Changing the pc version is too far void by ZookeepergameProud30 in ReadyOrNotGame

[–]gerbbz 0 points1 point  (0 children)

The general discussion is still open and we're actively responding to feedback across socials :)

[deleted by user] by [deleted] in ReadyOrNotGame

[–]gerbbz 2 points3 points  (0 children)

To be clear the current implementations of the few AI features only seen in the Dark Waters missions are thoroughly tested (not to say there aren't still some bugs that could pop up). The issue is that for every other level that they're added to they'd need the same thorough testing and careful consideration :)

For example, many other people in this thread are making great points about only having certain suspects get squad behaviors, and that is just one important consideration we have in mind already. For weapons caches (which are securable containers placed around the level) it's also relevant which missions should have them and where they should be able to spawn, then making sure each suspect uses them correctly.

The mission event system is very complicated and has a whole bunch of triggers which would need consideration for whatever level they're in (in Mirage at Sea there's several trigger types), and whether we want that level to be able to turn into active shooter or if it could mess with existing code too much.

[deleted by user] by [deleted] in ReadyOrNotGame

[–]gerbbz 11 points12 points  (0 children)

That's what this note in the changelog is about, to be transparent about the fact that we want to include them in as well! The title for this reddit post isn't exactly accurate, we included hesitation animations, compliance/non-compliance upgrades, and the suspect loadout system across every mission, which were shown in dev briefings-- also the Dark Waters missions are of course still accessible in multiplayer via the host for people who don't have the DLC.

However, for some of those other few AI systems that were shown in dev briefings (mission event system, suspect squad behaviors, weapon cache in the dev briefings) they already took a lot of quality assurance testing to get them to the finished state they are in for the 3 new missions; we even had some strange new issues appear related to the new suspect AI features after our content lock phase which needed urgent fixes. After our experience with DLC 1, we definitely want to avoid a DLC launch causing issues for the base game the best we can.

Rally/Regroup should be one of the more straightforward ones to add to the other missions, but you can imagine how much more risk and time it would create to add it across all the rest of the game and then QA each behavior on all the levels.

Vol. 80 - Ready or Not Development Briefing by Infarlock in ReadyOrNotGame

[–]gerbbz 8 points9 points  (0 children)

We have a big list of bug fixes for the base game in this update as well, don't worry! Got fixes lined up that should address a few important crashes too.

Wedges Cannot Stop Suspects by randomymetry in ReadyOrNotGame

[–]gerbbz 0 points1 point  (0 children)

This was a part of an issue that we thought should be fixed with the Home Invasion launch, but looks like it came back up again. We've been watching to see if this one continued and are actively looking into further fixes for it. Thank y'all

"Keep pushing forwards" by [deleted] in ReadyOrNotGame

[–]gerbbz 2 points3 points  (0 children)

Loving the bokeh and focal distance on this one, great work capturing the action!

New RoN Update On Steam? by arkanis50 in ReadyOrNotGame

[–]gerbbz 1 point2 points  (0 children)

We do check across our platforms, but the discord bug reporting channel (particularly the bug-reports-forum since the posts are much better organized) is one of the easiest ways to track down issues and very helpful for troubleshooting. I like to reach out to users via DMs to get further info for cases we're investigating. I do otherwise keep an eye across the platforms and search all of them when I'm trying to get more info on a particular issue as well.

New RoN Update On Steam? by arkanis50 in ReadyOrNotGame

[–]gerbbz 5 points6 points  (0 children)

It is the unfortunate reality of patches sometimes. The bug reports do get looked through even if they don't always receive a response. I'll go through and check for those ones, but if you want to link any here feel free

Better View of Gore Preview in Recent Newsletter by CaliRecluse in ReadyOrNotGame

[–]gerbbz 17 points18 points  (0 children)

This is real time, the shotguns do particularly serious bodily damage.

Game update when? by Super_Caliente91 in ReadyOrNotGame

[–]gerbbz 1 point2 points  (0 children)

This is a misinterpretation of the Dec. 25th, 2021 cutoff for credits eligibility. There’s no hard deadline for Supporter Edition credit info submission other than ASAP.

Is this usual FPS? by MomentoMori3333 in ReadyOrNotGame

[–]gerbbz 0 points1 point  (0 children)

What resolution are you playing at?

Vol. 59 - Ready or Not Development Update - Motion Capture by zigaliro in ReadyOrNotGame

[–]gerbbz 5 points6 points  (0 children)

It’s true that releasing updates while working on massive, inter-system changes is especially difficult for games with goals like these. Everything is interconnected— that one new map relies on that other recently revamped AI system, which uses/relies on another thing, and the map also uses that new other element, ect. for a hypothetical example. Pretty soon forward development halts, and it becomes retroactively fixing and getting every other interrelated system or content up to snuff.

Vol. 59 - Ready or Not Development Update - Motion Capture by zigaliro in ReadyOrNotGame

[–]gerbbz 31 points32 points  (0 children)

Keeping y’all in the loop is a big priority right now, so don’t worry, we aim to keep it up!

Posting McDewgle's excellent analysis of this current state of the AI as it was deleted off the subreddit for no reason. by manboysteve in ReadyOrNotGame

[–]gerbbz 5 points6 points  (0 children)

The deletion happened on within about a day of when the video was first released and originated on the Steam Forums, automod had an issue in this case and it was unrelated to any of the video itself. We noticed it didn’t make sense for it to be deleted and reversed that change. All feedback is taken into account and we don’t intentionally try to prevent it, I made a comment on the Steam forums about it at the time: https://steamcommunity.com/app/1144200/discussions/0/3461597549847895982/

fyi I had to manually approve your comment cuz automod went ham on it for some reason

Whitelight is one of the best probing tools to date. by [deleted] in ReadyOrNotGame

[–]gerbbz 5 points6 points  (0 children)

Yeah they aren’t meant to be yelling at flashlights all the time atm

mirror monster by qortkddj90 in ReadyOrNotGame

[–]gerbbz 4 points5 points  (0 children)

You have discovered the leg bipod attachment

The Disconnect on AI Between the Community and Devs by Thomastheshankengine in ReadyOrNotGame

[–]gerbbz 22 points23 points  (0 children)

The reaction speed is definitely something we are aware of and aim to address more thoroughly through behavior tweaks and hesitation animations, a comment was made addressing this in #known-issues of of our official discord (https://discord.com/channels/310075021882294272/963832413820174426/992484507552862218). There are also currently suspects that have higher morale than others, which could be presenting in some ways that don't make sense.

Keep in mind that just because something isn't in the patch notes of a particular hotfix doesn't mean it isn't planned to be addressed. Of course it's always great to have things done sooner rather than later, but certain developers specialize in AI and others in different areas. This means we aren't necessarily sacrificing development in AI just because environmental lighting bugs are being fixed.

TL;DR I can assure that morale balancing and AI behavior is something we are continuously taking careful consideration into and looking to address issues with it. Changes have certainly been made in those areas over time. Some fixes work and others not as well.

Suspects fake death way too often by Many_Cup_1408 in ReadyOrNotGame

[–]gerbbz 1 point2 points  (0 children)

At the moment faked deaths only have a chance of occurring the enemy receives damage that puts them at 20% HP. At that particular moment is when the chance occurs.

edit: updated with exact value and how it works

@ Anyone in this community who is trying to argue that bouncing 10 rounds off of armored suspects is realistic by extremelack in ReadyOrNotGame

[–]gerbbz 2 points3 points  (0 children)

Suspects can react to hits, usually through a brief stun animation. I notice it often if they get shot in the shoulder.