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Feature ideas to add:
-Delay between weapon swapping. Heavier/larger weapons takes longer time to ready into.
-Roaming entities/patrols across the map, instead of being anchored to a point of interest(camps,settlements,etc).
-More dense trees, rocks, bushes, grass, especially in the first map.
-Entities when under fire but have not detected their target might panic and spray fire in the general direction of incoming fire, besides just running to cover.
-Hostilities and combat between opposing factions.
Suggestions:
-The skill tree is restricting.
Example: The combat tree forces player to use pistols and SMGs to progress the tree. I'm sure that the majority of players prefer using their favorite weapon type from the start instead of being forced to use certain weapon type to progress.
Example Ideas: Weapon type skills should be at the same tier. The first tier are skills that are universal usable with every weapon type, like the reload speed, accuracy, recoil control, etc. The second tier can be weapons specialization to weapon types. Though in second tier, there should not be direct damage increasing skills, weapons skills can offer even more accuracy, recoil control, faster crosshair focusing, maintain focus while moving, faster reload after kill, etc. The third tier can be skills that increase damage, but with certain conditions. Increase damage based on crosshair focus, whether moving or stationary, semi or automatic, range of target, etc. Weapon utility skills like, lighter ammo weight or increased amount per stack.
TLDR: The combat tree should be able to progress even when only using one weapon type.
Just opinions and suggestions.
Hi Inotna, I appreciate the detailed feedback.
- I like the idea of weapon swapping times, which would give more incentive to modding towards ergonomics (at the moment, it just affects reload time and crosshair readjustment).
- Enemies used to patrol a lot further, but then I ran into the problem where the player would encounter a large group of enemies with no cover. But I like the idea of increasing the density of objects like tree/boulders to compensate for this
- Panic firing is a great idea, I'll add some dialogue for that as well.
- Enemies which happen to encounter each other will fight, but as mentioned early, without roaming this is rare unless the player kites them together.
- I never thought of the skill tree that way, but you're right. I'll make sure to change it so you have the choice of weapon specialization without forcing the use of other types.
Thanks again!
Overall, I've enjoyed the demo thus far, and look forward to seeing where the development for this goes.
Container sorting is on my list, I'll try and have it ready for the EA launch. I added a skill that shows the $/kg once unlocked, so if you have that skill, I'll make sure you can sort by $/kg.
Even if it is machine translation.
Eventually, a 'pedia of some sort where stupid, basic ingame things are explained.
https://www.youtube.com/watch?v=qKOCnR8Cek4 listen to this dude.. having the cyberware giving you a real edge instead of just some modifier would elevate this game so much.
think invisibility, temporary invulnerable skin, looking through walls, run insanely fast for a short period, have your bullets curve and seek out targets, have builtin health systems, etc \o/
just my 2 cents, its your game after all, do what you want :P
I dream of a translation of the game into French ^^
Thanks for your work