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1
Simplification = Bad
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Berry Wuffs
27
WE GOT UKRAINE, FRENCH AND IRANIAN ARMY INCOMING
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Ragnaman
11
I am very tired of the game and want to stop playing it
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Vigilance
3
Lake sharks.
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wolf gross
Im Forum "Off Topic"
11
If your life had a health bar, what would it look like right now?
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ZAP
19
1
always have to go full 160 pulls pity
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Pppesal
9
HOW TO USE THE YAMATO
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banana bread
1
I just bought the game, help me out :D
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mistahbungle
9
1
Update 1.11
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leafy loaf
101
Is Ready Or Not still worth buying?
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GODSPEED|seven
Ursprünglich geschrieben von HLFTRCK:
(take SWAT 3, for example) I had the same GAMEPLAY experience on my Lenovo ThinkPad as my friends who had (at the time) top-of-the-line desktops. The game might run more smoothly, but the AI was what it was, for everyone.

It's sure as hell more concerning to me than this censorship campaign (although I have my qualms about how VOID handled that, too). The AI is critical to this game, and it's absolutely borked.

I don't feel it's broken in as strong a way, apart from pathing issues. The issue with with commands not being followed is absolutely present in Swat 4, which I am playing concurrently as well.

In my opinion, and I am not a game dev, so please take what I say with a grain of salt, the pathing issue affects the command level. When given commands, the game will check for proper placement of the team. That is relegated to the pathing systems.

Pathing has been a major issue in almost every tactical shooter, strategy games, rpg's.. you know. In some games, more than others. From what I've observed since the late 90's, the issue seems to be common on Unreal Engine games. (Again, my experience will differ like anyone else, I don't claim this as fact, but as observations).

Swat 4 uses UE2 as a base for it's custom engine, and that game has absolutely horrible pathing issues. Recently been watchign reviews on mods that try to fix these issues, but they are still quite there.

If I compare with a game like Stalker 2, versus it's older siblings, pathing in Stalker 2 (UE5) is absolutely horrible. It's worse than on the stalker game from 2007 that was based on the x-ray engine.

NPC's commonly inside one another, clipping on nothing, on one another, moving in weird ways. Broken quest triggers, etc...


I'm def NOT trying to defend the RoN devs. But, from my own experience with other game using UE5, I was impressed by how well the ai actually is. Pathfinding is pretty good compared to most UE5 games I've played (that have npc's that roam and must find their way).

Look, I really am not saying it can't be worked some more, I just think they've done a really good job, considering I don't think UE5 excels in these types of games, other than for fluid gunplay and eye-catching photo-realistic graphics.


I remember Baldur's Gate 1 & 2 even having sliders in the settings window, to have more or less nodes for pathfinding. It was always a pretty cpu intensive task back then.

Fast forward to when Beamdog got the licenses to modernise and tweak the game. They tried really hard to rework it. Ended up breaking it and making it worse.


You mentioned a good point though. Games have gotten way more complicated. I recently watched a good youtuber documentary on the Unreal Engine 5, and why so many devs have started adopting it, but also why many are failing at properly optimising it for their games.

In short, the engine is among the most capable engines. It's modular, and has the most support. The issue is, while it's one of the simplest engines to get going with, the optimization is bogged down because of having so much bloated features.

Vast majority of devs don't have the know-how to properly optimise all the various features. Sorry, I can't find the vid at the moment. Will post and notify when I find it.
Ergebnisse 1–10 von 293,858,585