MokutoBunshi Posted October 15, 2015 Share Posted October 15, 2015 Oh,wait. It is. ]\'[ Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 7, 2015 Share Posted November 7, 2015 Good news guys. I was playing on uranus and as you know it got new tile sets. I set off an alarm and when I shut it off. I was still able to fight stealth. Seems like that much of the problem is bad pathing on old levels. ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 7, 2015 Author Share Posted November 7, 2015 Good news guys. I was playing on uranus and as you know it got new tile sets. I set off an alarm and when I shut it off. I was still able to fight stealth. Seems like that much of the problem is bad pathing on old levels. ]\'[ You where just lucky. The problem still persist. Its like Russian Roulette, its either hit or a miss. But why even bother, its not that they are going to fix any of these problems anyways. They apease the space pirates, as they bring more money to the table, and their problems are easier to fix. Link to comment Share on other sites More sharing options...
ZoMbi656 Posted November 7, 2015 Share Posted November 7, 2015 There is no any good news, try any capture - after spoted by target (target will see you at any way, even if you hiding invisible behind wall), all enemies will be permanently alerted without any alarms, similar thing with rescue and some sabotages; all missions - just a randoms groups of enemies able to see you through 2-3 rooms ahead and come to your exact position, again without anyone alerted about you before. Okey, maybe one good news is that it can't be worse, well... I think... Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 8, 2015 Author Share Posted November 8, 2015 There is no any good news, try any capture - after spoted by target (target will see you at any way, even if you hiding invisible behind wall), all enemies will be permanently alerted without any alarms, similar thing with rescue and some sabotages; all missions - just a randoms groups of enemies able to see you through 2-3 rooms ahead and come to your exact position, again without anyone alerted about you before. Okey, maybe one good news is that it can't be worse, well... I think... There is none, no good news. Unless these problems affect teh Space Pirates' (The Community who cries for loot and want more power) gameplay, the stealth wont be of any interest. Unless they state otherwise, there wont be anything fixing these problems, Stealth or Ai wise. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 14, 2015 Share Posted November 14, 2015 Speaking of AI (I have yet to watch new dev stream so I am a bit behind) what ever happened to the new kubro AI? I hope between that and the sniper rework there is some stealth improvements in-game ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 15, 2015 Author Share Posted November 15, 2015 Speaking of AI (I have yet to watch new dev stream so I am a bit behind) what ever happened to the new kubro AI? I hope between that and the sniper rework there is some stealth improvements in-game ]\'[ What improvement is there to be done? The Ai is so broken it hurts. The Devs' logic is that, as long as it can move and shot, its fine. Stealth is broken alot and you got to wonder, why they even made Spy 2.0 in the first place. I have been trying to keep posting this thread and talk about it since April, an dnothing has been done. Safe to say that Cosmetics, Conclave, Raids and pleasing The Space Pirates (The Players who cry for loot) are a top priority. I am exausted and simply tired of reporting anything more regarding stealth. Not enough interest from people. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 15, 2015 Share Posted November 15, 2015 I ain't done yet... ]\'[ Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 15, 2015 Share Posted November 15, 2015 @ 42:59 Devs give comment on stealth. They are noticing even if only a little. ]\'[ Link to comment Share on other sites More sharing options...
Dragon_AV Posted November 17, 2015 Share Posted November 17, 2015 IMHO We need AI 2.0. The OP has good points, but even for a carnage seeking reaper like me the AI is just bad. Fixing things like the circling and bad cover placement would help, but the AI still behaves too individualistic. I have never, ever though: "Oh hey, there is a squad" or "they behave like a squad". The enemy "squads" are tactically as advanced as an untrained mob. Link to comment Share on other sites More sharing options...
motorfirebox Posted November 18, 2015 Share Posted November 18, 2015 IMHO We need AI 2.0. The OP has good points, but even for a carnage seeking reaper like me the AI is just bad. Fixing things like the circling and bad cover placement would help, but the AI still behaves too individualistic. I have never, ever though: "Oh hey, there is a squad" or "they behave like a squad". The enemy "squads" are tactically as advanced as an untrained mob.This. Someone brought up AI on the last devstream, and the response was "we're always improving pathfinding!" The fact that the AI is limited to pathfinding is this game's most glaring flaw. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 19, 2015 Share Posted November 19, 2015 This. Someone brought up AI on the last devstream, and the response was "we're always improving pathfinding!" The fact that the AI is limited to pathfinding is this game's most glaring flaw. Especially considering the path finding is heavily dependent on the map its self. ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 19, 2015 Author Share Posted November 19, 2015 For those people talking about the path finding. A rework on the placement of them wont work, and i stated exacly why in my original post, you guys and gals seriously couldnt have missed it? Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 19, 2015 Share Posted November 19, 2015 For those people talking about the path finding. A rework on the placement of them wont work, and i stated exacly why in my original post, you guys and gals seriously couldnt have missed it? Psst. let them go. I never stated that path-finding would help. Better AI would. But it keeps a conversation going. ]\'[ Link to comment Share on other sites More sharing options...
motorfirebox Posted November 19, 2015 Share Posted November 19, 2015 Considering that most of us were talking about how improving pathfinding wasn't enough... Link to comment Share on other sites More sharing options...
