Posts made by vahndaar
Ok, let's be absolutely clear here - the respawning of enemies has absolutely nothing whatsoever to do with difficulty, it's do to with assessing whether or not this is expected or intentional behaviour and whether it works.
The question to Ubi was - is the short respawn horizon producing intended behaviour, particularly with regards to bases and the clearing thereof.
We haven't had a direct response to this but we have had Ubi looking at specific locations which suggests they accept that the default behaviour isn't ideal in some scenarios.
The reason this was raised was that for several years now in open world games, areas can be cleared either permanently or for a short period of time, for example until player death or they move far enough away. This is specifically important for fixed locations such as bases/camps/facilities. As a result, it is common to expect to be able to clear areas without enemies respawning half way through or when the player turns around. Clearing half a base only to watch it respawn is extremely demotivating and renders player efforts and planning largely pointless. If playing as a straight fps shooter then this might be acceptible, but even in FPS shooters enemies do not respawn. Being able to temporarily or even permanently clear locations is important as it gives the player a moment of respite and achievement as well as allows them to then loot and focus on mission objectives. It is also important for stealth and tactics both of which are redundant when enemies just pop right back up.
It's not about difficulty - it's about the game working as intended or expected by gamers with respect to modern gaming trends.
I expect the respawn distance was originally intentional because of a knee-jerk response to FC5 where the world would become empty after conquering areas. However, using a distance or visibility based respawn where the horizon is too short results in the behaviour we've been observing where it is impossible to actually clear any area ever. The workaround is to either expand the respawn horizon globally or configure the respawn for each and every location, possibly enemy in each location. The former is fairly simple but affects the whole game, the latter is onerous and labour intensive but gives better results.
The best solution is a time-based respawn system where enemies respawn after a period of time, say one in game day. However, we won't see this as the system hasn't been designed this way. This is a design flaw.
I will repeat here - this absolutely should have been picked up in QA. Anyone with experience in modern games could spot this as an issue within an hour or so of playing. I think they were likely aware, but did not expect the scale of push back, or it didn't warrant the effort required pre-launch.
Yeah they cotton on real quick. The AI isn't perfect but the increased distance seems to give them room to breathe and manoeuvre. They still get stuck in cover sometimes but that's been an issue since launch.
The number of times I've gone in with best intentions, planning and casually sniping from a distance to pick off snipers, meanwhile some random dudes have wandered up behind to check out what's happening then all hell breaks loose. It's great!
Also, now actually feels like an achievement clearing locations without causing too much chaos but when it does come the firefights are intense so both stealth and going loud are rewarding.
I actually find myself switching to sidearms when in close quarters for the quiet takedown, something I haven't done since Wildlands.
From a principles point of view the AI needs to be tough, at least in terms of senses because then it forces the player to use tactics and skill to create a advantage whether in combat or stealth. Otherwise loadout and tactics don't matter because you can win via any means.
You certainly can't cruise through bases now without some dedicated planning and actual recon.
Yeah I know, as it stands it's really tricky to find a balance without unbalancing other things.
7.62 is a prime example, it's used in 15 round mags for most DMRs, also in 30 round mags for some ASRs and then LMGs use it as well in 80 round belts but ammo is just a pool. I set it based on 15 round mags but I need to up it as it's very common in many weapons and too restrictive as it stands. I'm going to set it to 120 base same as 9mm and 5.56. But folks need to play around to get the sweet spot for themselves.
It's messy. The solution would be a mag based system where you have inventory of mag types or alternatively more granular calibres that cater for different weapon classes.
Again, possibly something to delve into for a sequel.
Yeah I mean the whole gear and inventory system needs overhauled to be honest.
Classes should emerge from gear and equipment loadout choices and there shouldn't be generic skills or buffs.
There should be space and weight restrictions for loadout choices, ie each grenade or mag should take an available space slot and gear should have weight which affects encumbrance and mobility.
Hopefully there can be more focus on that in the next game!
With regards to ammo, i wanted to find a balance whereby you have to be conscious of ammo consumption but where it's not too restrictive. Ammo pickups are still fairly plentiful so you just need to be mindful to top up.
You can tweak the ammo max amounts to suit your playstyle if you right click the mod entry and unhide children. Should be able to find your own balance that way.
Yeah, did a bit of research on supersonic vs subsonic suppression which was useful and BoneFrog offered some insight as well. Basically your HDG, SMG and SHG are assumed to operate with subsonic rounds and so suppression is reasonably efficient. The rest are supersonic so suppression does help but will draw attention short - medium range. Unsuppressed fire is now like ringing the dinner bell and will attract pretty much to the hard limit of audio range in-game which is around 225m.
A side effect of this is that sound now almost acts like a heat system, pulling enemies to the source and escalating organically.
@lolt6 yeah I did create some shader fixes using 3DMigoto which disabled explosive AOE, flashing interaction shaders and allowed the player to toggle icons in-game using button combos, but they only run in DX12, unfortunately there's no effective way to hook shaders in Vulkan that I know of.
Again there should be menu options for :
Disabling explosive AOE effects
Disabling flashing shader on loot - e.g. ammo, syringes etc. (perhaps when the interaction shader is disabled?)
Separate hud icon options for Collectibles, Vehicles and Enemy Drops
Most of this stuff could fairly easily be added as more granular difficulty options, there's not much to it. Hardest part I imagine would be balancing for co-op.
