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*** The pedestrians walking on the streets are no better: If they notice that vehicle is coming at-full speed towards them, they will most likely jump out of it's way to avoid being hit, however, there's also a chance that they may [[TooDumbToLive jump straight into the vehicle's path and get killed by the vehicle in question]], even when it wasn't even coming straight towards them.

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*** The pedestrians walking on the streets are no better: If they notice that vehicle is coming at-full speed towards them, they will most likely jump out of it's its way to avoid being hit, however, there's also a chance that they may [[TooDumbToLive jump straight into the vehicle's path and get killed by the vehicle in question]], even when it wasn't even coming straight towards them.



*** A glitch in the game allows you to enter a bar with a gun and come out [[AlcoholInducedStupidity drunk with it still in your hand, allowing you to fire it.]] For some reason, however, stumbling soused down the street, firing off your pistol like it's a friday night in Tombstone makes the pedestrian AI go absolutely apeshit. Normally, when a gun is fired, most civilians will attempt to flee for cover, with only the occasional odd BadassBystander attempting to put an end to you. However, firing a gun off while in your drunken state will make every male civilian on the block swarm you and try to pummel a lesson on safe firearms handling into your booze-soaked head.

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*** A glitch in the game allows you to enter a bar with a gun and come out [[AlcoholInducedStupidity drunk with it still in your hand, allowing you to fire it.]] For some reason, however, stumbling soused down the street, firing off your pistol like it's a friday Friday night in Tombstone makes the pedestrian AI go absolutely apeshit. Normally, when a gun is fired, most civilians will attempt to flee for cover, with only the occasional odd BadassBystander attempting to put an end to you. However, firing a gun off while in your drunken state will make every male civilian on the block swarm you and try to pummel a lesson on safe firearms handling into your booze-soaked head.
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** Mobs in Bedrock Edition can be dumb due to their "AI" being written in some weird format which can hardly be named "programming". The format is named "data-driven"

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** %%** Mobs in Bedrock Edition can be dumb due to their "AI" being written in some weird format which can hardly be named "programming". The format is named "data-driven""data-driven" [This entry doesn't really explain itself, and doesn't seem to be up-to-date either - I've not noticed mobs being more stupid on Bedrock than Java.]
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** In ''VideoGame/{{Prototype 2}}'', no matter how powerful the enemy you are fighting is, none of them have a clue how to deal with Heller performing a high jump. Universally they will run up to his location and then just stand there waiting for him to land, making themselves a perfect target for a slam attack.
*** And to double the stupidity factor, the final boss Alex Mercer is a Prototype himself, is seen to have the Whipfist power which is useful for grabbing targets out of the air, and specifically uses it on you if you try to jump out of the combat area - but if you jump ''straight up'', he never thinks to use it, and instead runs into place underneath you like everyone else.

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** In ''VideoGame/{{Prototype 2}}'', no No matter how powerful the enemy you are fighting is, none of them have a clue how to deal with Mercer or Heller performing a high jump. Universally they will run up to his your location and then just stand there waiting for him you to land, making themselves a perfect target for a slam attack.
land. Both games are easily won by just spamming air attacks.
*** And to double the stupidity factor, the final boss in ''VideoGame/Prototype2'' Alex Mercer is a Prototype himself, is seen to have the Whipfist power which is useful for grabbing targets out of the air, and specifically uses it on you if you try to jump out of the combat area - but if you jump ''straight up'', he never thinks to use it, and instead runs into place underneath you like everyone else.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


** Egosoft deliberately tried to fix the idiotic pathfinding with ''Videogame/XRebirth'' and it worked... ''mostly''. The AI sometimes tries to fly through areas that are far too narrow for them to easily navigate through, leading to players finding SpacePirate ships wedged between cargo containers outside stations. Of course, they introduced even more AI issues due to the game being an ''extreme'' ObviousBeta at release, such as capital ship captains failing to refuel their ship, causing them to get stuck in space with no way to move.

