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"Living Breathing Ecosystem"

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S

steamteck

Rookie
#81
Jun 12, 2015
Honestly , if I'm understanding what the OP wants. My modded version of Skyrim does pretty much what he wants. It may be possible that it requires multiple folks really working on it as a labor of love or just isn't economically feasible to do for a relatively unimportant aspect of the game but definitely possible. Now what some folks are fixated on they think he wants is another issue.
 
W

Wolfmeister1010

Rookie
#82
Jun 12, 2015
SystemShock7 said:
(Please, someone stop me)
But I am not twisting your words, on the contrary, I hit the nail on the head, as proven by your next statement:


First, you need to understand the difference between a corpse and a carcass. A dead human is a corpse. A dead animal is a carcass. Rotten corpses are found in all the battlefields, along the river banks, etc., and often you will find monsters there, being ghouls, alghouls, nekkers, drowners, etc. So your statement of The whole "monsters are drawn to rotting corpses" thing is complete BS. is erroneous.

But even if we go with the "dead deer count as corpses" idea, look at your expectation of "living, breathing ecosystem":. You expected that, after you kill a random animal at some random location, the carcass was going to rot over time, then, once rotten, attract monsters. That is very much in line with the re-population example I posted: you are expecting too much for what amounts to window dressing.

And please, stop using the term "AI". It isn't.
Click to expand...
Except that you say that I want, what was it, people building houses or some crap?

No. The carcass thing is not some kind of impossible tech. And let me remind you that it was detailed in numerous interviews.

You didn't hit the nail on the head. You are inventing new words to put in my mouth.

Imma say it one more time, very clearly.

The mechanic of animals being drawn to corpses, and certain monsters being drawn to rotting corpses, has been detailed in numerous interviews and blogs up until very recently. I am trying to figure out if this mechanic actually works by testing it: killing deer in the presence of several wolf packs, letting the corpse rot for 3 days while waiting in the area, and so far, it has not worked. I am bringing attention to this issue so that if it is a bug, it can be fixed.

I don't want them to invent house building simulator, or have the animals use a complex accurate darwinian evolution simulation, or have them mate and reproduce down to molecular accuracy using the correct distribution of alleles in punnett squares, I am simply testing out what THEY said would be in the game. Nothing. More.



Also, not exactly sure what you mean by "it isn't AI". Not really gonna try to understand what you mean by that.

You can stop responding by the way. Don't need to keep saying "someone stop me". Just stop. Because you and I both know that this argument will continue. So just don't. I understand you point. I have considered it. That's that.

I have no interest in starrting a flame war or incoherently bashing the game. I am trying to accurately test the mechanics by experimenting in game under multiple conditions and environments.

---------- Updated at 04:23 PM ----------

For example: here is a positive thing I noted just in case you all think I am bashing the game for no reason.


After causing havoc in the forest near Crookback Bog by conducting the experiment with deer and wolves, I think I may have caused the Leshen population to increase two-fold.

Before, I was lucky to encounter one Leshen in a play through session. But after causing so much death in the area, it is possible that the Leshen's protectiveness kicked in, and the game programmed more appear and patrol the area. Because now there is one or two almost everywhere I turn.
 
Last edited: Jun 12, 2015
D

draconis184

Senior user
#83
Jun 12, 2015
I think the characters in TW 1 has way better schedule than either TW 2 or TW 3. In 1 we can clearly see, most prominently during Vizima Acts, that NPCs, such as Shani, Zoltan, Dandelion or Triss clearly has a routine. If we were to look for them at night, we'll have to go to their apartments, which can be difficult to newcomers, but hey, it's what exploration is all about, right. We can even see them in their nightclothes etc. In TW 3 I don't think all NPCs have this sleeping schedule. They just stand in one place the whole day.
 
