krise madsen Posted February 11, 2009 Share Posted February 11, 2009 Here's one for enemy AI, can we not have x-ray specs for them? It's so fake (and annoying) to hear the enemy track you with live rounds you while you walk behind a solid wall. Once you disappear behind an obstacle and are out of line of sight, then enemy should not be following your movements. They should probably do one of three things,(1) relocate, (2)scope last known position, (3) scope next likely position. Any of that is cool, xray movement tracking is bad. GRAW get's this so wrong, and just about a show stopper for me. It might seem like stating the obvious, but we should not be afraid to state the obvious when it is apparently so easily overlooked. A very good point, and very important for playability and (in particular) realism. There are few things as destructive to immersion as having some idiot AI firing away at a wall or a hillside, because he can see you half a mile away, but is blind to the giant building in front of him. From what I understand, making the AI actually do this is a major task though. Respectfully krise madsen Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 11, 2009 Author Share Posted February 11, 2009 From what I understand, making the AI actually do this is a major task though. krise madsen The thing is, I never ever noticed it in GR, but it is blindingly obvious in GRAW. Quote Link to comment Share on other sites More sharing options...
Fletch Posted February 11, 2009 Share Posted February 11, 2009 I never really cared about the enemy AI doing it but watching my own Friendly AI blast away at walls trying to shoot an enemy on the other side has caused me to leave them behind on many occassions. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 12, 2009 Author Share Posted February 12, 2009 There are few things as destructive to immersion as having some idiot AI firing away at a wall or a hillside, because he can see you half a mile away, but is blind to the giant building in front of him. From what I understand, making the AI actually do this is a major task though. Another thing that just occurred to me on this point. While it is extremely frustrating and what you describe kind of takes you out of the game and reminds you that you are playing against dumb AI, on the other hand it can be extremely cool. What I am referring to is when you are behind a destructible object like a wooden fence, and the enemy blasts away at it because it saw you duck behind. Fence collapses, you die. That happened to me playing Bogie's new co-op map last night and it was very cool, one second the fence was there "protecting" me, the next it was a pile of shards and I was on my way to using another spawn. So I guess that's one complication, the AI has to figure out if it is reasonable to fire at the blocking object or not, and if I am partially visible due to the gaps in a fence, and therefore it can track my movement. Quote Link to comment Share on other sites More sharing options...
Fletch Posted February 12, 2009 Share Posted February 12, 2009 I am no programer but, could that be done with the AI checking for Destructable/NonDestructable items in its LOS to target/you? Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted February 13, 2009 Share Posted February 13, 2009 So I guess that's one complication, the AI has to figure out if it is reasonable to fire at the blocking object or not, and if I am partially visible due to the gaps in a fence, and therefore it can track my movement.Lots of work needed to find a happy medium in this dept..here's just two (of many) examples in the :AW series, which highlight the problem. Watching (via Tac Map) the turret of a MBT rotate and track your movement, even though you are on the reverse slope of a hill and totally out of the realm of visual detection - unless of course, the bots are using a Tac Map as well. Or The comic relief of watching Jenkins (or whoever) pump round after round of his GL directly into the prop he is using as cover, getting knocked on his ass every time, and every time getting up, no worse for the wear, to do it over again. ____ Would be nice to see the basics covered a bit more, and with a bit more consistency - that is before all of the inevitable layers of cheese are added in. Quote Link to comment Share on other sites More sharing options...
fishmonger Posted April 15, 2009 Share Posted April 15, 2009 (edited) here's what I think is relevant: [*]16 or more players (we hit the 16 limt we set on our server frequently) [*]Open kit selections with ability to set restrictions [*]All missions playable co-op (ie SP campaign missions - that requires all offline features to work on dedciated servers, which currently is the only reason you cannot do this) [*]Semi-Realistic weapon dynamics, ie.e damage and accuracy over distance, but within the limits of the smaller draw distance world we are working with [*]Ability to script random events (we already have that, better not lose it, becasuse without random maps I would not be playing GRAW) [*]BIG maps. 1000+ meter [*]Dedicated server actually understands "moveguard_idle" as a variation in AI orders [*]More realistic AI - no more "instakills" from 150 meters while they are running away, just because some random number genrator sez you're dead. No more headshots at 10 meters and the tango gets up and shoots back as if he bumped his head on the shower curtain rod. everything else you list is not really that relevant, but I assume that's because you folks are actually playing GRAW2... Edited April 15, 2009 by fishmonger Quote Link to comment Share on other sites More sharing options...
Tinker Posted April 16, 2009 Share Posted April 16, 2009 [*]16 or more players (we hit the 16 limt we set on our server frequently) For GR coop or BF2? Quote Link to comment Share on other sites More sharing options...
fishmonger Posted April 17, 2009 Share Posted April 17, 2009 [*]16 or more players (we hit the 16 limt we set on our server frequently) For GR coop or BF2? coop, baby. GRAW 1, obviously. TGP server, single death. Had 12 on last night, gonna be more on Friday. Quote Link to comment Share on other sites More sharing options...
twcrash Posted April 19, 2009 Share Posted April 19, 2009 I would love it to have all those aspects along with the level editor in Far Cry 2. That would be awesome Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted June 27, 2009 Share Posted June 27, 2009 VOIP in-game is almost required these days. For co-op, it's even more important. Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 11, 2009 Share Posted July 11, 2009 Some form of ATC in the briefing screen. Ability to draw / add icons to the command map. Server option to switch it off for public, none ad-mined servers. Quote Link to comment Share on other sites More sharing options...
MadMike Posted July 27, 2009 Share Posted July 27, 2009 There seem to be as many ideas about how respawns should be handled as there are players. I miss the respawn options of Ghost Recon and would like to see the options: - NONE - INDIVIDUAL <number of individual respawns> - TEAM <total number of respawns allowed for the whole team> MadMike Quote Link to comment Share on other sites More sharing options...
Nightwolf Posted September 15, 2009 Share Posted September 15, 2009 Coop for LAN players, not just the online crowd. Quote Link to comment Share on other sites More sharing options...
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