Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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31 lipca 2020 o 19:13
H3VR Early Access Update 93 is Live! - The End Of Shotgun Month
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Mushe 1 sierpnia 2020 o 23:00 
Początkowo opublikowane przez cement:
will this game ever be finished? or what plans do you have for this game?


Agreed on the question. I would like to see a roadmap, will it just be a collection of basic maps with just a lot of weapons?
While it's nice that the dev keeps adding weapons and maps, it's lacking a lot on the usability, including UI/UX. The GUI looks basic (stetic) and it's really a hell to use (sure, it's a simulator, there are tons of options, but making it a lot more accessible to use would make it less daunting and feel more like a game instead of a tool or a barebones asset). You can have LOTS and LOTS of options and still make it feel and look very nice to use (just look at something like Tilt Brush).

I think that there are lots of weapons and maps at the moment, so the focus should go into making the experience and quality better.
Aside from the GUI, we know now that for maximum immersion (and realism, which in a simulator is key), a physical world is required, meaning that your hands shouldn't clip through anything, and that every action should feel natural, removing the inputs (this is better experienced on the Index, due to having a natural grab action without any physical button required). Not saying that you need to go all in like Boneworks, a middle ground like HL Alyx or The Walking Dead (at least the hand-weapon part, since you are constantly interacting with weapons) would be the best approach.
Marstruc 2 sierpnia 2020 o 6:29 
Początkowo opublikowane przez Mushe:
Początkowo opublikowane przez cement:
will this game ever be finished? or what plans do you have for this game?


Agreed on the question. I would like to see a roadmap, will it just be a collection of basic maps with just a lot of weapons?
While it's nice that the dev keeps adding weapons and maps, it's lacking a lot on the usability, including UI/UX. The GUI looks basic (stetic) and it's really a hell to use (sure, it's a simulator, there are tons of options, but making it a lot more accessible to use would make it less daunting and feel more like a game instead of a tool or a barebones asset). You can have LOTS and LOTS of options and still make it feel and look very nice to use (just look at something like Tilt Brush).

I think that there are lots of weapons and maps at the moment, so the focus should go into making the experience and quality better.
Aside from the GUI, we know now that for maximum immersion (and realism, which in a simulator is key), a physical world is required, meaning that your hands shouldn't clip through anything, and that every action should feel natural, removing the inputs (this is better experienced on the Index, due to having a natural grab action without any physical button required). Not saying that you need to go all in like Boneworks, a middle ground like HL Alyx or The Walking Dead (at least the hand-weapon part, since you are constantly interacting with weapons) would be the best approach.

The issue here is it isn't a simulator for "realism" in all aspects, Anton himself has stated that he does not want to add hands, or humanoids, etc.
This game has been worked on for, like... 4+ years at this point.
It might be in early access, but for $20 is one of the most content rich games on Steam.
People love it, myself included, even if it is a little clunky, etc. It's a fun doohicky game that also happens to accurately simulate firearms and how they function.

Sure, the UI is a bit eh, but it functions, and it tells you what you need to know.
Firearm functions combined with movement controls are indeed convoluted, but considering the game started in the hey-day of the Vive and Oculus CV1, and also considering the insane amount of controls a firearm can indeed have, it's understandable that this is what the control scheme evolved to.
Lastly, considering the majority of the coding work (bar some technical art afaik) has been done by a single man who also happens to be one of the most engaging devs on the platform who constantly shares what for him is essentially a passion project, I have no qualms.
I don't care what gets added every other week, because it's sure to be fantastic, fun, and have a lot of blood, sweat and tears put into.
nnehila 2 sierpnia 2020 o 9:07 
Can we please spawn sosigs in friendly 45 and other ranges like proving grounds??
e5surf 2 sierpnia 2020 o 10:01 
Początkowo opublikowane przez Knight'osaurus Rex:
i can hear Zach having a breakdown over the pancor in the horizon,

t h e w r a t h o f z a c h i s u p o n u s
ITS NOT EVEN A REAL GUN
Mushe 2 sierpnia 2020 o 11:26 
Początkowo opublikowane przez Marstruc:
Początkowo opublikowane przez Mushe:


Agreed on the question. I would like to see a roadmap, will it just be a collection of basic maps with just a lot of weapons?
While it's nice that the dev keeps adding weapons and maps, it's lacking a lot on the usability, including UI/UX. The GUI looks basic (stetic) and it's really a hell to use (sure, it's a simulator, there are tons of options, but making it a lot more accessible to use would make it less daunting and feel more like a game instead of a tool or a barebones asset). You can have LOTS and LOTS of options and still make it feel and look very nice to use (just look at something like Tilt Brush).