Flareux Posted November 28, 2015 Share Posted November 28, 2015 This... this should be the thread DE looks at when making changes to steatlth. Great summary of the stealth problems. Link to comment Share on other sites More sharing options...
Nefarious Posted November 28, 2015 Share Posted November 28, 2015 Totally support your idea of a better AI system! BUT, i'm pretty sure that enemies do get alerted to your missed shots.. Sometimes.. At least when i did it yesterday that's how i failed one stealth run, that was with a silenced Lex P. With arrows it has never happened though, at least i don't remember. Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 28, 2015 Author Share Posted November 28, 2015 Totally support your idea of a better AI system! BUT, i'm pretty sure that enemies do get alerted to your missed shots.. Sometimes.. At least when i did it yesterday that's how i failed one stealth run, that was with a silenced Lex P. With arrows it has never happened though, at least i don't remember. It can happens to arrows i think where they get alerted, wich is a plus, since otherwise the enemy ai are so stupid. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 28, 2015 Share Posted November 28, 2015 I have been doing quests and trying out my mios (best weapon ever) and I am happy to report that (on grineer tilesets at least) it is very possibly to be seen. Take out the enemies that saw you (fast enough[got the mios now, so its easy]) and REMAIN undetected if the alarms don't go off and you can go back to doing stealth kills. Until I get a good consistent example of what I mean, I am not sure if this is fact or just some fun runs. ]\'[ Link to comment Share on other sites More sharing options...
Albo_full Posted December 2, 2015 Share Posted December 2, 2015 i don't know how many of these have been reported but i've found some interesting bugs and exploits during my endless pluto spy runs, i really like doing these since they're really fun As certain frames, mainly Valkyr i've been able to consistently walk trough laser barriers if go fast enough, probably since they work on FPS if you go fast enough they wont trigger, proper use of rappel can consistently reproduce this bug If you're fast enough enemies WONT SEE YOU ever, i've ran trough entire missions undetected, this was archieved with maxed rush and proper rappel use that and all the numerous Map bugs like walking on the ceiling thanks to the elevator colission bugs Link to comment Share on other sites More sharing options...
MokutoBunshi Posted December 2, 2015 Share Posted December 2, 2015 i don't know how many of these have been reported but i've found some interesting bugs and exploits during my endless pluto spy runs, i really like doing these since they're really fun As certain frames, mainly Valkyr i've been able to consistently walk trough laser barriers if go fast enough, probably since they work on FPS if you go fast enough they wont trigger, proper use of rappel can consistently reproduce this bug If you're fast enough enemies WONT SEE YOU ever, i've ran trough entire missions undetected, this was archieved with maxed rush and proper rappel use that and all the numerous Map bugs like walking on the ceiling thanks to the elevator colission bugs Wow. Gotta try the seed bug ]\'[ Link to comment Share on other sites More sharing options...
WolvenEdge Posted December 4, 2015 Share Posted December 4, 2015 All of that said, pathing improvements are still something, as opposed to the nothing we've been getting so far. I have seen some 'squad' behavior, especially around enemies like bombards and nullifiers... maybe if they used that same code base and added more path variance and behavior links to those varied paths, it would seem more intelligent? Link to comment Share on other sites More sharing options...
MokutoBunshi Posted December 4, 2015 Share Posted December 4, 2015 All of that said, pathing improvements are still something, as opposed to the nothing we've been getting so far. I have seen some 'squad' behavior, especially around enemies like bombards and nullifiers... maybe if they used that same code base and added more path variance and behavior links to those varied paths, it would seem more intelligent? Maybe not so much variation, but more intelligent actions. For example. I was on draco when an eximus in the middle of a squad showed up. I charged the group and he activated his fire wall which hurt me and knocked me down and hurt me a lot, after that the squad defended him and opened fire...nearly killing me. One thing I was thinking was good plan,which is why I remembered it. ]\'[ Link to comment Share on other sites More sharing options...
MokutoBunshi Posted December 11, 2015 Share Posted December 11, 2015 Some small progress to the AI issue: "Adjusted NPC spawning to ensure that enemies no longer spawn in places where enemies had just recently died." 18.0.7 One small step for Tenno....no leaps yet :P ]\'[ Link to comment Share on other sites More sharing options...
SchadowfighterX Posted December 14, 2015 Share Posted December 14, 2015 "Hush" mod on lanka is bugged. enemies still hear the sound. Link to comment Share on other sites More sharing options...
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