Onward
CrazyManOPS Aug 12, 2017 @ 1:37am
All MAPS play with AI/bots and COOP
Can you put that we can play all maps with AI/bots COOP?
That will be great, if is inside alredy AI and COOP in game put all maps that we can play.
Last edited by CrazyManOPS; Aug 12, 2017 @ 1:38am
< >
Showing 1-6 of 6 comments
Hey man, as a game dev I can tell you it's not as simple as that. To include AI in the maps they have to do a few things.

First, they have to generate a nav mesh for the AI, this is normally an automated task, however it requires some work. Certain bumps and strange structures will cause the nav generation to break. Very complex terrain will do the same. Making small holes that the AI cannot walk through. Bumpy terrain can also do this, and it's surprising that the first map they decided to do was one of their bumpiest. If they're using a simpler solution, they might be doing this with an old school nav point system... which is far more time consuming and requires the individual placement of routes. I don't think they're doing this though.

Nav mesh is also large in file size, and adding that to an update normally makes it fairly large, so it's ill advised to patch with loads of them at once. People had multi gig updates. A few people always run out of space and stop playing your game because of them.

Second, markup. AI need to know where they can take cover, or do special actions. There aren’t many smart object interactions in the game so this will mostly be letting the AI know where cover is. This is a dull and time-consuming process if it wans't originally integrated into the maps. Which it wasn't. A designer has to use whatever tool they have to mark-up cover locations for the enemy to understand.

Lastly, and other specific AI functions they might have need to be added. These could be fixed patrol paths, or anything their AI needs to function. Spawns to have them start in certain locations or just unique behaviours the map requires.

I hope that makes it clearer why they're taking time to release each of these. They aren't just deliberately avoiding adding them.
CrazyManOPS Aug 12, 2017 @ 7:11am 
Originally posted by Not Procrastinating:
Hey man, as a game dev I can tell you it's not as simple as that. To include AI in the maps they have to do a few things.

First, they have to generate a nav mesh for the AI, this is normally an automated task, however it requires some work. Certain bumps and strange structures will cause the nav generation to break. Very complex terrain will do the same. Making small holes that the AI cannot walk through. Bumpy terrain can also do this, and it's surprising that the first map they decided to do was one of their bumpiest. If they're using a simpler solution, they might be doing this with an old school nav point system... which is far more time consuming and requires the individual placement of routes. I don't think they're doing this though.

Nav mesh is also large in file size, and adding that to an update normally makes it fairly large, so it's ill advised to patch with loads of them at once. People had multi gig updates. A few people always run out of space and stop playing your game because of them.

Second, markup. AI need to know where they can take cover, or do special actions. There aren’t many smart object interactions in the game so this will mostly be letting the AI know where cover is. This is a dull and time-consuming process if it wans't originally integrated into the maps. Which it wasn't. A designer has to use whatever tool they have to mark-up cover locations for the enemy to understand.

Lastly, and other specific AI functions they might have need to be added. These could be fixed patrol paths, or anything their AI needs to function. Spawns to have them start in certain locations or just unique behaviours the map requires.

I hope that makes it clearer why they're taking time to release each of these. They aren't just deliberately avoiding adding them.
Ok man i didnt understen something of that because i didnt dev but i just ask if it possible that be great, because lot of ppl want to play other maps too include me.
I am a clan founder of big clan and lot of ppl want that so i just ask.

Now you or other ask "why you dont play all thogeter?" We play but we didnt 24/7 on our computer we have works , kids, wife etc. and we dont have time to play in same hour, somethimes we have but that is not so often. So because be great.

But i must to say thanks to you because you very detail describe what they need to do, you did lot of typing so thank you.
Last edited by CrazyManOPS; Aug 12, 2017 @ 7:15am
No worries. I like to keep people informed of what devs are up to behind the scenes.
MiscOne Aug 12, 2017 @ 3:54pm 
Originally posted by Not Procrastinating:
Hey man, as a game dev I can tell you it's not as simple as that. To include AI in the maps they have to do a few things.

