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still rundown 8 to come, as well as the return of 4, 5 and 6.
After that, there will be plenty for custom levels and mods to play with.
To be frank, I believe modding has the potential to make the game vastly more popular for a few reasons:
- many more levels
- difficulty settings
- more savepoints
If those things happen, I could see more people buying the game after development has ended. The premises and atmosphere are amazing, but held back by the difficulty and game design choices made by the devs.
many more levels - yes
difficulty settings... well prob not, but the changing mods will make stuff easier or harder
checkpoints? yeah no. Nobody in their right mind makes checkpoints in modded rundowns, most vets dont even like using them and see them as cheap and they also introduce a lot of game breaking bugs
Don't think the vets are the ones who are designing the checkpoint systems. The developers themselves can't even get checkpoints to work without bugs, so you can't expect unpaid moddders to fix it all for them.
Even if they actually worked perfectly, the reason certain players don't like using them is they can basically allow you to cheat as the RNG doesn't change when reloading a checkpoint so you know where ammo/objectives/etc are allowing you to save time when most missions are on a timer. It also makes the game easier because after reloading a checkpoint during an Error Alarm for example (like R6C3) the error waves become easier as less enemies spawn. Which I assume is just another checkpoint bug.
Personally, I'm all for saving the players' time, but checkpoints being a buggy mess means I have 0 faith in them and have completed all the non-checkpoint content just fine.
I don't get this sentiment that vets are the ones calling the shots. Ultimately, it's up to the devs to implement accessibiltility while staying true to the game's identity, and that's not always something they've done a good job of.
Even among vets, it's not an unusual take to say that most accessibility features would be a lot better of they were more polished.
If checkpoint vs. non-checkpoint clears were tracked separately, that's already a way of implementing a pseudo-difficulty setting, and it gives the devs license to go harder on checkpoints (adding them to alt rundowns, maybe even E-tier, maybe even upgrading them to a proper save system (which I still stand by being challenging to implement)).
Same goes for boosters. There's no motivation to learn not to use them, they're finicky to stock up on since they're consumables, and the system itself doesn't really feel good to interact with.
it's as playable as it gets although game could use plenty of QoL features. also, there is some content to come, mostly reimplemented old one. still game grew kinda stale for me as veteran and i'm not to keen to return until new rundown is added or some nice QoL features implemented.
I tried to use some in my rundown, because in one level if you finish the main objective you just die.
Also if you do the other objective but try and extract in the wrong area you also die. Only level to have them
We don't hate modding, and gladly link to the unofficial modding server, for people are interested in that. We do want the conversation around GTFO on the official server to be about vanilla.