Serious Sam Classics: Revolution

Serious Sam Classics: Revolution

аnŌn Sep 2, 2019 @ 4:48am
Please, don't ignore Bright Island feedback
Right now, Bright Island stands out from TFE and TSE in it's quality. Visuals are a mixed bag, performance is absolutely terrible and fights are unbalanced, boring and uninspired. It has potential to be good, it just needs a complete gameplay overhaul. I've seen many people trying to brush off the criticism by saying that "you should not expect a balanced game on Serious difficulty" or that "it's fine as it is". It's not. While both TFE and TSE had some bad moments, they were never truly unbalanced and even a medium-skilled player can tackle most challenges on Serious difficulty. That is not the case in Bright Island, as fights often don't provide enough ammo, rely on using only 1 weapon and spawning the same enemies in one place, or just spamming random monsters without a thought.

Bright Island doesn't look "official". You can find maps on workshop that have better visuals and gameplay while also running smoothly. Getting it out of Early Access in this state was a mistake.
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Showing 1-15 of 64 comments
Rakanishu Sep 2, 2019 @ 5:05am 
Agreed
erc493 Sep 2, 2019 @ 6:20am 
i agree, the only maps i had fun are Timeless Caves, Ruins of the Abyss and Sunken Pyramid the other maps are boring in my opinion and i was so surprised that the SSCR was taken too soon from early acress and the SSCR still has a few things missing and problems, Crystal Cove was the worst of all in my opinion to much open space and if there are still so few enemies with so much freedom it is really boring
Last edited by erc493; Sep 2, 2019 @ 6:26am
IIIIDANNYIIII  [developer] Sep 2, 2019 @ 7:40am 
We're here and marking down all feedback, as always. We're currently preparing a patch to sort out some of the balancing issues, and will continue working on this as we go.
Last edited by IIIIDANNYIIII; Sep 2, 2019 @ 7:40am
Allard Sep 2, 2019 @ 7:52am 
Originally posted by IIIIDANNYIIII:
We're here and marking down all feedback, as always. We're currently preparing a patch to sort out some of the balancing issues, and will continue working on this as we go.
Would you please also look into the Z-buffer LOD glitch on the AMD cards while you're at it?

Oh, and... well, you know, I think a lot of peeps would appreciate the ability to play this all as a single campaign.
Last edited by Allard; Sep 2, 2019 @ 8:14am
Qamok Sep 2, 2019 @ 11:36am 
On AMD it isn't looking too good, second map in Bright Island is almost unplayable, going to 40 fps on rx 570 on 1080p, and that weird texture behaviors.

Also weapons proportion in 21:9 are distorted, they aren't just expanded by extra image, but somehow stretched to the horns of the screen. Not to much but it feel something weird.
Last edited by Qamok; Sep 2, 2019 @ 11:37am
artzpiip Sep 2, 2019 @ 1:04pm 
There are also some boring stretches where you just walk and nothing happens. Also, in some places, running out of ammo doesn't hurt though.
Mr American Sep 2, 2019 @ 2:27pm 
Originally posted by IIIIDANNYIIII:
We're here and marking down all feedback, as always. We're currently preparing a patch to sort out some of the balancing issues, and will continue working on this as we go.
please dont forget to fix the elevator bug on the second map of bright island. alot of players have been running into this bug. also the last update broke the workshop and I cant use mods at the moment. I hope the mod support gets fixed as well in the next patch.
Last edited by Mr American; Sep 2, 2019 @ 2:29pm
Solais Sep 2, 2019 @ 2:58pm 
The elevator bug have been already fixed internally, yeah, don't worry.

artzpiip: Can you describe which parts do you think have boring stretches?
Serious_Samsung Sep 2, 2019 @ 4:58pm 
The elevator bug still hasn't fixed yet.
Last edited by Serious_Samsung; Sep 2, 2019 @ 4:58pm
Doktor Mandrake Sep 2, 2019 @ 7:59pm 
So who is working on this game, the previous dev team or Croteam?

Whenever I use to ask Scratch about development of this game, he'd always reassure me they were still working on this game..

But now it looks like that was never the case and Croteam themselves have had to step in
Solais Sep 3, 2019 @ 1:30am 
A small taskforce from Croteam (which includes me, among others) is working on this. We don't have much time or resources (and as such, we are aware that things weren't tested enough, but deadlines are deadlines), but we try to listen to all feedback and fix all bugs or even rebalance entire areas, if needed.

Now, we don't exactly think that we should make this campaign much easier than "what it was supposed to be", as it was supposed to be of difficulty comparable to the second half of TSE, but when something is overwhelmingly found to be "not fun", we definitely will try to change that (even if that will cause you to lose your saves once the patch hits).
Согласен.
аnŌn Sep 3, 2019 @ 9:40am 
Originally posted by Solais:
Now, we don't exactly think that we should make this campaign much easier than "what it was supposed to be", as it was supposed to be of difficulty comparable to the second half of TSE, but when something is overwhelmingly found to be "not fun", we definitely will try to change that (even if that will cause you to lose your saves once the patch hits).
It's easy to make a hard game, but it's hard to make a fair game.
Nevermore2790 Sep 5, 2019 @ 1:43am 
Some spawns need to spawn faster though... it might confuse me if they're all gone, or I'm still waiting for more. Some spawns like the Kleer ambush on the 2nd level's Library area might need some small spawn nerfs. Maybe they should spawn on the areas where the Cucurbitos are spawning while the Cucurbitos spawn on where the Kleers are coming. I think they should also need some patrol markers, so after they spawn, they circle around, so they just don't stand and do nothing (so we can fight them instead of looking for them somewhere).

Solais did say that this campaign is meant to be hard though passable and challenging... if they can't do anything to balance stuff more. THEN, it's on you to GIT GUD! I managed to complete areas barely having any scratch or have taken a lot of damage because of me screwing up.

Oh, and Serious Sam... the game is not meant to be fair, and I really mean it especially if you are playing on the hardest difficulty, and you don't know what you're doing.
Last edited by Nevermore2790; Sep 5, 2019 @ 1:44am
аnŌn Sep 5, 2019 @ 1:53am 
Originally posted by Nevermore2790:
Solais did say that this campaign is meant to be hard though passable and challenging... if they can't do anything to balance stuff more. THEN, it's on you to GIT GUD! I managed to complete areas barely having any scratch or have taken a lot of damage because of me screwing up.

Oh, and Serious Sam... the game is not meant to be fair, and I really mean it especially if you are playing on the hardest difficulty, and you don't know what you're doing.
You are talking ♥♥♥♥♥♥♥♥. Serious Sam was never unfair. Bright Island is unbalanced as f0k, that's a fact and you cannot ignore it.

Solais doesn't know how to design challenging, yet fair, fun and balanced encounters because he is a BAD LEVEL DESIGNER. Why he was hired by Croteam is still a mystery to me. He should never be trusted in terms of level design, challenge, or anything regarding game design. He has no idea what he's talking about.
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