History ArtificialStupidity / RPG

29th Jul '16 4:59:08 PM Nevermore2002
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** Rogues never try to flank or get behind the enemy, they prefer [[LeeroyJenkins to attack head-on]].
29th Jul '16 4:49:13 PM Nevermore2002
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** Sometimes the player feels more like a babysitter than an adventurer. Your henchman will insist on using, what he thinks, is their most powerful weapon in their inventory, but not necessarily the most useful for the situation. You force them to use range attack and they'll immediately switch back to melee. Cue frustrated adventurer confiscating all melee weapons from the henchman.
** Never set your henchman invisible. They'll remain stealthy and stubbornly refuse to attack.
27th Jun '16 3:35:01 PM Seth_Phoenix2000
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** The worst is one battle with a particularly suicidal guest character. If she is KO'd, you lose. Your opponents are a high level swordsman (who ''always'' gets first turn, with which he ''always'' takes half the guest's HP), and two assassin type characters who can both kill any character instantly with 100% accuracy. So, naturally, the guest character will often be found rushing right into the middle of them instead of running the hell away. Unless your characters are particularly speedy, you can, and probably will, lose the battle [[LuckBasedMission before you even get a turn.]]

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** The **The absolute worst example is Argath, a guest character you get early on and must keep alive. Because you get him quite early in the game, he, like the rest of the party, would benefit from some level grinding. Problem is, if you have a strategy, you may as well toss it out the window and go make sure he stays alive because he rushes into danger head first, often leading to a quick game over.
** A close second
is one battle with a particularly suicidal guest character. If she is KO'd, you lose. Your opponents are a high level swordsman (who ''always'' gets first turn, with which he ''always'' takes half the guest's HP), and two assassin type characters who can both kill any character instantly with 100% accuracy. So, naturally, the guest character will often be found rushing right into the middle of them instead of running the hell away. Unless your characters are particularly speedy, you can, and probably will, lose the battle [[LuckBasedMission before you even get a turn.]]
26th Jun '16 10:26:01 AM nombretomado
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* Mages in the ''BaldursGate'' games don't play well with allies, freely dropping fireballs and meteor swarms on them. And then there's Gate, which summons a powerful demon. They do have the sense to cast protection from evil to stop it attacking them. However, because it still qualifies as an enemy, they'll attack it. Sometimes it's possible to just move away and let the two of them get on with, then move back in once the mage has expanded a bunch of their spells killing the thing it just summoned.

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* Mages in the ''BaldursGate'' ''Franchise/BaldursGate'' games don't play well with allies, freely dropping fireballs and meteor swarms on them. And then there's Gate, which summons a powerful demon. They do have the sense to cast protection from evil to stop it attacking them. However, because it still qualifies as an enemy, they'll attack it. Sometimes it's possible to just move away and let the two of them get on with, then move back in once the mage has expanded a bunch of their spells killing the thing it just summoned.



** In the first ''BaldursGate'', enemies do not engage you unless they can see you. Which means you could stand just outside of their visual range or just around a corner and pelt with with ''fireballs'' and ''cloudkills'', and they would just stand there until they died.

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** In the first ''BaldursGate'', ''VideoGame/BaldursGate'', enemies do not engage you unless they can see you. Which means you could stand just outside of their visual range or just around a corner and pelt with with ''fireballs'' and ''cloudkills'', and they would just stand there until they died.
21st Jun '16 3:14:17 PM DecafGrub47393
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** the boss Mech Rider 3 is programmed to always attempt to cast Speed Up on himself if he doesn't have it active. Unfortunately, he's also programmed to cast Wall first, meaning he'll spend the entire fight bouncing his own Speed Up spells onto your party! Though given plot-related reasons, this has disturbing implications: it's possible he's doing this deliberately because he wants you to kill him.
20th Jun '16 8:07:31 PM dotchan
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** Your healers also had a tendency to constantly cast instant death spells on enemies rather than healing your party--even if the enemy was immune to instant death. This was doubly annoying also, because some of the dungeons are quite long, and recovering magic points is fairly difficult, so you'd end up having to switch your party to Use No MP mode just so you'd have enough magic to be able to have a few healing spells for the boss.

