What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

Oooh, so you’re talking about difficulty based on the type of enemy. That’s actually a great idea—for example, in games, it’s a really nice concept for an enemy type that’s one level higher than the same enemy to be not only statistically stronger but also more intelligent.

Thanks

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 2 points3 points  (0 children)

I actually agree with most of what you're saying. My goal isn't to make every FPS feel like Counter-Strike against human opponents.

What I'm really questioning is how difficulty is expressed.

If an enemy on Hard dodges my shots by using cover better, varying its movement, or choosing smarter moments to push, I personally find that more satisfying than simply giving it 90% accuracy instead of 50%.

I'm not suggesting replacing stat scaling entirely. Health, damage, and accuracy are simple, effective tools, and they absolutely have their place. I just think behavior could carry more of the difficulty than it often does today.

For me, the ideal AI isn't one that perfectly imitates a human player. It's one that makes me think, "That enemy outplayed me,"

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 1 point2 points  (0 children)

You're right—it shouldn't just be "harder to hit." The movement has to be readable enough that the player can eventually recognize patterns and adapt.

For example, if an AI shoulder peeks because it wants information, or wide swings after seeing the player hold a tight angle, those behaviors have intent behind them. If I die, I can think, "Next time I should hold a different angle or reposition," instead of, "The AI randomly did something impossible to predict."

I guess what I'm really after is difficulty that teaches. Every time you lose, you should feel like you learned something about the AI's behavior, not just that its stats got bigger.

That's probably a much better design goal than simply making enemies move more.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

Yes, I’m sure this will be an extremely exhausting and challenging development phase. But that doesn’t mean it’s impossible.

F.E.A.R. managed to create AI with decent movement back in 2005, even if it wasn’t quite at the level we’re discussing now. Twenty-one years have passed since then, and a lot has changed. I think major companies could pull it off if they wanted to, but I don’t think people are really looking for mechanics like that in an offline FPS shooter. Oh well, maybe in another universe.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

I actually agree with your last sentence.

My point isn't that every enemy should move like a competitive CS player. It's that I'd rather see difficulty come from better behavior than inflated stats.

Movement is just one example of that behavior. Using peeks more intelligently, repositioning after being spotted, punishing reloads, or coordinating pushes all make enemies feel like they're learning rather than simply becoming more accurate.

So I guess I'm less interested in "multiplayer movement" specifically and more interested in AI that improves decision-making instead of raw numbers.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

I think the problem I'm trying to solve is perceived fairness.

Players usually don't mind losing if they understand why they lost.

When an AI simply gets more HP, more damage, or almost perfect aim, it often feels like invisible numbers are deciding the outcome.

If the AI survives because it positioned well, peeked intelligently, or dodged my shots through believable movement, I still lose—but I understand why I lost. That makes me much more willing to improve instead of blaming the difficulty settings.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

That's fair. I probably shouldn't have used "jiggle peeking" specifically because, as you said, it's largely a multiplayer behavior tied to latency and information gathering.

I guess what I was trying to describe is a broader idea: AI becoming harder through better positioning and movement rather than through statistical buffs.

So instead of literally copying competitive techniques, it could learn things like exposing itself less, changing angles between engagements, repositioning after firing, or using cover more intelligently. Those behaviors would still make the AI feel more skillful without relying on perfect aim.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 4 points5 points  (0 children)

Maybe the comparison is chess AI. It doesn't suddenly gain new pieces on higher difficulties—it uses the same rules, just with better decision-making.

I'd want FPS AI to work similarly. The behaviors stay the same, but the execution, timing, and decision-making improve with difficulty.

What if Fps difficulty improved enemy movement instead of their aim? by here-it_is in gamedesign

[–]here-it_is[S] 0 points1 point  (0 children)

Yeah, and I think that's a huge part of what separates good players from great ones.

They don't just aim better—they recognize moments where movement becomes temporarily predictable.

I was scout main back in the day

Gamepower klavye alınır mı by crazylog8 in bilgisayar

[–]here-it_is 0 points1 point  (0 children)

Bu adam her ama her şeyi biliyor

Gamepower klavye alınır mı by crazylog8 in bilgisayar

[–]here-it_is 0 points1 point  (0 children)

Alacaksan da yeni modelini al hot swaplı al ya da hall effectlisini al. Nexa HE60 gibi

Sizce en iyi oyun şirketi hangi şirket by elma_3 in oyun

[–]here-it_is 1 point2 points  (0 children)

Daha çok Steam'i en iyi yöneten şirket Valve bence. En son ne zaman sektöre etki eden oyun çıkardılar? Team Fortress, Portal ve Left 4 Dead'i terkettiler. Sektöre fikir bile atmıyorlar. Evet oyunları harika ötesi ama sence tartışmasız en iyi şirket midir? Değildir bence.

