Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.