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  1. #21
    I have no problem with the AI sync shot....I would rather play coop but when I can't, I don't mind the AI performing as if they were intelligent.
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  2. #22
    Originally Posted by lato_1982 Go to original post
    It's not a bug, it's a simplification.

    It's designed so yo udon't have to wait 5 mins for the AI to get in a good position. Same for the AI detection. Even if the AI would be really smart, you would super annoyed if one of them would be detected and failed your stealth attempt with this. Trust me, it might be annoying and look like a bug, but UBI made a smart decision with both cases,

    Good point but it would be more realistic IMHO :P and harder . Plus game exploit with those fake sync shots would disappear.
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  3. #23
    Originally Posted by TheGSWarrior Go to original post
    I didn't use sync shot too much, but when I did, I noticed that a lot of the time, my team would tell me they lost the target, or they'd never pick up the target. I'm not sure why I had a different sync shot experience than you did.
    Yes it happen that sometimes they cannot pick up a target but its rare. Most of the time sync shots are made without problem , without AI changing position etc, even when they got no line of sight. I would rather hear "no sight of target" or something like that every time they really dont see targets instead of making fake shots.
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  4. #24
    Originally Posted by Framefastowiec Go to original post
    Yes it happen that sometimes they cannot pick up a target but its rare. Most of the time sync shots are made without problem , without AI changing position etc, even when they got no line of sight. I would rather hear "no sight of target" or something like that every time they really dont see targets instead of making fake shots.
    this would reveal how often they dont actually have LOS on the target. i wonder how often that is. my guess is so often that you'd change your mind :P
    and if the AI will tell the player they cant make the shot than a player would feel like he needs a solution for this or the sync shot is a useless feature. then how would the player get the AI to find his target? leave his position until he finds a LOS? how far can the AI leave this position?
    if its too far than the AI might get discovered. or maybe one would wish to tell individual ghosts where to do, but how can the player tell where on the map the AI needs to go to to get LOS without seeing through the AI eyes? he cant. its hard. it will require the AI to be quit autonomous which, again, will bring forth the stealth issues.

    this is not something simple to solve. i rather have what i got rather than get the simple solution of "if the ghost doesnt have LOS than he shouldnt be able to make the shot". any other solution i can think of requires a lot of work that will never happen in wildlands.
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  5. #25
    Originally Posted by topeira1980 Go to original post
    I do not remember the original GR game, but i seriously doubt the AI was as smart as you think it was. very seriously doubt that.
    the AI before 2012, give or take, did not know how to grab cover on their own. if they did (like in cover based shooters) it was because the developers placed cover-nodes around edges of cover. otherwise the AI wouldnt understand how to break LOS, how to lean around cover, how to duck behind cover etc. and if the AI couldnt understand cover so well they sure as heck didnt know how to sneak around and remain behind cover to stay undetected. they had very basic functions like "if enemy sees me than i go prone" and stuff like that. their behavior kinda disregarded the environment, and stealth is all about using the environment.
    even in ARMA3, a relatively newer game than GR and OFP, the AI is pretty bad in terms of stealth. upon engament they would often crouch or prone even if good cover was near by. very rarely you could see an AI leaning around corners or pillars and you never saw a AI soldier sneak on purpose.
    what you thought you saw in older games like flashpoint and GR was not that. the AI technology just wasnt there. only from the days of GTAIV, give or take, developers started developing collision based cover systems for the player and AI and only then AI-stealth became possible in theory in open world games because they drew lines from the AI to other AIs and the geometry and understood when they are hidden etc. in linear games you could script the AI to act as if they are stealthy (like in GR:FS for example) but it wasnt the AI who were understanding how and when to sneak. it was all scripted.

