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번역 관련 문제 보고
Emetic AI has a priority system, if a bathroom is in use by another NPC around the time of the poisoning they will pick another, this is very apparent in New York. They very rarely use either the ground floor with the bank robbers or the one just up the stairs behind the guard.
This is because there are NPC routes that intersect in those bathrooms. One that has become more apparent is in Wittleton Creek where targets will now prioritise birdbaths especially in showdowns due to number of extra NPC paths. You can manipulate that a little if you know it is going to happen by loading that location with another emetic NPC moving the 2nd NPC to a different location. I've had one target go from the garden party, after the lookout went to be sick in the next door bird bath, and walk all the way to the vacant house to throw up.
Honestly it's just a Hitman thing and has been since 2016, Freelancer has definitely made some of these minor AI quirks a whole lot more obvious and in some way is now teaching people how to manipulate the AI.
Not really.
Bathroom are empty and AI choice to go very far or even use far dumpster bin to puke in front of a crowd.
Probably bugs or similar problem in checking of AI because i see even target npc have "doubts" on where going.
For example i see npc go upstair, block, start to go down and restart to go up.
All this with both the bathrooms in two different floors empty.
All this AI behaviour you describing are errors of Developers or bugs.
Isn't something players need to fix, but Developers.
Developers rushed the Freelancer gamemode without fully adapting the AI behaviours to the new possibilites and events.
No it is intentional design to prevent overlapping behaviours when two NPC interact with the same object, this is in the base game.
Stop blaming every AI quirk that has been there since day dot as bugs.
Just because you don't like the behaviour does not make it broken. The game is almost 100% deterministic in behaviour if the same actions are done at the same time in the same way. This is not the case in Freelancer as you can not figure out that determinism in the unlimited generated contracts. However if you repeat the same contract the AI will play out the same way every time.
What you call broken is something we have lived with for 7 years and works perfectly well when you actual understand the AI interactions and how to manipulate them, reset them and use it to your advantage.
These are core game fundamentals at higher levels game play. For example "panic shot" on a guard or timed and placed bullet impacts can render guard AI unobservant for want of a better term, completely ignoring trespassing, open carry and other illegal actions even when performed right in front of their face. Again not a bug and 100% down to how the seek and detect AI functions.
edit/ This was a while ago and I only used Sieker.
https://steamcommunity.com/sharedfiles/filedetails/?id=2929362456
The fact is this happen when the bathrooms are empty.
So is a bug of AI checking.
The fact Developers not solved this for 7 years make this only worse and Developers appear to be incompetent or lazy.
But considered how they rushed the release of this gamemode, i'm not totally surprised.
Add to this the contracts of Freelancer aren't unlimited.
The possible targets in a map are limited by Developers.
I'm already see various repetead targets.
Suitcase with emetic device inside, you can detonate it even if you hold suitcase. You cant be detected by that, if target can recognize you just throw suitkase - it is not suspicious too.
What people have failed to say is that then, if they don't go to a toilet, use coin distractions to force them to move to a hidden spot.
Or set a trap on his path.
Either way it wouldn't have worked because you can't have bodies for SA, or need melee kill for the other. Collateral would've been the only option, but I can't remember if the mission also required a certain gun for the kill.
Anyways long story short I have given up and don't care anymore lol.
You can also use the oil / water canister freelancer tools for a free accident kill. There is a car battery in the garage of the safe house if you don't want any of the tasers.
You can also just silently take them out by throwing the Chloroform Flask near them (not AT them) or using any other sedative tool, if they aren't discovered in their spot you can just snap them or leave a remote explosive on them and use it when its time to escape. If they are discovered then sedative does not break SA and lets you know that spot was not safe.
But this isn't true for all targets.
Because emetic on around 20-30 target around all maps, remove them from a crowd to send them into another.
This targets ignore the bathroom and prefer to puke in front of people from railing or in dumpster bin.
Coin/throwing objects can't move them, there is too many people around and no way to "remove" all of them.
Specially true for the bugged targets of dubai, miami, mumbai and chong-something.
All not work with this targets, because them first ask to guards to check or even simple there are too much npc to get the target npc get lured by this distractions.
Simple there are around 20-30 targets lack of normal AI behaviour.
Probably Developers not checked them really good when choiced to add this npcs to the random target pool or simple they rushed too much and do errors.
Is surely a bug or errors from Developers because this only happen with some(not all) random npc.
All the suspects of showdown i have seen in nearly 6 campaign never showed this bugged/lack of AI behaviour.
And the suspects are new npc added from freelancer.
Simple some old npc of the normal game aren't adapted to the situations created by Freelancer.