Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
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.
PLEASE
It's the best VR shooting gallery out there for sure.