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回報翻譯問題
"Pondering the barely run into people problem...the more I thought about it the more I realized....I actually don't know if it has anything to do with the current map size OR its player population. 100 people is quite a few...but the game is full of forests. Much denser ones then legacy had at that. You really can't catch a track that's in a bush that well but wouldn't bushes technically be more things your scent might get stuck on?
Recently I had a near escape where as a young tenonto I got attacked by a raptor, bled, got tracked down and bled again but still escaped anyway albeit with a sliver of health and most of but not all my blood pool gone by the time it stopped. This was an epic moment and kudos to that raptor that was able to track me a little ways in the woods. But it also told me that the scents of prey for predators could be made a little more obveeus without unbalancing it for the herbivores.
Maybe not as obveeus as blood but the game already knows what kind of ground you're walking on in order to change the sound. What if we used that to change the footprints dynamically. The old tracking system was too obveeus but what if we hybridized it with the current one? No huge paths of stank cloud but instead little blobs of stink that appear more or less frequently on the prints we already have depending both on what biome you are in and how you are walking?
Running or trotting = a decent amount of these stank things.
Walking = no stank but you still leave the regular footprints.
Sneaking = no stank OR footprints.
The thing is...a lot of the mysteriously missing players are just in the woods. They don't HAVE to be sitting in a bush AFK growing. You can walk on the journey to another place and you just don't get very many instances of a carnivore trying to sneak up on you via having found your prints when you're not moving carefully. But it SHOULD. Getting ambushed in the woods should be a thing but it's not. It's very very rare. I'll bet you that carnivore and herbivore players walk right by each other all the time because the tracking system isn't quite good enough for the carnivore to notice."
On another one Botji offered these two which I honestly like a lot.
"I would like if you would get more tracks + a little more visible or compass icon if you took time to stand and sniff a track.
Its fine that its hard or almost pointless to track something by sprinting over a track and tap the button but if I want to track something, let me stand there a few seconds to "pick up the trail" and then have it fade away like other scent stuff does so I then have to be stationary sniffing again for a bit.
I wouldnt care even if they entirely removed the 'tracks' if its bad for performance, give us these occasional prints to sniff and then put a marker on the compass that points to the player/AI that I am tracking and just keep spawning some client side prints every now and then like now, going in their direction so I have something to sniff to keep the tracking going.
Would just need to balance the duration it takes to smell a track before it pops up on the compass and how long it stays there so there is a decent time investment the hunter has to put in so they cant just quickly run someone down with no chance of escape.
Seems like a decent way to do it since a lot of it could be put on the client, wouldnt even need to keep "track" of where the other player was running other than some sparse waypoints with large changes in direction so the tracking icon would not follow the player when they change direction, to stop the hunter from cutting corners when tracking which should be a super light weight system on a server.
Throw in the weather system and rivers to wipe out tracks after some distance/time and its a fairly solid way to do tracking. Being tracked and desperate to lose them? take a swim.... with the obvious potential drawback that comes with a swim, or hope to survive long enough for some bad weather to happen, risk vs reward.
Some things in The Isle just seems a bit over-engineered like the current tracking if they cut the prints down for performance at least... who cares if the prints fits where the dinosaur is running? the whole idea of tracking in the first place is to do it when you dont see the dino leaving the tracks so the prints dont need to be that accurate!"
Yeah....but they disappear no matter what you're chasing. The system is just bad in dense foliage. You can loose a deer or a boar overly easily too and they don't do smart things like a real player would.
Continued improvements make me hopeful that a solution will be found soon.
You still leave behind prints, its just that you no longer tap Q and have blood and footprints glow like a beacon.
Yeah....finding a set of prints to track is currently still really hard in the woods. I have yet to be ambushed in the woods itself and that's not necessarily with me being very careful at all. I wanna be able to be scared in the woods by something other then boars or my own character startling a harmless deer. The tracking system is getting closer but it doesn't seem to be there just yet. Once tracks are found they can be used, the problem is they can only be found if you started the fight or they begin in the fields. There is a lack of predators in the woods because they only ever go in there to avoid other preds themselves. They don't prowl even though there ARE animals in there, both AI and player. If you main a Hypsi, you run into the AI. The boars try to kill you and chickens follow you from time to time. I don't feel at all pressured to walk in any different way unless I play stego. Both Pachys and Hypsis seem safe when in the forest. It's only in clearings that they get stalked. Have YOU sniffed out a trail in the woods and followed it successfully. I mean finding the trail in the woods and beginning the tracking there. I once found blood as a raptor but even with the blood I apparently followed it the wrong way and by the time I turned around it was gone. Didn't really follow it very far either. Once found what might have been a single stego footprint but there was no trail from it.
If you want to prove the tracking system is fine could I have some tips please? I'm sure I probably won't even be the main person to use them since I'm a herb player who sometimes does carnivores but more carnies able to hunt in the woods means I might actually get to have a few scares while in there.
Problem with tracking AI isn't so much the tracks but that the AI is static until you get *very* close. I am pretty sure I can recall at least one instance where I smelled tracks (and blood tbf) in a forest and began my hunt. Once you are tracking the footprints they turn blue and are visible through obstacles while occasionally "cutting off" and forming a cone in the general direction the player went, follow that direction and you'll find the next set of prints.
It was also night, despite me grabbing the scent, I had to switch off NV to see the tracks (since currently NV hides tracks it seems unlike in Legacy), and found no further tracks.
I've tried using tracks before, all the time ends in failure, if the prey is not bleeding.
Even an AI animal that doesn't bleed disappears well in forests.
When I play raptor tracks don't turn blue and are not visible through obstacles. (I main herbivores but occasionally play other stuff. Sorry if I was unclear.) They do glow brighter when sniffed but that hasn't always worked and now there's a bit of an added smoke/glow that makes them more visible when sniffed but I have never ever seen that cone except in OTHER people's gameplay.
Naturally, movement attracts the eye, so if areas are thick enough to hide a player "decently" if they're being completely still? That's great! Slow and crouched movement should be something you'd see if you were paying attention enough, but still less noticeable to the eye in that area. But, open enough to pursue your prey or stalk it by being able to keep yer eye on them if they're running, trotting, walking, but not crouching, if they manage to get far enough or move to a spot you weren't looking at enough.
Do these areas need to be specific to the dinos size? Only in these "denser" areas, yup. In these "denser" areas, you'd have all manner of small, med and large foliage.
The super-open areas (we currently have) have the lower to the ground foliage to hide super small guys, but nothing med or larger. The idea is that the smaller guys are the most vulnerable out there, and it gets less risky as you get bigger and more stronger.
You have those thick patches of bush, but those don't work well unless no one see's ya go into them or the tracks leading to them lol, bc the change in density isn't gradual enough.
Another mechanic could be to give some dinos better hearing, or a 'long hear' like scent. This would pick up footfall or even heartbeat and breathing if close enough.
I think a heartbeat is a bit much. Aside from owls birds and more classic reptiles aren't really known for super hearing. If you manage to get close to someone I think you should have to spot them.
I think the best dung mechanic would be a mixture of those ideas. It can be released manually to reset the counter and have some control of where you put it but it you wait too long you simply drop one whether you want to or not.
A few exceptions to needing a dung mechanic (things I just think you wouldn't get much use from) would be dieno since they're in the water so much the assumption would be that any poo they made is washed away immediately. And flying animals. While real flying animals poop a lot, using it to track them is pretty useless. "Oh hey! A pteranodon was here recently! ....But by now it's probably in the next biome at least."