I'd like to make a point to this, too. While more staff can certainly be helpful, the issues surrounding the AI are not necessarily just resource dependent. A lot of it boils down to the priorities during development, as noted by the AI's more capable ground skills, and a simple lack of internal feedback before launch. Thankfully, Aholbert was able to get his hands on it a couple times, though it was fairly late in the project and there was only so much he could impact in that time.
This kind of iteration normally happens during development, but sadly AI didn't have as much of it, as well as some other areas. This means you guys have been subjected to an AI that I wish I had more time to work on in the areas that apparently need it more than others. On the plus side, it also means the community gets a lot more input as to what they want to see changed, and what they don't.
This is pretty common with AI, as it tends to come together quite late in a project. This was a big reason in my following in GPD's forum treading footsteps, as I knew there would be a lot of user feedback on the AI, and I wanted to be around to talk to people and give them a clear avenue for that feedback. It's also why I've pushed to actually get more and more changes to the AI into our patches.
That all being said, there is in fact some more hands on deck moving forward, as far as AI feedback and tuning is concerned, so I'm quite hopeful that there will be some awesome improvements coming.
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