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PostPosted: Sat Nov 08, 2014 7:30 pm 
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pasik wrote:
.......but I guess that tends to happen anyway in such a large map.
I noticed the same - some maps are rushed and some other sucks(eg: hard maps - Power Junction, Rattlesnake Crescent, Old Fort Creek and easier ones: Moorland Trenches, Bootleg Islands and maybe Vigil Island


As I said before, I am not familiar with the mechanism responsible for their behavior, so it is difficult to me to determine when, how and why the enemies behavior getting weird(btw I asked of what depends their behavior, but still no answer).

All the weird things that I noticed recently:
- there were two enemy bases and suddenly we we took both without fight - like snapping with fingers. Or another example: we controlled a base for 5 min, but there was no any spawn point
- enemies are more aggressive, look smart, they always know where are you, in most cases they continue to shoot or throw grenades at you, when you are fallen
- when you're wounded, they stabbed you more often now, especially if you call arty or airbornes
- they respawn nearly around you(I see that a few times already, right next to me)
- I saw a wounded enemy with a higher rank(not an elite), lying on the ground and a few other enemy soldiers(obviously his squad) also crawled around him(same happens with the real players when they are wounded). Also did anyone has ever seen a wounded enemy who began to crawl, coz I saw one :shock:
- they drive their vehicles on unusual routes(never happened before, see where):
Spoiler:
Attachment:
unusual routes.PNG
unusual routes.PNG [ 194.6 KiB | Viewed 11945 times ]
A week ago someone said that it was very easy and the settings were changed immediately.
Now quite a lot of players mentioned there is something strange, but no changes.
Should I start walking always with cover deploy in my hands for better defense and more chances to survive...... :?

Anyway, playing "va banque", like blind and dying frequently is not on my taste.
In my opinion should be approached flexibly to the current situation, so please just change something and wait for our feedback.

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PostPosted: Sat Nov 08, 2014 8:49 pm 
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DIO wrote:
As I said before, I am not familiar with the mechanism responsible for their behavior, so it is difficult to me to determine when, how and why the enemies behavior getting weird(btw I asked of what depends their behavior, but still no answer).

This is the thing really, nothing has changed as far as we know. Mostly DocStone/JackMayol tweak just with enemy/friendly AI counts, nothing more. It is technically possible to alter all sorts of AI parameters just server side, but as far as I know, they haven't been touched. Guess it wouldn't hurt to check that if there's an uninvited guest doing weird stuff on the RWR settings on the SAS server, but that's pretty unlikely.

Quote:
- there were two enemy bases and suddenly we we took both without fight - like snapping with fingers. Or another example: we controlled a base for 5 min, but there was no any spawn point

Suburbs in Moorland trenches is known to be buggy in 0.98.6/0.98.7 due to how minimodes stuff intervened with it, there are no spawnpoints. We are not aware of other similar things. Sometimes bases are captured fast due to shortage of defense / commander doing bad balance juggling / timing, it's mostly out of anyone's control, has happened forever and is ok.

Quote:
- enemies are more aggressive, look smart, they always know where are you, in most cases they continue to shoot or throw grenades at you, when you are fallen
- when you're wounded, they stabbed you more often now, especially if you call arty or airbornes

AI has always fought you when you're stunned but they try to ignore you if you're wounded. It does happen that they sometimes forget that rule, e.g. they stab you in self-defense if you get too close.

Quote:
- they respawn nearly around you(I see that a few times already, right next to me)

The respawn proximity radius was lowered some versions ago, more than a month ago. You too can respawn closer now. The distance is 35 meters, so around half a screen, give or take, might be too low already. It sometimes happen that you can almost spawn right there where you died, which isn't really intended.

Quote:
- I saw a wounded enemy with a higher rank(not an elite), lying on the ground and a few other enemy soldiers(obviously his squad) also crawled around him(same happens with the real players when they are wounded). Also did anyone has ever seen a wounded enemy who began to crawl, coz I saw one :shock:

A wounded bot shouldn't do anything, they just wait for a medic. If they move around, that's likely a bug. If I had to guess something, a steer input got left in, so they'd crawl towards one direction until they'd die / be healed. That, or someone has seriously hacked the game to play as an enemy in Invasion without markers shown :) <- we actually wanted to add this so that the devs / vets could be appearing as elite enemy boss bots, but there's not a single line of code to enable such thing.

Quote:
- they drive their vehicles on unusual routes(never happened before, see where):
Spoiler:
Attachment:
unusual routes.PNG


New AI road network paths have been added in the two previous versions, that's true, you could see them driving around in places that didn't happen before.

What makes this all appear a bit odd is that the few times JackMayol has been in playing, he said nothing out of ordinary happened. I've been in there for an extended time, same thing, stuff seems to play out the normal way.


