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It would not be so bad if 1 bot followed each of us around, because she tends to explore and look at scenery and I like to steam roll my way through stuff, but usually it ends up with me getting pinned and going down to a enemy that you can't even hear because they all sound exactly the same. I never have this issue in L4d2 or Vermintide 2 because each special makes a noticeable noise but here they all just sound like the generic zombies besides the bull, But without a dodge button the bull will always grab you unless you have a piece of terrain to duck behind. Its just very frustrating to lose control of your character for 10 minutes out of a match with zero counter play. Ive legitimately seen the game spawn a lurker
right in front of me as well. Seems like they only spawn the enemies when you are far away from a group, which is also really dumb. When we are all together almost zero lurkers are in the entire level. Seems like a dumb way to punish someone and not an actual fun thing to add to the game. Turning off specials and doubling the wave size in the modifier was the most fun we had in the game. The specials are very poorly designed. But now i am rambling.
Anyways better bots would at least make it less annoying but its just bad design is the problem.
Some classes have perks that let you immediately break free when you are pinned down, albeit with a cooldown.
I believe Fat Shark (VT2 Devs) has even been quoted saying they intentionally keep the bots within a certain range of ineptitude because they feel if they are too competent, it will somehow discourage multiplayer as more gamers will just choose to play solo with capable bots.
There's more holes in that theory than there are in a net, but they don't care anymore than Saber does or seemingly any other studio that makes these kinds of games. It's clearly not difficult to do, there are mods designed by individual amateurs within some of these games communities that overhaul the bots to be immensely superior to the vanilla bots. So it's possible, devs simply choose not to, for any number of (bad) reasons.
I can understand that, but if the bots just sit and watched while you are pinned then why even have them? lol. Kinda silly.
That's the most annoying part about bots behavior IMO.
Not true at all. Bots were significantly improved in this Holy Terror update, so they have classes now and can use classes' abilities. There were other improvements in other updates as well.
I would say that's a very slight improvement when contrasted to how bad they are overall in other areas. They are even stupid with their classes. I've seen bots with Fixer class put ammo in the most idiotic spots where it's unreachable during horde waves. Would be nice to be able to tell the bot where to put it, but no, it thinks it makes more sense to put it where a horde will path and the ammo can't be reached. That's just one example of the bot idiocy among many examples that could be used, to show how bad they are by design.
We often treat completely random actions of AIs as smart behaviors, because it's all smoke and mirrors, window dressing, etc. But I'm a huge fan of stealth games, so I know that it's almost impossible to make a good completely autonomous AI without cutting corners, cheating and/or manually putting way points on all levels, especially when your game involves stealth. No one can do it, even Naughty Dog devs can't.
So obviously WWZ bots do cheat, do lots of mistakes, often stand in wrong places, etc, but they were significantly improved by that update.
- AI can now carry heavy weapons
- AI can now use melee finishers
Now you can order bots to pick up a heavy weapon and then take it from them later. So you don't need to waste your precious time to run from your defending position to a crate with that heavy weapon. You can just turn to the bot and take another one from him almost immediately. That's very, very useful during horde attacks when you need to kill zombies as fast as possible.Obviously melee finishers also made bots more helpful in situations when you're surrounded by lots of zombies.
You're just downplaying it. They're much, much better now.
That's more of a Juggernaut's design issue rather than bots issue.
Bots don't know how to play this game stealthily. Like in all other stealth-action games enemies just ignore friendly Ais up to a certain point to make stealth phase even possible. You're crouching behind a zombie so he couldn't hear/notice you, meanwhile bots are running behind the same zombie completely unnoticed.
Bots don't run to ammo crates or equipment bags to replenish their ammo and gadgets. They have unlimited resources. That's why one of the tactics on Extreme with bots is using that against zombie waves to save ammo in certain situations.
Obviously some 'negative' mutators just don't apply their rules to bots, because if would be almost impossible to make special behaviors for bots for each mutator (each possible mutator combination) without completely ruining overall experience. So they cheat.
The point is AI in games (especially partners' AI) is always a cheat on top of a cheat on top of a cheat. That's how it was in Left 4 Dead games. That's how it was in Splinter Cell/Watch Dogs games, That's how it was in Uncharted/The Last Of Us games. So you have to adjust your expectations unless someone will find a way to make a believable, completely infallible AI using neural networks or something, and that tech will become a standard across the game industry.