History Main / SpitefulAI

30th Sep '16 5:30:51 PM Sutremaine
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* AI frequently does this in ''EuropaUniversalis'' and other Paradox games. It can take many forms. Little, pitiful nations, for example, frequently will ally with you, then almost immediately declare war against someone much stronger than them. Other countries, if they have constant ''casus belli'' against you, will declare subsequent wars even if they were beaten several times. It's especially infuriating if it results in a strong country deciding to abandon you, which invites other potential enemies to gang rape your poor nation.

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* AI frequently does this in ''EuropaUniversalis'' and other Paradox games. It can take many forms. Little, pitiful nations, for example, frequently will ally with you, then almost immediately declare war against someone much stronger than them. Other countries, if they have constant ''casus belli'' against you, will declare subsequent wars even if they were beaten several times. It's especially infuriating if it results in a strong country deciding to abandon you, which invites other potential enemies to gang rape up on your poor nation.
9th Sep '16 5:21:58 AM aawood
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*** The problem here is that poisonous creatures like the monarch are colorful and easy to see like how bees are black and yellow as a big warning to predators. Geodude and Voltorb are rocks and a large pokeball, so CAMOUFLAGED creatures. Rather than using their own saftey to protect their group and scare away preditors, they tempt you closer just to blow up in your face. Geodude might have the excuse that you startle or step on them in some way thinking they're just a rock, but Voltorb look like itemboxes! Most trainers already don't want to fight Voltorb to go with the above examples but are TRICKED into fighting them. And you don't even need to battle Electrodes--their Pokedex entries say they'll explode mainly because they find it [[ItAmusedMe amusing]] (in the anime, exploded Electrodes do often have a gigantic grin on their face and lack the "KO'd" crossed-out eyes).

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*** The problem here is that poisonous creatures like the monarch are colorful and easy to see like how bees are black and yellow as a big warning to predators. Geodude and Voltorb are rocks and a large pokeball, so CAMOUFLAGED creatures. Rather than using their own saftey safety to protect their group and scare away preditors, predators, they tempt you closer just to blow up in your face. Geodude might have the excuse that you startle or step on them in some way thinking they're just a rock, but Voltorb look like itemboxes! Most trainers already don't want to fight Voltorb to go with the above examples but are TRICKED into fighting them. And you don't even need to battle Electrodes--their Pokedex entries say they'll explode mainly because they find it [[ItAmusedMe amusing]] (in the anime, exploded Electrodes do often have a gigantic grin on their face and lack the "KO'd" crossed-out eyes).eyes).
**** While that's a fair complaint for Geodude, Voltorb/Electrode looking like Pokeballs/Item Boxes probably isn't an example of evolutionary camoflage (unless Pokeball tech has been around for literally millions of years in that universe). If they evolved, the red/white colouring probably did indeed come about as a warning for other creatures; Pokeballs are made to look like them, not the other way around. The alternative is that those creatures are some sort of science-experiment-gone-wrong offshoot of Pokeballs (surprisingly possible in the Pokemon universe), but that would mean both their colouring and behaviour no longer need to make much evolutionary sense either: they didn't evolve.
6th Sep '16 4:27:27 AM Medinoc
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*** The problem here is that poisonous creatures like the monarch are colorful and easy to see like how bees are black and yellow as a big warning to predators. Geodude and Voltorb are rocks and a large pokeball, so CAMOUFLAGED creatures. Rather than using their own saftey to protect their group and scare away preditors, they tempt you closer just to blow up in your face. Geodude might have the excuse that you startle or step on them in some way thinking they're just a rock, but Voltorb look like itemboxes! Most trainers already don't want to fight Voltorb to go with the above examples but are TRICKED into fighting them. And you don't even need to battle Electrodes--their Pokedex entries say they'll explode mainly because they find it [[ItAmusedMe amusing]] (in the anime, exploded Electrodes do often have a gigantic grin on their face).

to:

*** The problem here is that poisonous creatures like the monarch are colorful and easy to see like how bees are black and yellow as a big warning to predators. Geodude and Voltorb are rocks and a large pokeball, so CAMOUFLAGED creatures. Rather than using their own saftey to protect their group and scare away preditors, they tempt you closer just to blow up in your face. Geodude might have the excuse that you startle or step on them in some way thinking they're just a rock, but Voltorb look like itemboxes! Most trainers already don't want to fight Voltorb to go with the above examples but are TRICKED into fighting them. And you don't even need to battle Electrodes--their Pokedex entries say they'll explode mainly because they find it [[ItAmusedMe amusing]] (in the anime, exploded Electrodes do often have a gigantic grin on their face).face and lack the "KO'd" crossed-out eyes).
14th Aug '16 9:56:47 AM nombretomado
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* Just one of the many factors that confirm that [[TheComputerIsACheatingBastard the computer is indeed a cheating bastard]] in ''DissidiaFinalFantasy''. When playing through any of the protagonists' campaign mode, encounters against certain [[{{Mook}} mooks]] have in-battle conditions to be fulfilled (for instance, winning with a FlawlessVictory, scoring a CriticalHit within a time limit, etc.) in order for a chance to win back Destiny Points (which deplete with every turn you take; the more you have by the end of the campaign, the better the rewards you receive). It seems that the computer wants to deny you ALL of this, and, from the start of the battle, will immediately take measures to prevent you from fulfilling these conditions.

