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Just calm yer tits, sit back and enjoy. For once.
Go play battlefield 2042 thats a better game for you.
RON has a long way to go. First, like SWAT 4, it wants to be taken seriously as a Tactical FPS SWAT game. A good command interface and characters that look like officers are a big plus. The weapon collision though buggy shows developers are trying. However, maps that really are mazes filled with AI who don't utilize the mind-boggling opportunities available is just one warning sign we are not moving forward. You would think at this point, the AI would at least know where cover points are and how to hold a hostage. The animation don't have be on point. Every AI doesn't have to be super intelligent, but something.
Missions are another issue. There is no real planning phase. Rainbow 6 and Ghost Recon gave you the option to plan ahead. SWAT didn't, and that was a disappointment. RON would be wise to at least consider it. I know not a lot of people find much pleasure in spending 45 minutes to plan a 4-minute op that usually goes to s***. But planning is important. SWAT operators are EXTREMELY valuable. Commanders don't just hurl them at problems. The only exception might be Active Shooters.
Getting AI's to interact with their environment (like knocking over dressers when they run) is one idea. Improve animation so suspects can turn, reach for a wallet or other object as well as a gun is another. It would be cool if suspects hid and forced you to negotiate with them, or have to distract AI to flank them. Give missions a purpose beyond a grading system. Create phases to an operation. Start with containment, and let it progress to the deployment of CS gas and non-lethal, before finally, entry.
One thing they should keep is how suspects shoot. They are not all former Spec-Ops. Having a suspect open fire is stressful and requires thinking. Right now, AI shoot in a manner than can make less-than-lethal an option. Sometimes you don't know where shots are coming from, which is fine.
I really think the game would benefit from giving a multiplayer the ability to control AI. Zeus really helped Arma 3. Having a player place suspects and civilians, and take over them to roleplay could really enhance gameplay.
Its not bad to criticize development. Developers need to listen to the community. That's what made SWAT 3 and even Rainbow 6 and Ghost Recon great. There were dedicated teams providing feedback. Modding was encouraged. Developers responded. Hopefully, some problems that seem already baked into the game can be resolved and progress is made. Opening Alpha may be a sign developers have an open ear and mind.
At least that is my hope and take on things.
I dont know if you've ever seen the UI they have to design AI behaviour in every room and using seemingly every object -it looks amazingly versatile and even fun to play with. I have no ideas to what extent it will be available to modders but thats where the real pudding lies -not in the AI skills config.
The problem in my opinion is we really cant see what exactly the AI is doing 80% time -its all hidden behind smoke and mirrors never feeling like a clean - i see exactly whats going on here inch by inch kinda shoot-out. We need less post-processing effects, smoke, distortion etc.. so we can freely experience the shootout. I like those effects but not all the time and definitely not at the expense of knowing what enemy AI is doing.
I felt the same playing Hell Let Loose EA. Isn't the same publisher of HLL is now behind Ready Or Not?
Good
Wait do you mean something like a top down commander mode where a player tells ai to go to and where to hide? Because that would be awesome and create even more unexpected situations.
Common, argue with that.