Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Re: Dungeon Layout
minmay wrote:I don't like making monster AI smarter. Mostly it seems like it would make the game less tactically interesting - if you can't predict monster actions then you can't factor future monster actions into your tactics.
So you're saying that if monsters keep being dumb and predictable for the whole game, it's tactically more interesting? Using the same cheesy tactics from D:1 to Zot is more interesting than facing unpredictable and smart opponents that you have to adapt to? Is playing an RTS against a dumb AI also more tactically interesting than playing against a smart one or a human?
minmay wrote:Also, in many cases it would increase the role of spoilers (look at ranged AI for an example of this happening).
What makes the game spoilery? It's when something is illogical or unintuitive so it has to be learned with experiments, spoilers or source diving instead of being logically deduced. Prior to the ranged AI, the duck behind a corner tactic was spoilery, because it was illogical. The new ranged AI is less spoilery, because it's intuitive. A new player would expect the monsters to behave like that, because that's what he would do. The spoileriness that remains comes from the flaws of the AI, like not avoiding monsters and plants to get LOF. This is illogical, thus spoilery.
When I fix that, I'll add some randomisation to it factoring things like how intelligent the monster is, how much it likes ranged over melee and is it part of a band with a living leader. I think the end result will be logical and intuitive behaviour (so not spoilery). I also hope it will make encounters with high level monster bands more challenging and interesting. I really think adding more varied AI and better monster bands (complementary abilities) is a better way to increase the mid-game difficulty than adding tougher dudes.