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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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You're not doing fancy words? So will I.

 

This is some serious horse-♥♥♥♥. Traders are not NPC's, and you know it. They are static objects with which you can interact. Like the campfire. They have about the same amount of personality. They are in no way a NPC.

Trader compouns are not controlled by the traders. These traders don't even move around..

 

Stop trying to make excuses man. It's degrading and disheartening to see you like this.

 

We all know TFP are trying to make it seem they fullfill the Kickstarter goals, but this is just utter rediculous. Like Guppy was saying;

Customizable vehicles = adding a basket to your minibike.

 

Did you see the video on the new NPC dialogue system? Traders are NPC's. Really limited NPC's but that doesn't mean they are not NPC's. The new quest system, the new dialogue system, and the work on the AI ALL point to a) the Traders being easily made into more robust NPC 's and 2) non-trader NPC's being easier to add in since more of their systems are working now.

 

You seem to really hate this game and the company that made it. Yet, here you are posting in their Forums and I'm assuming you have quite a few hours played. Did TFP kill your puppy too? Is that why your default tone in the Forum is indignation?

 

- - - Updated - - -

 

I know its not finished yet but it was okay before so i dont get it

 

Have you played 16.4? Change in elevation confuses the current AI. The zombies sometimes try to hop instead of walk/run up a hill. That isn't a new issue. He just happened to spawn them on a hill steep enough to cause the issue.

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Did you see the video on the new NPC dialogue system? Traders are NPC's. Really limited NPC's but that doesn't mean they are not NPC's. The new quest system, the new dialogue system, and the work on the AI ALL point to a) the Traders being easily made into more robust NPC 's and 2) non-trader NPC's being easier to add in since more of their systems are working now.

 

You seem to really hate this game and the company that made it. Yet, here you are posting in their Forums and I'm assuming you have quite a few hours played. Did TFP kill your puppy too? Is that why your default tone in the Forum is indignation?

 

- - - Updated - - -

 

 

 

Have you played 16.4? Change in elevation confuses the current AI. The zombies sometimes try to hop instead of walk/run up a hill. That isn't a new issue. He just happened to spawn them on a hill steep enough to cause the issue.

 

Okay, so if they let us talk with a rock, then the rock becomes an NPC right?

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Did you see the video on the new NPC dialogue system? Traders are NPC's. Really limited NPC's but that doesn't mean they are not NPC's. The new quest system, the new dialogue system, and the work on the AI ALL point to a) the Traders being easily made into more robust NPC 's and 2) non-trader NPC's being easier to add in since more of their systems are working now.

 

You seem to really hate this game and the company that made it. Yet, here you are posting in their Forums and I'm assuming you have quite a few hours played. Did TFP kill your puppy too? Is that why your default tone in the Forum is indignation?.

 

Achievement unlocked! White Knight ->--------

 

-A

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NPC -> Non Playable Character....

Traders -> Non Playable Character....

 

Meets the definition to me. Now how robust do they make them for 1.0 is anyones guess. Guys, TFPs are great and all but I wouldnt expect ground breaking AI or NPCs from them. Really robust NPCs are very difficult to create even by triple A game company standards. If you think TFPs will create better AI/NPCs than games like Skyrim/Fallout, you are setting up yourshelves for a huge let down.

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NPC -> Non Playable Character....

Traders -> Non Playable Character....

 

Meets the definition to me. Now how robust do they make them for 1.0 is anyones guess. Guys, TFPs are great and all but I wouldnt expect ground breaking AI or NPCs from them. Really robust NPCs are very difficult to create even by triple A game company standards. If you think TFPs will create better AI/NPCs than games like Skyrim/Fallout, you are setting up yourshelves for a huge let down.

 

As my poor knowledge of AI is, I still think there is no way to compare games as Skyrim and Fallout, since they give us really different gameplay and world that we interact with. At this point, I am sure pimps will create something much better than we think.

It is even wierd how we compare something that does not yet exist, with something that is years around.

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Even in my small single man project I have an awesome dialogue system set up with branching conversations , quests and fleshed out better then the limited npc's we saw in Fallout 4... but then again , I just bought and paid for Dialogue system and LoveHate from the Unity store...why reinvent the wheel ;)

 

I am sure with the short video they showed , we will get something functional and decent in time...have no expectations one way or the other...

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As my poor knowledge of AI is, I still think there is no way to compare games as Skyrim and Fallout, since they give us really different gameplay and world that we interact with. At this point, I am sure pimps will create something much better than we think.

It is even wierd how we compare something that does not yet exist, with something that is years around.

 

NPCs and AI systems are nothing new in games and have been around for ages. Aside from voxels, skyrim and fallout (as many other games) have very similar mechanics in terms of NPC interactions. The recent dialogue video was a good indication of that as well. I think its fair comparison at this point. I am sure I will be happy with what TFPs come up with....because my expectations are set correctly. :)

 

Im an old school RPG gamer, i would be happy with the dialogue system from the Ultima game franchise.....lol

 

-Name

-Job

-Bye

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NPCs and AI systems are nothing new in games and have been around for ages. Aside from voxels, skyrim and fallout (as many other games) have very similar mechanics in terms of NPC interactions. The recent dialogue video was a good indication of that as well. I think its fair comparison at this point. I am sure I will be happy with what TFPs come up with....because my expectations are set correctly. :)

 

Im an old school RPG gamer, i would be happy with the dialogue system from the Ultima game franchise.....lol

 

-Name

-Job

-Bye

 

I get you fully, not meaning to start an argument. I play Fallout since v1.0. I mean it is easy to copy AI from similar games, but at the same time I am sure pimps are doing something made from their brain sells and it does take some time. Ya they can show some WIP, but some of us will just ♥♥♥♥ on it and leave it. On the other side, some of us will have the patience to wait and find out what they invented. We`ll see is mu point :)

 

-VPP

-ID

-Night

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What would be a fun thing to add is traders reacting to zombies attacking their walls over their loud speaker. There was a horde attacking the walls of the trader recently and I just thought it would be funny to hear him tell the zombies to bugger off or something.

