Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
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
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.
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!
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.
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.