W

Wolfmeister1010

Rookie
#84
Jun 12, 2015
draconis184 said:
I think the characters in TW 1 has way better schedule than either TW 2 or TW 3. In 1 we can clearly see, most prominently during Vizima Acts, that NPCs, such as Shani, Zoltan, Dandelion or Triss clearly has a routine. If we were to look for them at night, we'll have to go to their apartments, which can be difficult to newcomers, but hey, it's what exploration is all about, right. We can even see them in their nightclothes etc. In TW 3 I don't think all NPCs have this sleeping schedule. They just stand in one place the whole day.
Click to expand...
To be fair those are prominent story characters, and they were probably given very special attention in terms of their schedules.
 
L

Liquidacid

Rookie
#85
Jun 12, 2015
The blacksmith in Kaer Trolde seems to have his day/night cycle and working hours determined by a RNG. I can't count the amount of time I've wasted meditating for an hour over and over trying to find a time where he is both where he is supposed to be AND able to be interacted with

On the other hand there are some random peasants I've seen work during the day and be asleep in their house at night on a very tight schedule and then others that despite just being random villagers that aren't involved in any quests or anything just stand in one spot 24/7 repeating the same single life over and over
 
Last edited: Jun 12, 2015
S

SystemShock7

Senior user
#86
Jun 12, 2015
Wolfmeister1010 said:
Except that you say that I want, what was it, people building houses or some crap?
Click to expand...
I presented an example of the level of detail some people expected using the re-population scenario. Then you went an confirmed my statement, with your "corpse" example.

No. The carcass thing is not some kind of impossible tech. And let me remind you that it was detailed in numerous interviews.
Click to expand...
No, the carcass thing is not some impossible tech. Who told you that?

You didn't hit the nail on the head. You are inventing new words to put in my mouth.
Click to expand...
I did not put words in your mouth at no time. And the example I used was to show level of detail some expected.

Imma say it one more time, very clearly.

The mechanic of animals being drawn to corpses, and certain monsters being drawn to rotting corpses, has been detailed in numerous interviews and blogs up until very recently. I am trying to figure out if this mechanic actually works by testing it: killing deer in the presence of several wolf packs, letting the corpse rot for 3 days while waiting in the area, and so far, it has not worked. I am bringing attention to this issue so that if it is a bug, it can be fixed.
Click to expand...
And again, let me be very clear: understand the difference between a carcass and a corpse. And again, you validate my re-population example as to the level of detail you expect.

Also, not exactly sure what you mean by "it isn't AI". Not really gonna try to understand what you mean by that.
Click to expand...
Don't try, apparently you can't understand it..



I am trying to accurately test the mechanics by experimenting in game under multiple conditions and environments.
Click to expand...
Your test premise is flawed.
 
W

Wolfmeister1010

Rookie
#87
Jun 12, 2015
Sigh.

A corpse is a dead human body.

A carcass is a non-scientific term for a dead human or animal body.


Tested both. Killed them, waited. Then waited near wolves. Then did the same thing in different regions. Then in different maps.


Let's not talk about what "some people" say. (If you are responding to me, let me know you are responding to me).

Repopulation has nothing to do with it. Neither does house building.

If X animal is in the environment and Y animal is killed-does X animal become attracted to Y animal.

I tested it with wolves and deer, a combination that is used in all the interviews. The level of detail I expect is the level of detail they advertised. Nothing more. Nothing less.. My test, which is about as accurate as you can get in a video game, provided the answer that, no they don't. It could be a bug. I'm not saying it was absolutely cut.


And fine, I will bite.


If it isn't AI, then what is it? Because there are literally described as advanced AI systems by REDs in interviews.

---------- Updated at 06:50 PM ----------

"As for the advanced AI, monsters can spawn in the world very far away from the players current location. If you for example kill a deer, that deer will produce a smell, the game-eninge then calculates if there are any monsters around, and if they would be drawn to the smell."
 
Last edited: Jun 12, 2015
C

carabidus

Rookie
#88
Jun 12, 2015
But then you need the processing power to handle those 200gb worth of variables. Dynamical "ecosystems" are certainly possible to model, but a single PC is not up to the task (yet)... You would need something like a cluster PC system.
 
