Sir, You Are Being Hunted

Sir, You Are Being Hunted

Buildings
Please let us hide in them. There is nothing quite like the thrill of setting an alarm trap up and waiting for a filthy robot to stumble into it, only to pop up from around the corner of a store desk and swipe his head off with an axe.
Last edited by Ding-Dong Bing-Bong Boy; May 5, 2014 @ 6:16pm
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Showing 1-15 of 30 comments
scottz63 May 6, 2014 @ 5:31am 
This would be nice. Why wouldn't we be able to go into buildings?
Mr W May 6, 2014 @ 12:44pm 
There was a long article on this topic on their website months ago. The short answer is it would be too expensive.
Originally posted by Warpstorm:
There was a long article on this topic on their website months ago. The short answer is it would be too expensive.
Fair Enough. Heres hoping that the game makes them tons of money to afford it *THOUGH MOST LIKELY NOT*

Puddle May 6, 2014 @ 3:18pm 
Games have done more with a smallar budget. I dont believe for a second that they cant put this in the game.

Originally posted by Puddle:
Games have done more with a smallar budget. I dont believe for a second that they cant put this in the game.

I LOVE THE OPTOMISM PUDDLE!
Reno Story May 6, 2014 @ 5:02pm 
Well, it's in Beta now, so who knows? Still a ways before it fully enters completion.
Rawr May 6, 2014 @ 6:16pm 
I have to admit the biggest let down of a otherwise fantastic game is not being able to explore buildings. I can only imagine the coding involved but.. not being able to immerse yourself in the world completely diminishes the inherent genius of the game.. never in my real life have I raided a doorway.. until I played this game..

Rawr May 6, 2014 @ 6:18pm 
although there is a chance.. I am going to start looking for real life opportunities to raid doorways.. doorjams.. revolving doors.. automatic doors..some of those old western doors that are oh so cool.. any kind of door. I will let you know if it goes well.
scottz63 May 6, 2014 @ 7:20pm 
I really think the devs should put the time and money into this. It would open up a whole new dimension to the game.
Puddle May 6, 2014 @ 8:11pm 
Originally posted by Renomaki:
Well, it's in Beta now, so who knows? Still a ways before it fully enters completion.

It has been released. It is no longer in the Early Access program. This game is not in Beta.
slo May 7, 2014 @ 3:22am 
There IS a cheap and easy way to make houses. I've posted it to them.
Just put me in the house while the looting window is onscreen and that's it!
They don't want to do it because "nah".
Paul May 7, 2014 @ 3:24pm 
I think it's fine that the buildings can't be entered.

http://www.big-robot.com/2013/07/20/why-cant-i-enter-the-buildings-in-sir/
Puddle May 7, 2014 @ 4:12pm 
Originally posted by Jarno Zurev:
I think it's fine that the buildings can't be entered.

http://www.big-robot.com/2013/07/20/why-cant-i-enter-the-buildings-in-sir/

Using money as an excuse is fine but they can't really be upset when people want this feature can they?

It is kind of jaring to have this kind of system in the game.
Paul May 8, 2014 @ 6:55pm 
Here's my own take on the you-can't-enter-buildings thing: Buildings simply play a different role in Sir than maybe expected. In this game, the player explores and moves through a series of large outdoor environments and the buildings are just part of that greater outdoor arena, as opposed to being smaller alternative arenas of their own.

The buildings serve as larger landscape elements that offer line-of-sight protection as well as being loot containers. By being able to only loot the doors and not actually enter, the tension remains intact and immediate since the player is kept in the same physical space as the hunters and must look quickly at the loot and keep moving.

By having the buildings be "external only" entities, the developers can keep the focus on the outdoor hunt in which the player must continually move about and develop strategies for dealing with the hunting parties. Holing up in a building falls out of that focus.

Creating interiors for all of those buildings (stairs, models, programming, etc.) would take a vast amount of development time for something that doesn't really fit within this particular design scope anyway.

All developers have to make decisions about what their game is and isn't, and it seems clear that Sir is not a world simulator. You can't actually drive a boat, either, after all.
Last edited by Paul; May 8, 2014 @ 6:56pm
[T1]WaR May 8, 2014 @ 10:38pm 
It would take a lot of work to set up unique buildings that would function properly with the randomly generated terrain. Then there's the problem of getting the AI to acknowledge the existance of the buildings and enter them, then the problem of getting the AI to chase you inside the unique building.

The "expensive" statement comes from the fact that it would take a lot of man hours to re-program a lot of the game's existing systems to add support for the feature.

There's also the time "expense." The devs could spend months and months adding a feature like that (which would provide little return on the time investment since it won't completely revolutionize the gameplay) or they could spend the time improving the existing systems and adding new content.

Personally, I'll take the new content.
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Date Posted: May 5, 2014 @ 6:16pm
Posts: 30