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** Egosoft deliberately tried to fix the idiotic pathfinding with ''Videogame/XRebirth'' and it worked... ''mostly''. The AI sometimes tries to fly through areas that are far too narrow for them to easily navigate through, leading to players finding SpacePirate ships wedged between cargo containers outside stations. Of course, they introduced even more AI issues due to the game being an ''extreme'' ObviousBeta at release, issues, such as capital ship captains failing to refuel their ship, causing them to get stuck in space with no way to move.
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* Creator/{{Ubisoft}} in general seems to not understand how to make civilian AI that can drive worth a damn. Of the myriad new dangers added to ''VideoGame/FarCry4'', one of the worst is civilians in regular cars. Whereas the occasional civilian driver in ''VideoGame/FarCry3'' had some idea of how to drive without murdering everything and everyone they find along the road, here any good driving sense was thrown over the mountain. They will drive at top speed no matter the circumstances or terrain, react too slowly (if at all) to things getting in their way, and in general seem to deliberately aim to run down anyone on the road - if they're not hitting you at every opportunity, they're running over your Golden Path allies or wandering Sherpa merchants whenever they find them.

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* Creator/{{Ubisoft}} in general seems to not understand how to make civilian AI that can drive worth a damn. Of the myriad new dangers added to ''VideoGame/FarCry4'', one of the worst is civilians in regular cars. Whereas the occasional civilian driver in ''VideoGame/FarCry3'' had some idea of how to drive without murdering everything and everyone they find along the road, here any good driving sense was thrown over the mountain. They will drive at top speed no matter the circumstances or terrain, react too slowly (if at all) to things getting in their way, and in general seem to deliberately aim to run down anyone on the road - if they're not hitting you at every opportunity, they're running over your Golden Path allies or wandering Sherpa merchants whenever they find them.them.
* ''VideoGame/OuterWilds:'' In-universe, it's mentioned that Slate hasn't yet managed to get the auto-pilot's avoidance system to work properly. Which means that when activated, the autopilot will fly directly towards its set destination, regardless of what may be between the ship and said destination...
--> '''Hatchling:''' ''(Start of a new loop)'' The autopilot flew my ship directly into the sun!\\
'''Slate:''' Had an exciting dream, did you? It's not exactly impossible for the autopilot to get you too close to the sun, but it's not like it'll try to take you there on purpose. Make sure the sun isn't between you and your destination when you engage autopilot, and you'll be fine.
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** Mobs in Bedrock Edition can be dumb due to their "AI" being written in some weird format which can hardly be named "programming". The format is named "data-driven"
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typo fixes


** The famous GameMod The Eagle And Radiant Cross, which puts the game in a Rennaissance setting, adding firearms and such, has a unit type which uses a hand cannon, a scripted weapon that has terrible accuracy, but can kill entire swarms of enemies with one well-placed shot, making it the bane of formations and tightly packed enemy hordes. The problem is that they will use this highly dangerous weapon as if it was a regular rifle. This means that not only will they miss out on chances to deal big damage, such as firing on a small group of enemies instead of a huge crowd, or even trying to unsuccessfully hit a single cavalryman circling them while a much bigger formation of swordfighters is closing in to turn them into dead meat; but they also will carelessly fire this weapon into their own ranks, often killing fellow allies in the battle or even the Cannoneer next to them because they had to shoot diagonally, if you're not careful, they will also shoot down you, again, their own commanding officer. It's quite telling that one of the most efficient tactics to use this weapon properly is to take a few of your Cannoneers into battle, then immediately execute one of them by shooting him in the head, then picking up his hand cannon and using it yourself to actually hit the enemy army where it really hurts.

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** The famous GameMod The Eagle And Radiant Cross, which puts the game in a Rennaissance Renaissance setting, adding firearms and such, has a unit type which uses a hand cannon, a scripted weapon that has terrible accuracy, but can kill entire swarms of enemies with one well-placed shot, making it the bane of formations and tightly packed enemy hordes. The problem is that they will use this highly dangerous weapon as if it was a regular rifle. This means that not only will they miss out on chances to deal big damage, such as firing on a small group of enemies instead of a huge crowd, or even trying to unsuccessfully hit a single cavalryman circling them while a much bigger formation of swordfighters is closing in to turn them into dead meat; but they also will carelessly fire this weapon into their own ranks, often killing fellow allies in the battle or even the Cannoneer next to them because they had to shoot diagonally, if you're not careful, they will also shoot down you, again, their own commanding officer. It's quite telling that one of the most efficient tactics to use this weapon properly is to take a few of your Cannoneers into battle, then immediately execute one of them by shooting him in the head, then picking up his hand cannon and using it yourself to actually hit the enemy army where it really hurts.



