Author Topic: Nonstandard Attack Option  (Read 21430 times)

LindaJeanne

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Re: Nonstandard Attack Option
« Reply #15 on: December 17, 2015, 08:36:34 PM »
I definitely like the idea of monsters being able to learn player's patterns. It doesn't feel natural when I can get the AI to fall for the same trick every damn time.

Krice

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Re: Nonstandard Attack Option
« Reply #16 on: December 21, 2015, 09:20:52 AM »
@Krice: We get it. You know more than any of us can ever hope to about the right way to do roguelikes, your game, once you finally let anyone see it, will be better than anything else ever written, and the rest of us are morons. You've made that point many times, we get it.

Well, it's only true. I try to help people realize that the developer, you yourself, are making it a success or a failure. What you think or believe may not be something that will give the actual result: a great game. Sometimes I think people forget that, because they are so stuck up to their own false superiority. The OP reveals a lot about this person and the mistake he is about to make, possibly repeating his previous failures. What he needs to do is break that chain of failures through self-development, but as often seen it can be hard for some people to move on to the next level.

Omnivore

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Re: Nonstandard Attack Option
« Reply #17 on: December 22, 2015, 01:11:31 AM »
I definitely like the idea of monsters being able to learn player's patterns. It doesn't feel natural when I can get the AI to fall for the same trick every damn time.

I agree entirely. 

The greatest fault of most computer opponents is not that they aren't 'intelligent' it is that they are predictable.  The OP's idea may or may not work out, but it is definitely a problem space worth exploring. 

Good Luck and Happy Holidays (even to the board's resident Grinch)
Brian aka Omnivore