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Scopes 100% need adjustment to more closely match what they say they are and what their real life counterparts are to match up with expectations.
I would assume the 5.56 shotgun is unintended, as I'd expect it to turn the shotgun to work like a slug, but if its intentional that would be quite interesting.
The current storage chest, in my opinion, needs to have much, much, MUCH more storage. these types of games where dying means you lose all your items, highly incentivizes supply hoarding, and similar 'extraction' type games like say zero sievert offer a lot of initial space, with greatly expanded storage available as upgrades. Either merchants need to stock a much wider and consistent item supply with buy/sell prices being brought closer together to allow for a more 'liquid' supply of items, or preferably the storage options should be massively increased. after a few full runs of the caves it feels really bad having to decide to sell some of the items I want to experiment with because I found better ones, and this being only the first area, makes me worry how bad the problem may become. I also would advise against multiple storages, as that introduces needless tedium going between them, having tabs in the storage chest would be much more ideal.
The recipe log is also a good idea, I also think finding scraps of paper with recipes written on them would be good, as I'm sure there's plenty of recipes to be found.
* I will change some of the descriptions on the scopes to closer match their actual zoom levels. Scopes in Sulfur, like in many FPS games, both provide a PIP Zoom, as well as a FOV reduction. This is why some scopes may feel like they have more or less zoom than they actually have. We approximate the zoom level stated in the discription from this.
Holo, Compact and Reflex should all have no zoom levels. It is an error that the Compact Sight shows a 2x zoom level, because when we first implemented it, we gave it a very slight PIP zoom.
* There will eventually be a feature that allows you to unequip attachments.
* When it comes to recipes, we have a bunch of things in the pipe that should improve the system and especially finding recipes in world.
* Chamber Chisels do need a bit more work in some edge cases, we are aware of this and actively tweaking numbers to make these edge cases behave as you would expect. Shotguns into any other caliber is a good example, since shotguns retain their high spread. If that spread was something that came from the ammo fired instead of gun used, that would fix this issue. I can't wait to make a Mossman into an ultra accurate 5.56 rifle.
* As for the inventory size, stash size, what items are important etc. I can't say too much yet other than that we are watching and listening to the community and will make changes to this to hopefully improve the experience. :)
Thanks again for the excellent feedback!
I spent a good bit of time equipping the different open style sights of different kinds to copies of the same weapon, specifically to try to test out what the different zoom/fov adjustments they came with were initially because I noticed that they come with different crit% bonuses. (In my feedback, I didn't really differentiate FOV vs optical zoom, but that's definitely the distinction I was failing to articulate, it's good to know you guys are very aware of what they're doing, etc.)
It was baffling how all-over-the-place they seem, at least compared to their limited descriptions, or expectations based on real-world function. I was confused at first why the Holo and Reflex have different stats, and assumed it was just for the sake of mechanical differentiation, or to give them a sense of one being "superior," but then realised how different of a FOV adjustment they have, and started to really experiment.
Combined with their different crit bonuses, they're definitely not as intuitive as they could be, but it's also good that they at least are different from each other. Better in-game descriptions could help (especially with the Compact not actually having any zoom any more.)
The FOV adjustment of the Reflex seems massive, for what it is.
It would also be nice to see at least one that gives a useable sight reticle but no FOV change to make them more obvious to pair with shotguns or fast SMG's that you might not want to focus in with while aiming.
I avoided/ignored the Recon scope for the longest time, because based on the description/stats, it just looked like a worse version of the sniper scope - same zoom level but lower crit% - until I found a spare one and equipped it just to see how it actually differs. I was pleasantly surprised to see that it has a very useful mechanical function that differentiates it from a sniping scope, in how it presents with less FOV focus, and a slightly magnified optic (and not the 12x in the description.)
I struggled to tell if its zoom/fov was different from the Assault scope.
Swapping the Mossman to 5.56 was one of the first things I wanted to try, after experimenting with most of the weapons, seeing what I liked, and what was practical. A pump action, scoped slug shotgun was exactly what I thought I was building, until I fired it and got a spread of 8 5.56 impact points on the wall. xD
The game is already really fun and engaging, even just with a first level we can loop in the demo, seeing how excited the community is with this demo, and seeing lots of good feedback.
What's got my hyped for a future release is the amount of raw potential in what you guys are building.