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Elden Ring Nightreign Wylder Class Guide

Elden Ring Nightreign Wylder Class Guide https://ift.tt/iNxIRAC Elden Ring Nightreign is a complex multiplayer game, but the Wylder class provides some comfort as the ideal starting character. A jack-of-all-trades nature meets a fairly straightforward set of abilities to master, which is great, since you'll have plenty to learn during the first few dozen expeditions to Limveld. There are multiple characters to pick, and it can't be hard to decide on one in the heat of matchmaking, especially if somebody else calls dibs on your favorite. As such, being knowledgeable of the strengths and weaknesses of each will be beneficial in the short to long run. This guide covers everything you need to know about the Wylder class in Elden Ring Nightreign, from its attributes and abilities to the best relics. Be sure to also check out our look at the best Elden Ring Nightreign classes . Table of Contents [ hide ] How the Wylder class works in Elden Ring Nightreign How the Wylder clas...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

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