Roland Deschain
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- Jun 24, 2004
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One of the things that annoyed me in HL1 is that the AI somehow always knew where you are. For example, I would shoot a guy (not kill him), hide, go around a couple of corners, circle him, but he would always be facing me when I finally circled him. Also, if you got a good ventage point, and shot one guy in a group (even with the cross bow) they would know exactly where you are and the granedes would come flying.
Now, in Far Cry that concept is handeled great. If you shoot somebody and you're hidden you get a) you have a loud gun and although the guys don't see you they shoot in your general direction or b) you use a quite gun and they just go for cover and look for you. Also if you're far away they can't hear the gun and they react just like in b).
This worked great outdoors, but sometimes, when your indoors again I found that the AI could predict my movements just a little bit too well and always knew from which corner I would peak.
I wonder how HL2 will handle this since in the E3 2004, just before or after he chugs that granade with the manipulator he goes around the small building and when he gets around the corner the guy is already facing him. But this may be simply due to the fact that he didn't walk quietly or that the guy on the crane was still shooting at him.
Any thoughts or info from Valve regarding this?
Now, in Far Cry that concept is handeled great. If you shoot somebody and you're hidden you get a) you have a loud gun and although the guys don't see you they shoot in your general direction or b) you use a quite gun and they just go for cover and look for you. Also if you're far away they can't hear the gun and they react just like in b).
This worked great outdoors, but sometimes, when your indoors again I found that the AI could predict my movements just a little bit too well and always knew from which corner I would peak.
I wonder how HL2 will handle this since in the E3 2004, just before or after he chugs that granade with the manipulator he goes around the small building and when he gets around the corner the guy is already facing him. But this may be simply due to the fact that he didn't walk quietly or that the guy on the crane was still shooting at him.
Any thoughts or info from Valve regarding this?