Feedback talk:User/Shai Halud/Make Enemies Act and Talk According to the Habits of Thier Group/Race..

Excellent suggestion and one I'd like to see implemented. It would add a lot of flavor to the game to have enemies acting in-character as you described. Then, instead of enemies being all one generic AI with simply different skins, they will act/react consistent with their culture. This in turn leads to players having to adjust strategy based on what enemy they're facing rather than knowing that all enemies will run away from AoE damage, for example. Now, when facing the Grawl, players will know they can get the better of a numerically superior group of them by using AoE damage to scare them into running away. On the other hand, when facing the Kraitt, they will learn the hard way that they've got a real fight on their hands because the Kraitt will not back down or run away from anything. I don't mean to suggest the Kraitt will now stupidly stand in the middle of a meteor shower while it rains death on them. Instead, they may move towards their opponent rather than away, or they may morph into a profession that can better absorb the damage being dealt by the meteor shower, etc. But what they won't do is retreat directly away from the players. Guild Wars 3 perhaps 01:22, 21 May 2011 (UTC)
 * You would also have to take into account what the enemy NPC is supposed to do. Like, there should be different AI for a gun-toting centaur vs. an axe-wielding one (the centaur with guns may run away from players to create a gap between them, whereas the axe centaur may strafe around the player to avoid damage). You would also need to change the AI between races, so that a centaur wielding guns would not act the same as a krait wielding guns (if they even do), when getting out of an AoE. The centaur might retreat back a few paces until it is out, but still stay in the fight, while the krait would mostlikely strafe out of the AoE. This is a good idea, and it would really help make combat more dynamic. Darkshine 22:18, 30 May 2011 (UTC)