Monaco
A couple of issues and suggestions
First, the issue about the map/blueprint only updating when Alt-Tabing out and in of the game. Will this issue be resolved? If an answer to this was given in the forums I missed it.

Some people might just want to play, regardless of the mission, instead of those people scattering in different missions, there could be a lobby where people join in and then decide the mission they want to play.

You can look the trophies one has for a specific mission before going in, but when the the team chooses the next mission there is no way to look that info AFAIK. It would be a good thing if that info could be toggled in and out.

When several thieves are in the same position (e.g. level entrance/exit), when the HUD is activated it only shows one of the names. I think it would be better if the game showed the names of the players in different rows. And maybe show one's life/weapons/disguise instead of whoever is on top.

This I'm just wondering, when reviving a teammate that is situated on stairs/plants/vents, reviving seems to take priority over entering the plant/vent/stairs, shouldn't escaping, at least when running away, take precedence to 'live to fight another day'?.

A minor thing, while it's impressive that the thieves can pee in the toilet from every direction, it has proven an inconvenience while running away from the guards.

This might be just me, sometimes when digging, in certain areas, I'm not sure if I'm going to be able to walk to a terrace or there is a floor drop I cannot walk on.

Also, if th wall of both sides of a door are broken, I think the door should go too. IIRC some have gone away and some have stayed. I think, but I'm not sure, the locked doors are the one that stay.

That's my feedback, awesome game.

Автор останньої редакції: Ordago; 29 квіт. 2013 о 9:25
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Bump, looking forward for Andy's answer =)
The reviving annoys me as well. Can't walk over them and people tend to die at the most annoying places. Blocking hiding spots and doorways or lying just within sensor range. Would be better if you could walk over them and reviving would happen if you stand still on them.

Other then that I don't share the other annoyances, apart from not seeing what the party leader does when selecting a map. I got no clue what all those maps are called untill the match starts :P
Heh ya I noticed those issues with reviving to. Maybe they could make it when holding the sneak button the theives won't revive or pee in the toilet, or other way around you have to hold the sneak button to revive.
AndyN.  [розробник] 29 квіт. 2013 о 14:53 
During the beta people often asked for a way to decide whether or not to revive someone. We considered making it so it only happened when you sneaked, but then someone might not know how to do.

We try our best to minimize the input on the game, and make all interactions strategic choices rather than choices from an interface perspect. In the end, we kept the action tactile and consistent, so if someone dies in a bad spot, you need to strategize about how to approach it.

The other suggestions are indeed nice. I also wanted to have doors disappear if their hinges were destroyed. There is only 1 programmer on the project, and having him focus on fixing issues like that vs fixing bigger issues like crashes, connectivity problems, or even features, didn't seem like a big priority. Something that is seemingly simple conceptually can be time consuming and difficult from a programming perspective. From our experience, easy fixes/additions often had considerations that were overlooked.
hmm ya understandable " anyway good theives don't die, and hold it *snickers* but ya will have to think of it more tactical in the future after running into the problem a few times.
Автор останньої редакції: EVEILMINION; 29 квіт. 2013 о 15:36
I imagine reviving tutorial could be done in single player by having something like, the Mole's KO'd from being thrown out of the police car or something, and you have to revive him first. Bit too late for that now, though :p
A lot of these concerns came up during beta, A LOT.

I don't think the blueprint was ever meant to update, or at least Andy never suggested it was, so we just went with it. It would be tough to do that because the blueprint is constantly going in and out of focus with the different LOS, and updating it constantly would require a whole bunch of processing. There's a reason that a lot of people are able to run monaco near 60 fps ;)

Another issue that came up was the reviving. While it is troublesome, I think it would be hard to make that a conditional behavoir. Can you revive people near this? Can you revive people near that? When its consistent in that you need to revive a player before you can move over them, there is never confusion for the player, so I believe it's like that for consitency sake if nothing else, though I definitely understand your concern.

I'm unsure of what you mean by peeing in every direction being an issue. Do you mean you are getting caught on the toilet?

I definitely understand the door thing, lol. The walls being destroyed makes for a lot of weird architecture.

Cool suggestions, thanks for posting!
Yes, I'm getting stuck on the toilet, lol.

I think reviving would work if you had to be still, if you're moving you get to the stairs/vent/plant.

The problem with the blueprint not updating is that some players don't see the tunnel I make, even when I tell them where they are.
Well if the mole knocks some walls down through the restrooms the characters tend to stop to pee while running by.

But ya reviving would have to turn into a button hold rather then a condition to allow people to hide first then revive. But actually on the point of not knowing how to revive someone you guys keep just about everything hidden in the game.

The blueprint would be insane having to update with a dig happy mole.
I just noticed the C4 also doesn't update the blueprint.
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Опубліковано: 28 квіт. 2013 о 17:48
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