Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Stackable consumables have been requested by many people, I really hope this is not what they wanted but "a detail forgotten amongst the huge amount of work to be done". Also, a Drop button might be needed, it's pretty annoying having to look for another consumable to swap with just for giving a bunch of glowsticks to your friend.
Love the ammo weight idea, would be perfect also for a smaller team approach as you said.
Personally I'll add that weapons in general need some tuning, non shotguns alone.
I can understand the design idea behind it, but I can't really stand the fact that a semiauto pistol punches more than an assoult rifle.
Full auto weapons in general need either more ammo or, preferably, a way more controllable recoil pattern, not to mention spread going full open after 1-2 shots. I am often afraid of shooting because i know I'll probably waste bullets (and i mostly play fps and shooters in general, I'm definitely used to this kind of gameplay). I'm totally fine with recoil, even huge, but in GTFO it feels random in a frustrating way, i don't feel i will ever be good at controlling it by practicing. I'm thinking, for example, at PUBG: among popular shooters it has probably one of the most affecting recoil, yet it has its pattern and you can learn how to handle it properly.
Also, the ADS toggle bug I've mentioned in another post, makes shooting even more frustrating if you use that settings, which I'm used to since 10+ years and I surely don't want to change my habit for one game.
well done my friend
"We want players to instakill the scout or else. How do we do this? Invincibility!"
"We want to make things more "challenging" for players while making our atmosphere seem starker than it is. How do we do this? Flashlights shine less than six feet and glowsticks die in a minute! Oh and of course totally arbitrary ammo cap limits, because balance. But you can carry two firearms, a metal hammer and a deployable gun."
"The biotracker is totally unnecessary for good players. How do we force them to bring it along? Let's add invisible enemies, give absolutely no hint or warning that such a thing even exists, make them spawn at the end of the mission, and have everyone die because there was no way to know or prepare for this other than being killed by it. Then they'll learn their lesson and bring along this convenient tool that magically solves this very specifically designed problem!"
I could go on. Forcing your players to play a specific way in order to overcome your obstacles makes you, at best, a bad game designer, and at worst, an obstinate insufferable person who had some secret fetish for making people dance to your tune. Now yes, of course this sort of concept applies in a general, broad sense to practically every game mechanic ever, but these particular ones are such obviously shoved in here for such a clearly intended purpose that it's angering. It's like the game designer is sadistically grinning behind the screen because you have to do X if you want result Y.
Whoever implemented these decisions needs to sit down and have a long, hard think about what actually good design is.
I'm on board for most of this.
Games need to stop treating shotguns, like tickle launchers after 15 feet. Like another poster mentioned, all weapons need a tune up. They just feel...meh. I just feel like the feedback is poor. Beyond stats, the weapons just feel lame. I'm not sure the words to describe it. Some games feel like your actually filling a monster full of holes. This feels more like laser tag.
Forced alarms are a poor mechanic. Reward teams for a job well done, not railroad them into an ammo draining fight.
Security scans are lame. I get some system wants to scan the area or whatever, but it shouldn't require all players to participate. ESPECIALLY with forced alarms. If your team knows the alarm is going to go off, they should also be allowed to prepare for what they know is coming. Reward solid teamwork. Not forcing a mechanic that makes no sense.(because the door scans to scale to party size)
Ammo... I get we're inmates sent in because we're expendable, but why half ammo? They're giving us nasty weaponry, gear, and advanced equipment. Whomever sent us down, obviously would like to see us succeed, and give us a fighting chance. So why all this gear and weaponry, just to send us in half-♥♥♥♥♥♥? I feel another couple magazines is still cheaper than a bio tracker or sentry gun.
I had something else i really really wanted to add, but I'm having a brain fart. Reserving the right to edit this post later.
I remembered!:
FEEDBACK DURING THE DROP! The drop should be exciting every time. There's really no sense of motion or velocity though. I imagine we are falling a great rate of speed, to an incredible depth, but it doesn't feel that way. You sit in darkness. The cage shakes some. You can see the mask of the your team. I think by the third drop, I was already picking up my phone to check the latest celebrity gossip. It's just boring. Add a better sense of what's actually happening. I think lights flashing by at increasing speeds, would by themselves, give you a sense of plummeting into the darkness below. I'm also not saying you should be able to see the bottom, or even very far, but I've played a few games that have a pucker inducing effect from height. Just something other than the expressionless mask of the person next to you.
I usually play with a group of 2 or 3 and we're stuck on B1/B2. The consecutive alarm doors keeps ♥♥♥♥♥♥♥ us.
800m for D1 240m for A1 not so deep in fact ( IRL fishing limit for exemple is 800m and the deepest mine in the world is 3800m deep )
the drop is clearly a loading screen ( unable to flash your light during like 4/5 second after drop )
and you can skip animation to loading screen by pressing tab for 5sec
With many slow phases, apart from the music, it is just too quiet, which suffers from the otherwise very oppressive atmosphere.
You missed his point. I'm sure he knows it's a load screen, he just wants it to have better effects to better show the fall. Anyone who glances over at the screen without seeing the initial drop, won't know they're falling if there's no sound. The cloth should be moving, there should be more turbulence, and some type of passing object, even subtle particle effects would help. Lights would work too if that makes sense, but I'm pretty sure it's just a hole in the earth, not a vertical lit shaft. This isn't a major concern by any means, but I wanted to clarify.
Amok,
Personally, I have dialogue turned off. I want to be my character, but more importantly don't like the extra chatter getting in the way of IRL dialogue. I wish they wouldn't have invested time with voiceovers in a non-story driven game. Bad decision and a waste of resources, imo.
Also like guy in other post said said - more RNG especially in items and objectives department. No point of bigger maps if you go to same places everytime