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but what do you say? if the game hasn't come out yet. It goes on sale hopefully in January.
At this point, they may as well just stay on their current course. The damage is already done as far as pushing away potential buyers. Hopefully they can make a decent game for those that remain.
lack of communication on Steam? Yes, but they are always on Discord and not everyone uses it so yea its a bit of a oversight when it comes to representing all areas of discussion.
Updates? They dropped an update at the end of October which fixed a few bugs, made some new ones (which some were hotfixed a few days later) and also released a new WiP map.
The only thing that's stopped me loading up TFW more often is how they have effectively broken the AI to be a permanent state of battle readiness (their AI pathing is alot faster and they are quicker to drop you when you are seen then before the patch) where I feel the stealthy part of this game has taken a hit and I have been forced to engage patrols more often when before.
I could time my movements to coincide with their patrol routes and or when they engaged in combat but this is alot harder now and that is thanks to the hardcore echo chamber they got going on in Discord.
Not only this but also the spawn in locations for enemies. I'll clear a squad - loot real quick turn around and there will be 5 guys with "!" above there heads that popped out of nowhere. I'm still having a blast with it though and know these devs are working hard at it.
Yeah, the problem with discord used for gathering feedback is that you can have literally two guys dominating the conversation with their voice, and you'll be building your game for these two guys.
That's gonna earn you forty dollars after Steam's cut XD
Steam forums would be a better source of feedback, as simply more people engage here, but I guess for "a team of 30 veteran devs with decades of AAA experience" this might not be so obvious.
Yeah, that's what small teams often do, it seems, and Fun Dog Studios literally have this in their manifesto. "games that are uncompromising in their design", "games with meaning beyond the typical shooter power fantasies, that embody our unique sensibilities and sense of humor".
I do agree it looks like they're making an art statement game for themselves to add to their creative portfolios. Fair enough.
Since the water mechanics issue is not yet resolved with the amount of feedback about it, I guess they don't like to listen to the customers, so they don't really want to get players (or money, for that matter). Still - it's their work, who we are to tell them what to do, right?
Sad state of affairs, if you've found the game and wanted it to be great.
Weapon jams are extremely dangerous ( the only way around it is to find the nearest backpack and click "Loot All", which will clear the weapon jam ).
The thing with being shot is that your character takes a hit to inertia.
Yeah the player count is worrying *shrug*.
I feel like I get my money's worth when my hourly count = the cost of the game ( so for me, at $1 / hour of entertainment, I hit parity at 40 hours, I probably have close to double that, if you check my Steam profile ).
This.
The more annoying the game mechanics the less players you're going to have in the end. Grabber dog enemy that can't be killed and enemy spawns still being busted are two huge factor with the water system following closely behind.
I thought the dog could be ran off by shooting it a little? Scared the crap outta me when it ran up on me the first time but shot it a few times and it ran off.