Enemy AI

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What can we do with the enemy AI?

(thinking…)

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  1. A predator AI for PvE only.

    This predator AI will hunt players across the map. It will hunt players by tracking the sounds they make. Gunshots, disturbed crows and dogs will draw it closer to the players. This would thus retain the purpose of stealth in PvE. Make to much noise and it will find you.

    78 votes
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  2. Night Wraith

    Make an enemy that only appears at night that follows certain players around at a distance, eventually getting closer and closer until it decides to strike. The more noise the hunter(s) make the closer it gets, and the less noise the more distant it gets/ may lose hunters entirely. If you attack it, the creature will attempt to find a place to hide and continue its attempts to stalk you; though if it's close enough it will just charge. You know when you are being followed if you
    A. See it
    B. Audio cue of distant whispering

    10 votes
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  3. AI Attacking Through Walls/Surfaces

    The AI really needs to not to be able to melee through geometry. The worst offenders are the Butcher hitting you through a wall and setting you on fire at the same time, and the Spider pouncing on you through solid matter.

    10 votes
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  4. Decoys should lure enemies(AI) away from you, not towards you.

    Right now the enemies that are lured, run towards the noise and then magically turn and attack you(as if they know where you were). This should be fixed.

    3 votes
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  5. NEW SWAMP/WATER BOSS

    sins the most of the map is SWAMPS and RIVERS and the most annoying AI and the most terrifying is the WATER DEVIL why not making a water BOSS a boss we found in water and SWAMPS , maybe a mini CTHULHU boss or a titan-boa (giant swamp snake) or even a giant scary TOAD so the players will found some new strategy to defeat a boss that can hide and attack from water and we finally get a use for water consumables and Gator Legs trait.

    2 votes
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  6. Monsters fight each other

    It would be nice if sometimes monsters fight, not necessarily mortally. For example zombies who quarrel for a piece of meat ^^ Or another big monster who come to "calm" a zombie a little too agitated on its territory.
    A zombie who is devoured by the Devil Water because he crossed a river ...

    I would like a lot more interaction in the landscape of Hunter the shodown. Look away to admire the scenery and see the interactions between the monsters that populate the map.

    8 votes
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  7. A monster or boss monster that impregnates dead hunters. Making their bellies burst withing 2 minutes.

    Could potentially be done with the spider. It could try to impregnate either downed or all the way dead hunters. Although I would think it cooler if it was a new monster/boss monster.

    8 votes
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  8. Krampus update

    it would be cool you you guys added a Krampus boss for christmas.

    3 votes
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  9. 2. stage Werewolf

    Boss sugestion. A 2 stage werewolf.... Stage 1. A thin, sick looking man, runs around the boss lair trying to avoid you. After a certain amount of damage ( 25-50% ) stage 2. begins. The man transform into a large wolf-like creature. Does bleeding damage, uses gorilla tactics ( Hit and run ). charges if one hunter is alone. regenerates health if no damage is recieved over time.

    7 votes
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  10. Witch Doctor Contract

    Fits the theme for a old fashioned Louisiana hunt. he can be moving around the area, floating, causing hallucinations, messing with the Player audio, could raise the dead mid boss fight, could cause the zombies in the surrounding area to be more hostile. i feel like the creative possibilities are endless. could be a could way to also implement a "must find three clues to find" due to him having voodoo magic to be anywhere/ teleport. if you dont trap or down him fast enough he could leave the area and make zombies more hostile and start the hunt over.…

    15 votes
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  11. Pls weaken the AI

    Pls weaken the AI to a Point at which this game is actually fun to play. At this state its just annoying to play ! Not to mention u even want to give those ****** dogs helmets ! what if u play a comp with a shotgun. Lets say Hatchet. And your comrade plays a sparks ! U run into a dog ambush of lets say 2 groups ! u was about to run the gauntlet! u stand no chance if u get into this. That makes the game as a whole no fun to play. I might just actually…

    1 vote
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  12. Banishing attracts surrounding AI

    While the banishing takes place the surrounding AI should start herding around the boss location.
    Maybe some specific creature like smaller spiders, burning demonic pigs, swarms of aggressive crows, dog packs, etc.

    24 votes
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  13. Alligator monster to hunt

    How is a monstrous gator bounty not a thing yet? Especially in the bayou it seems like a must-have enemy type. Would be perfect in the setting and could have different lairs than the butcher/spider where there's more water. Would be a good way to shake things up

    56 votes
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  14. ZOMBIE HORDES EAT DOWNED/DEAD BODIES OF PLAYERS

    When you down a player near a set of some zombies they will come and start eating fresh meat. Your character will take damage as if you were burning. requiring your teammate to save you from the horde or keep fighting the players off.

    164 votes
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  15. Hellhound Tweak

    At one point, I was being chased by Hellhounds, and stumbled into the Boss' lair. (Specifically, Madonna Noir. I was on the outside west stairs, so the Boss couldn't reach me.)
    Watching the Hellhounds growl at me, but unable to move enter, I got an idea: what if you tweaked their animation, so that they're whining in fear (of the Boss). It wouldn't affect gameplay that much, but it's a nice little bit of flavor.
    "Hey, you know those massive dogs with glowing eyes that chomp your face off in two bites? SOMETHING is scaring them. And it's RIGHT BEHIND…

    3 votes
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  16. Make Banishing Greatly Enhance NPC Threat

    I know similar ideas have been sent out before, but let me explain mine.

    When a boss in a sector is banished ( or THE boss, in the case of single-boss maps ), all of the NPC creatures in that sector should become VASTLY more reactive to sound, movement, etc.

    This would have a couple of effects on the gameplay. For starters, do you clear away all the enemies around the boss so they don't trip you up when you exit? Because that'll happen, now that they're angry. Or will you rely on them for protection?

    As it is now,…

    66 votes
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  17. MORE INTERACTION BETWEEN THE BOSS AND THE MAP IN GENERAL.

    What do I want to say? Basically, when we find them, they can move along the map, like us, so we can have more fun and try to hunt them down and kill them.

    For example, the spider: imagine that it can escape from the barn (especially when it is on fire by throwing a lamp) and chase it through the map or hide in other places (hoping to attack us when we least expect it) It would also increase the chances of further exploring the map and find other bounty hunters.

    1 vote
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  18. Bosses should passively heal if you exit their lair.

    Like it says on the tin. Bosses are too easily kited right now or drawn into buggy positions. To make things more intense, a simple solution would be that whenever their lair is empty of players, they passively regenerate health at a slow rate similar to the players themselves.

    26 votes
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  19. Hellhounds faster

    I think hellhounds should charge you slightly faster or have less growling before they start running.
    Their new AI is really nice in a melee brawl and make you panic hard when they dodge your attacks, but they are mostly dispatched while charging you.

    1 vote
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  20. AI needs a little improvement in their course

    A few things I found immediately on my second gameplay was:
    1. Small bugs where enemies who play dead have bug where if you first see them from a distance for the first time, sometimes, they would stand up and then suddenly flop onto the ground playing dead. Giving the player information that they know they're alive.
    2. The armor units, from what i've seen has some problems with walls. When a player is attacking them around the wall, the armor zombie won't go around the wall and instead try to walk directly to you, spending more time standing still…

    1 vote
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