---> '''Yayandas:''' We are about to calibrate the newly installed, super-responsie inertial damper. You will never again feel the slightest shake, and never once be torn from your sleep, even if you are rammed head-on by a Xenon.\\

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---> '''Yayandas:''' We are about to calibrate the newly installed, super-responsie super-responsive inertial damper. You will never again feel the slightest shake, and never once be torn from your sleep, even if you are rammed head-on by a Xenon.\\



*** The Sucellus, a massive destroyer toting a FixedForwardFacingWeapon spinal railgun, will attempt to get into broadsiding battles with anything it encounters. The Balor missile frigate has a similar problem in that the fragile, long-range bombadier will attempt to get into knife-fighting range with enemy capital ships so that it can use its token point defenses in combat. This behavior is rectified in a GameMod.
** Artificial Stupidity returns with a vengeance - but at random - in ''X4: Foundations''. Ships will jump from being able to chase the player through a dense asteroid field, to losing their mind and seizing up when attempting to dock on a carrier, causing them to sit straight above the landing pad, upside down. Of note is that while the AI has no trouble with [[PortalNetwork jumpgates]] and [[FuturisticSuperhighway super-highways]], the AI can't quite figure out how to enter a Trans-Orbital Accelerator and will frequently plow head-first into the side of it, start spinning around in circles then clip inside of it, before finally activating the accelerator and warping away. Of note is that the game had collision (hull) damage disabled in version 1.2. Before then, the game's Travel Drive combined with the imfamous [[MemeticMutation Auto-Pillock]] had a nasty tendency to ram smaller ships with stations at supersonic speeds.

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*** The Sucellus, a massive destroyer toting a FixedForwardFacingWeapon spinal railgun, will attempt to get into broadsiding battles with anything it encounters. The Balor missile frigate has a similar problem in that the fragile, long-range bombadier bombardier will attempt to get into knife-fighting range with enemy capital ships so that it can use its token point defenses in combat. This behavior is rectified in a GameMod.
** Artificial Stupidity returns with a vengeance - but at random - in ''X4: Foundations''. Ships will jump from being able to chase the player through a dense asteroid field, to losing their mind and seizing up when attempting to dock on a carrier, causing them to sit straight above the landing pad, upside down. Of note is that while the AI has no trouble with [[PortalNetwork jumpgates]] and [[FuturisticSuperhighway super-highways]], the AI can't quite figure out how to enter a Trans-Orbital Accelerator and will frequently plow head-first into the side of it, start spinning around in circles then clip inside of it, before finally activating the accelerator and warping away. Of note is that the game had collision (hull) damage disabled in version 1.2. Before then, the game's Travel Drive combined with the imfamous infamous [[MemeticMutation Auto-Pillock]] had a nasty tendency to ram smaller ships with stations at supersonic speeds.



** The tameable wolves update got a ''lot'' of flack when it was first introduced for the stupidity of the wolves. They would frequently get lost and de-spawn, or decide the shortest route between two points was a straight line right into a pool of lava.

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** The tameable tame-able wolves update got a ''lot'' of flack when it was first introduced for the stupidity of the wolves. They would frequently get lost and de-spawn, or decide the shortest route between two points was a straight line right into a pool of lava.
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Adding examples for Mount & Blade

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** The AI won't attack groups that significantly outnumber it. It also prioritizes taking out weaker groups, such as a lord with half as many troops as usual. This can cause the AI to go into a loop where it sees a weak lord, moves in to attack, and runs away when it gets close because another enemy group nearby outnumbers the AI. Once the AI gets far enough away that the larger group isn't a threat, it tries to go after the smaller group all over again. The only way to stop this is to convince the AI to follow you instead. If you are supposed to follow that AI as a quest, you most likely don't have the stats to do this and are forced to wait for them to do this or you fail the quest.
** It's possible for lords to ignore castles or towns that are relatively unguarded. This is because the lord isn't strong enough by themselves to decisively take the castle. Instead of asking for the player / other lords to help them take the castle, they will waste the opportunity and let the settlement replenish its defenses. In fact, only the Marshall of each faction will ask you to follow them, so if that specific lord wants to wait in town instead, it's impossible for your faction to gather enough troops to take down most settlements.

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