[Mods] Lone Fighter PVE Levels of Difficulties - A question for the community. ( or PVERS )

A bit of context

Greetings community.

today i decided to make this post because i needed to gather feedbacks regarding what people that are interested in pves would like to see and experience, or generally what they would expect.

now, i have been working with a few communities and made my own ideas. but, some individuals might not represent the majority. so, that’s why i’m here.

in the last past 5 months, i have been trying in make pves with mods through the editor, and i partially succeed with the help of good people. i am now able to make matches against bots with more effort and give more challenges to players with the addition of working tanks. they will not move, but they are able to engage players tank. and since i’m that close to release them, i wanted to perfect them and ask what the community would like to experience first.

anyway, here are the followings levels of difficulties that i had in mind to implement. but it would be appreciated some feedbacks or corrections if anyone has any. i will explain each difficulty and adds a question at the bottom of each difficulty because i’m not sure, and would like to know an answer. or find a " a better deal ".

Main Difficulties.

when it comes to my pves, i decided to make 3 separate difficulties based on the target player’s range, skills, and preferences. but i would like them to improve according to the community, and those who are interested ( casuals, intermediate players, and veterans. anyone that can hold a keyboard and mouse or a joypad. )

the difficulties touches how many opponents the bots will have in numbers, how far spawns will be from objectives ( for players ), how many objectives there will be on the mission, and how well equipped the bots be ( if they will get machineguns, tanks or any other support ).

with that in mind, i came with 3 difficulties:

Recruit Difficulty.

the recruit difficulty is essentially a shorter gamemode designed for those who do not have much time or just want to kill things mindlessly. great for newcomers where they can improve their aim on alive targets and gets somewhat the feeling of the game. or, those who enjoys a casual encounters in a relaxed way. no restrictions in terms of equipment or vehicles.

so, the question is, when it comes to the opposition, what would casual gamers like to experience? ( between )

A. Default wannabe players type of bots
just the standard bots that acts like players. they will respawn, focus only on the objective and return fire when standing still. and leave the objective once it has been captured.

B. Place a second type of bots, ( and a new type one ) and there will be More bots already placed on points and around.
unlike the previous kind, those will not respawn.
but, they will stand their ground, and they will not leave even if the objective is captured.

C. Both types of both, unlimited respawns

D. Limited respawns, but only A/B types of bots

Let me know down below :+1:

Then, we get to the:

Soldier Difficulty.

The soldier difficulty, is the Medium difficulty. more interesting one ( imo ) as the AI will have Working (ish) tanks, Both Pre placed bots on the map, and standard bots that will support the pre placed bots as reinforcements. therefore making players always being on their toes as there will be bots pretty much in all areas to provide some challenge and make the battlefield feel more alive. instead of being around one objective and do all the fighting only there. and speaking of objectives, there will be more of a replayability aspects. meaning that, each time you will play, there will be different objectives each time you play it.

the question is, what do people that like a challenge get to experience between:

A. Players spawns will be further away compared to bots ones. therefore, incentivizing the use of teamwork ( through logistical vehicles and rally points. regarding the logistical aspects, i will explain it better when the proper time will come ) and penalize dying as you will have to use a vehicle or walk each time to the front line ( but, could further improve cooperation and teamplay )

B. Limited respawns tickets for players, Normal Distances.

C. Limited respawns tickets for players, Reinforcements bots Spawners are Closer to points compared to players for prolonged and intense fighting.

( Bots will have custom loadouts. not 100% HA, but very close. yet in focus for gameplay )

and lastly,

Veteran Difficulty

i’ll start by saying that i’m not sure this one will change, but any inputs are always welcome

the veteran difficulty is mainly designed for Communities that hosts games and is meant to be a Tactical Milsim operation with One Life per player. meaning that if they die, they will not be able to respawn.
that’s why it primarily relies on heavy communication and high skills to take down the opponents.
an hardcore version of the previous difficulty. but with a few differences. there will be fewer objectives, but those will change each time.
at any moment, bots from the defense will occasionally counter attack against players.
there will be less Ai present on the objectives and around, but will get heavier and deadlier tanks on the field ( still less compared to the previous one )

( i still have to decide whether make it 100% HA or not. )

In conclusion

so yeah, that’s all from me. again, let me know what you think, how you would improve them, or how you would change them.

thanks.