The ideal solution would be something akin to the Animus Control Panel from AC Origins:
This was added at the end of the AC Origins lifecycle and works like an in-game trainer and tweaker so that players could customise the experience.
This, coupled with a version of the Story Creator for AC Odyssey would give us most of what we would like:
Both of these exist in some version of AnvilNext so there is possibly a route to bring them in which wouldn't require building from scratch.
I'm a bit confused. Why were 2 single areas adjusted. Surely this is a global issue and needs adjusted across the board.
The fact that individual areas can be adjusted suggests two things:
- There's possibly no simple global fix
- The behaviour is intentional and designed and they don't want to change it globally
If it's the latter then that's extremely disappointing and extremely poor design.
Booted the game up for the first time in a couple of weeks. Spent 15 minutes running around the same 20 yards fighting enemies randomly respawning and appearing. Had a moments respite, turned around and they were all back again. Got bored and stopped playing.
Atrocious, this needs resolved URGENTLY. It completely ruins the experience to the point where I can't concentrate on anything let alone mission objectives for all the stuff respawning and spawning in from everywhere. All the work put into this game - the beautiful map, the story, the gunplay etc. is all excellent but I cannot grasp how these fundamentals have managed to get so screwed up to the point where it is completely unplayable.
This is 100 times worse than the FarCry 2 respawning checkpoints and I don't remember this from any FarCry game since, nor any other game for that matter.
Does Ubi actually play the games they put out? Where is your testing and QA teams?? Someone please tell me this isn't intentional because it's complete dreck and ridiculously lazy development if so.
From my experience - and apologies I don't have time to create videos etc. but there are plenty going around - it's map-wide and affects not just enemy NPCs but all NPCs and entities. I put up a post earlier which I'll include here again which covers the key points:
Ok I've done some extensive testing on how the spawning is working:
It's completely distance based, time isn't a factor. Tested by waiting in the middle of a cleared location for several in game days and no enemy respawned, whereas when testing distance they respawn as fast as the player meets the criteria below.
The despawn/respawn distance is the same and it's about 100 metres, although in some scenarios it's much closer and mostly when line of sight to the body is obscured. Mostly it occurs right at the edge of the player's radar. Tested by dropping a body and then measuring the distance for spawn and respawn.
Enemies will not respawn as long as their bodies exist. Tested by taking out a sniper and carrying the body about half a mile away, then returning whilst carrying them and the enemy did not respawn.
Bodies will not despawn whilst the player is looking at them. They only despawn if the player is further than 100 metres AND looks away OR the body is obscured by geometry.
Once a body despawns, the original enemy will respawn once or if the player has moved > 100 metres away from their spawn location and then approaches the spawn location again. This can happen the instant the body despawns but as mentioned will not happen whilst the body is still active.
There is an exception to the above in scripted events where enemies seem to spawn in waves, where there are videos of enemies simply popping up out of thin air - the same rules apply as these are one off spawns rather than general spawns in the world. This could be due to the heat meter or another scripted event.
Enemies will respawn out of thin air in front of the player, no need to look away.
On this basis it is quite possible they haven't implemented time based respawning at all. Therefore the solution here is to extend the despawn/respawn horizon by a considerable factor. At least a factor of 5 IMO to cover the size of some of the larger bases.
It is highly likely, although I haven't tested, that this 100m distance is global and so affects spawning of random events and other things as well. So if a roadside patrol spawns, the player kills them, runs 100 yards their bodies will be cleared and they'll spawn in exactly the same location again - albeit possibly a different variant of the event - if the player runs back.
Also tested with animals, unintentionally when I was doing my testing I kept running into the exact same pack of coyotes as I ran back and forth. They spawn in the same locations all the time. Alpha animals also randomly spawn, they're not set, they appear very occasionally in any animal pack.
On reflection, I can only think the spawn/despawn distance may be so short for performance reasons, that's the only thing I can think of.
The solution in my view, as mentioned, is to either a) add a time based element to respawning, or b) extend the range over which NPC's and entities are despawned to avoid this issue.
As another poster mentioned, the only place this issue doesn't occur is in bases that the player can capture.
Hopefully that helps, although the team should be able to figure this out fairly quickly. The mission on the island with the lighthouse which is a restricted zone is a perfect place to test this as the mission is nearly impossible to complete due to being unable to actually clear the location of enemies in any meaningful way. The specific location is Roncali Lighthouse and Cayo Villareal in the south of Costa Del Mar province. The mission is Napoleon el Pequeno.
Any ETA on a fix for this? I've now stopped playing and gone back to breakpoint because even as clunky as that game is enemies don't respawn in front of your face fundamentally breaking the core gameplay loop. For all of Breakpoints faults it wasn't as singularly game breaking as this bug!!!
Yes, some.of the rebels are utterly ludicrous. The thing that made FC3 great apart from the setting was the fact that.despute the plot being absurd the main character and what happened was all taken very seriously.
It was a dark story and thinking back there wasn't a huge amount of humour to it and it leaned into the whole idea of insanity and madness.
The premise for FC6 is very good but some of the rebels come off as just goofy and unrealistic. Some are good. But some are just plain horrendous caricatures that are quite frankly an insult to the setting and story.
Put it this way I wouldn't want to be in the same room as some of these people, never mind save them.