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Eh, lot of people talk about the golden day of SL being around 2017-18 and while I do think the overall look and jank of the game made for memorable moments it 100% did not have enough lasting power to keep it's player count if it just stuck to that.
Of course, streamlining and making the game look better and more open to newer players obviously alienated all the older ones and combine that with zero new content, you're just left with a game trying to pass off as being refined and completed rather than embracing it's jank with little to show for it.
We are currently working on releasing our next update (14.1) soon. We're also planning a smaller scale update (14.1.1) to address other changes we may not get to in time (along with bugs that get ID'd early on). With these updates, you can expect some adjustments to things listed within your comment— Micro, SCP-1344, unwanted SCP selection, respawn UI, and some influence changes in particular come to the forefront of my mind. There's some other related Quality of Life changes we're considering as well. More info to come as things develop.
I also want to note that we're nixing a few pixel walks in the next update. This includes a few spots in Warhead, 'Under Nuke' in particular is one of the solved ones. Related pixel-walking issues like scaling Pipe Room is also being investigated and sorted. For some of the locations you've mentioned, I don't see any reports on our bug tracker[git.scpslgame.com]. If you can give more information (including reproduction steps if at all possible, please!!) or fill out a bug report, we can begin to solve more of the 'op spot' problems you mentioned.
As a general rule of thumb— there is no issue with bringing forward concerns or complaints about the game. While there is obviously aspects that folks can disagree and argue about, there is nothing good that comes from automatically ignoring differing opinions, nor blindly agreeing with how everything is right now. Feedback and criticism is how a project grows. There is a reason we still continue to put out our Feedback forms year after year.
Thank you again. While these updates likely won't address absolutely everything you've outlined here in one fell swoop, I'm hopeful that at least some of these upcoming changes will result in better feelings about things.
Best!
I'm also kinda shocked that 106's room hasn't been listed as a bug since, while the least disruptive, is extremely easy to replicate and reproduce unlike catwalk jumps or getting under nuke.
Essentially you can jump onto the other side of the viewing glass by sprinting jump across the gap from 106's containment. From there you're trapped and while you can be shot at by humans, SCP's don't have any way to kill you without trapping themselves there.
This spot can get worse by slow walking carefully around the corners, seemingly teleporting you to the bottom of 106's containment (this may just be a client side visual bug however, haven't really tested it all that much)
Outside of how the goggles fit with the round's item pool, being targeted by a goggles user as a human is extremely boring because there is 0 counterplay. They have overkill information on you for no downside while you have no info on them. The concept of "wallhack goggles" might be able to work in SL but the item currently feels like it's missing its downside. If the hat were balanced like the current goggles, it would grant permanent invisibility and not deactivate on interacting. In that situation the hat's concept of invisibility would still be fine but it's lack of a downside would make the item frustrating for everyone else who has to fight the hat user
As for the Micro, I think it can stay at its current power level as long it's given a louder charging sound. It's supposed to be the primary "one man army" threat to the SCPs on a given round, with the Jailbird and 3X being secondary threats. It would just be a more fun interaction for the SCPs to hear the charging sound from further away. A louder sound would reduce the effectiveness of charging the Micro a million miles away and rounding a corner with it, which is a strategy that's made even stronger via the goggles. I'm also disappointed that the overcharged Micro is completely pointless, so it would be cool for that to have a use as well
I stopped playing for a long time after MP2 and the Heavy update got me back into the game. I think it's very likely that the goggles will receive a nerf as its insane power is nowhere near the hat which is its closest neighbor in the SCP item pool. The item is both overpowered on the macro level in that it demands that you collect it immediately, and it's overpowered on the micro level in that a goggled player is extremely likely to win fights vs multiple humans at once with little issue. The goggles aren't like microing or nading an elevator where the targets could've seen the trap on the spectator cam and picked another route, the targets get 0 info about when they're being wallhacked or where the goggles user currently is, so their only option is to proceed forward and pray that they luck out and overwhelm the goggles user
Also buff the A7 it sucks