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Just some proposals regarding enemies
I have some thoughts on what I'd like to see from enemies in future games, or more their behaviours. I'd like enemies to take a mob-mentality and come at Link in groups. Something like ten stalfos who work together to kill Link, as well as an iron knuckle (or something of that nature) to add extra tension and pressure. If you've ever played Resident Evil 4, you know what I'm talking about. I'm proposing some smarter AI that work intelligentally to kill Link.
*Yes, I play lots of Resident Evil 4*
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Re: Just some proposals regarding enemies
How about battalions of enemies roaming the overworld? Such as a group of Bokoblin led by a Moblin or two? The Moblins could give orders to the Bokoblin to flank Link or something. Or spear-holding enemies could keep Link in one place so that archers could shoot him more easily. Mounted monsters could form wedges to be more compact. There's a lot of stuff monsters could do.
How about enemies that can not only see, but can "hear" and "smell" too? Enemies with good hearing would be able to tell if Link was sneaking up on them, and enemies with good smell would be able to track him over long distances. How about cowardly monsters that flee if Link starts winning? Darknuts would be more brave, while Bokoblin would run away the second Link hit them.
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Re: Just some proposals regarding enemies
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Re: Just some proposals regarding enemies
I pretty much agree with all the ideas here so far. I would also like to see enemies learning any patterns you make and reacting to them.
That and using the environment against you, like if you are by a tree and within range, an enemy might fire a bomb arrow at the tree to get it to fall on you (destructible environments) dealing more damage than if they hit you directly. Or they could use the tree itself as cover for them |

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Re: Just some proposals regarding enemies
Another thing enemies do that's cool in RE4 (improved in RE5) is hold you back so another enemy can attack you. Kinda a sucker-punch thing. In RE5's first trailer, one of the villagers smashed Chris's face into the ground and held him down. I assume the villagers intended to let the executioner decapitate him while others held him down . It's that kinda thing that make fighting more intense and bring some action to the battles. You all have pretty good ideas, so far. I'd love to hear more.
P.S. I did not start this thread to advocate an increased focus in violence, though I'd like to see some blood from certain enemies, just nothing over-the-top.
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Re: Just some proposals regarding enemies
If they add in harder difficulties then the grabs would fit in. Personally I would like to have multiple ways to break out of a hold
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Re: Just some proposals regarding enemies
I'm really a fan of the enemies in RE4 and 5, and I'd really like to see similar AI in certain parts of the game. Maybe certain dungeons could be more combat-intensive, and other dungeons could follow the traditional Zelda formula (puzzles, platforming and few enemies). Combat is something I feel needs to be improved in Zelda, and I believe this would help in making battles more impressive and more intense.
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Re: Just some proposals regarding enemies
Hmm... I would like bosses without a pattern.
I'm also fan of Ashanark's idea. Most of the enemies in the Zelda games have yet to be used for they full potential (Like with Lizalfos, he haven't exactly used his teeth alot).
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Re: Just some proposals regarding enemies
What happened with the smart enemy system from TWW? The enemies there where more or less smarter than in previous games, but I can't say I saw much of that in TP...
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Re: Just some proposals regarding enemies
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In fact, it was that way with all of the enemies in TP. Enemies need to be stronger, smarter and come in larger numbers. Only then will I be truly happy with them.
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Re: Just some proposals regarding enemies
Exactly. Like with the Darknuts in TP, they where strong, and had a great defence, but they didn't have any fighting skills.
My dream battle would be a fusion of Dark Link (OoT), Darknut (TP) and some teamwork for multiple enemies.
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Re: Just some proposals regarding enemies
I'd like to see enemies with the Euphoria programing thats in TFU. Of coarse, the Wii could never handle anything like that, so it's just wishful thinking.
I'd like to see enemies that can react to more things than just being hit or seeing link. Being able to distract enemies would be nice. Say you set off a bomb and thet actually run over to it. |

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Re: Just some proposals regarding enemies
That would be cool, but could be annoying from times to times.
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Re: Just some proposals regarding enemies
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Re: Just some proposals regarding enemies
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And please stop that "If you don't like it, play something else!" I mean, I could say the same to you "If you don't like the current enemies in Zelda, go play Resident Evil!" Heh. Anyway, I'd also like some changes to the evildoers. The first and foremost thing I'd do would be making the AI a lot more aggressive and at the same time, a lot more 'caring'. Because now they just seem to attack at regular intervals, and not care a lot for their own safety. And also, I'd like more variations between the different foes:
And I also like the idea of monsters working in teams, though I think battalions are pushing it; more like 6-8 bad guys per team max, and maybe two teams on the field if you are riding with a horse. I mean, Link is a hero, but he shouldn't beat dozens of enemies with mighty man-power 'cause he's not that kind of a hero. The members of the team should assist each other and have specific roles. Like moblin scouts scouting and firing their bows, moblin spearmen standing in line and trying to poke you out of horseback and moblin bosses shouting orders and dueling against you in an epic fashion. And maybe the wounded members would cover behind their fit comrades, maybe the boss could sound a retreat or call backup with his horn, maybe archers could take cover while the other's guard their flanks. . . the possibilities are endless, and it would add a great deal of excitement and generic goodness to Zelda's combat. But the most important, yet missing, attribute of the advesaries are absurdly angry eyebrows. And that's a fact.
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Re: Just some proposals regarding enemies
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Re: Just some proposals regarding enemies
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Re: Just some proposals regarding enemies
I think he was sarcastic.
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Re: Just some proposals regarding enemies
you know...putting older enemies into future Zelda games would actually add to the difficulty...come on! anyone remember Lynels and Goriyas? Lynels could charge at you throwing their swords or just come at you with many different maneuvers to confound you..or Goriyas with their boomerangs being flung at you in many different directions...boy..that would really hurt...how about Gleeok in 3D! that would add some challenge...
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