be dialed way back. How would they know that she's a glass cannon?

Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Haven't tested the new AI with glass cannon, but even without them being preternaturally aware of your vulnerability, GC is pretty damn tough to use well, assuming you're not abusing rage + warlord and high init to wipe enemies in the first round. While I like how the AI will abuse your weaknesses, you're right, how do enemies automatically know your armor is useless? Might be interesting if AI had to "learn" your CC weakness by observing you getting a negative status effect (anything from burning to knockdown to shackles of pain) with armor. Potentially, they might still target you with a CC skill early on anyway, but they wouldn't be naturally inclined to CC you more than other teammates.

Last edited by Baardvark; 07/03/17 01:49 AM.
Joined: Oct 2015
N
old hand
Offline
old hand
N
Joined: Oct 2015
They know... because you can do the exact same thing to them.

Joined: Nov 2016
enthusiast
Offline
enthusiast
Joined: Nov 2016
Personally I'm against being able to just sideways glance at enemies and see their status effects. And especially I'm against enemies just KNOWING all of my statuses. The enemies aren't players looking through a screen, after all. They're characters within the world.

Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Agree with Trace, there's a balance between good AI and omniscience. There's also room for a variety of the intelligence of AI for different types of enemies. For a start, I think knowing enemy talents off the bat should require at least 1 loremaster, and only enemies with 1+ loremaster would be able to know your talents. This would make AI and players essentially equivalent in this respect, for enemies that have loremaster. However, as before, all enemies should be able to learn your talents when they see an attack of opportunity or you take a status effect with armor or heal from poison, etc.

I'm also still a fan of more dynamic ways of playing with AI, like enemies with leadership improving the decision making of their allies. And some kind of "morale" gauge for intelligent enemies that will lead to them fleeing if it drops too low from seeing their allies killed and their life at risk. And various statuses that interfere with decision making or alter AI behavior. For example, mute would negate the effects of leadership on improved decision making. A "Dumb" spell could prevent enemies from making the proper connections of, say, casting healing on enemies with touch of decay.

And the more like players you make the AI, the weaker you have to make their stats, to make them play by the same rules as players.

Joined: Feb 2017
enthusiast
Offline
enthusiast
Joined: Feb 2017
making the AI variable is a difficult to implement (for larian) yet an exciting prospect (for us). Going off your leadership idea it could be an AI specific talent which you can see through examine OR be an aura specific units put out. The former is better for the stats nerds like me but the latter is better for the general player. An idea of my own is to have it linked wits meaning you can tell whom the leader is through turn order.


Rogues are the best
Joined: Feb 2015
G
addict
Offline
addict
G
Joined: Feb 2015
Armor values are visible to all in the main interface. Same as HP. No Loremaster required. So the AI uses the same info as player. That is correct.
Wrong is MA/PA mechanics and hard cc chains.

Last edited by gGeo; 07/03/17 08:01 PM.
Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Originally Posted by gGeo
Armor values are visible to all in the main interface. Same as HP. No Loremaster required. So the AI uses the same info as player. That is correct.
Wrong is MA/PA mechanics and hard cc chains.


You can't tell if a character has glass cannon just by looking at their armor values. Maybe you could argue that enemies could deduce it based on your AP usage in a turn. That would require you to play at least one turn, though.

Originally Posted by Bullethose
making the AI variable is a difficult to implement (for larian) yet an exciting prospect (for us). Going off your leadership idea it could be an AI specific talent which you can see through examine OR be an aura specific units put out. The former is better for the stats nerds like me but the latter is better for the general player. An idea of my own is to have it linked wits meaning you can tell whom the leader is through turn order.


I think it's not as complicated as you think. Mostly they could just add one more condition (leader in range, status applied, intelligence level, etc.) to existing AI behaviors. It's not always that simple, but they're already attempting much harder things by actually making intelligent AI. Making those AI take steps down from peak smarts is much easier.

I don't feel like a leader is necessarily the fastest person in a group. "Wits" implies personal cleverness and awareness, but not necessarily the capacity for leading other people.

Joined: Feb 2015
G
addict
Offline
addict
G
Joined: Feb 2015
Originally Posted by Baardvark
Originally Posted by gGeo
Armor values are visible to all in the main interface. Same as HP. No Loremaster required. So the AI uses the same info as player. That is correct.
Wrong is MA/PA mechanics and hard cc chains.


You can't tell if a character has glass cannon just by looking at their armor values. Maybe you could argue that enemies could deduce it based on your AP usage in a turn. That would require you to play at least one turn, though.
:] thank you for a play.
Is it an UI bug that proper MA/PA are not shown?
When you have a belt or whatever non visible item then MA/PA should shows that ?
What about buff spells ?
What about talents ?
What about shield?

Some of them are visible in UI some of them non. I think that AI uses correct MA/PA numbers as it should be. But UI is bugged.

Last edited by gGeo; 08/03/17 12:49 AM.
Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Huh? Glass cannon just makes your armor not resist statuses. It doesn't reduce it. As far as I know, it doesn't change how your armor "looks" or anything. Given players can see enemy talents for free, it's not unfair for enemies to know just the same. Hence making a requirement of loremaster 1 (or maybe an intelligence level) for talent knowledge, and giving only some enemies loremaster.

Joined: Jan 2017
R
stranger
Offline
stranger
R
Joined: Jan 2017
The problem with the new AI is that there's no player control.

You need either a hard or a soft method of control in all class-based games like DOS because otherwise the AI plays like a player...they go for the weak targets first and there's nothing you can do about it.

Soft Control: Heavy targets at the front, tank-y classes initiate fights, players have ample opportunity to physically block the path of AI.

Hard Control: Taunt(obviously).

Also, they have a 'taunted' effect. Why can't players taunt?

Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Taunting will hopefully make a return. Not sure about being able to physically block AI off very often, but I really hope they add the cover system they had originally advertised, which could help incentivize AI to attack meatier targets out in the open, and open up a whole bunch of strategy in general.


Moderated by  gbnf 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5