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I think they are talking about your early betas.
More specifically the shift from the survival genre to call of duty.
When we all played at first, the expectation was you go in grab loot don't get caught by the alien.
Then i think it was the 3rd beta, the focus of the patch was nerf the alien and fix more gun play related stuff.
The feel game after that patch never has changed.
Lot of people where saying the alien was weak and that should of been the focus as that is the hook..
What's unique.. Why one would play this game over anything else.
Sorry about the messy writing.
This is my perspective anyway as someone who enjoys the game even after the change.
(I mean playing merc only)
I don't want to fight 11 humans with guns . I want to sneak and loot and fight the alien.
It was impossible to beat 3 humans with gun by myself because there are no head shots. I play other extraction shooters where a solo can beat squads with deadly head shots but this game you gotta mag dump each player in turn....
Shame it wanted this to succeed
Aliens were always broken beyond belief, now they are practically unstoppable once you use up your limited "UV" flares. Even then, now flares can be EMPed so you're pretty much dead the moment they get EMP.
5 alien players spammed the forums and the devs thought it was their main player base. thousands of players leaving the game after aliens were perma buffed disproved every "alien main", and now nobody except aliens want to play.
What is wrong:
Mercs can't turn off lights... no more stealth.
Mercs only have one starter item to damage Aliens... bruh.
Flairs - flashlights - glowsticks. All pointless... you literally just re-made the wheel when you switched to UV.... There is no real difference besides ways it can be "extinguished."
- SIDE NOTE: You mentioned in one post that switching to UV light made it more understandable to new players.... IT WAS NEVER HARD TO FIGURE OUT! The descriptions literally said "LIGHT DAMAGES ALIENS"
If you wanted hallway/ building lights to not do damage, why not explicitly state that and be on with it? Players WILL pick up on that, and the community has players who will share this knowledge, I'm sure.
Aliens can just.. .stay invisible? Why? I cannot do damage unless they stop... but they stop for only a singular SECOND to shoot their slime at me, then they are right back to being invisible.
Performance performance performance. Why are all the games you guys develop so demanding at times?
FOX FIVE MF PISTOL: does not reload for some players! aka me... I have to finish 3 reload animations uninterrupted to successfully reload... this was a problem since the Fox Five was put in as a replacement to the nail gun for the starter pack.
Contracts were made visible... I understand there were recent changes made, but it really took the fun out of locating those objects. Additionally, anybody wise enough to keep tabs on the map will be more able to pinpoint you... so that's an interesting by-product.
The game is not STARTER friendly... and with all the wipes - which im not mad about per say - make it extremely difficult and grindy to start. New or returning players have to grab what they can and HOPE they get out. There is basically zero options to retaliate against players with even slightly better gear, and aliens in general. Especially with the aliens, there is NO RUNNING AWAY. Once you've been spotted - and the alien is joking around and being friendly - you are a dead man.
I personally challenge you to hop in a game with the base starter pack only and experience the current game for yourself. un-moderated, go in and play.
It is a brutal experience. There is such limited stealth, limited ways to play.
The game was the brightest when the game still had the starter pack with nail gun- flashlight - flairs - glow sticks - and health stims.
This where I believe the gameplay had the most fluid and enjoyable experience, even for newcomers. I mean, my friends convinced me to play this game at the time, and I didn't even have the best hardware then. Despite all that, the game had me hooked and it truly was not a difficult experience for me to understand the core mechanics of the game. Perhaps a proper, simulated tutorial level would be a good idea guys if others are really struggling still. I believe strongly the game should revert to a state more reminiscent of the nail gun times in terms of gameplay. I think you've had some fair ideas recently at least with stuff like contracts becoming better but harder to earn as your reputation with that vendor increases. But yea, let me know what you think of this list of concerns,
And if anyone from the community has any more, tag me.