Sir, You Are Being Hunted

Sir, You Are Being Hunted

Bought a while ago, dipped my toes..
..and wow, it's very atmospheric. The art direction is great, really gloomy and the sense of survival is superb.

But.

What's with not being able to get into buildings? I can't begin to state my level of disappointment when I found this out. If ever a game deserved to have building interiors with staircases and rooms and attics and cellars, it was this.

Other than that (big) disappointment I'm enjoying the game.
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They explained that in a post but I can't remember the name of it.
EDIT: It's in this post on their website: http://www.big-robot.com/2013/07/20/why-cant-i-enter-the-buildings-in-sir/
Viimeisin muokkaaja on blute; 8.8.2014 klo 17.49
They explained with their limited team and budget that making interior areas would be difficult to create. Also, they said it would put a massive strain on worlds, because they would either have to develop small, seperate areas, representing the interiors, like they do in Skyrim, or make it so that the interiors are a part of the whole world, so that you could just walk inside with no loading or anything (like Unturned). Both options would cause serious performance issues, and AI pathfinding and AI intelligences would be screwed all to hell. For example, how would a Landowner or Squire squeeze though such a tiny door, and navigate stairs and such? It is a bit disappointing, sure, but I love the game as it is. and maybe someday they'll work something out.
Let me think a bit. If it would be possible to go into the buildings, wouldn't it be just too easy to hide and hunt down robots? I fully understand the concerns, but would it not reduce the fun of this game?
I'm not suggesting they open up buildings for players to explore/hide in and then ignore robot AI and have them never investigate. Of course robots would need to be able to explore buildings but to say its an easy way to hide is a bit silly, considering a building could also be a deathtrap. Just like you don't know whats outside until you stumble onto it, you don't know what's inside either.

What if the robots had laid traps? What if floors could collapse, dropping you into a pit?

What if doors could be locked, locking you INSIDE, then the robots release robotic rats inside?

There's loads of options here. Not saying they're all technically feasible with what we have but certainly, there's not 'no point' to being able to get into interiors.
MrPlowjoy lähetti viestin:
I'm not suggesting they open up buildings for players to explore/hide in and then ignore robot AI and have them never investigate. Of course robots would need to be able to explore buildings but to say its an easy way to hide is a bit silly, considering a building could also be a deathtrap. Just like you don't know whats outside until you stumble onto it, you don't know what's inside either.

What if the robots had laid traps? What if floors could collapse, dropping you into a pit?

What if doors could be locked, locking you INSIDE, then the robots release robotic rats inside?

There's loads of options here. Not saying they're all technically feasible with what we have but certainly, there's not 'no point' to being able to get into interiors.

considering the procedurally generated nature of the worlds, i think what you're proposing might be too difficult for their engine. not bashing your comment, i just think that what you're thinking is beyond the aim of the developers at the moment, especially if you see some of their older, experimental projects. the AI in the open world is the point of the game, in my opinion. it's about being hunted in the old fashioned sense, so being able to enter a home and fight there would hurt the initial design they proposed, turning it into a corridor style FPS instead. being hunted outside in procedurally generated worlds is the thesis, and if they were to deviate, it wouldn't be the game they sought to make, essentially.
In my opinion, the fact you cannot enter buildings is kind of a gamebreaker. I get the whole idea that it was too complex to handle, but then the cake was bigger than the stomach :-/
GlobalZilla lähetti viestin:
In my opinion, the fact you cannot enter buildings is kind of a gamebreaker. I get the whole idea that it was too complex to handle, but then the cake was bigger than the stomach :-/

in all fairness to the developers, they did not fundraise millions of dollars for this game -so it's understandable that their resources only stretched so far.
Hadjimurad lähetti viestin:
GlobalZilla lähetti viestin:
In my opinion, the fact you cannot enter buildings is kind of a gamebreaker. I get the whole idea that it was too complex to handle, but then the cake was bigger than the stomach :-/

in all fairness to the developers, they did not fundraise millions of dollars for this game -so it's understandable that their resources only stretched so far.

Not entirely sure I agree with this.

Does it really cost millions dollars to create insides of structures? What is there, a few rooms, a staircase, an attic, a cellar, some basic textures in line with the rest of the game and a door.

Reuse most if not all of the assets to create different variations of rooms.

That doesn't sound to me like it would take millions of dollars to implement. I can understand if inisdes of structures weren't in the original design and that's simply the reason, but lets not go and exaggerate the cost of implementing something like this.
MrPlowjoy lähetti viestin:
Hadjimurad lähetti viestin:

in all fairness to the developers, they did not fundraise millions of dollars for this game -so it's understandable that their resources only stretched so far.

Not entirely sure I agree with this.

Does it really cost millions dollars to create insides of structures? What is there, a few rooms, a staircase, an attic, a cellar, some basic textures in line with the rest of the game and a door.

Reuse most if not all of the assets to create different variations of rooms.

That doesn't sound to me like it would take millions of dollars to implement. I can understand if inisdes of structures weren't in the original design and that's simply the reason, but lets not go and exaggerate the cost of implementing something like this.
Except that that's all on top of real textures, A.I., generation code among other things.
Mesp 8.9.2014 klo 15.13 
Variant lähetti viestin:
MrPlowjoy lähetti viestin:

Not entirely sure I agree with this.

Does it really cost millions dollars to create insides of structures? What is there, a few rooms, a staircase, an attic, a cellar, some basic textures in line with the rest of the game and a door.

Reuse most if not all of the assets to create different variations of rooms.

That doesn't sound to me like it would take millions of dollars to implement. I can understand if inisdes of structures weren't in the original design and that's simply the reason, but lets not go and exaggerate the cost of implementing something like this.
Except that that's all on top of real textures, A.I., generation code among other things.

And let me say from experience tha making AI is hell.
Mesp lähetti viestin:
Variant lähetti viestin:
Except that that's all on top of real textures, A.I., generation code among other things.

And let me say from experience tha making AI is hell.
And very expensive.

All of that rubbish on top of what else they have to do.
Viimeisin muokkaaja on Phunk; 8.9.2014 klo 23.24
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