First, they have to generate a nav mesh for the AI, this is normally an automated task, however it requires some work. Certain bumps and strange structures will cause the nav generation to break. Very complex terrain will do the same. Making small holes that the AI cannot walk through. Bumpy terrain can also do this, and it's surprising that the first map they decided to do was one of their bumpiest. If they're using a simpler solution, they might be doing this with an old school nav point system... which is far more time consuming and requires the individual placement of routes. I don't think they're doing this though.

Nav mesh is also large in file size, and adding that to an update normally makes it fairly large, so it's ill advised to patch with loads of them at once. People had multi gig updates. A few people always run out of space and stop playing your game because of them.

Second, markup. AI need to know where they can take cover, or do special actions. There aren’t many smart object interactions in the game so this will mostly be letting the AI know where cover is. This is a dull and time-consuming process if it wans't originally integrated into the maps. Which it wasn't. A designer has to use whatever tool they have to mark-up cover locations for the enemy to understand.

Lastly, and other specific AI functions they might have need to be added. These could be fixed patrol paths, or anything their AI needs to function. Spawns to have them start in certain locations or just unique behaviours the map requires.

I hope that makes it clearer why they're taking time to release each of these. They aren't just deliberately avoiding adding them.

Ahh cmon the bots at now are just dumb waypoint bots running forward to youre position. No Cover nothing there is just shot on sight and moving. This is basic stuff...
Last edited by MiscOne; Aug 12, 2017 @ 3:54pm
If they're just running to targets and firing, it'll just be the nav mesh stuff that takes the time. The AI do patrol as well, and have fixed spawns. None of it's super hard to do, but it all takes time and people. They're a pretty small team.
DASH14 Aug 12, 2017 @ 6:57pm 
Originally posted by MiscOne:
Originally posted by Not Procrastinating:
Hey man, as a game dev I can tell you it's not as simple as that. To include AI in the maps they have to do a few things.

First, they have to generate a nav mesh for the AI, this is normally an automated task, however it requires some work. Certain bumps and strange structures will cause the nav generation to break. Very complex terrain will do the same. Making small holes that the AI cannot walk through. Bumpy terrain can also do this, and it's surprising that the first map they decided to do was one of their bumpiest. If they're using a simpler solution, they might be doing this with an old school nav point system... which is far more time consuming and requires the individual placement of routes. I don't think they're doing this though.

Nav mesh is also large in file size, and adding that to an update normally makes it fairly large, so it's ill advised to patch with loads of them at once. People had multi gig updates. A few people always run out of space and stop playing your game because of them.

Second, markup. AI need to know where they can take cover, or do special actions. There aren’t many smart object interactions in the game so this will mostly be letting the AI know where cover is. This is a dull and time-consuming process if it wans't originally integrated into the maps. Which it wasn't. A designer has to use whatever tool they have to mark-up cover locations for the enemy to understand.

Lastly, and other specific AI functions they might have need to be added. These could be fixed patrol paths, or anything their AI needs to function. Spawns to have them start in certain locations or just unique behaviours the map requires.

I hope that makes it clearer why they're taking time to release each of these. They aren't just deliberately avoiding adding them.

Ahh cmon the bots at now are just dumb waypoint bots running forward to youre position. No Cover nothing there is just shot on sight and moving. This is basic stuff...


I don't know what mode you're playing in but I watch them duck behind walls come into houses and charge you when they are in groups. They have come around the opposite side of buildings when engaged as well. They behave much better than any other VR title I have played. I had low expectations but after it's release I find it the best coop experience of it's type on Vive.

Put it on Veteran and adjust your play style see if it provides a different experience.
Last edited by DASH14; Aug 12, 2017 @ 6:58pm
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Aug 12, 2017 @ 1:37am
Posts: 6