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** Your healers also had a tendency to constantly cast instant death spells on enemies rather than healing your party--even if the enemy was immune to instant death. This was doubly annoying also, because some of the dungeons are quite long, and recovering magic points is fairly difficult, so you'd end up having to switch your party to Use No MP mode just so you'd have enough magic to be able to have a few healing spells for the boss. (This AI quirk is so infamous that repeatedly failing to cast instant death spells is a LimitBreak in ''VideoGame/DragonQuestHeroesTheWorldTreesWoeAndTheBlightBelow''.)
29th May '16 6:45:54 PM nombretomado
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** In the ''PS1'' version of ''VideoGame/TalesOfDestiny'', the AI would do [[GameBreakingBug ABSOLUTELY NOTHING unless you were standing behind them.]]

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** In the ''PS1'' ''[=PS1=]'' version of ''VideoGame/TalesOfDestiny'', the AI would do [[GameBreakingBug ABSOLUTELY NOTHING unless you were standing behind them.]]
24th May '16 12:18:09 PM PhiSat
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** In the ''PS1'' version of ''VideoGame/TalesOfDestiny'', the AI would do ABSOLUTELY NOTHING unless you were standing behind them.

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** In the ''PS1'' version of ''VideoGame/TalesOfDestiny'', the AI would do [[GameBreakingBug ABSOLUTELY NOTHING unless you were standing behind them.]]
24th May '16 12:13:47 PM PhiSat
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* Throughout the ''Franchise/TalesSeries'', the ally AI is completely incapable of recognizing elemental strengths and weaknesses, and thus will use random Artes with random elemental affinity with reckless abandon without heed for the actual strengths and weaknesses of the enemy even if they are known no matter how many times it proves ineffective unless the player specifically deactivates said ineffective artes and directly orders them to use the effective ones, all while crying out that their attacks aren't working over and over. This is most aggravating with games like ''VideoGame/TalesOfXillia'' and it's sequel, in which the elemental strengths and weaknesses of the enemy are ALWAYS known and available to the player and thus there's no reason their AI wouldn't know what those are.
* Estelle's AI in ''VideoGame/TalesOfVesperia'' is almost universally considered lackluster.

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* ''Franchise/TalesSeries'':
**
Throughout the ''Franchise/TalesSeries'', the ally AI is completely incapable of recognizing elemental strengths and weaknesses, and thus will use random Artes with random elemental affinity with reckless abandon without heed for the actual strengths and weaknesses of the enemy even if they are known no matter how many times it proves ineffective unless the player specifically deactivates said ineffective artes and directly orders them to use the effective ones, all while crying out that their attacks aren't working over and over. This is most aggravating with games like ''VideoGame/TalesOfXillia'' and it's sequel, in which the elemental strengths and weaknesses of the enemy are ALWAYS known and available to the player and thus there's no reason their AI wouldn't know what those are.
* ** Estelle's AI in ''VideoGame/TalesOfVesperia'' is almost universally considered lackluster.



* In the ''PS1'' version of ''VideoGame/TalesOfDestiny'', the AI would do ABSOLUTELY NOTHING unless you were standing behind them.

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* ** In the ''PS1'' version of ''VideoGame/TalesOfDestiny'', the AI would do ABSOLUTELY NOTHING unless you were standing behind them.



* In ''VideoGame/TalesOfLegendia'', the casters seem to run off of an AIRoulette and their spells seem to be picked by RandomNumberGenerator. This leads to some annoying instances where Will or Norma will use a fire-aligned spell only to have it absorbed, then after saying "Oh that didn't work", use ''another'' one or even worse, use it ''a second time''. Grune and Shirley at ''least'' have a nice excuse for spamming the same eres attacks because for awhile, Grune doesn't really ''have'' any and Shirley learns hers throughout the character quests.

