Enemy AI

In this forum, you can share all of your thoughts and suggestions on Enemy AI. Do you love the Armored and hate the Hive? Love the Meathead but want more leeches? This is the place to tell us.

What can we do with the enemy AI?

(thinking…)

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  1. MORE BOSSES

    make more bosses and maybe in later days have a community vote on a boss concept!!

    397 votes
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    78 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Zombies can only be stopped with headshots

    Would be nice if a headshot and ONLY a headshot would kill a zombie. Bodyshots make 'em drop, but get up again. Shooting limbs can immobilize them but not kill them. They'd be lying around biting you in your leg, maybe holding onto you for a couple of seconds and thus slowing you down.

    5 votes
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  3. Make the Boss Fights more Interesting

    I really liked fighting the Bosses, especially now were banishing actually gives you a bonus (the healing/health bar), but at this Point, they just feel like a Chore. So I thought long an hard how fighting the Bosses could be more interesting. I already like the fact that you can give yourself a fair advantage when fighting the Spider by just setting the entire building on fire. I think it would be quite simple making the Bosses more fun to fight by just giving them more Attack Patterns:

    Spider: The Spider is the most annoying Boss to fight, it just…

    1 vote
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. New Clue Defender

    Adding clue defender was a nice idea, but we could go further by adding a new monster spawning in a second time from an opened clue ; i think about something like a worm defending randomly an openened clues from the map.

    2 votes
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  5. Underground cavern

    Adding an underground aspect to the map. Maybe a tunnel system of some sort that has a higher spawn of grunts in exchange for the shortcut.

    3 votes
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  6. Scarecrow enemies in cornfields

    I think that scarecrows would really fit the lore of the game perfectly.
    This enemy should be placed only on the cornfields that are scattered through the map and be actually inactive during day time contracts (maybe just following you with their heads while they are still hangin) and during night contracts they come to life to chase whomever dares to enter his realm.

    His look should follow the same aesthetics the game actually has, maybe his skeleton being visible through his torn up clothes, with a bag in his head or actually a head made of hay and bright…

    21 votes
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  7. PUNISHMENT FOR NOISE

    Ok so I've come across a lot of players who scamper around happily, setting off sound traps without a worry and basically looking for a fight. This could be down to the meta at the moment or just players reaching that top cap and getting bored (whatever)
    I suggest upping the danger for doing this, a lot of players have complained on here that the **** hounds are too OP... I suggest that they need a buff, for packs to hurry over to set off sound traps of barrel explosions. Make them into actual hunting packs rather than just walking…

    1 vote
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  8. Fix AI awareness through solid walls/objects

    This is a thing that keeps frustrating me since closed Alpha.

    The enemy AI has some kind of wallhack it seems.

    Zombies start to aggro when you are close to them even when there are solid objects between you and them.

    And even more anoying are the birds flying away when they even can't be seen or heard just because you are to close.

    You can sneak around all the map for 30 minutes trying to be superstealthy and then destroy all your efforts because the AI can "see" through walls.

    Alerting chickens through 2 solid walls is totally frustrating.

    2 votes
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  9. new monster in the swamp

    a crocodile or serpent like monster in the swamps or water would be pretty cool, that jump out and attack ya randomly

    492 votes
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    27 comments  ·  Flag idea as inappropriate…  ·  Admin →

    We can confirm that we will be making some additions to what you will encounter in Hunt, so we have marked this idea as planned. In the near future, you will encounter new monsters throughout our swamps, but we won’t be able to reveal the details of these just yet.

    We will update the status of this post when we have more information to provide.

    Thanks for the suggestions.

  10. Make bosses leave the boss room when attacked at night.

    At night, bosses can leave their spawn room up to a maximum distance when attacked. They feel a little too easy to be called "Bosses", and that would prevent this common kiting tactic.

    6 votes
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  11. Dogs roaming the map.

    Instead of having the demon dogs standing around in packs, why not have them moving around the maps in pack? you can have 5 big packs of 4 to 5 dogs that keep moving around the map, forcing the hunters to move through the map safer but also slowing them down to make high risk high reward more fun, this depends on the dogs will be there by random. also it would be a more dog behavior having them running around.

    1 vote
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  12. The zombie AI needs to actively pursue the player characters.

    The zombies should not stop pursuit when the player character is in line of sight.

    1 vote
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  13. AI getting stuck behind opening doors

    recently grunts and armored who are inside of buildings, mostly tiny houses, a majority of them being cluekeepers in alans&sun, catfish and stillwater, get stuck if you open a door to the inside. give doors a semi-open state and have ai attack those semi-opened doors if they aggro something behind them so that they close the doors with their attacks maybe. doors rn block their vision, they dont even try to get unstuck

    1 vote
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  14. [Enemy idea] - Housekeeper.

    The housekeeper is not a dangerous monster, he small and skinny, like a satyr. He sits, or wanders through empty houses. If the hunter runs abruptly into the house, the housekeeper gets frightened, makes a roar and runs away. But it can be quickly and easily killed.
    A similar monster is needed for those who like to run around quickly at home, thinking that it will not attract the attention of other hunters.

    2 votes
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  15. stalker monsters that spawn once banishing is complete

    what if once the boss is banished, 1 stalker-like creature per clue location is spawned and hunts down the hunters whilst you all are trying to get to an extraction point and if they catch up/find you it triggers the surrounding monsters to hunt you as well, by letting out a horrific screech that disorients you briefly till the screech is finished. Also the stalkers can only be seen in your hunter vision except their gleaming yellow eyes which if you directly look into its eyes to say the least good luck escaping

    4 votes
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  16. Raven Lord (Boss)

    A boss who looks like a man in a suit, with a bowler hat
    on his head and a cane. Surrounded by a pack of crows, they also attack. Crows inflict damage to an aura near him, or when attacking a pack of crows. Ravens shred flesh and cause bleeding. Immunity to firearms, while there is an aura of crows. The aura is sensitive to fire, poison and shotgun. Has a recovery time. If the health is less than half, then he turns into a huge crow, and attacks with his beak.

    3 votes
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  17. The Horseman

    A new boss!
    But not a boss like the Spider and Butcher who creates a "lair", but a roaming "hunter of the hunters". So we were talking about how the world seems a bit lacking in danger. So we sat on discord discussing the improvement of the threats the AI poses for the player, and we though about this roaming boss.

    Which will make it feel as you are the one being HUNTED! And well we have all these dead and/or tortured horses scattered around the world. So why not the Headless horsemen or one of the four horsemen riding…

    66 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Horde of grunts spawn when the vanishing starts

    when the vanishing starts a herd of grunts should spawn in the area so that attackers have to work a bit harder

    263 votes
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    30 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. [New monster] - Parasite.

    The parasite can be attached to the hunter's foot as it passes through the swamp. The parasite enhances the effect of bleeding and poison on the hunter. The parasite is visible to all, it can be noticed as a partner, and the hunter himself (Looking down). You can get rid of it by cutting it with a knife, or by taking an antidote.
    The parasite serves as a lesson for inattentive hunters.

    1 vote
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  20. Use Monsters against other player

    Still trying to think of a better theme for it. But add some ways of manipulate monster (AI), against other players.

    Something might be where you get a flask of fresh blood (new item, or from in-game), that you can lob. This would aggro and attract nearby mobs onto that target/location.

    34 votes
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