Anyone else think the AI needs A LOT of work? I'm probably too obsessed with AI, but I think it's really the next step in improving game immersion.
Fighting AI needs the most work.
For instance, when I act as a sniper, an NPC should NOT be saying "is anyone there"? after he gets shot with an arrow. The NPC should NOT return to calm and peaceful but stay in some kind of intermittent battle ready state of emotion and perhaps be more jumpy than normal. An NPC should probably have some idea from where they were shot from and start heading in that direction instead of moving randomly - assuming they aren't scared and trying to run away. Open fields, of course, would be much harder to spot the shooter. Certain NPCs would turn over furniture, stabbing through hiding places, trying to find the shooter. The leader of the group might send certain NPCs in one direction, and others in a separate one.
An NPC should not try to keep using the same path if it is blocked when he/she is trying to get into a melee position. Can't the programmers add a simple (NPC character size = 500 pixels. If space between objects < 500 pixels, do not try to pass between)?
An NPC should adapt to successful fighting tactics against him/her. If the NPC is hit 3 times with an arrow without landing a blow, can't the smarter npcs make a successful die roll to change fighting tactics??? Try and dodge your arrows? Wait til after you've fired to sprint at you? Try and sneak up behind you? Pin you down? Try to get you to chase him into the next room, where he can ambush you. Work in tandem to try and flank you? Get to the high ground? Jump you from above? Run the heck away, especially if they're getting destroyed?
What about pack tactics? Attack the closest character, or maybe the weakest character...or the strongest...or ignore everyone in your party and focus on you. Help out the guy who is about to die (ie:heal him, act as a human shield). There should be field generals who should direct the others. The weaker and more cowardly might try and run away, while the stronger NPCs might threaten to kill them if they leave.
And NPCs shouldn't always try to fight to the death (ie: against a kid), or even pursue you. Certain personality types, in battle, wouldn't always pursue. Maybe some want to teach you a lesson. Maybe certain animals will attack to defend their territory/kids, but not attack if you move back to safer distances. Maybe certain animals wouldn't attack you if you have one of their kind in your party. Maybe they might aid you if you did.
And regular, every day behavior, while certainly getting quite nice, can be improved as well.
I appreciate the work Bethesda has done here, but there is too much, imo, generic NPC-ification in Skyrim.
Bethesda, what about this? NPCs have different personality types (ie: Myers), and should have different scripting behaviors associated with their personality types. Of course different personality types behave differently under duress, anger, sadness, etc. so there can be cross over behavior, during these times, to other personality types. For instance, even the most cowardly will attack if bullied enough. Maybe at certain times of the month, an npc gets paid, eats his favorite meal, and isn't super aggressive towards others during these times.
NPCs don't seem to have the full gamut of emotion. Most are so serious. Or angry. What about the weirdos? What about the goof balls? The Thrill seekers, flirtatious, morose, hippies and nerds aren't represented either. If you were an attractive female character, wouldn't more males stare at you? Wouldn't some become more tongue tied? Maybe a child would go from depressed to happy if you got him a new pet to replace his deceased. But his mother would be upset, because she didn't want to clean up after it. All sorts of "regular" behavior would be brilliant.
Lastly, I feel there is a large pool of generic comments, rather than personalized comments. Hopefully, in the future, NPCs would comment and react to your specific actions in relation to their worldview. For instance, an ex boyfriend of Lydia might say, "I heard you're gonna marry Lydia. She's trouble. Really. Stay away". If the player remained married to Lydia for a year, the NPC might say, "Well, looks like you proved me wrong. Happy for you". Or, if it didn't work out, "Hey, I DID try to warn you". If the player divorced and remarried Lydia, the NPC might simply say, "And I thought *I* was crazy". Lydia, would just tell him to shut up.
And specific action directed comments would be nice, too.
An NPC would tell the player to stop jumping up and down on his bed. Or perhaps the NPC would get super frightened if the player dropped down from an upstairs balcony. NPC shop keepers would tell the player to put their weapon away. And if it continues, the NPC would refuse to do business with for the day. NPCs would yell at you for making a mess and comment on how they'll have to clean up after you. And then they would remember it next time (but not remind you of it every single time, unless it's their personality type). Maybe characters could deliver the same line in different tones of voice, depending on how they feel about you. For instance, " Ahhh, my favorite customer" (if the player pays fair prices), instead of "Ahhh, my favorite customer" (deeply sarcastic if the player keeps trying to rip the shopkeeper off.
This may seem like some unjustified, picky complaining on my behalf. I do really enjoy Bethesda games, and simply see this as the next step in improving them.






Not like that's any big deal. Ya die, you reload. You're alive again, so are they. No biggie whatsoever.