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StaceyPowers

Ways to make enemies harder that don’t involve making them bullet sponges

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Ultra hard on Horizon Zero Dawn did this very well. Yes, on that difficulty mode the health of the enemies increased, but it also changed their bahaviour. They could see you from a far greater distance than before and they were way more aggressive. One has to stick and move and fight more tactically than on other difficulty settings.

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Yes I agree with you 100%. I hate when games just up the health of an enemy, but don't change anything else about them. Like Shagger said, in Horizon Zero Dawn, they make the AI smarter as you choose a higher difficulty. 

I think in Hitman it's similar, in that they add more enemies in the map, and also make it tougher to get away because their vision cones are a lot bigger. On top of that, if you're shot, or you use clothes from a person who was shot, the enemies will take notice of that and will get suspicious. I like when games higheten the AI to being a bit smarter about the situation. But, I also found that in Hitman, you can pop off a few shots and run in front of the enemies if you want haha. I guess this is a method to speed running. 

Anyway, I think games like Dark Souls do AI the best. If they can replicate something like that with other games, I could see it being much better. 

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F.E.A.R is usually held up as the masterclass in AI, not because it's highly advanced but rather its simple processes. Enemies have a list of priorities or goals, and will execute them or deprioritise them as they encounter the player. Communicate (triggering others' priorities), take cover, throw grenades, cover fire, blind fire and flank are some basic commands they can be prompted to perform.

If you want to read a particularly spooky creative writing exercise about enemies getting tougher, I'd recommend SCP-1633: The Most Dangerous Video Game, which is not wholly unlike Psycho Mantis from Metal Gear Solid.

Edited by Withywarlock
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2 hours ago, Withywarlock said:

F.E.A.R is usually held up as the masterclass in AI, not because it's highly advanced but rather its simple processes. Enemies have a list of priorities or goals, and will execute them or deprioritise them as they encounter the player. Communicate (triggering others' priorities), take cover, throw grenades, cover fire, blind fire and flank are some basic commands they can be prompted to perform.

If you want to read a particularly spooky creative writing exercise about enemies getting tougher, I'd recommend SCP-1633: The Most Dangerous Video Game, which is not wholly unlike Psycho Mantis from Metal Gear Solid.

F.E.A.R. was great in that regards, because I remember the enemies being pretty tough at times. As well, unpredictable, because I remember there were times where I felt like I cleared an area out, and then there's be one or two left coming after me. 

I never played the first MGS all the way through, but I heard many stories about the Psycho Mantis boss battle at the end. Changing the controller to port two allows you to fight him. Always thought that was a cool trick.  

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Giving them more speed makes them less easy to hit or beat and you need to have some speed or high maneuverability to be able to get a good hit at them.

God of war comes with this kind of bosses and before you could do a power move on them they are already behind you, the need to be really efficient with the controller Comes to play here before you could get past that boss and sometimes you get to fight two of them at the same time.

Really epic game play

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For me, I think that having enemies that evolve in the game based on your playstyle makes a lot of sense in making them more difficult and have you look for better new ways to beat them.

In MGS V, the system tracks your playstyle and have the enemies adjusted to it. If you use lots of headshot kills, they would start wearing helmet, if you usually attack in the night, they start wearing googles and so on. It's a good mechanics that makes enemies become difficult and challenging to deal with. 

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18 minutes ago, Heatman said:

For me, I think that having enemies that evolve in the game based on your playstyle makes a lot of sense in making them more difficult and have you look for better new ways to beat them.

In MGS V, the system tracks your playstyle and have the enemies adjusted to it. If you use lots of headshot kills, they would start wearing helmet, if you usually attack in the night, they start wearing googles and so on. It's a good mechanics that makes enemies become difficult and challenging to deal with. 

Oooh I like that idea. I believe some games do exactly that, they figure out your playstyle and what mistakes you make and will sometimes use them against you. I know it's not necessarily the same, but look at Left 4 Dead for example. I think they had some of the best AI, because when things are slow, they sometimes ramp it up. The AI is also random, so each time you play, it's not always the same way. Hordes come out at different times, tanks will spawn in whenever the hell they want to, or when you're going too slow. I wish more games utilized the Left 4 Dead AI, because I think it could create some unique experiences. 

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18 hours ago, Kane99 said:

Oooh I like that idea. I believe some games do exactly that, they figure out your playstyle and what mistakes you make and will sometimes use them against you. I know it's not necessarily the same, but look at Left 4 Dead for example. I think they had some of the best AI, because when things are slow, they sometimes ramp it up. The AI is also random, so each time you play, it's not always the same way. Hordes come out at different times, tanks will spawn in whenever the hell they want to, or when you're going too slow. I wish more games utilized the Left 4 Dead AI, because I think it could create some unique experiences. 

That's the beauty having such designs set up in the game's mechanics. In most cases, it prevents the game from being a boring exercise because you wouldn't haven't to be repeating exactly the same thing in your battle tactics. If you don't change, you will find it difficult to have a breakthrough. 

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