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I've been playing chapter 4 spread out since the day it was released. I restarted chapter 4, 3 times which added up to about 2 hours... 8 hours after that? Daily attempts at trying to beat the shooter minigame. (PS - Don't embaress yourself by saying something like "Turn everything off or turn the graphics to very low". I have already tried all of that.)
I've set everything to off and as low as can be, yet the game still lags for me juuuuuuuuuust enough to make beating the game as likely as it would be to not have come across spoilers for the chapter by now (try looking at Bendy videos on youtube, the titles and thumbnails already ruined most of the remaining surprises).
Target pops up. I try to aim for it, mouse doesn't slide, it jumps. Overshoots the target, I try to lightly turn it back, mouse overcorrects and jumps again the other way. Target goes down in about a second.
You have 20 targets to hit, 20 shots (which means NO MISTAKES), 9 to open the door. I've managed to get up to 5-6 maybe once or twice, but even then it was more luck that the lag put me in just the right spots while i kept firing 3-4 times per movement.
At this point, I could honestly care less about the stupid achievement that comes from the shooting game. All I want is to open the door and get on with the rest of the chapter, but I and many others are unable to do so, not from lack of skill, but because our computers, regardless of how low we turn everything, are unable to beat the lag to complete a task that requires UNFORGIVINGLY ABSOLUTE PRECISION.
They really shouldn't really make it optional or get rid of it cuse of laggy games, but maybe improve the crosshairs so its less jumpy and increase the time the targets are up by at most 1.75 seconds.
For example, have the keys only count as the completion of a single minigame. That way, players struggling with one (CERTAIN IRRITATING) minigame, they could find a key instead. Even some of the Let's Players have remarked that Bendy Hell is a little underused because it has plenty of room to play as a hide-n-seek or treasure hunt-esque room. I can see that. All the shelves, boxes, and nooks n crannies, but all there is to actually "Find" in the room is a single can of bacon soup and a tape recording, both of which are sitting right in front of your face.
Also, on another discussion, I went as far as to outline possible ways that I felt they should adjust the minigames to make them more approachable...Such as:
SHOOTING GALLERY -----
- Targets stay up a few seconds longer
- The X targets count as 0 instead of minus points
- The Gun has either infinite ammo or a counter
- The Gun's projectiles are actually made visible (trace shots)
- Fewer targets need to be hit in order to unlock the door (the achievement can stay as is for all I care, I just want to move forward in the story) (5 is reasonable)
BALL TOSS -----
- A clearer power/throw meter. (Something that actually says when you're high or low on power)
- Getting rid of the power mechanic altogether, since you have to get the right angle/arc already, focus on aim, not power.
- Fixing the top bottles so that when the 2 beneath them fall, the one on top DOESN'T fall straight down and land perfect (Go play this game in real life, and see if that EVER happens)
- At least 1 or 2 extra balls
- No baby tosses... Or should I say, no dropping the ball. (Nobody is honestly that inept at tossing if they can throw a fastball one minute earlier)
If even a single one of the tweaks I listed were implimented to the minigames, they would be a LOT more fair to players like us who have been struggling with them (especially due to crappy hardware).
As for the ball game, yea the bottles could be fixed, but the baby tosses could be like a weak throw that goes somewhere but does nothing, and the shooter, i wouldnt go as low on the target with 5 as but maybe 7 as that would prove to easy cuse of the couple frames that have the signs behind each other, but as for the X-signs. Typically when playing these game in real life or not, it usually deducts points.
The baby toss is a pathetic idea. No grown man with functioning arms would toss a ball at a game THAT softly. This is the same man who chops through several thick boards of wood in rapid succession with an axe, cleaving them in 1 chop apiece, so having the baby toss is downright insulting.
5 is a fair number. Not for an achievement, but think about this... The WHOLE reason these games were rigged as the locking mechanism to a door was because the morons working the warehouse kept locking themselves out of the rooms, so the other guy had to keep coming down to unlock them. So he suggests they rig up the games to unlock them. Ok... Let's pretend there's a company that would actually do that... And not, y'know... just FIRE the warehouse guys and replace them with more capable workers, but instead actually rigs the games to unlock the door... Ok... Here's a question: Why make the games require such high scores to unlock? Suppose they're in a hurry and need to get into the rooms fast, but end up so rushed that they can't hit the targets. They get in trouble, and get fired for causing delays all across the studio. 5 is a reasonable number for speed AND practicality of unlocking a door.
The only possible solution for us would be if it came from the top... TheMeatly himself.
Based in what are you saying, the problem here is not the minigame being hard beacuse it's not, the problem is that the game has a very bad optimization because if it's true that BATIM has pretty graphics they are not THAT demanding I mean the geometry is not too complex, the textures are not too detailed, even the worlds are not so big in fact pretty narrowed and compact (with exception of chapter 3 an some other areas), maybe the shaders and shadows are the heavy things here. The point is that the game engine needs a good optimization in order to run fine on medium end PCS.
PD: what are your PC specs anyway??