Ready or Not

Ready or Not Dev Tracker




15 Dec

Comment

Originally posted by peanutmanak47

Ahh, was wondering what it was for.

Those guns cost a lot of money!

Comment

they don't really make sense for Data Center

Comment

Originally posted by specter800

Yeah I think it wasn't signaled or a glitch in the accuracy decrease. I've had guys strafe corners and jumpscare me before so they can definitely do it, something else went wrong here.

Yeah it’s a tricky thing. Lots can go wrong, especially when networking is involved (if it is here). There are so many things it can be, but I’m sure we will find it soon enough.

Comment

Originally posted by AxiomSyntaxStructure

So, there's kind of an escalation, per se? I can see that working in some cases, but I see it going the opposite way in others. This is the kind of dynamism needed, I guess, for the unpredictability at the essence of RON being nerve-wracking room to room. I'm only scared this is being diluted from how action oriented it has become - aggression the norm.

I can understand the concern but we do want to make sure the way the suspects perform when aggressive is tuned very well, and then as we introduce mode reworks, they’ll bring different challenges to the player. Such as yeah, the prioritisation of tense split-second decision making happening in a level for one mode, vs. an all out escalated gunfight in another.

Comment

Originally posted by extremelack

You could definitely have this vary from map to map but I think in some cases, sweeping a high percentage of the level's suspects could decrease morale and make them more scared/submissive or maybe so demoralized that they start having a much higher chance of opting for suicide/hostage taking.

Most certainly. We will keep adjusting our AI in any case. The whole system is very adjustable so once modders have it I can imagine levels with their own entirely unique behaviours and ai. we build all of this with the community in mind so that on full release people can just download a mod and hop in a server to get any experience they’d like. Of course, the base experience needs to be fun so that’s why we’re constantly working on it. :)

Comment

Originally posted by DevastatingAdmin

I am no expert on "gang behaviour". wouldn't the cowards fall back and surrender more easily when the bold guys in front already failed?

Depends if you want a game that becomes progressively easier or harder. This is where some of the modes will offer different challenges! Realistically most of these suspects wouldn’t fight to the death except The Hand and the Left Behind guys.

Comment

Originally posted by _randomdudey_

Ali, could you please tell me which value in which file sets the amount of moral decrease while a suspect is being yelled at?

there isnt one

Comment

Originally posted by DevastatingAdmin

just had that happen on Postal, too. something like 480 makarovs, was the last suspect somewhere "surrendering" without me having spotted him yet. he had his hands up and nearly drowned in makarovs

yeah we have it fixed now. hotfix coming soon


14 Dec

Comment

Originally posted by peanutmanak47

I would say this doesn't seem to be working as intended. I've had almost no suspects, on multiple maps, surrender from me yelling at them with my gun pointed in their direction. This doesn't matter if it's early or late in the map.

Only time I can get them to consistently surrender is from blowing a door open and they are close enough to get stunned or if I toss a stun into a room.

Outside of that, the suspects seem to be downright refusing to surrender just from yelling.

Do you find it easier to get them to surrender at the start of a match vs. the end? Are you alone getting enemies to surrender?

Comment

It’s planned to make each mode more unique, and we will continue to tweak the stuff that’s currently in. However, it is worth acknowledging that as you kill more enemies in a level, they will become less compliant and more resistant. This is intentional behavior, but at there isn't a point where they will not give up by any means. It just means instead of being able to yell you'll have to stun. The difficulty curve needs to move up if you're playing in such a fashion, that's our view right now at least.

Comment

Originally posted by specter800

I've been paying attention when this happens to me and I don't know for sure, but I think what's happening based on experience and patch notes is:

Enemies start with an inherent inaccuracy and unpreparedness to prevent the "instant crackhead headshot" that were so common before. Once an enemy "engages" you, their accuracy and readiness increases at a predetermined rate per level. If you "disengage", their accuracy and readiness don't decrease so the next time you see them they're totally capable of the "instant crackhead headshot". I'm guessing this guy either saw you earlier or being so close to a gunfight set him to "engaged" mode and he no-scoped you.

Their accuracy decreases if they lose sight of you unless this is bugged. Issue here is likely something else as he’s turning 90 degrees while moving instantly pointing to something else. Possibly was already targeting the player but he wasn’t strafing?

Comment

Originally posted by _randomdudey_

Currently Yelling at the suspects does not reduce their morale. So as long as you dont c2, stun, hit them with any non-lethal, almost no suspects will ever surrender. Kicking in doors is even increasing their morale.

I think there should be a new morale effect on yelling in the AILevelData.ini like MinSuspectmoraleimpactshouting = 0.0 MaxSuspectmoraleimpactshouting = - 0.2

Or similar,, so a random amount of suspects might get their morale low enough simply by yelling at them and surrender even without hitting them with non lethal. As most real Swat teams don’t use non lethal but rather overwhelming force including shouting a lot, i think this is essential for this game.

Yelling does reduce morale

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a video would be good to see


13 Dec

Comment

Originally posted by Sanujan_

You have to shout for compliance or it’s an ROE violation. Your weapon didn’t dip at all so def didn’t call for compliance w suspect in LOS. It’s pretty dumb though and can get you killed they should make it like a cone and the suspects that are within the cone are tagged as ‘warned’ or something so these situations don’t happen cause you were already expecting someone to pop out.

you don't need to shout. it is not necessary

Comment

Originally posted by RetardKnight

No, you can get penalized even if he's shooting at you and hitting you

false

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Originally posted by Cryptic_97

Roe needs worked on.

I got unauthorized use of force for pepper spraying a flashbanged sullivan who would not surrender on sullivan slope. It took like half a can and multiple spamming of the f key to get him to finally surrender.

spamming the pepperspray on someone whilst they're already stunned/sprayed for some time is unauthorized, since they're inactive for combat

Comment

Originally posted by lastnameinthebox

Real life? Yeah completely legitimate shooting that guy.

Ready or not? The suspect must have a bullet in flight towards you before you may open fire, but make sure you ask them nicely to not do that and "put your gun down please" first!

you don't need to do that

Comment

Originally posted by jiggle_niggle

Yea it's stupid. If you're in a fight with someone and another guy enters the room with his gun up, why tf I gotta turn it into a traffic stop and ask him to please show his hands and drop the gun.

this is not what we want you to do