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PostPosted: Sun Nov 09, 2014 12:50 am 
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pasik wrote:
This is the thing really, nothing has changed as far as we know. Mostly DocStone/JackMayol tweak just with enemy/friendly AI counts, nothing more. It is technically possible to alter all sorts of AI parameters just server side, but as far as I know, they haven't been touched.
Well, the things got weird after this DocStone's post: viewtopic.php?p=11222#p11222


pasik wrote:
Guess it wouldn't hurt to check that if there's an uninvited guest doing weird stuff on the RWR settings on the SAS server, but that's pretty unlikely.
I'm sure of it. :)


pasik wrote:
Suburbs in Moorland trenches is known to be buggy in 0.98.6/0.98.7 ........
I meant exactly the Suburbs. :D


pasik wrote:
DIO wrote:
- enemies are more aggressive, look smart, they always know where are you, in most cases they continue to shoot or throw grenades at you, when you are fallen
- when you're wounded, they stabbed you more often now, especially if you call arty or airbornes

AI has always fought you when you're stunned but they try to ignore you if you're wounded. It does happen that they sometimes forget that rule, e.g. they stab you in self-defense if you get too close.
I am speaking about their current "strange, intelligent, aggressive and bloodthirsty" behavior at all.


pasik wrote:
The respawn proximity radius was lowered some versions ago, more than a month ago. You too can respawn closer now. The distance is 35 meters, so around half a screen, give or take, might be too low already. It sometimes happen that you can almost spawn right there where you died, which isn't really intended.
I hadn't noticed this until now. Guess that I must start playing more often. :P


pasik wrote:
A wounded bot shouldn't do anything, they just wait for a medic. If they move around, that's likely a bug. If I had to guess something, a steer input got left in, so they'd crawl towards one direction until they'd die / be healed.
This particular wounded soldier who I saw, he was crawling over half of the screen(behind the hangar, like 40 meters in game) before dying(unfortunately not by my knife). :D


pasik wrote:
...... we actually wanted to add this so that the devs / vets could be appearing as elite enemy boss bots.....
WOW this concept sounds awesome! I would like to see this in game.


pasik wrote:
New AI road network paths have been added in the two previous versions, that's true, you could see them driving around in places that didn't happen before.
I missed that too. So as I said already, maybe I need to start playing more often. :lol:


pasik wrote:
What makes this all appear a bit odd is that the few times JackMayol has been in playing, he said nothing out of ordinary happened. I've been in there for an extended time, same thing, stuff seems to play out the normal way.
It is always possible that no one of you had not played enough(or just you were not in the place when it has happened) to notice some oddities.



Well, I play a lot of time in SAS Invasion(about 10 hours each day for many months), so believe me - things are different. As I said above, I am speaking about their current "strange, intelligent, aggressive and bloodthirsty" behavior at all.
Anyway, there is something odd..... :?

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PostPosted: Sun Nov 09, 2014 1:19 am 
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jeez so many new players on the SAS server I hope they turn it down with the player compensation

also why do half of the ai wear invisible mysterious body armor on that server


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PostPosted: Sun Nov 09, 2014 10:26 pm 
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Hey! You said that the player compensation factor might be lowered and we really need that. It is not normal to be attacked in your own base(Power Junction). Moreover, recently there are many new players and this fact does not help us much.
Jack, you've been there and you saw what's going on.
Ask in the server what the players think on the matter and who would like to play that way........

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PostPosted: Mon Nov 10, 2014 9:45 am 
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despite the high number of players, especially noobs, I found it relatively ok from what I tested. SASinva has now a compensation factor of 1.1 instead of 1.2.
I didn't play "Power Junction" but this map might really need a rebalancing in terms of player compensation. We will lower it on SASinva from 8 to 4 and see how it's going.
Might require more tinkering than just changing this value but let's do that first.
Doc is not online so it might not happen today, not sure.


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PostPosted: Fri Nov 14, 2014 4:06 am 
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JackMayol wrote:
despite the high number of players, especially noobs, I found it relatively ok from what I tested. SASinva has now a compensation factor of 1.1 instead of 1.2.
I didn't play "Power Junction" but this map might really need a rebalancing in terms of player compensation. We will lower it on SASinva from 8 to 4 and see how it's going.
Might require more tinkering than just changing this value but let's do that first.
Doc is not online so it might not happen today, not sure.


Well recently while playing power junction it feels better, lost 1 time before winning but since the time limit on that map is so small its to be expected

The main difference I saw this time was that we weren't being spawncamped haha, its not hard holding the facility its just hard to get to the facility, lots of open ground in some areas and you get flanked too easily if the player compesation is too high.

Anyways the server basically feels better since even though their aim is about the same they dont have as many tough mooks to kill


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PostPosted: Fri Nov 14, 2014 5:39 am 
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Yea, feels a bit better now. Not the optimal that I'd like, because sometimes I think there's more to be desired, but.....
Now Power Junction is ok, but at Moorland Trenches it is hard to win if we are only a few people. There is still something irregular(strange) in their respawning and behavior as well.

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PostPosted: Sun Nov 16, 2014 7:47 pm 
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OT:
Could SAS invasion reset happen some other time than when most peoples are playing? 8:00 in the morning would be better.


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PostPosted: Sun Nov 16, 2014 8:25 pm 
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Street, note that all SAS servers have 12 hours auto restart period and currently they are restarted around 19.30 and 07.30 GMT. ;)

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