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Better npcs


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44 Antworten in diesem Thema

#1
Biodron

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So i can't be the  only one who hates that the npcs only stand there in the same spot doing nothing.Its  like all of them are mannequins, maybe is not really that important for some people, but for me its. And the few that walk are like robots and don't make any sense. Like in emprise du lion, when there are people walking in circule on a red lyrium mine. Also, the soldiers are stupid, because there where red templars in a camp walking and they don't do nothing. I have see things like this in all bioware games i have played, so I hope that the npcs in Mass effect andromeda don't act  like that.

 

btw, sorry for my english, its not my main lenguage 


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#2
straykat

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So i can't be the  only one who hates that the npcs only stand there in the same spot doing nothing.Its  like all of them are mannequins, maybe is not really that important for some people, but for me its. And the few that walk are like robots and don't make any sense. Like in emprise du lion, when there are people walking in circule on a red lyrium mine. Also, the soldiers are stupid, because there where red templars in a camp walking and they don't do nothing. I have see things like this in all bioware games i have played, so I hope that the npcs in Mass effect andromeda don't act  like that.

 

btw, sorry for my english, its not my main lenguage 

 

It is important, but it takes a lot more power than it seems. All of those individually scripted behaviors require cpu power.. and the more NPCs (like cities), the worse it gets.


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#3
Biodron

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It is important, but it takes a lot more power than it seems. All of those individually scripted behaviors require cpu power.. and the more NPCs (like cities), the worse it gets.

I know, but I'm not asking for something hyper realistic, I would be ok with something that is not stupid like enemies walking around in a ally camp. Also, if cd projekt can do it I don't see why bioware can't.


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#4
Blueblood

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Yeh, they could do something to make the NPCs seem a little more lively and less robotic. They always have this kind of mindless, aimless vibe about them. They don't have to go all out or anything, just make them not feel like they're only a feature of the environment. They don't feel 'there'. They kinda look a bit weird sometimes too. In DA2 they had some NPCs say stuff to our companions while travelling, that would be a start.
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#5
In Exile

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While I like the idea of "lively" NPCs I can't say I care much more for the worker ants we get in say Skyrim. I felt TW3 handled crowds well and part of that was tied to giving routines and controlling the wandering.

#6
straykat

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I know, but I'm not asking for something hyper realistic, I would be ok with something that is not stupid like enemies walking around in a ally camp. Also, if cd projekt can do it I don't see why bioware can't.

 

I don't know how DAI/Frostbite works..

 

As for wandering in camps, I guess there isn't a specific path and/or navmesh for these NPCs. I don't know the details how all of that works, but it's something to do with Navmeshes. :P

 

https://en.wikipedia...Navigation_mesh



#7
KaiserShep

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I think they could do this by changing the locations/numbers of groups whenever you return to an area, like people talking together, and then just having NPC's scripted to do menial tasks. Like, if you're walking through a settlement, someone who has to change a water filter on the other end of the colony is walking to do so, and you'd have to stand there a long time to notice the repetition in the pattern. 


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#8
ZipZap2000

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It is important, but it takes a lot more power than it seems. All of those individually scripted behaviors require cpu power.. and the more NPCs (like cities), the worse it gets.



I don't like the Witcher.


But damn, dat Novigrad.


*Ashes Ryncol*
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#9
KaiserShep

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I don't like the Witcher.
But damn, dat Novigrad.
*Ashes Ryncol*


Save some ryncol for the rest of us, ya pyjak-humping lush!
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#10
Biodron

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I don't know how DAI/Frostbite works..

 

As for wandering in camps, I guess there isn't a specific path and/or navmesh for these NPCs. I don't know the details how all of that works, but it's something to do with Navmeshes. :P

 

https://en.wikipedia...Navigation_mesh

 

They could make the allies attack them instead of ignore them. I know some basic thing of game developing (very basic), so they can make that the allies saw them as hostil, all of the allies, not only few of them, and when they kill the enemies the just can go back to their spot. Maybe thats easier. I maybe don't explain well, but whats botter me is the allies do nothing if the enemies are in the camp

I think they could do this by changing the locations/numbers of groups whenever you return to an area, like people talking together, and then just having NPC's scripted to do menial tasks. Like, if you're walking through a settlement, someone who has to change a water filter on the other end of the colony is walking to do so, and you'd have to stand there a long time to notice the repetition in the pattern. 

