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originally posted in: Lifeless Enemies
8/30/2014 6:55:24 PM
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This was one of my worries pre-beta, that the AI would just wait to be attacked in small units. I agree that their use of cover and evasion was nice, that raised my hopes for clever AI, but the lack of patrols quickly reignited my disappointment. The first time I went into explore mode, I quickly learnt enemy locations and how best to avoid them - that should not be the case. With random patrols, a hierarchy system that makes smaller units flee and other random things that make enemies feel like a threat rather than sitting ducks would be terrific. I was about to critique MMOs for having packs of enemies clustered in the same spot, but then I realised that most of the time they're placed willy nilly and move about a bit. Giving mobs schedules, responding to the chain of command and perhaps even in-fighting would make them a lot more interesting. ^^
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  • Actually there was in-fighting between the fallen and the hive. Also once the update was done during the beta (when they added the 360 servers in) they added some new things, including fallen on pikes (gunner sparrows) doing random patrols. Also the enemies were smarter and tended to flank you, among other things on the harder difficulty of the Devil's Lair strike. Another good thing to know is bungie in various interviews has mentioned that the AI gets smarter and more capable as their levels rise. The enemies/areas we encountered for the beta were the introduction to the game, so the enemy was much easier and predictable. I have no doubt the higher level areas, and especially the endgame content will give us the 'Legendary' level type of challenge we are looking for.

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