History ArtificialStupidity / SimulationGames

24th Sep '16 9:56:05 AM Fallingwater
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* In all ''MechWarrior'' simulation games this is the only reason the player can win most matches that aren't against [[SuicidalOverconfidence much weaker opponents]]. While you do strategic attacks against specific parts of enemy Mechs to reduce their threat rating in the shortest amount of time and consuming the least heat possible, they'll randomly spray you with often-poorly-chosen weapons at a much slower rate of fire than their heatsinks should allow. This was most obvious in ''MechWarrior 2'', where enemies would spend most of their time walking about while looking at you and only occasionally letting a couple shots loose; fortunately, later games in the series have made it less obvious (though still difficult to ignore).

28th Aug '16 5:00:58 PM Lopiny
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* An old one related to the above is the fact pathfinding for flying creatures is utterly ''borked''. Creatures regularly [[ForgotICouldFly forget about the fact they can fly]] if there's no ground path to their new location, and will be just as stuck as any other if left with no pathfinding options. Until you actually make the ground path, at which point they ''fly the actual path they should've taken before'' like nothing was wrong.
7th Aug '16 1:17:25 PM erforce
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** The spinoff ''Privateer 2'' had completely incompetent enemy AI. [[WebVideo/TheSpoonyExperiment Spoony]], in [[http://spoonyexperiment.com/2010/03/25/privateer-2-the-darkening-review/ his review]], parked his ship next to an enemy and waited to see how long his unmoving, unacting ship would take to be killed. After half an hour in which the pirate ''once'' managed to wear down the shields, he gave up entirely.

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** The spinoff ''Privateer 2'' ''[[VideoGame/Privateer2TheDarkening Privateer 2]]'' had completely incompetent enemy AI. [[WebVideo/TheSpoonyExperiment Spoony]], in [[http://spoonyexperiment.com/2010/03/25/privateer-2-the-darkening-review/ his review]], parked his ship next to an enemy and waited to see how long his unmoving, unacting ship would take to be killed. After half an hour in which the pirate ''once'' managed to wear down the shields, he gave up entirely.
29th Jul '16 5:08:52 PM Nevermore2002
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** Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.

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** * Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.
29th Jul '16 5:08:23 PM Nevermore2002
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** Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.
25th Jul '16 3:21:23 AM Morgenthaler
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* This is the biggest complain people have had about ''FromDust'', where the villagers' pathfinding AI can be a pain in the ass to manage. Most of the time, even the slightest obstacle will cause them to either take a massive detour, or [[MostAnnoyingSound start begging you for help]] while they stand still in bewilderment. Walking straight into streams of lava doesn't help either.

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* This is the biggest complain people have had about ''FromDust'', ''VideoGame/FromDust'', where the villagers' pathfinding AI can be a pain in the ass to manage. Most of the time, even the slightest obstacle will cause them to either take a massive detour, or [[MostAnnoyingSound start begging you for help]] while they stand still in bewilderment. Walking straight into streams of lava doesn't help either.
24th Jul '16 6:14:57 PM nombretomado
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* Without going into too much detail, let's just say that in ''{{Creatures}} 2'', the Norns that come with the game are morons. Thanks to a problem in their digital genetics, this ''gets worse'' after their first real-time hour of life (the so-called "One Hour Stupidity Syndrome", based from the fact that the reward values in the Norn's artificial brain are so screwed up that they'll most likely to be eventually sitting around deliriously happy while starving to death in the middle of a forest fire). A player may find that in order to make any progress in the game whatsoever (with getting pickups and exploring and the like) they'll have to micromanage one Norn and spent a distressingly large amount of time luring it into the water so as to pick it up and ''make'' it go where the player wants it to. There's a play style called the "Wolfling Run" where you hatch a bunch of Norns and leave them to their own devices - since the default Norns are outsmarted by buttons and fail to connect hunger with the need to eat, this is an exercise in genocide. The modified Norn "Socrates", designed specifically to remember none of its experience of reward or punishment for its actions, essentially ruled by random instinct, ended up prospering much better than it's default cousins, granting insight that allowed the game to be fixed.

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* Without going into too much detail, let's just say that in ''{{Creatures}} ''VideoGame/{{Creatures}} 2'', the Norns that come with the game are morons. Thanks to a problem in their digital genetics, this ''gets worse'' after their first real-time hour of life (the so-called "One Hour Stupidity Syndrome", based from the fact that the reward values in the Norn's artificial brain are so screwed up that they'll most likely to be eventually sitting around deliriously happy while starving to death in the middle of a forest fire). A player may find that in order to make any progress in the game whatsoever (with getting pickups and exploring and the like) they'll have to micromanage one Norn and spent a distressingly large amount of time luring it into the water so as to pick it up and ''make'' it go where the player wants it to. There's a play style called the "Wolfling Run" where you hatch a bunch of Norns and leave them to their own devices - since the default Norns are outsmarted by buttons and fail to connect hunger with the need to eat, this is an exercise in genocide. The modified Norn "Socrates", designed specifically to remember none of its experience of reward or punishment for its actions, essentially ruled by random instinct, ended up prospering much better than it's default cousins, granting insight that allowed the game to be fixed.
30th Jun '16 6:32:16 PM Gravityman
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** The Main Street visitors in ''New Leaf'' are programmed to say certain lines, depending on their personality type. One of the things a Snooty visitor can say is complaining about how crowded Main Street is. She'll say this even if there's nobody around besides her, or if you find her by herself in a museum room.
15th Apr '16 12:52:20 PM GreatWyrmGold
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** It's noted that without before Olimar came to the planet, the Pikmin were basically a sentient food supply for the herbivorous creatures inhabiting the planet, and that Olimar's efforts in organizing them have helped them to survive once Olimar is gone. In other words, the game [[JustifiedTrope justifies]] the stupidity, as the Pikmin were literally a walking food supply before Olimar came around.
3rd Apr '16 2:05:27 PM Lopiny
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** A related bug causes them to never consider drinking directly from the barrel when there's mugs around. Not too troublesome until they lose their ability to grasp, leave for the booze stockpile with a mug they cannot pick up, and just stare at the booze until they die of thirst because they couldn't think of anything else.
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