T

True_Spike

Senior user
#89
Jun 12, 2015
I completely agree.

As fun as the game is, CDP did not deliver on their promise regarding how the world works. They should either avoid PR fluff (also known as lying) in the future and simply state how things actually are or at least attempt to deliver.
 
W

Wolfmeister1010

Rookie
#90
Jun 12, 2015
carabidus said:
But then you need the processing power to handle those 200gb worth of variables. Dynamical "ecosystems" are certainly possible to model, but a single PC is not up to the task (yet)... You would need something like a cluster PC system.
Click to expand...

"If X animal is in the environment and Y animal is killed-does X animal become attracted to Y animal."

How many different configurations/combinations do you think there are?

It's the same damn system that is behind factions in games, and whether or not a specific faction attacks another, and the behaviors surrounding them.


200GB WORTH?

Because a system in which a dead animal makes a predator AI walk over and sniff at it totally takes up the memory space of 4 GTA5's


Seriously, if you have no idea what you are talking about, then please don't post.




They SAID it would be in the game. Plain and simple. So please stop inventing new "complications" that the tech has. The tech exists.
 
Last edited: Jun 12, 2015
D

davidj8580

Forum regular
#91
Jun 12, 2015
Even the everyday people retire to their homes and inns at night and come back out at daybreak in the first game. There's even a lantern lighter in Vizima who comes out at dusk and lights the street lights.
 
W

Wolfmeister1010

Rookie
#92
Jun 12, 2015
There are tons of variables and AI systems in this game. Even the wolf packs are governed by a single Warg, whom all the other ones follow.


I am simply trying to find out of the "smelly carcass" mechanic is true

---------- Updated at 07:28 PM ----------

UPDATE: Spawned a deer, used free cam to watch wolves. Once the deer got close, they attacked it and even started feeding on it, complete with sound effects. Nice touch.


However, the system seems to be buggy, as most of the time the wolves ignore the deer. The odd one off sometimes gets their attention.

Also, deer carcasses don't seem to attract them.
 
K

Killgrow

Rookie
#93
Jun 12, 2015
I have over 30 hours in the game and I have never seen the wild hunt in game, I stayed in the same spot for days and they never showed. I saw a flashback of them but not in the actual game. I even played Ciri once and CDRed said the wild hunt was after her, but nothing. I have not seen it so I must conclude CDRed lied again, its not like the game is that big or in anyway complex.
 
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Reactions: Smurfin
D

Dibre

Rookie
#94
Jun 12, 2015
The Witcher 3: Hunt Wild
 
W

Wolfmeister1010

Rookie
#95
Jun 12, 2015
Killgrow said:
I have over 30 hours in the game and I have never seen the wild hunt in game, I stayed in the same spot for days and they never showed. I saw a flashback of them but not in the actual game. I even played Ciri once and CDRed said the wild hunt was after her, but nothing. I have not seen it so I must conclude CDRed lied again, its not like the game is that big or in anyway complex.
Click to expand...
...Lol, could've done better, 5/10

---------- Updated at 08:11 PM ----------

UPDATE: NPC AI in villages need tweaking. They are supposed to run away or go inside when monsters attack but they all simply stand in the same spot saying things like "mercy", many of them do not go into cowering mode, some do not react to the fight at all.

---------- Updated at 10:46 PM ----------

Okay, looking back I definitely got a bit too emotional there.

The truth is, I think the system is just in need of balancing and bug fixing.

In the grand scheme of things, this entire post was just supposed to be about how there should be more bandits and more big monsters populating the area, other than simply tons of drowners and wolves.

Immersive Patrols is a Skyrim mod that achieves this very well. I just hope REDkit releases soon.
 
S

Smurfin

Senior user
#96
Jun 12, 2015
Yeah, we totally need REDkit for modders to do the miracles while waiting for official contents.
 
