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This would of course work much better with an improved enemy AI.
Love this game but it needs an update badly.
Oh and also
Our sensitivity isthe default you'd see in most shooters- what is your mouse? We have addressed this concern with other people with different mice.
I also agree with most of the points the op stated.
If I might ask, what made you guys add the reloading?
That's one of my personal major complaints. Fast paced arena shooters like this really get their pace killed with reloading and it makes it feel a bit more clunky than anything.
Fall damage I also didn't like but not something that bothered me TOO TOO much
I did also think there was a lack of sound design. I love the music to death, but the guns and explosions don't sound powerful enough, and the shotgun in particular doesn't feel as beefy as it does in most mid 90s fps. :p
Besides those, I personally love the game.
Fall damage is getting very nerfed - We added it to add thought to the movement, so you only chose to fall certain distances. We're both increasing the distance you need to fall to trigger it and the damage recieved.
Reloading is in the game because we want to make getting cornered a real thing - if you're constantly shooting you'll never have to worry about anything other than max ammo (Which we give you tons of). That's also the reason there's no melee by default (only as a last resort) - because melee weapons make close encounters with other melee enemies (the types that tend to swarm, especially early on) mostly unthreatening. Basically for both - we wanted players to be concerned about the environment they were in, even when they weren't just avoiding bullets. Though we recognize that these elements aren't true to many old school games.
In Quake, for instance, the main shotgun is pretty weak, it takes multiple hits to kill a base enemy. But in our game, all the weapons start out pretty strong and fire pretty fast (the railgun being similar to the shotgun speed in quake) so the reload helps account for that. If you clear the murderzone to the end you can experience a bit of STRAFE with no reload if you like - I think it'll become clear that you're just mowing down enemies and leaving bloody hallways right from the get-go.
- Really, really, really beef up the weapon effects, punchiness and sounds. I have no idea why this is not the case in a game that tries to emulate the visceral nature of a 90s shooter. Make the shotgun sound like a booming cannon, make the machinegun sound and feel like it's firing hot slugs. Make the way the guns impact the enemy gratuitous and violent. Right now it feels like we're knocking a paper cup off a piñata when we headshot enemies. There is no initial blood spurt on impact, and all the blood flows after the act of shooting is done.
- Make the physics feel much heavier. Combined with the wimpy weapon effects, the floaty physics make it feel like the player is shooting nerf guns at pinatas made of paper. The way enemies fall, and the way they move really contribute to this weightless feel.
- Telegraph damage clearly and communicate where enemies are. Add footsteps, grunts, whatever. Indicate clearly when the player is getting hit and from where. This comes back to animation again, since most enemies don't have clear animations for their attacks. You mentioned you addressed this issue in the final version but you haven't.
- Give enemies more interesting and varied behaviours than "run directly at the player". You'll note that most shooters in the 90s had the enemies run in a zigzag manner (even Wolfenstein managed this!!). Combined with the fact (at least in early stages) that enemies mostly move at the same speed, and you have a mind-numbing combat experience. Look to what good shooters like Doom did with their enemy types - each one poses a specific threat and plays a certain role. They are also used differently based on the level design - teleporting, shooting from a pedestal, ambushing the player from different directions. There's pretty much none of this in Strafe.
fair 'nuff.
I loved Quake and old school way of fps games and was very excited for Strafe - what I saw on trailers looked great, fast pace, old school looking effects, 'hardcore' feel.
With first negative reviews I thought this game surely isn't for everyone and will not satisfy all. With more and more tough reviews on steam, it made me doubt Strafe, unfortunately.
But I still believe in Strafe and see it's potential, and even with it's flaws, a developer that really cares can 'save it'.
And that's my point, if you guys are willing to make it better and fix main issues many people have - I'd love to get Strafe. I imagine there may be many people with similar view, being unsure to get the game or not, and waiting how the devs will react.
With that being said, good luck to you guys working on it, and hope Strafe will only get better. :)
In Quake, for instance, the main shotgun is pretty weak, it takes multiple hits to kill a base enemy. But in our game, all the weapons start out pretty strong and fire pretty fast (the railgun being similar to the shotgun speed in quake) so the reload helps account for that. If you clear the murderzone to the end you can experience a bit of STRAFE with no reload if you like - I think it'll become clear that you're just mowing down enemies and leaving bloody hallways right from the get-go."
Instead of adding a crappy reload to accommodate for crappy enemy design, you should have improved the enemy design.
If you have to have reloading because of how the enemies work, you should changed how the enemies work.
No. Jumping off high ledges is fun.
Though an option to toggle between either a fixed or rotating map would help on top of zooming in/out, perhaps a Doom-style automap overlay could also work, with perhaps inventory/key items listed at the bottom ala Hexen.
Enemies need well choreographed animated melee moves, that can be dodged, by strafing for instance, they need excuses to stop on occasion from running, like if the ingame lore is about them being ex humans, maybe some kind of sickly shiver, spasm, seizure or whatever, stop them from the monotonous straight running and instahits.
High impact shots like explosives or a close range shotgun blast should deter enemies somewhat, have them stun, maybe add ragdolling to still alive enemies (assuming they didn't die), so that you can shoot enemies away from yourself.
Punchthrough for railgun shots to punish those silly enemies for walking in a straight line.