You don't need AI to create an unbeatable boss. That has never been the problem.
The problem is making them fun. Not so sure you will get an AI there any time soon... but maybe. We do have algorithms that can crank out pop hits on the music charts, so why not boss encounters?
You don't need AI to create an unbeatable boss. That has never been the problem.
The problem is making them fun. Not so sure you will get an AI there any time soon... but maybe. We do have algorithms that can crank out pop hits on the music charts, so why not boss encounters?
It is not a problem for us, the players. It's a problem for them.. they want to monetize in-game items when you keep failing.
I like the idea of un-scripted (or randomly scripted?) mobs and bosses in MMOs. Re-running dungeons would be a lot more fun if the bosses didn't have an exact phase 1 > phase 2 > phase 3 type setup every time.
I should start by saying FFXI ALREADY does this since day 1,so yeah this idea of thinking mobs has been around for ohhhhh at least 18 years.If you use some ability or spell that hampers a mob too much over time it becomes more immune to that you get to a point your spells won't work sometimes and eventually not at all.
ANYONE on this planet can make a hard Boss and no it doesn't have to be a RAID,why do we keep aiming for Raids anyhow?
I can use an example of a mob in FFXI that is not even a boss,let alone a raid boss.It can charm you and once charmed your dead,There are mobs that cast DOOM,you get a countdown to death.
There are mobs that remove the hate meter and reset it so your mage might become victim to instant death.Some mobs have what is called Draw IN ,pulls everyone in close,so no standing miles away.
You can simply give a mob a high regain,so much that it keeps up with the dps,you can script the mob to heal itself at intervals or give it a FFXI ability called "Benediction"heals to full and allow the mob to sue it several times.There are countless ways to make a mob very difficult ,morphing mobs are another example or some take flight so all your melee players are doing nothing.
This guy is acting like Microsoft has developed something special...lmao.
Never forget 3 mile Island and never trust a government official or company spokesman.
The thing about the whole idea behind this is exactly what i have really hated about Boss designs in games.
We spend hours....days...weeks ..months years developing our characters then when we fight a boss the devs take those skills away from us..immune...immune...immune.What is the point of giving us good skills only to say they don't work now,i mean we don't need those quality skills versus trash mobs.
What is the point anyhow when every single mmorpg has gone in the direction of gear scores?The gear is what matters NOT you the player.
Never forget 3 mile Island and never trust a government official or company spokesman.
@Wizardry, you've just described simple scripting behavior that players can easily expect and plan around. The idea of the article is that they could eventually design boss encounters that react to the players in unscripted manners. And definitely not about simple immunity, healing, etc mechanics from nearly 20 years ago.
Instead of entering an encounter where every player knows exactly how a boss will act and when, this would allow for more exciting challenges where players won't know what to expect and have to change their strategies on the spot. I'd definitely enjoy that more than "Ok, this boss has 3 special attacks. 4 phases where players have to stand in these designated spots. When the boss does this, everyone do that. When the boss does that, everyone do this. Bing bang boom we're done and off to the next scripted fight."
Everyone’s missing the point really. It’s easy to make an impossible raid. It’s easy to make a really hard mob. The goal is to make a challenging encounter and the problem we have right now is that once you “solve” how to defeat the encounter it becomes easier and easier. With AI it’s possible to create a challenging encounter that evolves naturally so it’s always challenging and fresh.
Now they have to make a choice: improved adaptive AI or double bars of 10 trillion HP each + one shot mechanics. Both would be even dumber than the current state of raid bosses.
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Unbeatable raid bosses are not fun. Hell, really hard raid bosses aren't fun. Just look at how many people are actually Mythic Raiding in WoW or doing Ultimate bosses in FF14.
P.S: Didn't say hard raid bosses aren't fun! There is a limit though.
Imagine a raid boss has a certain weakness. While he can be beaten through sheer numbers, he can also be beaten more efficiently with the proper skill/class combination and execution or something along those lines. AI would be able to track that, see how efficiently everyone overall is handling it and when it reaches a certain threshold it can modify the stats so the most effective method is slightly altered.
The overall experience isn't changed but making it the most efficient you can would require testing, training, or planning over the course of time rather than spanking it once you figure out the proper method.
Take this AI and put in to mobs. Don't focus it around skill usage, but more around movement. Like what Smedley was talking about at the Everquest Next announcement where mobs will learn from all the people farming them and just move their location or shore up defenses by cutting down trees in the surrounding forest and creating a fortress.
They need to focus on making websites like Icy-veins and wowhead completely defunct so that by the time websites post a boss strat or a cookie cutter spec the whole dynamic changes and players are forced to just play the game and learn over time on their own what works for them completely organically.
Also, and I've been saying this for years, take Diablo's procedurally generated dungeons and make that the bog standard for a 2020's MMO. Why have devs not taken this approach? Go into a dungeon and you turn left....the next time you walk in you go right....the next you go straight, etc.
