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And ultimately, Even IF many of them die- So what? One of the major core premises of the game is "This is how you died."
And you seeing how the NPC died? Or finding their corpse? That's how they died.
Also, Regardless of the zombie count, fighting zombies on Apocalypse difficulty basically amounts to "Strafe backwards and stab with good timing, turn and run when they get too close", which is...really not that hard to do for an AI. Add in to try and keep it to the same general area and it'll go in circles doing the same thing. Simple keep-away AI would give them a great deal of survivability since even the player can just walk their way out of 99% of situations.
Now, I doubt NPCs are ever going to be doing any surviving on the 16x Sprinter insanity that some people are into- But to be frank, That's insanity to begin with and far beyond what the game is really designed for. It's an option; But it's so far removed from the default intended experience that it's a bit unreasonable to expect every feature to be just as usable at that level of removal.
As for not seeing zombies behind them, a better AI is..kindof the solution to that, innit. I personally also walk straight backwards while fighting. I just only do so after 100% verifying there is not a single zombie in that direction, and I change directions about every 25 tiles just so I can check- Big ol square, or back and forth. Two simple shapes even an AI can do. An AI can even do a circle far better than a player could. Could also make them just be more aware of their surroundings- Or give them cheat awareness so they have longer to respond to threats coming up behind them, any number of ways to solve the problems.
btw what happens after NPCs cut two corners? You have to program them to have some kind of memory and "imagination" if you want to simulate how players avoid hordes (as a player you need to imagine the movement of your trail that you can't see). I guess the devs could make them just cheat and disable fog of war for them, but that would lead to some other issues probably.
As for louisville, So there wouldn't really be survivors in the city center; Which isn't really surprising given the monumental number of zombies there- Expecting there to be ANY survivors there considering the tactics a player needs to utilize just to get a foothold is a bit absurd. In spite of that, The edges of louisville are still pretty survivable and low-ish density; And there's plenty of map outside louisville for NPCS to spawn and be perfectly fine in.
If you want them to be a little more useful, you could make it to where they respond to some pre-defined talking commands. (like bound to numpad) to order them to move to thing, hold position, come to me, ect. Whispered when sneaking, talking when normal, shouting when panicked or sprinting. Have them revert to default behavior after 10 ingame minutes if they aren't otherwise occupied. It doesn't need to be a complicated system since they are expendable and are just there to make the world feel more alive.
1) I hope we will have very detailed control over at least the npcs thats siding with us. Sofar what annoyed me about those survivor mods is that you cant never really manage their inventory, you give them a bottle of water, eventually it turns into a empty bottel and theres no way for you to tell them "hey, drop that empty bottle over there, what you holding onto it for, if you never going to refill it?" And sometimes i leave water bottle in my base where they are supposed to "sandbox" and they die of thirst.
I dont mind if the actual npcs turn out to be this stupid but at least let me help them survive by allowing me to manage what they are carrying.
2) picture this scenario: you have a safehouse, and outside you have a yard and you surround the yard with fence, but not closing it off entirely.
how does your npc know which area still counts as "our base"? Can you draw a zone? Must you close off the fence so the npc will acknowledge it? Can you give them orders like "hey, dont go downstairs, ever"?
I would like to think the 2nd idea works like if you have a couple of people like 1-6 you tell them not to go somewhere they don't but if you have a lot of npcs (Bad idea) they won't all know and just sorta wander down anyway.
So maybe like warning signs or boarding up to not go down and the Ai will see this and avoid it?