Let me see if I can help.
Effective AI has perfect information available to it but through programming it “makes mistakes” in order to appear to not have perfect information.
Before A17 there was no perfect information. Entities got stuck or went in circles because there was no pathing code to speak of. Faatal created the pathing code which has given the AI the perfect information it needs. There was time to do a little bit of programming to mask that perfect information but it will be an ongoing project to make it so the zombies behave randomly, stupidly, and not perfectly—and yet also not get stuck on random terrain oddities or start spinning or walking in circles. It is going to take time and it is a very rare game that gets the perfect balance which is why you often here gamers complaining about cheating AI. The AI isn’t cheating it’s just that the restraints on the perfect information it always has broke down in that situation.
So knowing the weak point and zeroing in on that point every single time is not the goal for any entity in the game (except maybe an engineer class bandit....) However, It is a necessity for the information to exist so that a full spectrum of varied behaviors can be coded in by withholding various amounts of that perfect information.
Now, to the naive, it will appear like faatal is going to be playing a game of one upmanship with the players as he stops exploits and works on getting the enemies to behave at the level he wants. But I assure you he isn’t battling against anyone and his goal is to have a robust and varied spectrum of behaviors that will challenge the players but not feel unfair.
Let me see if I can help you without overusing the word "perfect".
Faatal created a BASELINE AI that does a lot of crap, so that if certain aspects are taken away, it will simulate bandits. If certain other aspects are taken away, it will simulate zombies.
Right now we seem to be testing the baseline AI.
I see what you are saying now.
The A16.4 zombies used to:
Wonder around aimlessly until some player activity got their attention (like zombies).
Once player activity was detected, they would swarm that general area (like zombies).
Then mindlessly bash on whatever obstacles got in their way (like zombies).
Using sheer numbers, hordes even, to be a threat (like zombies).
But that was not good enough, they had to make them totally freaking omniscient.
Now the A17.1 zombies:
Use a GPS tracker to find you no matter where you are at.
Laser focus on the shortest possible path to the target.
Focus all damage into the smallest possible area to penetrate the target.
Have diamond tipped claws that can dig through solid steel like butter, because Why not?
Then the plan is to
teach them to:
Wonder around aimlessly until some player activity got their attention (like zombies).
Once player activity was detected, they would swarm that general area (like zombies).
Then mindlessly bash on whatever obstacles got in their way (like zombies).
Using sheer numbers, hordes even, to be a threat (like zombies).
Yeah, that makes
perfect sense.