MokutoBunshi Posted December 18, 2015 Share Posted December 18, 2015 Update 18.1.3 "NPCs no longer alert all teammates when fighting a player. Their proximity alert now has a limited range and will not go beyond closed doors." YES! This should help QUITE a bit! ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted December 18, 2015 Author Share Posted December 18, 2015 Update 18.1.3 "NPCs no longer alert all teammates when fighting a player. Their proximity alert now has a limited range and will not go beyond closed doors." YES! This should help QUITE a bit! ]\'[ I was suprised myself to see it. But i aint gonna coat the road with suger jsut yet. i be goin and test this out. If its true, then i go and add this to a new section in the thread. Link to comment Share on other sites More sharing options...
Mama_Sasha Posted December 18, 2015 Author Share Posted December 18, 2015 I was suprised myself to see it. But i aint gonna coat the road with suger jsut yet. i be goin and test this out. If its true, then i go and add this to a new section in the thread. Alrghit have went and tested it. Seems to work acvutaly. I will now go and add a so caleld Fixed problems section, each problem that has been fixed will ahve the respected patch note to them. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted December 18, 2015 Share Posted December 18, 2015 Alrghit have went and tested it. Seems to work acvutaly. I will now go and add a so caleld Fixed problems section, each problem that has been fixed will ahve the respected patch note to them. Finally. ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted January 1, 2016 Author Share Posted January 1, 2016 Been doing some more tests. There still seems to have this problem where they suddenly knows your existance, but it is not as prominent since the 18.1.3 fix. They dont alarm everyone, atleast not very often, but they get into cover. I will do more tests later today and see what more i can find. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted January 1, 2016 Share Posted January 1, 2016 Been doing some more tests. There still seems to have this problem where they suddenly knows your existance, but it is not as prominent since the 18.1.3 fix. They dont alarm everyone, atleast not very often, but they get into cover. I will do more tests later today and see what more i can find. I am on today and willing to do tests with you if you need to. But I find that little fix to make stealth WAY more fun! Even if I get found out...I simply kill all the witnesses! MU HAHAHAHA! Stealth game-play is actually fun and I am getting stealth kills left and right. ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted January 1, 2016 Author Share Posted January 1, 2016 I am on today and willing to do tests with you if you need to. But I find that little fix to make stealth WAY more fun! Even if I get found out...I simply kill all the witnesses! MU HAHAHAHA! Stealth game-play is actually fun and I am getting stealth kills left and right. ]\'[ Sometimes, i want to avoid killing to enjoy a more challanging mission (Missions that doesnt require kills, such as sabotage or spy). Link to comment Share on other sites More sharing options...
lizon0202 Posted January 23, 2016 Share Posted January 23, 2016 The past few days i've been running a lot of stealth missions and i've noticed a couple of changes in the AI; - As mentioned before in this thread, being spotted doesn't immediately alert everyone in the solar system. - Being quick enough about killing an enemy that's spotted you can even prevent him from alerting others in the same room. - You can't simply pick off clustered groups one by one anymore, they will now recognize their buddies have been killed and become alerted. They won't ring alarms nor alert others they pass, they'll just raise their guns and be more attentive. This too can be prevented if you kill them quickly enough (kill both enemies at once with punch-through). Now i don't know the exact range in which this is effective, it seems there's a small radius that they'll notice it in regardless of FoV, and then a distance in which they can see it happen and respond. Personally i like this change, makes it a lot more realistic; no more shooting a guy in front of his friends and they'll continue their conversation like he was never there. Link to comment Share on other sites More sharing options...
Mama_Sasha Posted January 23, 2016 Author Share Posted January 23, 2016 The past few days i've been running a lot of stealth missions and i've noticed a couple of changes in the AI; - As mentioned before in this thread, being spotted doesn't immediately alert everyone in the solar system. - Being quick enough about killing an enemy that's spotted you can even prevent him from alerting others in the same room. - You can't simply pick off clustered groups one by one anymore, they will now recognize their buddies have been killed and become alerted. They won't ring alarms nor alert others they pass, they'll just raise their guns and be more attentive. This too can be prevented if you kill them quickly enough (kill both enemies at once with punch-through). Now i don't know the exact range in which this is effective, it seems there's a small radius that they'll notice it in regardless of FoV, and then a distance in which they can see it happen and respond. Personally i like this change, makes it a lot more realistic; no more shooting a guy in front of his friends and they'll continue their conversation like he was never there. We are definitly going in the right direction and that change alone did alot. We just need to have the other problems fixed. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted January 24, 2016 Share Posted January 24, 2016 We are definitly going in the right direction and that change alone did alot. We just need to have the other problems fixed. I got a bunch of sniper rifles recently and I am pretty sure that the spawn glitch is still happening. ]\'[ Link to comment Share on other sites More sharing options...
MokutoBunshi Posted January 27, 2016 Share Posted January 27, 2016 They just did a review of their sniper rework in: building warframe https://warframe.com/news/building-warframe-rubico-and-sniper-hud-rework ]\'[ Link to comment Share on other sites More sharing options...
Mama_Sasha Posted February 1, 2016 Author Share Posted February 1, 2016 DId some more tests and it seems that the enemies arent so dumb anymore in regards to se etheir companions die. If they die in close proximity to eachother, they will get alerted by it. I be adding taht to the fixed list. Link to comment Share on other sites More sharing options...
Mama_Sasha Posted April 28, 2016 Author Share Posted April 28, 2016 bumping this thread becasue, the game still has alot of stealth problems. Some of the so called ''fixed'' problems,has reapeared, such as NPCs spawns infront of you at random. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted April 28, 2016 Share Posted April 28, 2016 Still working on getting more sniper rifles before I can test anything. ]\'[ Link to comment Share on other sites More sharing options...
MokutoBunshi Posted April 30, 2016 Share Posted April 30, 2016 can't say much for the stealth system right now but as for the AI: " AI that uses squad-based tactics, and exploits situational opportunities is where I see the challenge in this mode heading in the future. If players enjoy this new mode, we will also incorporate into the other factions, but through their own story line. For now, we're happy with how 1.0 is playing out so far, though we will continue to balance the damage and survivability of the Executioners until they feel right. We really wanted to get this iteration out to you guys so we can hear your feedback! Anyway, that's all I have for now, Thanks again, Draice." ]\'[ Link to comment Share on other sites More sharing options...
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