Add to that multiple weapon types for bosses aka first boss battle in SAO. All the players knew that at 30% health or something the boss goes into an enrage mode and pulls out an axe which gives that boss a set number of attacks, of which they were all preparing for. Then, oh crap, he didn't pull out an axe, instead it was a kodachi, so boss had a completely different set of attacks.
I know it isn't simple or else it would already be done, but those are the things that will set apart a 2020's MMO from all the other been there, done that MMO that seem to be coming down the pipeline.
If I recall correctly, the Everquest developers stated they easily made super-smart AI that had enemies heal when needed, use crowd control at the perfect times, take the best formations, etc, but they ended up removing it because it just wasn't FUN to fight against and also completely obliterated the players' options leaving only a few strategies viable at all because the AI perfectly countered almost everything.
Humans simply aren't able to beat perfect AIs. Deep Blue, for example.
Making smart AI isn't the problem in MMORPGs. It's making FUN AI that is.
I think you need bosses that change their tactics and make you have to use every class with their skills so each class contributes to the success of killing the boss. The AI should look for shortages in skills and capitalize on that.
Comments
The problem is making them fun. Not so sure you will get an AI there any time soon... but maybe. We do have algorithms that can crank out pop hits on the music charts, so why not boss encounters?
It is not a problem for us, the players. It's a problem for them.. they want to monetize in-game items when you keep failing.
Mend and Defend
I should start by saying FFXI ALREADY does this since day 1,so yeah this idea of thinking mobs has been around for ohhhhh at least 18 years.If you use some ability or spell that hampers a mob too much over time it becomes more immune to that you get to a point your spells won't work sometimes and eventually not at all.
ANYONE on this planet can make a hard Boss and no it doesn't have to be a RAID,why do we keep aiming for Raids anyhow?
I can use an example of a mob in FFXI that is not even a boss,let alone a raid boss.It can charm you and once charmed your dead,There are mobs that cast DOOM,you get a countdown to death.
There are mobs that remove the hate meter and reset it so your mage might become victim to instant death.Some mobs have what is called Draw IN ,pulls everyone in close,so no standing miles away.
You can simply give a mob a high regain,so much that it keeps up with the dps,you can script the mob to heal itself at intervals or give it a FFXI ability called "Benediction"heals to full and allow the mob to sue it several times.There are countless ways to make a mob very difficult ,morphing mobs are another example or some take flight so all your melee players are doing nothing.
This guy is acting like Microsoft has developed something special...lmao.
Never forget 3 mile Island and never trust a government official or company spokesman.
We spend hours....days...weeks ..months years developing our characters then when we fight a boss the devs take those skills away from us..immune...immune...immune.What is the point of giving us good skills only to say they don't work now,i mean we don't need those quality skills versus trash mobs.
What is the point anyhow when every single mmorpg has gone in the direction of gear scores?The gear is what matters NOT you the player.
Never forget 3 mile Island and never trust a government official or company spokesman.
Instead of entering an encounter where every player knows exactly how a boss will act and when, this would allow for more exciting challenges where players won't know what to expect and have to change their strategies on the spot. I'd definitely enjoy that more than "Ok, this boss has 3 special attacks. 4 phases where players have to stand in these designated spots. When the boss does this, everyone do that. When the boss does that, everyone do this. Bing bang boom we're done and off to the next scripted fight."
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The overall experience isn't changed but making it the most efficient you can would require testing, training, or planning over the course of time rather than spanking it once you figure out the proper method.
What do players even want? If you say sandbox I'ma puke.
Are you kidding? Most of the time players have a hard enough time learning the fight themselves."
Now the bosses will "learn" all their screw ups.
Look! The boss is standing in a red circle killing itself!
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
They need to focus on making websites like Icy-veins and wowhead completely defunct so that by the time websites post a boss strat or a cookie cutter spec the whole dynamic changes and players are forced to just play the game and learn over time on their own what works for them completely organically.
Also, and I've been saying this for years, take Diablo's procedurally generated dungeons and make that the bog standard for a 2020's MMO. Why have devs not taken this approach? Go into a dungeon and you turn left....the next time you walk in you go right....the next you go straight, etc.
Add to that multiple weapon types for bosses aka first boss battle in SAO. All the players knew that at 30% health or something the boss goes into an enrage mode and pulls out an axe which gives that boss a set number of attacks, of which they were all preparing for. Then, oh crap, he didn't pull out an axe, instead it was a kodachi, so boss had a completely different set of attacks.
I know it isn't simple or else it would already be done, but those are the things that will set apart a 2020's MMO from all the other been there, done that MMO that seem to be coming down the pipeline.
Humans simply aren't able to beat perfect AIs. Deep Blue, for example.
Making smart AI isn't the problem in MMORPGs. It's making FUN AI that is.