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It's an unreliable mechanic from my experience... many a reload because of it.
+1
It seems complaining about this game is getting mainstream
I doubt it's an intended mechanic it also defeats the point of "distracting enemies" if they snap to you first (not search for the source, like aimbot snap to you).
Additionally if you are out of their line of sight or the object isn't obvious the first reaction anyone is going to have is to look at the source of the noise first, THEN possibly look for the source; which the game's AI is skipping and going straight to "We know exactly where you are."
Albeit I've noticed this more inconsistently rather than something that happens 100% of the time to be clear.
If you throw the object in some area near the guard, he hear it and he hedas in the direction where it brakes.
This is my in-game experience.
Consistently? So if you lob an object out of the guard's field of view and/or from a point where he/she can't know where it comes from; the AI snaps to you automatically? That doesn't sound fishy to you?
The point was that the guard has no way of knowing where the object came from realistically, therefore the ability for the AI to suddenly snap to you despite that glaringly obvious fact is either a design oversight, error in AI coding, and/or a bug.
Now if you're standing in front of the guard and you toss a bottle at them, that's different. But in my experience there's some occasional "aimbotting" by the AI when it comes to the distraction mechanic, it's enough that the mechanic is not worth the trouble in both games.
Here distaction works for me:
1st it will investigate the object you throw
Then it will investigate where you thrown the object
So basically it will investigate the whole area where the sound comes from and places you throw the object.
Depending on the Ai it will revert back quickly to their position like nothing happen or it will search the area.
I suggest you relocate quickly. You could this advantage by setting traps or force the Ai to relocate its destination.
It works for me, w/ time travel it felt like Iam OP. Just be quick when you relocate. You totally need to plan your attack in the game.
Just to be clear, the issue I am describing (from my own personal experience) is not consistent at all. Unfortunately when it has happened, relocating doesn't do anything because the AI has already gone into "Player Found, Enter Combat" mode, bypassing "searching" mode.
I recall a specific instance in the first game where there's an Overseer talking to 3 men at Campbell's base with a second patroling the room. I was on the other side of the room in a doorway out of the line of sight of the enemies. I shot a bolt to the opposite side of the room to draw their attention next to the patroling guard to have him face the wall, out of maybe a dozen times trying to get them where I wanted I noticed a few times where they would automatically go into "discovered combat" mode and attack me rushing all the way from the other end of the room with no line of sight; just home in on me like missles.
I had a similar experience once or twice trying to do the same thing in Dishonored 2, the AI went to imediate "Spotted Combat" and locked onto my character 3 stories above and easily a hundred or more feet away behind them.
In both cases the AI ignored the bolt (they failed to go "hey what's that noise) and went straight to "Hey there's the guy get him!"
Like I said, it's a weird quirk and I'm not saying it ruins the game or anything. The OP asked if anyone else has had a similar issue and I have. It seems to be an odd quirk of the AI sometimes, nothing a quick reload can't fix. But it's annoying and unpredicatble enough in my experience to make it not worth trying to distract people by throwing things. I've found poking around a corner to be far more reliable.
Also what kind of environment your using distraction if there is a glass door, glass wall and glass floor the ai will spot you.
It also depends on the location.
It was the the "Enemy Has Spotted You and Is In Combat" mode for the times it's occured in Dishonored 1 and 2. Unless the AI can see through solid marble pillars (in the Dishonored 1 example I gave) or has eyes in the back of their head and were looking a hundred feet away and 3 stories up (this was in Karnaca, 2nd or 3rd mission I believe?). Like I said it was just very weird behaviour of the AI. They basically went straight into combat mode instantly and then locked onto my character like an aimbot ignoring anything else despite having no way of visually seeing me.
It's just a quirk of the programming and it happens rarely, but it does happen.
Crap AI get's stuck on anything, including it's own shadow or the AI stuck in front of it and you have to rebuild the map so the stupid AI doesn't all get stuck at the first obstacle, BF2 for example.
Bang your sword on something then run off and hide behind where their backs will be facing.
Though good AI would immediately launch the nuclear weapons.