( expect some new mods coming soon. but i will make a own thread about it as some people requested it )

yes, now that i think about it, it’s a bit hard to get an idea with little to show, but it’s better to do it this way. so if i missed something, i can change it / add it and not let someone down as i’m nearly finishing a few mods.

5 Likes

Keep crying, if campaign and progression rework kids did it by crying about it for more than 2 years and a half then so can you PvE people !

I reckon you have about 1 year left, keep it up !

is reading so overrated for you my dear?

looks like it.

so quit your whinging and stay on the topic at hand please.

that’s barely an answer to the question at hand :slight_smile:

please. do not derail the topic.

that’s against the rules.

I mean PvE in Enlisted could be really fun, especially if you do it right. In Ravenfield there is a Spec-ops mode where you control a group of spec-ops soldiers, which if you put into Enlisted it could cool. A PvE spec ops mission to destroy an enemy airfield or ambush a tank column with your AI squad would great.

yes, that is mostly what i’m doing.

i wish that my blood and rose mod would still be up to get the idea and feeling, but unfortunately the update broke it.

so i’m still fixing it.

anyway, that’s the main idea.

operations with different type of objectives instead of the same bland capture point invasion.

thing is, i’m not sure what people would like.

i mean, i kinda do, but not 100% sure. so as i was close to deliver it, now it was kinda the time for me to make changes.

as later might be a bit late.

1 Like

Good job, keep up the good work.

1 Like

thanks, though, if you would to play it.

what difficulty would you pick, and what would you expect from it.

In veteran I would expect one hit from any weapon to be an insta-kill except from pistols and smgs, but those would be like 3-5 hits and I would expect progress for the player to be slower and extremely reduced HUD (like HLL) and smart AI. In recruit I would expect it to be a little more run and gun type but with a little faster gunplay similar to the one already in the game so you could jump in from battlefield and not die right off the bat. The bots on the enemy team should be a bit slow, (mentally and physically). I would expect Soldier difficulty to be more advanced than Recruit, (obviously) but with a nice in-between of somewhat smart bots, and weapons that seem realistic, and the AI to be somewhat competent at driving tanks. I personally would prefer the Soldier difficulty, so it wouldn’t be to easy or too hard. Again, though a Spec-ops mission where you control OSS soldiers or German Brandenburgers with suppressed weapons would be sweet.

3 Likes

Guys chill out, it was just a suggestion at a good idea.

1 Like

eehhhh it’s not really a suggestion.

it’s me asking for people what they would like to try for pve.

since i see alot of pve threads.

which i can then make, and eventually put into a suggestion. but it’s a long road because of those individuals.

nevertheless,

yeah, though in order to do that ( which i can do ) i need to know how to set the recruit and soldier mod.

because, i don’t know if leave standard bots, or place the die hard bots that will not retreat.

and how should i set the spawns and ticket lose to please those who would try the gamemode in question.

to be up to the standards so to speak.

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I have better things to do than scram through pages and pages of incoherent bullshit but I suppose when you called you’re rather forcing my hand.
I checked out your post as a courtesy act.

→ Adding difficulty by adding more bots is an idea, but if you’d open up more lanes of attack for the bots it would step up the difficulty. Let’s say that difficulty A) would have these “static bots” and “dynamic bots”, difficulty B would have these both units + an additional lane of engagement for the bots to attacks the players from and C) difficulty would have the bots to make pinser-movements.
I think that could be implemented with the AI we have here, which is = non existent.

I don’t think that the bots are capable of actual “AI”. They just shoot towards sound-cues (player weapon makes noise, bots fire, or if player stands in bot LoS bots fire, and occasionally bots HITSCAN but that’s another thing). Bots having “intelligence” is nothing but Command&Conquer1-esque pathfinding + where the bots actually spawn into.

