Is It Time For Bots Yet?
#41
Posted 11 September 2019 - 09:27 PM
#42
Posted 11 September 2019 - 09:32 PM
ignore all the training stuff and go for a walk...
*pretty sure there are some bots in quickplay too
#43
Posted 12 September 2019 - 02:16 AM
#44
Posted 12 September 2019 - 04:45 AM
#45
Posted 12 September 2019 - 05:07 AM
#48
Posted 13 September 2019 - 10:26 PM
Prototelis, on 13 September 2019 - 10:58 AM, said:
and why no other clientbased Games with Cryengine have Problems with IK ? IK forHand/Feet is a Basic Feature of the Cry 3, and IK was in the Game before comes the Dragon/Melee/Collision Problems ,and before the Basic Crew is in most parts gone.
Its give a manual for it
https://docs.cryengi...erse+Kinematics
http://chazcolvin.co...lvin_Thesis.pdf
http://chazcolvin.co...lvin_Thesis.pdf
and here Formulas
http://chazcolvin.co...lvin_Thesis.pdf
Edited by MW Waldorf Statler, 13 September 2019 - 10:34 PM.
#49
Posted 14 September 2019 - 08:16 AM
#50
Posted 14 September 2019 - 09:51 AM
MW Waldorf Statler, on 13 September 2019 - 10:26 PM, said:
THIS GAME IS SERVER AUTHORITATIVE AND RELIES ON AS FEW CLIENT SIDE EFFECTS AS POSSIBLE AS A NECESSITY
Jesus
This games server implementation is VERY unique among shooters. You haven't ever listed or mentioned another game that is server authoritative like this one.
They removed knockdown and most IK (IK still in the game; IK is what happens when you die and ragdoll. Note that those effects are NOT synced between clients) because it is INCREDIBLY DIFFICULT to sync those events between the server and the client.
FFS. IK is a base feature of the engine, its still in the ******* game, most of it is disabled. I've explained this like 100 times.
Edited by Prototelis, 14 September 2019 - 09:56 AM.
#51
Posted 14 September 2019 - 01:15 PM
#52
Posted 14 September 2019 - 07:55 PM
For a game to be fun fighting against AI it really needs a lot of things to make it interesting. A story, and generally a path/progression done various ways through levels, upgrades/more powerful weapons and such.
To have AI on these kind of maps I think would get very old very quick. Since it is sort of an open sandbox I think PGI would have a very tough time having bots move in a path or pattern that made any sense and wasn't completely predictable.
And I mean they are allegedly supposed to be releasing MW5 sometime in the future, so why on Earth would they add that to this game, when the game they are working on covers that?
#53
Posted 15 September 2019 - 01:41 PM
Kol Koontz, on 14 September 2019 - 07:55 PM, said:
For a game to be fun fighting against AI it really needs a lot of things to make it interesting. A story, and generally a path/progression done various ways through levels, upgrades/more powerful weapons and such.
To have AI on these kind of maps I think would get very old very quick. Since it is sort of an open sandbox I think PGI would have a very tough time having bots move in a path or pattern that made any sense and wasn't completely predictable.
And I mean they are allegedly supposed to be releasing MW5 sometime in the future, so why on Earth would they add that to this game, when the game they are working on covers that?
Consider the following:
MWO's playerbase has tanked. I came back just to poke around in a few matches out of curiousity, and instantly remembered why, ontop of as a form of protest, I quit MWO.
Because the game's just not fun anymore. I'd have far more fun shooting at bots over dealing with teams that never seem to back one another up, and who are only out for themselves... atleast with bots, I know they're programmed to act the way they do.
Let's face it, this game's on it's deathbed, has been since work on MW5 started really. and when MW5 comes out, a lot of people will migrate to it, or just drop the franchise all together for those who are Anti-EGS. MWO might see a small spike in those people who come over from EGS curious about a multiplayer only version of Mechwarrior [those few fortnite kiddy's who don't mind the mech] and then bail when they see the absolute terrible state of the game.
The ride's over man... we just keep sitting in the seat hoping it'll keep moving.
#54
Posted 15 September 2019 - 02:29 PM
#55
Posted 15 September 2019 - 03:53 PM
CMDR Sunset Shimmer, on 15 September 2019 - 01:41 PM, said:
MWO's playerbase has tanked. I came back just to poke around in a few matches out of curiousity, and instantly remembered why, ontop of as a form of protest, I quit MWO.
Because the game's just not fun anymore. I'd have far more fun shooting at bots over dealing with teams that never seem to back one another up, and who are only out for themselves... atleast with bots, I know they're programmed to act the way they do.
Let's face it, this game's on it's deathbed, has been since work on MW5 started really. and when MW5 comes out, a lot of people will migrate to it, or just drop the franchise all together for those who are Anti-EGS. MWO might see a small spike in those people who come over from EGS curious about a multiplayer only version of Mechwarrior [those few fortnite kiddy's who don't mind the mech] and then bail when they see the absolute terrible state of the game.
The ride's over man... we just keep sitting in the seat hoping it'll keep moving.
Maybe you do. As an adult I can accept the long run MWO has had and appreciate and understand it is coming to an end.
It's the people asking to ruin the game with bots that are the ones hanging on.
#56
Posted 15 September 2019 - 08:28 PM
#57
Posted 16 September 2019 - 12:16 AM
#58
Posted 16 September 2019 - 10:37 AM
#59
Posted 16 September 2019 - 12:17 PM
What they've done is always put in bots into the 12-vs-12 field, at least 3 per team but up to full team of bots if necessary during off hours. The moral of that story ... it's not the same as playing against full human teams, but it's still quite fun. It's still kept the game running for years where it otherwise would've been shut down.
But the problem is, a semi competent bot for MWO is potentially a big ask. MWO development has slowed to where they can't do small things, and you're asking them to do a big thing.
Potentially they could port the MW5:M AI algorithms over. But would that bot be good enough?
In MW5:M we'll play semi-stock 'mechs and the AI can have a major numbers advantage. Coding a bot for that scenario is one thing. In MWO the bot would have to play 1-vs-1 against people running meta builds. You'd need to read terrain, analyse your opponents positions, their range brackets vs. your range brackets, your own vs. enemy's heat management, to decide how to engage. Enemy's vulnerable components... your vulnerable components (and need to torso twist).
I'd posit that doing a sufficient AI for MWO is REALLY HARD and whatever we'll get in MW5:M won't be good enough even if ported over.
Edited by jss78, 16 September 2019 - 12:18 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users