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Сообщить о проблеме с переводом
I had an issue with the gripping on Index too and was able to easily fix it in the SteamVR control binds. I like to have it set as grip/squeeze to grab and grip/squeeze to drop.
Same here. The "Unpacking" is taking forever... and that's with an SSD. :P
Here's some stuff I'd like to add:
Given that the game's file size is utterly huge and actually impractical for many people, myself included, I think it would genuinely be worth considering releasing [in addition to the complete package] each of the three major components of the game for standalone download so people can choose to buy only the bits they are interested in: So, maybe this could mean having the main campaign available for £15, the multiplayer for £15 and the gallery for £5 for example.
I think it would be worth looking at the aiming scope on the sniper rifle again, as it seems to be a bit off-putting to many people and shows stuff through the scope in 2D and a lower than ideal resolution. Could use examples from a few other VR games to improve this further.
I'd like an option to hide any non-realistic ammo counters from the weapons and the like (I know you have some but not all of that stuff optional).
I think it would be much more satisfying, and indeed better design, if you make all the objects in the environment that look like they should be intractable in a simple way (such as something you should be able to pick up or shoot or even just knock with your hand for example) actually be so (cups, plates, bottles, cases, hats, books, lamps, whatever), and try to limit as much of the purely baked surface-level window dressing versions of this stuff as possible. That kind of non-interactive world detail is acceptable in flat-screen gaming, although I don't personally like it and never have, but in VR it just breaks all immersion and actually kinda ruins the experience and fun imo. Personally, if you can't give it any interaction at all then I'd often rather it weren't there at all, and instead you populate the levels with more of the stuff that actually was interactive. And you should be doing this is a kind of modular way with all the stuff you design anyway, so that once one instance has the interaction applied then all other instances should too (hence the point of instances)
It seems the eyes on the characters could do with a little extra work, particularly cleaning up any times they look to be just blankly staring very wide-eyed at the player, but even just making them look a bit more convincingly real (a bit more reflection and the like). There's often a bit of a dead eye look that could be improved.
There's a gun right near the start of the game that looks like you should be able to grab it immediately but you can't (when the player in sitting on the ground and it's resting on his leg), and I think if you can't grab it immediately then it would be better to not have it there until it's required and have the other character actually hand it to the player at that time.
Maybe have an option to unlock head aiming from any weapons that use that currently.
When aiming down the sights I've noticed some issues with parts of the player's arm getting in the way, especially in some of the YouTube videos, so maybe some tweaking for that would be good. Could have them arm part go semi transparent or fully hide away, or could have an option to turn them off fully anyway.
Add an option to turn off the hit arrow indicators. I hate game stuff like this popping up and ruining my immersion, and twice as much in VR games.
Sometimes when a room or level loads in at the start you can see obvious LOD and texture pop in, just as it's loading, so maybe it wouldn't hurt to have the fade in take just a little longer so as to hide that. I think people would be okay way that, say if the fade took 1 second rather than 1/2 a second or whatever. It just gives those moments a slightly more polished look too, not being able to see the pop in so obviously. And, since you know the rooms the player is going to next, maybe you could even pre-load some stuff just as the other level is ending or whatever to also help make it even less likely that this stuff would appear.
Have characters react when you throw stuff at them in the meeting rooms and stuff. Simple reactions like leaning out of the way slightly or swiping a hand, and a little "Hey! Quit it!" or something like that. It's just a little thing that adds more immersion and the suspension of disbelief. And it looks cool and is fun too.
Let people grab more ammo cartridges from their belt even if there's already one in the gun. They should just be able to eject the one in there at any time and replace it with a new one (and you should only reduce the total ammo by the amount use in such a case, rather than wasting unused bullets).
Make it easier for people to take off the hats once they've put them on. Looks to be way too fiddly.
Not sure if it's in there as an individual setting, but if it's not, I'd like to see an option to turn off the bobbing when running.
and thanks for getting it to the oculus store fast too !!!
You can hide ammo count by turning off Grabbing and Weapon Text in Options
You can eject magazines/clips in the gun at any time, for Oculus it's A button. For Vive wands, Down on trackpad of your weapon hand. Don't recall Index.. but it's this is covered during the training tutorial. You do not waste bullets in this case.
You can remove hats worn by hovering your hand over it for about a second, then grabbing it off. You or anyone can also shoot it off your head.
You can turn off head bobbing when running in Options by setting Camera Shake to Weapons Only or None.