Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It'll happen long before the Snap Neck option appears, which is why I suggested perhaps the game allows the key to activate it too soon, before it appears as a possible command.
Yes, you can snap their neck before it even shows the command.
As soon as the indicator for subdue goes away, stop pressing Q.
You're missing the point. You can stop immediately and still kill the person.
I'm not missing any point. I understand completely. I'm stating how it should operate normally. If you are still unable to prevent snapping necks, then you possibly have an issue.
It is a bug in the current update to the game, it will more than likely be fixed. I highly doubt IO Interactive WANTS this bug to remain, especially with Episode 2 so soon to be released (this coming tuesday).
My mistake, it sounded as if you were suggesting that we just kept on mashing the key for 10 minutes after knocking them out.
Nope. It seems to be a common bug for many since the update.
There are many bugs and issues being reported, unfortunately.
What compounds the problem is that:
A) PAX East is going on right now, and I have no doubts that IO INteractive is there in some fashion (HA) showing off Episode 2
B) IO Interactive is located in Denmark, and it is currently around 3:00 AM there (as of the time of this reply).
C) They have about 200 +/- employees, whom not all are game coders/testers (you have artists, modelers, audio tech, etc).
D) Its the weekend. Possibly the worst crunch time, especially after they scheduled their big "getting ready" patch so close to the weekend. They are bound to have people working on it now, or at least in the morning since people DO need to sleep. If they have a skeleton crew at the office on the weekend, and the rest come back in on Monday, that leaves them very little time for getting everything fixed for Tuesday.
I would honestly HATE to be them right now, ESPECAILLY with the hate that gets thrown their way by people who may or may not understand how difficult it is to not only program games, but to have to find bugs that they may not have forseen before the update.
One of the reasons why I like developers that plan ahead for possible issues. Meaning, they would be ready as soon as the update goes live, ready to immediately work on said issues.
We just don't seem to have many devs like that anymore.
Sadly, there are no "win-win" situations for ANY developers these days. Even indie devs get garbage thrown their way.
Can you imagine the type of ♥♥♥♥ the developer of Stardew Valley has to go thru or flat out ignore on a daily basis (it was made by one guy, if i recall correctly). Add to that the stress of putting 3-4 years of work into a project AND bringing in close to half a million dollars in sales in the 2 weeks after its release. "OH GOD, I just crossed multiple tax-brackets in the span of 14 days... *calls up accountant to help deal with it*"
Yeah, but luckily the dev of Stardew Valley is handling it like a champ. He legit cares about his game and clearly shows it.
We still have games like Rainbow Six Siege that has the same bugs from day one. Currently on a game build that had issues with the Ruby weapon skin. Instead of fixing it, they just removed the skin from Steam and released 6 other skins! Still no update to the build, either.