Strange AI behaviour

Post » Thu Jun 14, 2012 12:53 am

Hi everyone, im very excited about dishonored and cant wait to play it, but one thing that really struck me in the demos in a negative way is how enemies seem to have big hearing problems. There were instances where after some brutal confrontations with a lot of noise the guards standing in the next room or somwhere not far away were completely unaware of your presence. In a game with seemingly advanced systems it looks very odd. And i remember reading about these AI problems in an april preview of the game, so apparently nothing has changed.

It would be great if the guys from the team commented whether it will be improved or remain the same in the final version.

Thanks.
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adam holden
 
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Post » Thu Jun 14, 2012 1:35 pm

Can you point to exactly which video and at which time they were behaving oddly? Also these demos are old. They were developed for previewers a month before E3. Issues seen in the demos are most probably receiving a fix as we speak.
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Riky Carrasco
 
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Post » Thu Jun 14, 2012 12:33 am

I actually noticed this too in the gamespot demo where he took the violent path. He fired guns, threw explosives, duelled with other guards etc and in the next room people either were alerted but hadn't investigated or were completely unaware.
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Ricky Rayner
 
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Post » Thu Jun 14, 2012 3:33 am

I cant post the link for some reason...Look up "dishonored e3 2012 demo - ign live" in youtube.

At 5:17 he starts fighting with two guards, kills them with a razor mine and then goes upstairs where two other guards stand as if nothing has happened.
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(G-yen)
 
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Post » Thu Jun 14, 2012 9:08 am

OK, so I re-watched the video and here is what happened: The scene where he summons the rats and shoots the guard with his pistol is the one you are referring to if I am not mistaken. After doing that he exited the room and went onto the balcony. It was a little far but it should have been heard by the guard. Instead he was just patrolling and there was no indicator above his head making him unaware of what was going on.

The next scene is where he takes out one of the targets and exits the room and goes back into the same room that he summoned the rats and shot the guard. Now keep in mind that this happens extremely fast and it looked liked the guards where waiting for him. Although, they might just have spawned into the room because he eliminated the target while being detected. After dispatching those guards as well he climbs to the other level and the guards where a little alerted there.

This might be a part of the design where as not every guard gets out of position so he can come and fight you (although that is there job). It might be part of the design and it may very well be just to preview the game. We need a word from the developers on this one.
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TOYA toys
 
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Post » Thu Jun 14, 2012 11:33 am

Yes, I noticed this too. In the violent playthrough, he fired his gun (9:42), and the guy on the balcony didn't realise that anything was going on (guy is at 9:50). http://e3.gamespot.com/video/6380963/dishonored-e3-2012-stage-demo is the video.
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Jessica Nash
 
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Post » Thu Jun 14, 2012 4:38 am

Yeah that guard on the balcony and the two guards upstairs after killing with razor mine were obviously in the earshot. Yes it would be nice to hear from the devs.
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steve brewin
 
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Post » Thu Jun 14, 2012 7:05 am

I saw the demo you guys are talking about and I have to ask: Are the guards (or the people in general) blind and deaf? In the first part the player is right outside of the targets window in broad daylight and the target doesn't even notice. Also the part where he blows up the two guards after killing the target he goes upstairs and the guards are just standing there. Only when he appears in front of them do they go on alert.
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maya papps
 
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Post » Thu Jun 14, 2012 12:18 am

IF you are behind cover and you lean to check the area in front of it you will not be spotted as opposed to games like the first Deus Ex and Thief where you are spotted when you lean behind cover. Maybe they want to do the same thing with the windows.
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Anne marie
 
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Post » Thu Jun 14, 2012 2:26 am

I wish they would make all these aspects dependant on the difficulty level: on the easy level they can be blind and deaf to some extent whereas on the hardcoe they are much more able. The same goes for the leaning system, why wouldn't i be spotted if a gurd looks straight at me when i lean? It looks strange to say the least.
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Darian Ennels
 
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Post » Thu Jun 14, 2012 12:49 pm

I wish they would make all these aspects dependant on the difficulty level: on the easy level they can be blind and deaf to some extent whereas on the hardcoe they are much more able. The same goes for the leaning system, why wouldn't i be spotted if a gurd looks straight at me when i lean? It looks strange to say the least.

