History Main / TheComputerIsAcheatingBastard

30th Apr '16 8:24:48 AM ThraggLootrippa
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** As the page quote suggests Dawn of War 2 is a lot better about this, or at least is better at not being caught.

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** As the page quote suggests suggests, Dawn of War 2 is was trying to be a lot better about this, or at least is better at attempting to not being caught.getting caught. What actually happens is referred to as "Dawn of Resource". The A.I. is completely and utterly ''obsessed'' with securing all of the resource points on the map. It will try to grab all of your points, constantly allowing its units to get killed just so the A.I. can complete the capture. It knows how far your units can see to the last pixel, and will make its units perfectly avoid the sight radius of yours. The only time the computer actually starts playing the game is when it finally has all of the resource points, where it suddenly becomes reasonably competent. As soon as you take back a single point, it immediately reverts back to its shy kleptomania.
28th Apr '16 8:58:31 AM DiamondWeapon
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** ...can [[ConspicuouslySelectivePerception tell the difference between footsteps and other sounds made by the player and NPCs]], even if they sound exactly the same.
26th Apr '16 11:27:15 PM aye_amber
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* FreeCiv, the open source version on Civilisation has the AI settings "Experimental" and "Cheating".

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* FreeCiv, VideoGame/FreeCiv, the open source version on Civilisation has the AI settings "Experimental" and "Cheating".
3rd Apr '16 3:09:24 PM RisefromYourGrave
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* ''ForzaMotorsport 2'' exibits several of the stated examples (not to extreme levels, but they appear). But the worst offense is when you end up with the car in 2nd place pulling a PIT Maneuver on you, giving them and their 6 other AI buddies a chance to speed off as you are forced to get back to the track ''while the penalty meter is growing''. The worst part is that you can have this happen with the AI set on Easy.
* ''Forza Motorsports 3'' is a little different. The AI players aren't bastards, they're ''assholes''. Even on Medium difficulty, they'll bump you to-and-fro in a pack-like manner, cars in front of you will seemingly drive in a tandem formation to block you from overtaking, and they're not afraid to ram you off on their way to first place. Combine this with Realistic-level damage modelling, and you can kiss your credits goodbye.
** When you hit an opponent, you spin out, but they remain unfazed. They can also brake later and take turns faster than you.

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* ''ForzaMotorsport ''VideoGame/{{Forza}} Motorsport 2'' exibits several of the stated examples (not to extreme levels, but they appear). But the worst offense is when you end up with the car in 2nd place pulling a PIT Maneuver on you, giving them and their 6 other AI buddies a chance to speed off as you are forced to get back to the track ''while the penalty meter is growing''. The worst part is that you can have this happen with the AI set on Easy.
* ** ''Forza Motorsports Motorsport 3'' is a little different. The AI players aren't bastards, they're ''assholes''. Even on Medium difficulty, they'll bump you to-and-fro in a pack-like manner, cars in front of you will seemingly drive in a tandem formation to block you from overtaking, and they're not afraid to ram you off on their way to first place. Combine this with Realistic-level damage modelling, and you can kiss your credits goodbye.
** *** When you hit an opponent, you spin out, but they remain unfazed. They can also brake later and take turns faster than you.
31st Mar '16 3:35:30 PM Daethalion
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* In ''VideoGame/FinalFantasyXIV'', the crafting and gathering systems are both built on abilities with discrete probabilities of success. The consequence of this is widely believed to be the following: if your chances of success are not 100%, you '''will''' fail, and frequently. Crafting is known to make many players fear and loathe the RandomNumberGod because it invokes this in two independent ways - via your chances of success at using certain abilities to improve quality, and via the randomly occurring instances of your materials being in 'good' or 'excellent' condition, both of which can be exploited for additional craft points with a special ability, or used to gain significant boosts in quality. It doesn't help that the computer seems especially biased towards failure whenever you try using a quality boosting ability on a good or excellent condition proc.
19th Mar '16 6:27:31 PM billybobfred
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* Try using the Mean Look/Perish Song combo on a Trainer with multiple Pokémon. When you switch your Pokémon out to avoid getting [=KOed=] by Perish Song, your opponent does the ''exact same thing'', despite the trapping effect not allowing switching. [[note]]To elaborate: Perish Song is a technique that makes both Pokémon faint after three turns. Mean Look is a technique that prevents switching. By using Mean Look, then using Perish Song, the opponent's Pokémon will faint on the third turn, while you can switch out just before the final turn to avoid fainting. For human players, the player who is trapped has their switching function disabled. For the computer, however, as long as you switch out, they can switch as well.[[/note]] [[note]]The only possible explanation is that when you make your move, if you chose to switch Pokémon, the trapping effect from Mean Look is disabled, '''then''' the computer is allowed to choose its moves. This means that the computer's switching function is no longer disabled, and they can escape Perish Song. In other words, the AI is granted a special exploit in the turn system that allows them to decide their move after you '''make''' yours, as opposed to deciding it before either pokemon acts. To be clear, this '''never works for human players, meaning the computer literally does cheat the system.'''[[/note]]

