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#feedback

Edited by Talia Sendua: 5/1/2018 1:06:18 PM
10

Bungie, can we talk about more advanced AI in Destiny 2?

[url=https://www.reddit.com/r/DestinyTheGame/comments/8g868b/we_have_to_talk_about_more_advanced_ai_in_destiny/]Reddit-Link[/url] I had this [url=https://gfycat.com/AnyLazyIaerismetalmark]moment[/url] today in the EDZ and realized something sadly amazing which we still not have in regular in the game: [b]Advanced AI tactics.[/b] You see, in the clip/gif the Phalanx cabals use their shields to push me out of my defending power source, Ward of Dawn. That is a moment I would like to see more in the harder activities of D2. AI which adapting to my playstyle and tactics and tries to counter them (like Overwatch works). [b]Imagine the follow: [/b]You are an active dawnblade warlock in your super and behind this big enemy line are three fallen snipers. You going to kill the front line of the enemy group together with your fireteam but you, the Dawnblade, gets under fire by the fallen snipers which tries to counter you primary instead of shooting on your fellow guardians. Wouldn't it be nice to have some small challenges like this in regular combat? For each ability you use? What are your thoughts?

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  • In my experience Destiny AI has always been a bit more intelligent then typical FPS.

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    • yep works as intended 😑👍

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    • Not enough processing power if you're playing this game on console. Also its a genre problem. The "smarter" your opponents get in a shooter game, the more game play starts to break down. They'll use their numerical superiority to their advantage and just overwhelm you....and the game becomes unplayable. Its why so much of the end-game content in Year 1 of Destiny 1 wound up just getting cheesed. Bungie made the mistake of----through a combination of AI intelligence, enemy numbers and durability, plus enemy damage-dealing----making a play environment that was do lethat that turtling up in a corner and chipping away at those enemies with scout rifles, sniper rifles, and rocket launchers was the only practical way to play. You may feel differently, but I'm glad they've gotten away from that...and don't wish to see it ever comeback. I like flying around the game world like a super-hero. If I wanted to feel like a WW1 rifleman hunkering down trying to survive an artillery barrage, I'd play a different game.

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      • one problem with this. all the speed runners would be in an uproar that the mobs are blocking them or killing them when they try to run past them.

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        • There are a few specific encounters back in D1, somewhere, like that. I recall there was a mission, it was taken, but on venus with disappearing platforms, and you jump up onto one and a taken phalanx steps out from behind a corner and tries to boop you off the edge, *every time*. Maybe it wasn't scripted but just a creative use of existing AI resources, I don't know. It happened again on that mission where Cayde sends you to get the invisibility thingy, and you jump up and there's a taken phalanx there all set to boop you off the ledge.

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        • Yes

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        • Would be cool. Then again, we have people complaining enemies are too hard as it is. Other than that, it would be good to focus on new challenges during firefights other just just thinking 'Yeah we just gotta clear this area and move on.'

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        • I'd certainly like to see difficulty not equating to just damage and 'health' and I would like the Ai things you mentioned but I think that before that, there could be some more tactical behaviours that come in to play in more difficult activities. I did think about this a little when people were talking about pvp and pve sandbox balance, and I concluded that the reason for wanting different balances was because pvp enemies barely ever behave like anything other than total noobs with slightly different personalities. There are things I like, which I think would improve the game if they were built upon further, like the difference between how the different races behave (dregs hiding compared to goblins teleporting to cover then attacking for example) and different unit types behaving in a way befitting a role (e.g. vandals 'sniping' at you from a distance but changing attack once you get closer) I'd just like that type of mechanic to scale with difficulty. I think maybe what I'd like is more tactical behaviour across the group of enemies as difficulty increases, maybe even with some system where command type units enable the tactics, giving an incentive to take out the commander(s) to make the group lose cohesion, I'd love that to be more intelligent in some way but accept that behaviour adaptation is limited by the platform capabilities as has been mentioned already i think. Despite this, I still think there's room for improvement between here and the limits of possibility. A few preprogrammed strategies that trigger randomly, or even better, based on your class/subclass/group makeup (or could be a unique part of a strike/raid), would be a good way to add some more depth to the challenge and variety of a lot of endgame activities in my opinion. I'm sure other things would need some balancing as a result, but personally I'd prefer enemies that aren't tanks, but work together. The Heroic Mercury missions would be my example of something I dont find appealing because it seems like a mindless 'keep shooting the bullet sponge' activity, especially Solo. Heroic adventures seem like they should be a challenging endgame activity that can be enjoyed solo, because they're parts of the campaign, but harder. That's my 2 cents anyway.

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        • Ah, The Shield of the Architects... I think the shield bash is just a scripted response, a mini-stomp, that activates whenever a player is near enough? They have sent me flying against a wall or somesuch many times and given the architects a kill. But yes I would enjoy some sheer random happenstance even that breaks the feeling of everyone being an actor in a theathe play that runs on predetermined rails. Sometimes the actors change but not the play itself.

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        • Bump

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