    modern AI has not gone backwards. not at all. the complexity of games and command systems HAVE, (devs will say its been streamlined but i bet it could have been easy to implement a command system on the tac-map to individual soldiers instead of just blobing them around in the 3D view only, or tapping different buttons to send different AIs in the 3D view) but the AI is far more advanced. especially in UBI games that have some of the best AIs in the business in games like Farcry 3 or 4. the only difference is that the games look and behave so well these days that we expect the advancement in AI to be on par with the visual quality and it isnt yet. when graphics look so realistic our brain expects realistic AI and when the AI isnt perfect players immediately spot it when the enemies can see them through vegetation, where the AI did exactly that on every other GR game as well, but back then it was "forgiven" because "just a game".
    Well, 3D collision as a way to break LoS was something you had to put into your map objects when creating maps in OGR, which was several years before GTA. The modding tools documents were very specific about this (as well as 2D collision for movement and transparency to gunfire/explosives) to allow characters to be 'invisible' to each other. Obviously the computer cheated because it knew where all the characters were at any given time, but it used the 3D collision data to determine how 'visible' characters were to each other. If a friendly AI saw an enemy AI (without being seen), then it could retreat to a place that broke LoS based on the enemy's current position and report that it had spotted an enemy. Again, the computer cheated because it could work out a place based upon the path the character had just travelled and find the closest object to 'hide' behind in a small area around the character. The intelligence wasn't exactly bleeding edge, but the verisimilitude was there.

    However, the point still stands; the squad AI handled things well enough to be able to break that LoS without exposing themselves and fall back as dictated by their RoE, which allowed them to 'sneak' between waypoints by crouching (not walking/running). Instead, in GRW, they blindly wander right up to the enemy (who doesn't see them because their 'combat' routines haven't been triggered by the player) before wandering back to a cover object and using their cover routines and animations. Granted, it required more micromanagement in OGR, but the feeling of a tense tactical experience was there because the enemy AI could spot your AI characters, so you had to move tactically to ensure that they didn't get spotted. It was up to you (as squad leader) to ensure that you scouted the terrain and plotted waypoints for your teams that minimised their potential exposure to enemy fire/LoS.

    As an aside, in IGOR (the mission modding program for OGR), you could set the enemy teams to have different RoE, which affected how they responded to fire from the Ghost squad. You could make recon teams that would run away the moment they got shot at, or aggressive assault teams that would run from cover to cover (towards you!) whilst their teammates brassed up your suspected location.

    Like I say, Ubisoft seem to have given up on good squad management in favour of an 'unseen' squad (until you brass folk up, then all bets are off). So, it feels that overall AI has gone backwards. I played Far Cry 3, and found the enemy AI to be absolutely terrible. Some of the best AI I have come across in a single-player game has come from the likes of FEAR, Crysis, Republic Commando (squad AI), The Last of Us, and a few others.

    Interestingly, one view of 'smart AI' that I've read is that we, as players, can't deal well with smart AI so it's purposefully made stupid so we can feel superior about beating it. Having modded in the 'smart AI' for my copy of STALKER, I can believe it!

    Tim
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  6. #26
    For me it seemed like my AI would "lock" onto someone in a building for a split moment then the lock would break as they announce "no target". Seemed okay to me. I choose to wait or work with what I have. Unless you are crazy trigger happy and call the shot AS they are acquiring the target, then all should work okay. At least that was my experience thus far.
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  7. #27
    I've noticed they dont rely on their own specific los to sync up, they rely on yours. So they could be stuck in a rock and still sync up as long as you can see the enemy. First time I noticed this was when one guy shot through the ground, 40 yards away, from a downslope position, killing his target, amazing technology.
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  8. #28
    Experimented with a sync shot in open beta I noticed that the first few seconds after I tagged the enemy, AI can kill them from anywhere, after those few seconds they lose line of sight and rarely find it again if the enemy was well covered.
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  9. #29
    well, they ARE called ghosts, right? everything they carry, like ammo is ghosts equiment, right? ghosts can go through stuff, right?
    issue explained. you're welcome.
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  10. #30
    Originally Posted by topeira1980 Go to original post
    well, they ARE called ghosts, right? everything they carry, like ammo is ghosts equiment, right? ghosts can go through stuff, right?
    issue explained. you're welcome.

    Lol I like this explanation
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