Or they could not have a difficulty setting at all and implement some genius design choices. This is not going to ruin my experience of the game at all.
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Taylah Haines
 
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Post » Thu Jun 14, 2012 11:08 am

IF you are behind cover and you lean to check the area in front of it you will not be spotted as opposed to games like the first Deus Ex and Thief where you are spotted when you lean behind cover. Maybe they want to do the same thing with the windows.

I didn't mention being behind cover. I talking about line of sight and noise. For example you shoot a guy and a guard whose literally out on the balcony doesn't even take notice.
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Ashley Tamen
 
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Post » Thu Jun 14, 2012 6:46 am

They did say that doors/walls dampen sounds, that could have something to do with it.
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Nathan Risch
 
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Post » Thu Jun 14, 2012 4:38 am

Hopefully its just an old build shown in the demos.
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Erika Ellsworth
 
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Post » Thu Jun 14, 2012 11:57 am

They did say that doors/walls dampen sounds, that could have something to do with it.

The example I used involves said unaware guard just standing there after the player shot another guard and stabbed him. The unaware guard was like 5 feet away and he wasn't behind a door either. There is no door to balcony its just a wide open walkway.

Another example would be after killing a target two guards rush into the room shouting and one of them fires their gun into the ceiling...while in a open hallway or lobby or whatever. The player stops time and proceeds to blow them both up with a landmine. Then the player goes upstairs and what are the two guards doing up there? Having a conversation like everything is normal. You'd think they come downstairs and investigate all the noise especially after the explosion of the landmine.
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Shelby McDonald
 
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Post » Thu Jun 14, 2012 2:06 am

It's a possible that the demo was "rigged" (I'm not sure of the correct phrase) to be easier stealth-wise, the same way Corvo has all his powers in the demo. They say that the game is difficult, and it wouldn't be a great demo if the player dies over and over.
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Jonny
 
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Post » Thu Jun 14, 2012 1:44 pm

Just an earlier version of the actual mission, nothing to worry about.
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Abel Vazquez
 
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Post » Wed Jun 13, 2012 11:58 pm

Sounds like they could increase the combat sound propagation distance slightly, but I'd much rather have it too short than too long. I quit playing Metro 2033 because the AI awareness during stealth was way too reactive. As soon as you made the slightest mistake, all the AIs in the area would immediately know your location. Thief had a really nice balance IMO.
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Hannah Barnard
 
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Post » Thu Jun 14, 2012 1:51 am

In a podcast Harvey Smith describes how he knocked over a bottle from a wall and some guards heard the sound and came to investigate, so they can hear a falling bottle, but cant hear gunshots...Maybe they really made them deaf on purpose for the demo. On the other hand, i think, it would be easier to use god mode instead.
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Sheila Esmailka
 
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Post » Thu Jun 14, 2012 3:18 pm

maybe they didn't finish the sound propegation for gun shots for the demo?
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Rachell Katherine
 
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Post » Thu Jun 14, 2012 6:53 am

The demos did seem to be running a weak version of the AI, presumably to showcase the flashier bits of the game. In the G4 one, he pickpockets a key from a prosttute and then just turns around and sprints away.
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Miranda Taylor
 
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Post » Wed Jun 13, 2012 11:54 pm

The demos did seem to be running a weak version of the AI, presumably to showcase the flashier bits of the game. In the G4 one, he pickpockets a key from a prosttute and then just turns around and sprints away.

Don't insult the working girls. And that was the head of the Golden Cat. And, like I said this 5 times already, it was a fairly old demo that has now mostly been refined and I agree with you that the AI was toned down to showcase the equipment available to us.
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Scott Clemmons
 
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Post » Thu Jun 14, 2012 12:57 pm

Yeah but imagine if all the guards came running at you at once. You'd be dead in an instant. Although I must say that I hate it when you are surrounded by enemies in a game and only one or two engage you while the others just stand there waiting for their turn. I hope this game isn't like that.
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LuBiE LoU
 
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Post » Thu Jun 14, 2012 3:28 am

Although I must say that I hate it when you are surrounded by enemies in a game and only one or two engage you while the others just stand there waiting for their turn. I hope this game isn't like that.
*Looks at Assassin's Creed*
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djimi
 
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Post » Thu Jun 14, 2012 10:48 am

Demos always are in God mode
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Cedric Pearson
 
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