I think that there are lots of weapons and maps at the moment, so the focus should go into making the experience and quality better.
Aside from the GUI, we know now that for maximum immersion (and realism, which in a simulator is key), a physical world is required, meaning that your hands shouldn't clip through anything, and that every action should feel natural, removing the inputs (this is better experienced on the Index, due to having a natural grab action without any physical button required). Not saying that you need to go all in like Boneworks, a middle ground like HL Alyx or The Walking Dead (at least the hand-weapon part, since you are constantly interacting with weapons) would be the best approach.

The issue here is it isn't a simulator for "realism" in all aspects, Anton himself has stated that he does not want to add hands, or humanoids, etc.
This game has been worked on for, like... 4+ years at this point.
It might be in early access, but for $20 is one of the most content rich games on Steam.
People love it, myself included, even if it is a little clunky, etc. It's a fun doohicky game that also happens to accurately simulate firearms and how they function.

Sure, the UI is a bit eh, but it functions, and it tells you what you need to know.
Firearm functions combined with movement controls are indeed convoluted, but considering the game started in the hey-day of the Vive and Oculus CV1, and also considering the insane amount of controls a firearm can indeed have, it's understandable that this is what the control scheme evolved to.
Lastly, considering the majority of the coding work (bar some technical art afaik) has been done by a single man who also happens to be one of the most engaging devs on the platform who constantly shares what for him is essentially a passion project, I have no qualms.
I don't care what gets added every other week, because it's sure to be fantastic, fun, and have a lot of blood, sweat and tears put into.



Agreed on that, specially in the code part. The problem is that the game is taking so long that it's getting dated (not graphically oc) due to VR advancing very fast.

You said it, the game has a lot of content, and now it's time to balance that out or the game in the end it's going to end up as "quantity > quality". I don't think anyone will get mad that he stops to add guns/maps and starts polishing up the experience in general without adding content.
Spooky Boi 2 sierpnia 2020 o 11:55 
Am i the only one who wants to see an Gewehr 43 in the game?
Nouns 2 sierpnia 2020 o 12:42 
You really need to stop adding guns and finish the game
[RUST]Grumplestiltskin  [producent] 2 sierpnia 2020 o 12:52 
@Nouns: Nah. I don't 'really need to' do anything.
Ostatnio edytowany przez: [RUST]Grumplestiltskin; 2 sierpnia 2020 o 12:53
dmnos 2 sierpnia 2020 o 14:12 
what about locomotion, the locomotion system in place in my opinion isnt great.
Eagle 3 sierpnia 2020 o 6:10 
we need hickock 45 to get a headset and try this game
PLEASE
Infernal_popsicle 3 sierpnia 2020 o 11:05 
is anyone else having trouble figuring things out in return of the rotweiners? i really like it but nobody has made an updated walkthrough for it on youtube.
TOXICMASTRO 4 sierpnia 2020 o 15:59 
a new good working one
Leroy Peterson 6 sierpnia 2020 o 3:37 
Początkowo opublikowane przez Amplified_1:
Początkowo opublikowane przez Leroy Peterson:
I wonder this as well. Is it just a tool or a simulator? Does it have an objective or is it just a continuously expanded/supported steam product?
the game is just supposed to be a realistic ballistic simulation shooting range game to play with guns, this has been mentioned by the dev before. They have just been adding the guns and features they want in the game with community feedback. they have never said anything about an end goal
ok, well sure thats fine. I was just wondering.
It's the best VR shooting gallery out there for sure.
Anzio 6 sierpnia 2020 o 15:52 
I wonder when we'll get to see like the MAZ 38 or Chautchat or some other french weapons.
Zach pounding sand rn
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