That could work.


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#11
straykat

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They could make the allies attack them instead of ignore them. I know some basic thing of game developing (very basic), so they can make that the allies saw them as hostil, all of the allies, not only few of them, and when they kill the enemies the just can go back to their spot. Maybe thats easier. I maybe don't explain well, but whats botter me is the allies do nothing if the enemies are in the camp

That could work.

 

Well... 

 

They can't even make hair look cool. And they do those lame skullcap things under the helmet. It's Amateur Hour.

 

So fat chance you'll have smart factions or good navigation :D


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#12
Biodron

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Well... 

 

They can't even make hair look cool. And they do those lame skullcap things under the helmet. It's Amateur Hour.

 

So fat chance you'll have smart factions or good navigation :D

They are different people working in the 3d models and in codes, so they can have good npcs and bad hair.


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#13
Spirit Vanguard

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Personally, such things in games just make me think of this:

Spoiler

 

What I find more annoying than stationary NPCs is when they ignore a fight near them, or worse: just stroll right through my brawl. :lol: I understand limitations but it still looks silly.


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#14
straykat

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They are different people working in the 3d models and in codes, so they can have good npcs and bad hair.

 

I could keep going actually. I don't like a lot of things about DAI. 

 

But I won't derail on that. You're right that allies should attack. I don't know why they wouldn't. It seems pretty trivial. But I don't know how their engine works. I know it's a simple flag in a Bethesda game at least.


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#15
rapscallioness

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yeah. yeah. the npc's need some work. even the team mates need some work. they too often have this paper doll feel to them, a stiffness, which is somewhat of a disappointment, i hate to say.

 

if they could have them move around/menial tasks; more varied ambient dialogue; have them interact with the environment much more; more varied idle animations; have them "notice" you--it sometimes feels like your PC is not really "in the world" because none of the npc's react to you, or your presence.

 

so, yeah, i would like to see more work done on that front. pleaseandthankyou?


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#16
ZipZap2000

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Save some ryncol for the rest of us, ya pyjak-humping lush!


Go suck on a Salarian.

*Bogarts the Ryncol*
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#17
74hc14

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MEA will use Frostbite, we will be lucky if the NPCs won't just spin around like this the whole time.

 



#18
Dobbysaurus

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Go suck on a Salarian.

*Bogarts the Ryncol*

 

I wonder what a Salarian tastes like...



#19
ZipZap2000

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I wonder what a Salarian tastes like...


Imagine roast Volus and Klixen gizzards; spiced with Quarian sweat and a hint of Noverian Rum.
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#20
Dobbysaurus

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Imagine a roast Volus and Klixen gizzards; spiced with Quarian sweat and a hint of Noverian Rum.

 

Sounds delicious! 


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#21
straykat

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Imagine a roast Volus with Klixen gizzards spiced with Quarian sweat and a hint of Noverian Rum.

 

Damn. I was just gonna say "crab".

 

Pass the Quarian sweat btw...


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#22
ZipZap2000

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Damn. I was just gonna say "crab".

Pass the Quarian sweat btw...


Go suck on a Salarian.

*Bogarts the Quarian sweat*
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#23
Spirit Vanguard

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I wonder what a Salarian tastes like...

 

They taste like chicken snozberries.

 

tumblr_mj7g3837s41rqspgxo1_400.gif


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#24
Dobbysaurus

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They taste like chicken snozberries.

 

tumblr_mj7g3837s41rqspgxo1_400.gif

 

Hmm.. snozberries also sound pretty good! Especially if they're chicken flavored. 


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#25
Panda

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Well ME3 had it pretty good companion wise. They moved around ship and interacted with each other. I'd love to see something like that happening in ME:A also.


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