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* ** In ''VideoGame/TalesOfLegendia'', the casters seem to run off of an AIRoulette and their spells seem to be picked by RandomNumberGenerator. This leads to some annoying instances where Will or Norma will use a fire-aligned spell only to have it absorbed, then after saying "Oh that didn't work", use ''another'' one or even worse, use it ''a second time''. Grune and Shirley at ''least'' have a nice excuse for spamming the same eres attacks because for awhile, Grune doesn't really ''have'' any and Shirley learns hers throughout the character quests.



* In ''VideoGame/ValkyriaChronicles'' the computer is unable to predict whether it will be able to fire on one of your units with a given one of its, it will therefore spend actions moving units backwards and forwards along the same path every turn to no effect. Similarly, they also have an unusual tendency rush troops straight into certain death, possibly for want of any other move.
* In ''VideoGame/TalesOfSymphonia,'' Raine runs up to an enemy, as if to attack, and then runs away again. Other times she just decides to cast a spell that takes a long time while standing right next to it. "Don't get in my way!"

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* In ''VideoGame/ValkyriaChronicles'' the computer is unable to predict whether it will be able to fire on one of your units with a given one of its, it will therefore spend actions moving units backwards and forwards along the same path every turn to no effect. Similarly, they also have an unusual tendency rush troops straight into certain death, possibly for want of any other move.
*
** In ''VideoGame/TalesOfSymphonia,'' Raine runs up to an enemy, as if to attack, and then runs away again. Other times she just decides to cast a spell that takes a long time while standing right next to it. "Don't get in my way!"



* In ''VideoGame/TalesOfPhantasia'', Mint ''loves'' to use Pow Hammer and then Pow Pow Hammer. Honestly you can't blame her; if she's well protected enough she'll have thrown on Acid rain, buffed Cress and Suzu up, long ago so there's almost nothing to do until somebody gets hurt. Of course, this does tend to get annoying if she starts to cast Pow Pow Hammer when someone's running low on HP...and given that she does this on ''bosses'', too, and that bosses are normally immune to Pow Pow Hammer's stun effect. (It doesn't hurt on melees, though)

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* ** In ''VideoGame/TalesOfPhantasia'', Mint ''loves'' to use Pow Hammer and then Pow Pow Hammer. Honestly you can't blame her; if she's well protected enough she'll have thrown on Acid rain, buffed Cress and Suzu up, long ago so there's almost nothing to do until somebody gets hurt. Of course, this does tend to get annoying if she starts to cast Pow Pow Hammer when someone's running low on HP...and given that she does this on ''bosses'', too, and that bosses are normally immune to Pow Pow Hammer's stun effect. (It doesn't hurt on melees, though)though)
* In ''VideoGame/ValkyriaChronicles'' the computer is unable to predict whether it will be able to fire on one of your units with a given one of its, it will therefore spend actions moving units backwards and forwards along the same path every turn to no effect. Similarly, they also have an unusual tendency rush troops straight into certain death, possibly for want of any other move.
7th Apr '16 7:48:46 PM Elenna123
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** Also, in ''PokemonColosseum'', the AI, especially early in the game, is prone to often using Fighting or Normal type moves on Misdreavus, who as a Ghost type is completely immune to them.

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** Also, in ''PokemonColosseum'', the AI, especially early in the game, is prone to often using Fighting or Normal type moves on Misdreavus, who as a Ghost type is completely immune to them. Often, they will use the same move repeatedly, despite it having no effect. For example, [[https://www.youtube.com/watch?v=p7lIG7eTQrQ&nohtml5=False this video]] by LetsPlay/{{Chuggaaconroy}} shows Misdreavus being hit by attacks that do no damage 12 times in 20 minutes of fighting.
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