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* Try using the Mean Look/Perish Song combo on a Trainer with multiple Pokémon. When you switch your Pokémon out to avoid getting [=KOed=] by Perish Song, your opponent does the ''exact same thing'', despite the trapping effect not allowing switching. [[note]]To elaborate: Perish Song is a technique that makes both Pokémon faint after three turns. Mean Look is a technique that prevents switching. By using Mean Look, then using Perish Song, the opponent's Pokémon will faint on the third turn, while you can switch out just before the final turn to avoid fainting. For human players, the player who is trapped has their switching function disabled. For the computer, however, as long as you switch out, they can switch as well.[[/note]] [[note]]The only possible explanation is that when you make your move, if you chose [[note]]This turns out to be because, technically, the AI can switch whenever it wants, and ''chooses'' not to switch Pokémon, the trapping effect from Mean Look when it is disabled, '''then''' the computer is allowed to choose its moves. This means that the computer's switching function is no longer disabled, and they can escape Perish Song. In other words, the AI is granted a special exploit in the turn system that allows them to decide their move after you '''make''' yours, as opposed to trapped, but then when deciding it before either pokemon acts. To be clear, this '''never works for human players, meaning whether to switch out on the computer literally does cheat the system.'''[[/note]]last turn of Perish Song, it erroneously checks whether ''your'' Mon is trapped, not its own.[[/note]]
15th Mar '16 9:03:23 AM BossKey
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** Spy Robots can also backstab Snipers wearing the Razorback. You know, that piece of equipment whose ''sole purpose'' is to ''protect the Sniper from backstabs''.

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** Spy Robots can also backstab Snipers wearing the Razorback. You know, As in, that piece of equipment whose ''sole purpose'' is to ''protect the Sniper from backstabs''.
15th Mar '16 9:02:47 AM BossKey
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** Spy Robots can also backstab Snipers wearing the Razorback. You know, that piece of equipment whose ''sole purpose'' is to ''protect the Sniper from backstabs''.
12th Mar '16 5:11:42 AM TVT1234
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* ''Ms. Pac-Man: Maze Madness'''s multiplayer mode has all AI players being pretty much against all human players if there's any (and should be at least two of them) when it comes to the rules. Generally, they form a team, even though the player can't do so with other players. In Dot Mania mode, dead [=AIs=] lose merely two dots as opposed to the players' ten. In the same mode (and Ghost Tag, in the early moments), they're also notably quite [[SpitefulAI spiteful]], always chasing down power-ups if said power-up appears. Considering that 4 out of 5 power-ups in Dot Mania mode are lethal to players (though one power-up won't kill anyone but will result in dot loss regardless), this makes reaching the intended goal difficult for them. Thankfully, the only power-ups that the [=AIs=] actively ignore are the bag of money (steals dots from other players) and the chocolate cake (makes the character [[AttackOfThe50FootWhatever grow bigger]], enabling him/her to stomp on other players), which in their case can only be picked up by accident (though woe betide you if an AI happens to grab a money bag). On the bright side, those [=AIs=] are hilariously [[ArtificialStupidity stupid]] when not doing anything else, often running back and forth or cluelessly going to random places, including using warps for no reason. Obviously, this often results in multiple hilarious deaths by ghosts (Dot Mania), easy tag targets (Ghost Tag and Da Bomb) and plain stupid deaths from running out of time (Da Bomb). For added hilarity, one map has electric hazards, so HilarityEnsues if you play against those [=AIs=] in that map.[[note]]Though, in Da Bomb, don't expect the "it" player to die because of those hazards, as he/she cannot be killed that way, though the untagged player can still take advantage of dying to the hazards if said player is being relentlessly chased. Just hope the chaser won't reach your spawn spot before you fully respawn (which the [=AIs=] will be more than happy to do so). As for Ghost Tag, while all players can die to the same hazard, [=AIs=] are still smart enough to simply tag a "dead" Pac-Person to continue gathering dots, since the foolishly dead player is still vulnerable to tags in that mode.[[/note]]