K

Killgrow

Rookie
#97
Jun 13, 2015
Wolfmeister1010 said:
...Lol, could've done better, 5/10
Click to expand...
Glad you took my comment in the spirit it was given... :) trying to be funny and yet say we think some things are not in the game but its so big and complex its hard to tell. I have seen some things in the game that show dynamic mob interaction, but its hard to tell how deep it really goes. Maybe someone from CDRed can share some of the magic behind the scenes???
 
W

Wolfmeister1010

Rookie
#98
Jun 13, 2015
Killgrow said:
Glad you took my comment in the spirit it was given... :) trying to be funny and yet say we think some things are not in the game but its so big and complex its hard to tell. I have seen some things in the game that show dynamic mob interaction, but its hard to tell how deep it really goes. Maybe someone from CDRed can share some of the magic behind the scenes???
Click to expand...
Yeah. At first I was angry about your post cuz I thought you were just being needlessly sarcastic. But then I took a big boy deep breath and realized how out of control this was getting

I agree for the most part, although for the things like wolves interacting with deer, it is easy enough to see for yourself a few times, and is easy enough to set up if you are actively trying.

I think that a good solution is to make it so that if wolves or enemies in the area don't show up at carcasses, then the game would spawn some corpse eaters like nekkers or ghouls. Because think about it: does the game really differentiate between fresh and rotting corpses? I don't think so. Rotting corpses are stronger smelling too so it could make sense for necrophages to spawn and smell it from afar.



One simple fix for the interactions between animals would be to greatly increase the detection distance that certain predators have. Wolves for instance.

Geralt's distance to wolves before he is detected could stay the same because he is a "human" and wolves are more wary of them, but perhaps wolves should sense deer from much farther away because of their sense of smell towards the prey in the vicinity.

Another simple tweak could be to make wolf packs patrol more across the map. Wolves generally wander around in packs in search of game. In WItcher 3, the packs are always led by a Warg, and they generally hang out in the same area. Perhaps spawning some groups of wolves that actively wander the land would provide the game with more opportunities for interaction between these AI systems.

Think of it like a heat based reaction. When the substance is heated, the atoms move around a lot quicker and cover a lot more ground, thus increasing the chance of the reactants to meet and interact
 
U

Uhtred1084

Forum regular
#99
Jun 13, 2015
Wolfmeister1010 said:
There are tons of variables and AI systems in this game. Even the wolf packs are governed by a single Warg, whom all the other ones follow.


I am simply trying to find out of the "smelly carcass" mechanic is true

---------- Updated at 07:28 PM ----------

UPDATE: Spawned a deer, used free cam to watch wolves. Once the deer got close, they attacked it and even started feeding on it, complete with sound effects. Nice touch.


However, the system seems to be buggy, as most of the time the wolves ignore the deer. The odd one off sometimes gets their attention.

Also, deer carcasses don't seem to attract them.
Click to expand...
I think I may have stumbled onto the smelly carcass mechanic. In an area where you don't usually see Nekkers, or at least I've never seen them in this area. There about 15 of them rummaging around this field with a few trees and the area was littered with dead wolves and rabbits. There must have been twenty or so dead animals. I've been by this area several times too. The system itself could very be buggy. I mean a game this large and all. Hopefully between CDPR and modders the system will work a little more dynamically.
 
S

Smurfin

Senior user
#100
Jun 13, 2015
Lol I didn't get the joke the first time I read it, it was off but I didn't catch it. Now that I read it again it's quite funny xD
---

Anyway, animals like wolves are only killing for survival or when hungry, they don't kill for sport, eventhough wolves or other carnivores might kill more than they can eat when they do hunt. Maybe that's why sometimes they react to their prey, dead or alive, and some other times they don't and it's randomized to make it simpler. If they hunt and eat everytime they see a prey, the wolves will become furry pigs ;D

Might apply to monsters as well for reaction with corpses/carcasses. Encounters between living aggresive creatures will trigger a 'survival' script, for tamed animals it's 'feeding' script and the hunger is randomized. Maybe things like that are factored in, too.
 
Last edited: Jun 13, 2015
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