jorb wrote:It slows me down. I walk large circles around boars now. Doesn't everyone?
LOL but if me not use guilbutus clint, that change is real shit.
if with out ctrl+x and ctrl+n
50% die to boar


bear is too big, i fine too easy, but boar is not
jorb wrote:It slows me down. I walk large circles around boars now. Doesn't everyone?
spectacle wrote:While on the topic of animal AI, I'd like to see boars be mainly territorial. If you manage to run for a while they should be satisfied that you're out of their turf and drop aggro.
loftar wrote:Haba wrote:But yeah, there is a difference to challenge and tedium. You've added tedium.
Well, let me phrase the following question, then -- do you think that animals should really go back to being completely harmless? Is there any point in that? Even if I were to go on improving their AI so as to not be 'sploitable, that still wouldn't change their being harmless. Would that be a good thing? Where's the fun in challenging a wilderness that isn't wild? What do you suggest in order to turn the supposed tedium into challenge? Why is it that you don't consider it a challenge in the first place? The 'sploitable AI?
loftar wrote:Haba wrote:But yeah, there is a difference to challenge and tedium. You've added tedium.
Well, let me phrase the following question, then -- do you think that animals should really go back to being completely harmless? Is there any point in that? Even if I were to go on improving their AI so as to not be 'sploitable, they'd still be harmless. Would that be a good thing? What do you suggest in order to turn the supposed tedium into challenge? Why is it that you don't consider it a challenge in the first place? The 'sploitable AI?
Danno wrote:I'd add more lower tier enemies.
Haba wrote:I like the fact that you keep us on our toes, but why not make our behavior "intended" design? Let us make spike traps, pits etc. and instead of trying to find a way to prevent us exploiting the AI, focus on reducing the need to repeat the same grindy hunting action.
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