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* ''Ms. Pac-Man: Maze Madness'''s multiplayer mode has all AI players being pretty much against all human players if there's any (and should be at least two of them) when it comes to the rules. Generally, they form a team, even though the player can't do so with other players. In Dot Mania mode, dead [=AIs=] lose merely two dots as opposed to the players' ten. In the same mode (and Ghost Tag, in the early moments), they're also notably quite [[SpitefulAI spiteful]], always chasing down power-ups if said power-up appears. Considering that 4 out of 5 power-ups in Dot Mania mode are lethal to players anyone who didn't pick them up (though one power-up won't kill anyone but will result in dot loss regardless), this makes reaching the intended goal difficult for them.the players. Thankfully, the only power-ups that the [=AIs=] actively ignore are the bag of money (steals dots from other players) and the chocolate cake (makes the character [[AttackOfThe50FootWhatever grow bigger]], enabling him/her to stomp on other players), which in their case can only be picked up by accident (though woe betide you if an AI happens to grab a money bag). On the bright side, those [=AIs=] are hilariously [[ArtificialStupidity stupid]] when not doing anything else, often running back and forth or cluelessly going to random places, including using warps for no reason. Obviously, this often results in multiple hilarious deaths by ghosts (Dot Mania), easy tag targets (Ghost Tag and Da Bomb) and plain stupid deaths from running out of time (Da Bomb). For added hilarity, one map has electric hazards, so HilarityEnsues if you play against those [=AIs=] in that map.[[note]]Though, in Da Bomb, don't expect the "it" player to die because of those hazards, as he/she cannot be killed that way, though the untagged player can still take advantage of dying to the hazards if said player is being relentlessly chased. Just hope the chaser won't reach your spawn spot before you fully respawn (which the [=AIs=] will be more than happy to do so). As for Ghost Tag, while all players can die to the same hazard, [=AIs=] are still smart enough to simply tag a "dead" Pac-Person to continue gathering dots, since the foolishly dead player is still vulnerable to tags in that mode.[[/note]]
12th Mar '16 5:08:58 AM TVT1234
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[[folder: Maze Games]]
* ''Ms. Pac-Man: Maze Madness'''s multiplayer mode has all AI players being pretty much against all human players if there's any (and should be at least two of them) when it comes to the rules. Generally, they form a team, even though the player can't do so with other players. In Dot Mania mode, dead [=AIs=] lose merely two dots as opposed to the players' ten. In the same mode (and Ghost Tag, in the early moments), they're also notably quite [[SpitefulAI spiteful]], always chasing down power-ups if said power-up appears. Considering that 4 out of 5 power-ups in Dot Mania mode are lethal to players (though one power-up won't kill anyone but will result in dot loss regardless), this makes reaching the intended goal difficult for them. Thankfully, the only power-ups that the [=AIs=] actively ignore are the bag of money (steals dots from other players) and the chocolate cake (makes the character [[AttackOfThe50FootWhatever grow bigger]], enabling him/her to stomp on other players), which in their case can only be picked up by accident (though woe betide you if an AI happens to grab a money bag). On the bright side, those [=AIs=] are hilariously [[ArtificialStupidity stupid]] when not doing anything else, often running back and forth or cluelessly going to random places, including using warps for no reason. Obviously, this often results in multiple hilarious deaths by ghosts (Dot Mania), easy tag targets (Ghost Tag and Da Bomb) and plain stupid deaths from running out of time (Da Bomb). For added hilarity, one map has electric hazards, so HilarityEnsues if you play against those [=AIs=] in that map.[[note]]Though, in Da Bomb, don't expect the "it" player to die because of those hazards, as he/she cannot be killed that way, though the untagged player can still take advantage of dying to the hazards if said player is being relentlessly chased. Just hope the chaser won't reach your spawn spot before you fully respawn (which the [=AIs=] will be more than happy to do so). As for Ghost Tag, while all players can die to the same hazard, [=AIs=] are still smart enough to simply tag a "dead" Pac-Person to continue gathering dots, since the foolishly dead player is still vulnerable to tags in that mode.[[/note]]
[[/folder]]
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