 

It would be great if they would offer you a quest when their walls are being attacked. Get some casino tokens or a cool gun mod or something like that in exchange for driving off the attackers

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Dear Sirs.

 

Since you confirm the existence of two camouflages, one green and another with leather on perhaps will come on alpha 19 in my opinion. (The first camouflages systems) :)

 

I wondering if or when you will place:

 

The Radio transmiter

The ship containers

The motocross motorcicle for two players

The buggy for two players

The armoured upgradable for buggy

The machine gun or minigum on the roof of the buggy

The minigun

the piping water system that drives water from lakes or river to the base

The water colector

The White Van Like the A-Team but white coloured

The scubba suit

The oxigen tanks

The new lamp bove the wood table on the last video 26-03-2017, but a little big bigger for a better scouting throu the river and beneath

The Cargo elevator for vehicles

The small elevator for players

The tiny elevator ( food elevator)

The bus to drive

The caravan to drive

The Semi Truck - American semi truck

The hilness for players, cold, fever, new types of infections, venon

Fishes and mutant fishes

New perks for water terrain

Fishing and shark fishing

worms on terrain

New painting vehicles

rats and new sewer system on underground system

Ambulance van to drive

Tank to drive

Crafting ammo shells for tank

The little airplane similar to cessna for 3 players and the new helicopter instead the ultra light chopper

New packs to add on players

More vegetables inserted on game: tomato, potatoes, carrots

If player doesn't have camouflage any of the two camouflages he can place mud near the lake or river because zombies will be more smarter

If not submarine sinked so it will be a sinked big boat beneath the lake or river to explore

Places on map with radiation.

Use the bath tub to have a shower to decrease level of radiation.

 

Plase confirm mysuggestions if you please, and many thanks for the confirmations :D

 

Keep up the good work to all team, God Bless you all :)

 

Greeting from Portugal :D

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NPC -> Non Playable Character....

Traders -> Non Playable Character....

 

Meets the definition to me. Now how robust do they make them for 1.0 is anyones guess. Guys, TFPs are great and all but I wouldnt expect ground breaking AI or NPCs from them. Really robust NPCs are very difficult to create even by triple A game company standards. If you think TFPs will create better AI/NPCs than games like Skyrim/Fallout, you are setting up yourshelves for a huge let down.

 

With that kind of logic, we could also argue:

 

Zombies = Non Playable Characters....

 

Therefore, that KS goal had been reached even before the release of the very 1st Alpha! Ha! Bamboozled again!

 

No, see? It's ok if the A.I isn't as complex as Skyrim's (Honestly, Skyrim's A.I isn't as brilliant as everyone says, to me at least. Sometimes it's the combat complexity that does the trick rather than the actual A.I of the enemies), but I'd like to at least have something other than zombies to look after. Once I'm passed day 30 and have all the weapons and an impenetrable base, zombies are no threat whatsoever anymore.

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The one at the pirate bay. I get msgs all of the time from people who can't afford 9 bucks.

 

Probably the same kids that log onto the server I'm playing on, and then show up at my door in the middle of a blizzard asking for food and shelter. One of them had the balls to follow me through my door and then log out while he was inside my base! So, I packed up my stuff, covered every surface inside the base with wood spikes, and then destroyed his bedroll.

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With that kind of logic, we could also argue:

 

Zombies = Non Playable Characters....

 

Therefore, that KS goal had been reached even before the release of the very 1st Alpha! Ha! Bamboozled again!

 

No, see? It's ok if the A.I isn't as complex as Skyrim's (Honestly, Skyrim's A.I isn't as brilliant as everyone says, to me at least. Sometimes it's the combat complexity that does the trick rather than the actual A.I of the enemies), but I'd like to at least have something other than zombies to look after. Once I'm passed day 30 and have all the weapons and an impenetrable base, zombies are no threat whatsoever anymore.

 

What would be super cool is if you could "clear" a POI of a threat and have it turn into a fortified NPC location. The "how" could be accomplished a numbet of different ways.

 

In order of least complex:

 

1) ask an NPC to follow you > tell it to stay/guard the location.

2) after the POI clears and after some time passes, the POI respawns as NPC controlled variation

3) killing the "boss" or triggering/destroying a a special block signals NPCs to spawn and move in.

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NPC -> Non Playable Character....

Traders -> Non Playable Character....

 

Meets the definition to me. Now how robust do they make them for 1.0 is anyones guess. Guys, TFPs are great and all but I wouldnt expect ground breaking AI or NPCs from them. Really robust NPCs are very difficult to create even by triple A game company standards. If you think TFPs will create better AI/NPCs than games like Skyrim/Fallout, you are setting up yourshelves for a huge let down.

 

I have to concur with you here, Laz Man. Look at Bohemia Interactive. They've practically written the book on AI over the last 20 years and arguably have some of the most sophisticated cannon fodd.. I mean intelligent NPCs, in the gaming industry today. That's not just because the NPC solders move and act a lot like people, but it's also because they can simulate hundreds at a time. A friend of mine has been able to get as many as 700 active AIs going in a single map in Arma 3.

 

Like I said though, they've been at this for nearly two decades, not to mention they also use the base Arma engine to build military sims to train real troops using VR.

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