Easiest thing then to add realistic difficulty to the campaign is to have more additional spawn points for bots to engage from, and thus increasing necessity of defending a spot.

I haven’t coded the AI of SPUTNIK 3.AI of Enlisted so naturally I can only guess, but if Enlisted’s bots are nothing but an artistic view of the marketing team I’m… well… you gotta admit, this is not F.E.A.R. nor Tiberium Sun. This is like… StarCraft 1 pathfinding.

Nevertheless, don’t punish players by forcing them to run further. That annoys. Punish the players by giving them less tickets to work with and more targets to deal with.

Also as the bots do Autoscan and Hitscan 1-shot people, it’d be a very annoying PvE experience. People don’t like to randomly just die through a shot from 1200m bushswhag-bot on steroids. (Gotta elaborate on this → I mean a 1 life scenario would be very unsatisfying due this.)

Also SC1 AI reminds me a lot of Enlisted. Here’s the reason why:

2 Likes

You could make different types of enemy bots, (IDK if you can do that, I can’t mod) like regular foot soldiers (armed with regular rifles), die hard fanatics (don’t retreat and fight to the last man) , machine gunners, submachine gunners, and officers (armed with a pistol but command soldiers). For the gamemodes you could try like a Clash battle like the battle of Kursk, or capture and hold a single point.

i didn’t recall reading was so difficult for you.

it says 5 days of reading, which it’s somewhat alot on your profile.

mind me telling me what did you do?

just had a stroke by seeing a bunch of text and forgot how to read?

well, in all serious note, i wasn’t expecting that.

so perhaps @116930836 is right on one thing. you are smarter than him for sure.

well, you do have somewhat of my attention and respect now.

for actually reading something.

and yes, that is what i’m somewhat working towards.

i can’t do that due to limitations of the editor, but i have already done it.

that’s why, i can merge bots that will stand in one position and engage everything that they see before they get shoot at.

the point is, what would be best for casuals. the first bunch, or the second. that’s the question for recruit mode.

yes. no doubt.

ok, thanks.

on another note though, it would increase teamplay as one would go for taxi mode, and provide units on the front. nevertheless, that’s your opinion and an actual answer good enough for me.

you are right.

which it’s kinda why i made ( or were planning on making ) the veteran with less AIs. because they can be cranked sometimes…

on the other hand again, wouldn’t be that realistic? which it’s why people should be extra carefull. but, that’s good enough for me as i understand the implications.

so my solution, would be higher ticket bleeds in order to make soldiers die less.

( though… comes the issue that bots will play along side players. in the team 1… another problem for another time )

An AI that drives a halftrack back and forth from the battle to the spawn back and forth would be a good idea.

yes, luckely i am able to make custom soldiers, and one big features of my pves.

i generally try to make them historical accurate.


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1 Like

that’s… unfortunately not possible.

AI do not drive vehicles yet. for that, we need some sort of templates that is not present.

and yes, i did mentioned working(ish) ai tanks, but those do not move.

and so to speak with a little snippet:

the way they works briefly, ( and without boring you to death about nerdy editor’s details ) is that, the collisions are not what they look like. which it’s my biggest issue. so if players use shells, those will go through without damaging or destroying the tank.

like, the collisions does not exist. because if i apply them, the tank will fall through the map.
therefore, i had to put inside a vehicle with actual collisions so that players can destroy them with HE.

but as there are no other ways, better than nothing. otherwise i would have to limit players that love tank gameplay and what not.

not doing them a favor.

but with this system that i made thanks to TommyZZM ( another modder ) it’s the only way we can have a working AI tanks that shoots at players tanks.

That is too bad. Good luck!

i mean, despite the ammount of short end of the sticks that i got, i still managed to create an AI tank from scratch.

a mildly… inconvenience, but a working one for the moment.

( guess realism is out of the question when it comes to tanks :upside_down_face: ouchi )

Too bad you can’t take the bots of tanks from War Thunder.