History ArtificialStupidity / MMORPG

10th Dec '17 5:07:59 PM nombretomado
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* DynastyWarriorsOnline. Hoo boy. For the standard mooks, it's no surprise the A.I. isn't all that good. For computer controlled player characters, it almost becomes insulting. Here's a quick laundry list of why they're no good as enemies or allies:

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* DynastyWarriorsOnline.''VideoGame/DynastyWarriorsOnline''. Hoo boy. For the standard mooks, it's no surprise the A.I. isn't all that good. For computer controlled player characters, it almost becomes insulting. Here's a quick laundry list of why they're no good as enemies or allies:
26th Aug '17 4:39:57 PM nombretomado
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* In ''LaTale'' enemies will follow and attack the first player character they see, regardless of threat level or feasibility of actually doing damage. They will ignore anyone else unless they don't get a chance to attack for at least a minute or the character moves out of range. This can be abused while in a party to kill vastly more powerful monsters than you would normally stand a chance against by having one character act as bait, run like hell, and climb a ladder ''just'' out of range. The rest of the party can attack the monster with impunity until it finally gets bored and goes after someone else. Rinse and repeat and you can defeat even mobs of high-threat enemies with little risk.

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* In ''LaTale'' ''VideoGame/LaTale'' enemies will follow and attack the first player character they see, regardless of threat level or feasibility of actually doing damage. They will ignore anyone else unless they don't get a chance to attack for at least a minute or the character moves out of range. This can be abused while in a party to kill vastly more powerful monsters than you would normally stand a chance against by having one character act as bait, run like hell, and climb a ladder ''just'' out of range. The rest of the party can attack the monster with impunity until it finally gets bored and goes after someone else. Rinse and repeat and you can defeat even mobs of high-threat enemies with little risk.
29th Oct '16 2:05:06 PM nombretomado
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* In ''GuildWars'', one of the quests involves a 1 on 1 fight against an EvilTwin who is modestly stronger than you, and has the exact same skills on his skill bar that you do. The primary (and intended) way to beat him is to ''invoke'' his Artificial Stupidity by taking skills useless for a duel, and/or by taking good skills that he will not actually use. For example, it's entirely possible to get the EvilTwin to sacrifice enough of its health that you need only give him a [[CherryTapping cherry tap]] to win.

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* In ''GuildWars'', ''VideoGame/GuildWars'', one of the quests involves a 1 on 1 fight against an EvilTwin who is modestly stronger than you, and has the exact same skills on his skill bar that you do. The primary (and intended) way to beat him is to ''invoke'' his Artificial Stupidity by taking skills useless for a duel, and/or by taking good skills that he will not actually use. For example, it's entirely possible to get the EvilTwin to sacrifice enough of its health that you need only give him a [[CherryTapping cherry tap]] to win.
12th Jan '16 5:28:00 PM nombretomado
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* In ''EveOnline'', for most of the game's history, [=NPCs=] would lock onto one target and then absolutely refuse to engage any other targets, regardless of where the damage was coming from. This allowed a single player with a heavy tank and pathetic offense to enter a mission first, get all the [=NPCs=] shooting him, and then have his [[GlassCannon glass cannon]] friends come in and mop them up. This did occasionally require some forethought, since missions would often spawn new waves, which would randomly select a new player to engage, so the glass cannons occasionally had to leave and come back. This AI also meant that ships that relied upon drones to inflict damage could use all of their powergrid and CPU to fit heavy tank and forego any weapons, since drones don't use a ship's fitting resources.

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* In ''EveOnline'', ''VideoGame/EveOnline'', for most of the game's history, [=NPCs=] would lock onto one target and then absolutely refuse to engage any other targets, regardless of where the damage was coming from. This allowed a single player with a heavy tank and pathetic offense to enter a mission first, get all the [=NPCs=] shooting him, and then have his [[GlassCannon glass cannon]] friends come in and mop them up. This did occasionally require some forethought, since missions would often spawn new waves, which would randomly select a new player to engage, so the glass cannons occasionally had to leave and come back. This AI also meant that ships that relied upon drones to inflict damage could use all of their powergrid and CPU to fit heavy tank and forego any weapons, since drones don't use a ship's fitting resources.




* In ''{{Runescape}}'', the enemies will attempt to follow a straight line to their target (i.e. you), so it is often possible to stop them in their tracks simply by hiding behind something, even a torch. This may be deliberate, as the only practical method for archers to level up is to get a target on the other side of a table, fence, or similar obstacle, and proceed to turn the target into a pincushion.

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\n* In ''{{Runescape}}'', ''VideoGame/{{Runescape}}'', the enemies will attempt to follow a straight line to their target (i.e. you), so it is often possible to stop them in their tracks simply by hiding behind something, even a torch. This may be deliberate, as the only practical method for archers to level up is to get a target on the other side of a table, fence, or similar obstacle, and proceed to turn the target into a pincushion.
17th Nov '15 9:36:15 PM billybobfred
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* Hirelings in VideoGame/{{Diablo}} clearly fall into this trope. While the enemy AI is okay, the ally AI is definitely not. Hirelings don't seem to understand basic concepts like "I should use that door just a few steps from me instead of trying to walk through the wall", they have the annoying habit of exploring all the whole time in a world where just walking a few metres triggers a new wave of dozens of enemies... And monsters by the Necromancer are even worse, as getting too far from them (and they aren't good AT ALL at following you) makes them disappear. After numerous reports of necromancers getting stuck in a corner by their minions, Blizzard added an Unsummon skill to remove them when needed -- and that turned out to ''not be enough'', so now they let players noclip through their own minions.
14th Nov '15 1:42:23 PM billybobfred
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* Hirelings in VideoGame/{{Diablo}} clearly fall into this trope. While the enemy AI is okay, the ally AI is definitely not. Hirelings don't seem to understand basic concepts like "I should use that door just a few steps from me instead of trying to walk through the wall", they have the annoying habit of exploring all the whole time in a world where just walking a few metres triggers a new wave of dozens of enemies... And monsters by the Necromancer are even worse, as getting too far from them (and they aren't good AT ALL at following you) makes them disappear. After numerous reports of necromancers getting stuck in a corner by their minions, Blizzard added an Unsummon skill to remove them when needed.

