History Main / TheAllSeeingAI

13th Nov '17 8:48:42 AM REV6Pilot
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* If you blow your cover in ''VideoGame/SplinterCell'', the enemies in the level will all know your position.
** ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]

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* ''Franchise/SplinterCell''
**
If you blow your cover in ''VideoGame/SplinterCell'', the first three games, the enemies in the level will all know your position.
position and will shoot you if you're in their line of sight, light and shadow be damned. One glaring example is in the second mission of the first game, in a scripted event with three alert enemy soldiers: even if Sam is perfectly hidden and undetectable, when a soldier with his rifle raised walks around the office, he'll point his gun ''unerringly'' at where Sam is hidden.
** ''[[VideoGame/SplinterCellConviction Conviction]]'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]
17th Sep '17 2:07:47 AM SeptimusHeap
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* ''VideoGame/OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).

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* ''VideoGame/OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} ''VideoGame/{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).
4th Sep '17 7:53:52 AM SeptimusHeap
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* Bots in ''VideoGame/{{Counter-Strike}}'' are schizophrenic in this. If you throw a smoke grenade they run right past you if you stand in the smoke, other times on a labyrinth-like map with 3-4 paths leading to where the bot is standing, he will place himself to exactly the path the next enemy will come from and then to the next, the next...

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* Bots in ''VideoGame/{{Counter-Strike}}'' ''VideoGame/CounterStrike'' are schizophrenic in this. If you throw a smoke grenade they run right past you if you stand in the smoke, other times on a labyrinth-like map with 3-4 paths leading to where the bot is standing, he will place himself to exactly the path the next enemy will come from and then to the next, the next...
9th Aug '17 4:57:01 PM ZombieAladdin
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* In ''VideoGame/{{Splatoon 2}}'', the Salmonids know exactly where any Inklings are hiding, whether they're behind walls or within their ink. Mr. Grizz explains in-game that this is because Salmonids can [[TheNoseKnows smell and track down Inklings wherever they are]].
17th May '17 6:13:49 PM Grudgeal
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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.

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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, [[StealthExpert Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.
17th May '17 6:13:28 PM Grudgeal
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* At the highest difficulty level, the practice AI in ''VideoGame/AtlasReactor'' ignores the invisibility buff and will hit [[StealthExpert, Nix, PuP, Kaigin]] or [[GeoEffects anyone standing in invisibility panels]] with 100% accuracy.
16th Apr '17 4:01:59 PM nombretomado
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* If you kill a baby or eat an egg in {{Spore}}, the ''entire'' species ''[[AttackAttackAttack will]]'' [[ThisIsUnforgivable know.]] Always.

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* If you kill a baby or eat an egg in {{Spore}}, ''VideoGame/{{Spore}}'', the ''entire'' species ''[[AttackAttackAttack will]]'' [[ThisIsUnforgivable know.]] Always.
29th Mar '17 2:53:07 AM plenum
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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents can read your controller input to counter your move before you can even use it properly.

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When it doesn't, you have an All Seeing AI: Stealth is useless, no surprises are possible, and it will (almost) never miss a shot. Consequently, players should not bother with misdirection, flanking, or other forms of deception and psychological warfare that would work wonderfully against actual humans. This is often the reason for UselessUsefulStealth in games that are not specifically stealth-centric. In a similar manner, high-difficulty-setting fighting game opponents [[PerfectPlayAI can read your controller input to counter your move move]] before you can even use it properly.
8th Feb '17 9:51:52 PM jormis29
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* ''[[Franchise/TalesSeries Tales Of Link]]'' is notorious for the AI only turning on tile targeting attacks (which often do significantly more damage) when you are about to get those tiles. It will never try this when you're about to get tiles it wouldn't hit.

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* ''[[Franchise/TalesSeries Tales Of Link]]'' ''VideoGame/TalesOfLink'' is notorious for the AI only turning on tile targeting attacks (which often do significantly more damage) when you are about to get those tiles. It will never try this when you're about to get tiles it wouldn't hit.
10th Jan '17 7:00:19 AM erforce
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* In ''VideoGame/MedalOfHonor: Airborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.

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* In ''VideoGame/MedalOfHonor: Airborne'', ''VideoGame/MedalOfHonorAirborne'', enemies know when you are scoped in while using a sniper rifle and move just out of the way. Paranoid Nazis.



** Same for the railgun snipers in ''RedFaction'', whose guns can also shoot through walls.
* ''OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).
** In ''OperationFlashpoint'', an AI soldier has his aiming and vision capacity very handicapped in night time... even when standing in a well-lit town or any other location where they really shouldn't be.

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** Same for the railgun snipers in ''RedFaction'', ''VideoGame/RedFaction'', whose guns can also shoot through walls.
* ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from. This starts going downhill but continues anyway in the later games - it isn't until ''{{ARMA}} II: Operation Arrowhead'' that the AI finally plays fair (which is rather ironic, given that the expansion's [[{{Qurac}} Takistan]] doesn't have as much foliage for the AI to magically see you through anyway).
** In ''OperationFlashpoint'', ''VideoGame/OperationFlashpoint'', an AI soldier has his aiming and vision capacity very handicapped in night time... even when standing in a well-lit town or any other location where they really shouldn't be.



* In ''SoldierOfFortune: Payback'''s final stage, "Club Evolution", the dancefloor's disco lights are blindingly bright to you, but they don't faze the {{Mooks}} one iota.

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* In ''SoldierOfFortune: ''VideoGame/SoldierOfFortune: Payback'''s final stage, "Club Evolution", the dancefloor's disco lights are blindingly bright to you, but they don't faze the {{Mooks}} one iota.
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