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* Just one of the many factors that confirm that [[TheComputerIsACheatingBastard the computer is indeed a cheating bastard]] in ''DissidiaFinalFantasy''.''VideoGame/DissidiaFinalFantasy''. When playing through any of the protagonists' campaign mode, encounters against certain [[{{Mook}} mooks]] have in-battle conditions to be fulfilled (for instance, winning with a FlawlessVictory, scoring a CriticalHit within a time limit, etc.) in order for a chance to win back Destiny Points (which deplete with every turn you take; the more you have by the end of the campaign, the better the rewards you receive). It seems that the computer wants to deny you ALL of this, and, from the start of the battle, will immediately take measures to prevent you from fulfilling these conditions.
19th Jul '16 8:58:11 PM PaulA
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* In the ''LegoStarWars'' games enemies will only attack the character you control (unless you're a droid). This becomes extremely frustrating when Obi-Wan is swinging a lightsaber in the face of some stormtroopers, and all Han Solo wants to do is build a switch to open a door. Needless to say, the enemies don't give a damn about anyone but the guy who isn't attacking them.

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* In the ''LegoStarWars'' ''VideoGame/LEGOStarWars'' games enemies will only attack the character you control (unless you're a droid). This becomes extremely frustrating when Obi-Wan is swinging a lightsaber in the face of some stormtroopers, and all Han Solo wants to do is build a switch to open a door. Needless to say, the enemies don't give a damn about anyone but the guy who isn't attacking them.



*** Worse still, computer-controlled allies never do damage to enemies, which of course isn't much help. This also carries over to the rest of the Lego spinoff adaptations.

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*** Worse still, computer-controlled allies never do damage to enemies, which of course isn't much help. This also carries over to the rest of the Lego spinoff adaptations.VideoGame/{{LEGO Adaptation Game}}s.
26th Jun '16 10:37:09 AM nombretomado
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* In ''BaldursGate'' and similar games, when enemies manage to paralyse or stun one of your party members, they'll invariably gang up on and murder them, taking advantage of the fact that an immobile party member can't avoid hits. Tactically, it would make more sense for them to focus on the characters that can still move and attack; killing the one that can't take any action anyway doesn't help them win. What it does do, however, is inconvenience you and soften you up for the next group of enemies.

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* In ''BaldursGate'' ''Franchise/BaldursGate'' and similar games, when enemies manage to paralyse or stun one of your party members, they'll invariably gang up on and murder them, taking advantage of the fact that an immobile party member can't avoid hits. Tactically, it would make more sense for them to focus on the characters that can still move and attack; killing the one that can't take any action anyway doesn't help them win. What it does do, however, is inconvenience you and soften you up for the next group of enemies.



* The ''BaldursGate'' example actually happens in ''VideoGame/TacticsOgre''. Often they might petrify a party member...and then proceed to find the immobile party member and ''beat the shit out of them''. Additionally, if you bewitch an enemy, they know you won't damage them because that'll end the bewitching...if they can't cure the bewitchment, they may instead ''heal'' the bewitched enemy so when it ''does'' wear off, you have to beat them back down again.

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* The ''BaldursGate'' ''Baldur's Gate'' example actually happens in ''VideoGame/TacticsOgre''. Often they might petrify a party member...and then proceed to find the immobile party member and ''beat the shit out of them''. Additionally, if you bewitch an enemy, they know you won't damage them because that'll end the bewitching...if they can't cure the bewitchment, they may instead ''heal'' the bewitched enemy so when it ''does'' wear off, you have to beat them back down again.
10th Jun '16 2:46:24 PM DarkHunter
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** If you make peace with an enemy and then turn right around and declare war on them again, the AI will remember this. Trying peace negotiations with them again will result in a message along the lines of "What, you think we're idiots? Why the hell would we trust you to keep your word?" This even if the alternative is the destruction of the AI's civilization: it would rather go down fighting than give a backstabbing warmonger any kind of concession.
** The AI will also absolutely refuse to trade warfare technologies with a player who has a history of attacking other civilizations. The player's warmaking tendencies are explicitly pointed out as the reason for this.
21st May '16 4:28:14 AM capduffman
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** Of course that may be left on purpose so the last man standing can use it's medigel and try again to survive the round.
4th May '16 10:15:44 AM Kadorhal
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** ''VideoGame/CallOfDutyBlackOps'' allows for this with its Combat Training AI, who attempt to replicate the movements and actions of human players [[ArtificialStupidity with less than desirable results]]. In particular, in the second game, every AI team will have one or two people using a launcher as a secondary weapon, and the very ''instant'' you call in any sort of air-support KillStreak, they sight in on it and shoot it down. Even worse is that you can't do a whole lot to discourage this - change the game settings to ban all launchers and [[TheComputerIsACheatingBastard the opposing team will keep using the anti-air launcher anyway]] (they just won't start shooting down your air support until halfway through the game to "fake" playing by the rules).
17th Apr '16 12:06:18 PM billybobfred
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** It is a running gag among fans that the AI hates the player specifically, and will do its utmost to sabotage the player above accomplishing their supposed goals; it will prioritize killing units over completing goals, and the allied AI will find some way of screwing the player over. The page quote is a good example of this; instead of stealing VendorTrash like you'd expect the Thief to, he instead takes the Vulnerary, your only and very precious source of healing early in Hector Hard Mode.

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** It is a running gag among fans that the AI hates the player specifically, and will do its utmost to sabotage the player above accomplishing their supposed goals; it will prioritize killing units over completing goals, and the allied AI will find some way of screwing the player over. The page quote is a good example of this; instead of after stealing VendorTrash like an enemy Thief's only set of Lockpicks, you'd expect him to either try to steal them back, or write them off and go for the Thief to, high-value VendorTrash, but he instead takes the Vulnerary, your only and very precious source of healing early in Hector Hard Mode.
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