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* Hirelings in VideoGame/{{Diablo}} clearly fall into this trope. While the enemy AI is okay, the ally AI is definitely not. Hirelings don't seem to understand basic concepts like "I should use that door just a few steps from me instead of trying to walk through the wall", they have the annoying habit of exploring all the whole time in a world where just walking a few metres triggers a new wave of dozens of enemies... And monsters by the Necromancer are even worse, as getting too far from them (and they aren't good AT ALL at following you) makes them disappear. After numerous reports of necromancers getting stuck in a corner by their minions, Blizzard added an Unsummon skill to remove them when needed.needed -- and that turned out to ''not be enough'', so now they let players noclip through their own minions.
7th May '15 3:50:54 PM nombretomado
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* ''CityOfHeroes''' enemy AI is usually pretty good, but some of the NPC allies you get on certain missions are appallingly dumb. Fusionette, a recurring NPC, does an unfortunately good imitation of a novice player with her tendency to attack too many enemies at once and get clobbered.
** And in ''CityOfVillains'', on the timed "Mayhem Missions", it's often possible to spring a NPC villain from jail for a little extra firepower against the hordes of police and heroes trying to stop you. Which is fine, except they often have an annoying glitch where they stand in front of some [[DieChairDie easily-destroyed object]] without attacking. No wonder they were arrested so easily...

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* ''CityOfHeroes''' ''VideoGame/CityOfHeroes''' enemy AI is usually pretty good, but some of the NPC allies you get on certain missions are appallingly dumb. Fusionette, a recurring NPC, does an unfortunately good imitation of a novice player with her tendency to attack too many enemies at once and get clobbered.
** And in ''CityOfVillains'', ''VideoGame/CityOfVillains'', on the timed "Mayhem Missions", it's often possible to spring a NPC villain from jail for a little extra firepower against the hordes of police and heroes trying to stop you. Which is fine, except they often have an annoying glitch where they stand in front of some [[DieChairDie easily-destroyed object]] without attacking. No wonder they were arrested so easily...
7th May '15 10:56:14 AM LuciaMoore
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* In ''EveOnline'', for most of the game's history, [=NPCs=] would lock onto one target and then absolutely refuse to engage any other targets, regardless of where the damage was coming from. This allowed a single player with a heavy tank and pathetic offense to enter a mission first, get all the [=NPCs=] shooting him, and then have his [[GlassCannon]] friends come in and mop them up. This did occasionally require some forethought, since missions would often spawn new waves, which would randomly select a new player to engage, so the glass cannons occasionally had to leave and come back. This AI also meant that ships that relied upon drones to inflict damage could use all of their powergrid and CPU to fit heavy tank and forego any weapons, since drones don't use a ship's fitting resources.

to:

* In ''EveOnline'', for most of the game's history, [=NPCs=] would lock onto one target and then absolutely refuse to engage any other targets, regardless of where the damage was coming from. This allowed a single player with a heavy tank and pathetic offense to enter a mission first, get all the [=NPCs=] shooting him, and then have his [[GlassCannon]] [[GlassCannon glass cannon]] friends come in and mop them up. This did occasionally require some forethought, since missions would often spawn new waves, which would randomly select a new player to engage, so the glass cannons occasionally had to leave and come back. This AI also meant that ships that relied upon drones to inflict damage could use all of their powergrid and CPU to fit heavy tank and forego any weapons, since drones don't use a ship's fitting resources.
7th May '15 10:55:25 AM LuciaMoore
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* In ''EveOnline'', for most of the game's history, [=NPCs=] would lock onto one target and then absolutely refuse to engage any other targets, regardless of where the damage was coming from. This allowed a single player with a heavy tank and pathetic offense to enter a mission first, get all the [=NPCs=] shooting him, and then have his [[GlassCannon]] friends come in and mop them up. This did occasionally require some forethought, since missions would often spawn new waves, which would randomly select a new player to engage, so the glass cannons occasionally had to leave and come back. This AI also meant that ships that relied upon drones to inflict damage could use all of their powergrid and CPU to fit heavy tank and forego any weapons, since drones don't use a ship's fitting resources.
** A relatively recent update to the game reworked the AI so much now that many people that once used drones in missions are [[TheyChangedItNowItSucks complaining that their drones die too easily]] since the AI will almost immediately target drones once they're launched. AI are also programmed now to favor ships of comparable size, so NPC frigates will prefer to attack other frigates over battleships, while NPC battleships will favor the largest target they can see, rather than wasting their shots on a small, fast ship that they can barely hit.
16th Mar '15 6:45:22 PM Akaihiryuu
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** Pet battles in WOW fall heavily into this. If a boss-level pet has a very powerful move (that either hits all your pets, heals itself for a large amount, damages you for a large amount, stuns you, or whatever) that has a cooldown, it WILL use the move as soon as it is available, even if right beforehand you use something that makes you immune to it. You can cheese a lot of the pet battles this way.
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