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If John Carmack is such a good developer, why couldn't he make the enemies in Quake 1 able to walk a straight line?
God knows, how many times I've gotten fucked over on E2M3 because of the retarded death knights deciding to not walk towards me and instead move around like a spastic avoiding my nades, and however many more times that the fiend on E2M5 has insta-killed me because THIS time around, it decides to jump straight and kill me instantly, instead of moving to the side for no reason like it does most of the time. They're just so inconsistent. Their pathing messes up about half of the time, so, they try to walk around non-existent objects rather than towards you. There's also how they can't really make a straight line towards you at all.
For example, there's a knight ahead of you to the right. The retard has a chance to not simply walk towards you, but instead move one tap forward, one tap to the side, and so forth until he reaches you. It's like they're playing the floor is lava and trying to jump from couch to couch in order to catch you. But, I don't know why, in other instances he does just properly walk over to you instead. I really don't get it. And this happens with every single enemy except Spawns. Just watch rotfish try to make their way over to you, it's downright depressing.
The AI is just so bad overall. In some cases, they actually can't even simply fucking walk over to the next room over where you're at. They just try to keep hitting you through the wall. You can see this happen a lot with zombies because they're really slow, but I'm pretty sure you can replicate it with every single enemy, since it's not like the AI is very different for them.
There's this one strategy in one of the levels to activate a switch for a door as a zombie stands in the way, that enables you to reach the end faster. You have no idea how fucking blood-boiling it is, to try to herd those zombies to where they need to be. They just can't figure out how to walk.