Police Stories

Police Stories

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Bear May 18, 2021 @ 5:33pm
Custom Difficulty Settings
I am really enjoying this game on my switch, its pretty fun to just immerse myself into the game and 'act' like a police officer.

Unfortunately the immersion is broken by the enemies pinpoint accuracy AND my body armor most of the time only absorbing one or no shots at all.

Maybe thats intended for difficulty but I think the game would benefit from a few custom difficulty sliders:

Enemy accuracy: Poor - Okay - Accurate - Random
Bulletproof Vest protection: Two shots - One shot - No shots - Random
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Showing 1-13 of 13 comments
Legorushka  [developer] May 19, 2021 @ 2:48am 
Thank you for feedback! We're currently thinking about difficulty curve and how to make it harder and easier in different aspects. But enemies must stay powerful to make players play tactical. I'd say that's our main goal and also that's what makes our game unique.
TB May 19, 2021 @ 11:54am 
Make enemies intelligent, not aimbots. Balance the game in a different way. For example, enemies should not "investigate" places with dead bodies in one spot. It's and obvious kill zone and easy to exploit.

There is no way normal enemies (apart from terrorists) can have better aim and reactions than police officers. It does not make sense.

Real-life CQB is a ♥♥♥♥♥♥♥♥♥♥♥ and enemies should reflect that. Firing full auto with less accuracy to suppress you etc.

Making enemies aimbots is the easy and frustrating way out of difficulty design problems.
Last edited by TB; May 19, 2021 @ 12:25pm
TB May 19, 2021 @ 12:13pm 
Also one-handed Uzi over a distance of a full screen cannot be more precise than M4A1 rifle. This is a total no-go. It's really counter-intuitive. Especially if in hands of a mere LA gangsta...
Last edited by TB; May 19, 2021 @ 12:26pm
Bear May 19, 2021 @ 12:17pm 
My thought. So if some players enjoy the challenge of enemies being 100% unrealistic accurate and some players don't then a custom slider would be the best solution, allowing each player to individually set how accurate they want enemies to be.

I mean I understand that they want to promote equipment usage, but you can't build the entire gunplay around that. Sometimes players will be out of flashbangs. Or surprised by a enemy and instakilled, which isn't fun as it leaves 0% room for reaction-time.
TB May 19, 2021 @ 12:22pm 
There are also situations where an enemy is actively shooting on my AI partner and the partner is getting hit yet my partner does not react to the enemy at all and just stays in place until killed.
TB May 19, 2021 @ 12:23pm 
Originally posted by Bear:
My thought. So if some players enjoy the challenge of enemies being 100% unrealistic accurate and some players don't then a custom slider would be the best solution, allowing each player to individually set how accurate they want enemies to be.

I mean I understand that they want to promote equipment usage, but you can't build the entire gunplay around that. Sometimes players will be out of flashbangs. Or surprised by a enemy and instakilled, which isn't fun as it leaves 0% room for reaction-time.

Exactly.
TB May 19, 2021 @ 12:29pm 
Also there are clear blind spots where the AI partner cannot see an enemy in his peripheral vision peaking from a corner. Such enemy then have a clear shot on the AI partner and our partner can not react at all even if shot multiple times...

Other times the AI partner can see the enemies yet cannot use his gun because his gun is aiming into an obstacle while his body and head are not in cover. Again - the AI partner just stares at the enemies and get himself killed by doing nothing... or attempts shooting into the obstacle without any success whatsoever.
Last edited by TB; May 19, 2021 @ 12:30pm
TB May 19, 2021 @ 12:36pm 
Another problem is that our AI partner cannot anticipate enemies based on the sound of their steps while player easily can. Combined with super-fast aimbot reactions of the enemies this leads to truly stupid situations where the AI partner is getting killed...
TB May 19, 2021 @ 12:38pm 
All these problems together with AI pinpoint accuracy are leading into frustrating experience. I have finished all the levels in campaign on the standard difficulty on at least A- if that can give you any context of where I am coming from. It's doable but not enjoyable and you have to cheese a lot.
Legorushka  [developer] May 20, 2021 @ 3:52am 
Thank you a lot for the feedback. You gave a lot to think about. We'll definitely think about that.
Steviefaux May 20, 2021 @ 8:25am 
Originally posted by Bear:
My thought. So if some players enjoy the challenge of enemies being 100% unrealistic accurate and some players don't then a custom slider would be the best solution, allowing each player to individually set how accurate they want enemies to be.

I mean I understand that they want to promote equipment usage, but you can't build the entire gunplay around that. Sometimes players will be out of flashbangs. Or surprised by a enemy and instakilled, which isn't fun as it leaves 0% room for reaction-time.

That last bit is the unfortunate reason I've just completed a refund request. Yes its on sale but, although enjoyable I was getting sick of the aimbot AI. I'll end up having no keyboard left if I keep playing.

Its all well and good promoting the use of tactics but when they don't work because the AI buddy isn't so great and the enemy are aimbots, it gets very boring having to do the same mission over the 10th time.
TB May 20, 2021 @ 11:15am 
Originally posted by Legorushka:
Thank you a lot for the feedback. You gave a lot to think about. We'll definitely think about that.

Best of luck in the development. I always respect the devs listening to their community (not saying you *must* implement what I suggest of course).
Townsperson B May 20, 2021 @ 3:51pm 
Yeah the aimbot and lightning fast reaction of enemies not even looking your way is a huge bummer. Make them a little more intelligent and realistic and not super soldiers pls.
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Showing 1-13 of 13 comments
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Date Posted: May 18, 2021 @ 5:33pm
Posts: 13