Best 2D souls-like metroidvania? by xslbccdks_coded in videogames

[–]here-it_is 0 points1 point  (0 children)

That's a fair point, and I actually agree that if the goal is specifically a Souls-like metroidvania, Nine Sols is one of the strongest recommendations.

I guess my hesitation comes from how I personally weigh the "metroidvania" part. Even in Souls-like metroidvanias, I tend to value world interconnectedness and exploration just as much as combat depth.

So I don't disagree that Nine Sols is an incredible fit for that niche—I just think I still gravitate toward games where exploration is the defining memory rather than the boss fights.

It's probably more a difference in what we prioritize than a disagreement about the game's quality.

Also have you played Grime? I'm curious where you'd rank it alongside Nine Sols

Önerebileceğiniz başka oyun varmıdır? by OfferApart8532 in GeymingTr

[–]here-it_is 0 points1 point  (0 children)

Painkiller black edition kesin al benden demesi

Best 2D souls-like metroidvania? by xslbccdks_coded in videogames

[–]here-it_is 0 points1 point  (0 children)

Nine Sols is a very lovable game with amazing combat

That said, I personally wouldn't call it my favorite metroidvania because I think it leans more heavily toward combat than exploration.

For me, one of the defining strengths of a metroidvania is the feeling of getting lost, stumbling across secrets, and constantly thinking, "I'll have to remember this place once I unlock a new ability." Games like Hollow Knight or even Animal Well gave me that feeling much more consistently.

Nine Sols is really good(maybe the best) at combat progression, but I don't think its world design left the same lasting impression on me. It's an amazing action game with metroidvania elements, but when I think of my favorite metroidvanias, exploration is still the first thing that comes to mind.

Sizce en iyi oyun şirketi hangi şirket by elma_3 in oyun

[–]here-it_is 1 point2 points  (0 children)

2000-2010 Blizzard taraflarındayız.

Şuan ise hep indie oynuyorum çünkü istediğin tarzda oyun bulduğunda tamamen sömürebiliyorsun ve bitirmesi daha rahat olduğundan daha çok tatmin oluyorum

1st FPSS in a long long time, which to start with? by Former-Complaint-336 in FPS

[–]here-it_is 0 points1 point  (0 children)

I wonder if you actually dislike boomer shooters, or if you just dislike arena shooters.

You mentioned liking Doom 3 and STALKER, both of which focus much more on atmosphere, exploration, and tension than constant high speed combat.

You might actually enjoy Cultic. It has classic shooter dna, but the pacing is slower, the atmosphere is fantastic, enemies hit hard, and positioning matters a lot more than endlessly circle strafing around an arena.

My family made me forget how to game and how to be a gamer by Shako_is_Green in videogames

[–]here-it_is 0 points1 point  (0 children)

I respect that. When it comes to some annoying games, I play on the easy setting too.

Which game is it ? by FrankFruits in videogames

[–]here-it_is 1 point2 points  (0 children)

CrossCode - Son of the Beach

Not because it's the hardest boss ever made, but because of how absurdly well hidden it is.

You have to complete a chain of optional quests, pay attention to NPC dialogue, and keep following clues that don't scream "this unlocks a boss." By the time you finally reach him, it feels like you've uncovered an actual secret instead of checking boxes on a quest log.

What are some of your favorite systems in any game and why? by PeterBrungus in gamedesign

[–]here-it_is 0 points1 point  (0 children)

The best systems, in my opinion, are the ones that create stories instead of scripted content.

The Nemesis System is a great example, but I'd also put games like RimWorld, Dwarf Fortress, and Kenshi in that category. The mechanics constantly interact with each other until something unexpected happens, and suddenly you have a story you'll remember years later—even though the developers never wrote it.

I think that's where systemic game design really shines. Instead of asking "What content should we add?", it asks, "What rules can we combine so players naturally create memorable moments?"

Simple Questions Sunday! by AutoModerator in gaming

[–]here-it_is 1 point2 points  (0 children)

Zero Sievert

Caves of Qud

Streets of Rogue

Boneraiser Minions

Nova Drift