u/raihaku12 u/Gruntr Are there any plans to further improve the players and SWAT AI animations?
Mocapping some movement from some german tac guys soon (our optical studio is in Frankfurt). Stay tuned!
u/raihaku12 u/Gruntr Are there any plans to further improve the players and SWAT AI animations?
Mocapping some movement from some german tac guys soon (our optical studio is in Frankfurt). Stay tuned!
Nice effortpost, lots of great suggestions here.
Most definitely!
It was a bit of hyperbole but thanks for the answer. It's not a big deal I'm glad you guys have put in the work you have. Also appreciate the activity in the subreddit. Looking forward to this being fixed whenever you guys get to it but glad the team is fixing more important bugs
All good. Current implementation is a bit hacky but yeah hopefully you like what you see in the future!
I’ll have to try that in a minute. Thanks
It’s a chance btw. Not consistent.
Literally all they gotta do is move the gun model up the hand or the hand model down the gun. It's been almost a year and something this simple isn't fixed. I'm glad they're focused on bigger more important things but this should've been in a bug fix months ago. If they can fix third person grips they can fix this
You move the gun up the hand the finger clips into the trigger guard and all of the anims are misaligned. Then other gloves are also misaligned since we have a few types. We’re gonna replace stuff anyway so it doesn’t matter, but it’s not an “all they gotta do” thing.
This started to happen with one of the hotfixes I think, I have this issue aswell. No mods installed, never had mods installed btw
Not true. Always been this way.
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.
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.
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. :)
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.
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?
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.
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?
Been a while since I changed my bindings but does the game currently support combined/modifier keys or are there plans for it?
Elite Dangerous did bindings well. Every action could be bound to 2 inputs and you could use combined inputs for a different action. For example I could bind both keyboard right arrow and right on the dpad on my stick to divert power to a different module or hold the pinky trigger and press right on that same dpad to switch weapons. And just for fun holding the pinky trigger and pressing right arrow could be a completely different action I can bind.
If not don't be afraid to leave some limited use actions unbound by default with a menu/slider to adjust. If people want to bind it they can.
We did have this at one stage actually. Good point.
https://www.nexusmods.com/readyornot/mods/2087 installed this mod last night and it’s made the swat ai so much better
[NuclearFireChicken] might have to be a cheat code in ron now
Assuming this was a brightness issue, what do you guys think about implementing variable red dot brightness? That way there’s no need to consider the lighting of current maps and future maps as well.
We actually discussed this recently along with flashlight cone width adjustment stuff. It may happen, though the key bloat is real
You are doing gods work. I haven't seen other companies do this at least in a game like this. This game might be remembered for years to come for the AI alone.
I hope we do! The guys who have been working on the AI really deserve it all.
Is there any plans to have more modern or LAPD like ELS?
Seems sorta odd having the old spinning sirens meanwhile the teams are running in with very expensive gear
P.S. body cams would be cool to see on patrol officers too
Probably, though no word on when. But definitely would be good.
Team gear compared with the story we're telling is just ludonarrative dissonance plain and simple. But, it's more fun to be able to put on fancy optics and look like a modern SWAT officer than what the "real" LSPD would have (which is probably a sparse array of weapons and gear, all with similar configurations purchased in bulk for a discount price).
Something worth keeping in mind is that a lot of the dark levels were dark because we had to rush for an Early Access release. Didn't have time with the small team we had in December 2021 to apply art to all the levels we needed to. So night took over. Sometimes it was creatively driven, such as Farm being made night so players could have a "Sicario tunnels" level. That's now having its role filled with Coyote, coming in an update next year.
SWAT truck loading does need some love I'll agree. That said, it'll also likely be replaced with something else soon.
The suspect shadows is an odd one, it's because now we draw contact volumetric shadows for characters, which looks great when you're not right below them. This can be improved!
Ultimately the new lighting system allows for an easier time for us and great parity between levels that are built with the lighting. It's a much smaller pain in the ass to light new maps now. Existing ones however need to ge...
Read moreI think most maps look way better with the new lighting but I don't like Farm being daytime and I think the car dealership definitely took a major hit because of the new lighting.
Got the news for you, then! Farm is being reworked and Dealership is getting a nice juicy overhaul too.