#AI reactions and how to improve them

1 messages · Page 1 of 1 (latest)

exotic ember
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I've played quite a bit of 0.3, over 100 hours at this point, and I love the new AI reaction animations (when they work). However, in my opinion, there is some missing granularity between life and death for AI in Lamang. Players can be put into a coma and can then be subsequently deadchecked, I just wish we had something similar for the AI. I'll go through the most prominent hit reactions I've noticed and list what I like and dislike about them. I believe that a lot of the pitfalls of this game's damage system are centered around poor feedback from the AI. In 0.3 I've noticed more responsiveness from the AI in general, but it still leaves a lot to be desired overall. Enemies should not always be dropped immediately, even when riddled with bullets, but this needs to feel grounded and the enemies need to be able to convey their state to the player through context.

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  1. Grabbing their face
    I've heard this animation is supposed to be played when a bullet ricochets off of a helmet, but I've had it trigger while using SP ammo on enemies without helmets, assumedly because the brain is the only vital organ in the head and we're missing other lethal options like the brain stem or spinal column. Obviously this is a bug, but I've also had it trigger when shooting enemies in the thorax and chest region. It's a big improvement that we're able to line up a subsequent shot after "stunning" an enemy, as I remember in the initial launch shots would simply disappear and enemies would fire back accurately almost immediately. However, I find that this animation plays out of context far too often, and some extra variety would go a long way.

  2. Limping / injured
    This one is a lot better in general. Before 0.3, I would pepper an enemy with FMJ and they would sprint away unfazed. Now, I get a lot more visual feedback, and sometimes when I'm solo in heavily guarded areas like Tiger Bay, I'll just wait for them to bleed out or frag them. It is a much better experience to know that an enemy is critically wounded and this animation set displays that well. However, I still believe it leaves a bit to be desired.

What I think will help

I'd like to suggest that enemies can be incapacitated in the same way that players can, that is still alive until finished off. Right now when an enemy bleeds out they usually let out a bloodcurdling scream before slumping over, but in reality they'd likely lean against a wall and pass out with a thud. Maybe in the future enemies can heal each other, but that's not within the scope of what I'm suggesting.

  1. Enemies should be able to go comatose when heavily injured, and if AI are ever able to render aid, deadchecks would have purpose.
  2. AI should be able to be knocked unconscious (via a projectile that doesn't penetrate their helmet). Again promoting deadchecks
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  1. AI should be able to be knocked over (via critical damage to the legs or a shot that doesn't penetrate armor) Whether they could get back up should be dependent on whether the damage is critical, and if it is they could crawl into cover until they're fnished off or are helped by a peer.

Overall, I'd just like to see some more granularity in how damage is expressed by AI. It's not in a bad state currently, but I believe things could be so much better. We've already had major improvements in 0.3 for AI, so here's hoping 0.4 will bring some more. If you read this whole thing thank you, and tell me what you think!

fervent cloud
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Pretty sure the goal is for the AI to eventually do everything the player can do. I agree with everything in your suggestion except this:

Right now when an enemy bleeds out they usually let out a bloodcurdling scream before slumping over

I know it's not very realisitc, but it's nice to have the confirmation that the guy that ran off into the woods is dead. I wouldn't be upset if it was removed, but I do like having that audio feedback letting me know I don't have to worry about that guy anymore.

exotic ember
upbeat marlin
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  1. It's for nonlethal shots to the head in general. Mara confirmed on stream bullets ricochet off the skull in the game sometimes and it's not a bug. I feel like maybe it happens a little too often, but having had a few bullets ricochet off my skull I'm not going to complain about it too much lol.
exotic ember