POSTAL 4: No Regerts

POSTAL 4: No Regerts

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Still, ALOT of problems.
-NPC's still need to be worked on, the npc's act like robots trying to be human & talking to themselves.
-Cops wielding the ♥♥♥♥ Desert Eagle is impractical & should not be their main sidearm to begin w/. It should be the Sig Sauer P250.
-Some doors still not open, even when the glass on a door is broken on some of them.
-And destroying the slot machines should spew out coins, just like in SR2.
-Too many long ranged weapons, specifically the AK & the Sniper Rifle is not needed.
-I can basically turn the "M16" into single fire mode, if you guys would have the option to add fire selectors into the game & basically turn that into my sniper rifle right there.
-And the "M16" is not even an M16, when basically there are two different front guards on there, front two different assault rifles. And that is just putting bad dirt on Colt themselves.
-When loading in a new section of the map, you go into 3rd person sometimes when riding on the scooter.
-The Postal Dude still screams when he has died from the fire & does not be in 3rd degree burns himself after dying, like in Postal 2.
-Saying you have more Easter eggs in your game is just bad business to say on the update page & adding Easter Eggs should never be a priority at all.
-Basically, even working on an upgraded engine, you guys happen to have the need of putting load times in between sections of the map? My guess would be, working on rendering must be a problem to you?
-Some parts of a map, still have either, 1) Invisible walls, 2) When exploring, some rocks are not solid (Just a warning for players who are exploring the desert side themselves). And 3) I still see 2d effects such as splashes for an example, still needs to be updated. I am not playing the game on a Dreamcast here.

And this is not even scratching the surface. Nice to see triple A game development has come a long way just to fail? It is a shame that Triple A games used to meant something, back on the 7th generation, updates usually meant to fix the left over small stuff, when the games was shipped out close to 100% completion.



So, today, AAA means open world. The reason why is so is that, game publishers can justify the technical advancements and contents of being deserving of a 60–70 USD price tag. However, when a game has an open world, it can cause more harm than good, especially when the open world does not add to the gameplay itself. -Avinash Saravanan
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Showing 1-5 of 5 comments
Zeron  [developer] Nov 13, 2023 @ 7:21am 
Thanks for the feedback, but some of it is just not practical for many reasons.

For example, having a bunch of slot machines spewing money would be a balancing issue. The player can already get a lot of money just by destroying ATMs, doing side activities, etc.

Another issue with the suggestions is having to remove or introduce new weapons, it's probably not a good idea to just downright remove a sniper rifle for example. It's also not simple to just introduce a new weapon, it's something that takes time and shouldn't be prioritized in favor of the many things we have to do first and ASAP.

Another thing, the removal of load zones will absolutely kill performance. There's no way we're getting rid of them at this point in time unless we found a miracle way to drastically increase performance (which is pretty much impossible with this engine and the current complexity of the game). Most games don't even have >95% of enterable buildings like ours do, the big open maps you see in other games just have hollow buildings everywhere to accommodate that performance.

One last thing to note is we're not a AAA company, we're just as Indie as we've been since 1996.
Originally posted by Zeron:
Thanks for the feedback, but some of it is just not practical for many reasons.

For example, having a bunch of slot machines spewing money would be a balancing issue. The player can already get a lot of money just by destroying ATMs, doing side activities, etc.

Another issue with the suggestions is having to remove or introduce new weapons, it's probably not a good idea to just downright remove a sniper rifle for example. It's also not simple to just introduce a new weapon, it's something that takes time and shouldn't be prioritized in favor of the many things we have to do first and ASAP.

Another thing, the removal of load zones will absolutely kill performance. There's no way we're getting rid of them at this point in time unless we found a miracle way to drastically increase performance (which is pretty much impossible with this engine and the current complexity of the game). Most games don't even have >95% of enterable buildings like ours do, the big open maps you see in other games just have hollow buildings everywhere to accommodate that performance.

One last thing to note is we're not a AAA company, we're just as Indie as we've been since 1996.
And you can see why, modding teams still rock the number 1 spot, than any development team out there?
Zeron  [developer] Nov 13, 2023 @ 4:16pm 
Originally posted by ℜadio𝒮kull:
So basically you are telling me that, you cannot do it on such an engine as UR4, but once I play SR2, a game that came out in 2008, Volition did it just fine on their own ♥♥♥♥ engine? Makes sense to me.
Because guess what, you can do a lot more with an in-house engine and a bigger budget and team than ours... That's such a bad comparison that you even deleted your post.


Originally posted by ℜadio𝒮kull:
And you can see why, modding teams still rock the number 1 spot, than any development team out there?
Because modding teams can focus on a specific thing without having to worry about a number of restrictions while core developers have to focus on a lot more things at the same time. Modding teams are very welcome and we 100% support them, but there's a lot of unfair comparisons that simply shouldn't take place, this is one of them.
Originally posted by Zeron:
Originally posted by ℜadio𝒮kull:
So basically you are telling me that, you cannot do it on such an engine as UR4, but once I play SR2, a game that came out in 2008, Volition did it just fine on their own ♥♥♥♥ engine? Makes sense to me.
Because guess what, you can do a lot more with an in-house engine and a bigger budget and team than ours... That's such a bad comparison that you even deleted your post.


Originally posted by ℜadio𝒮kull:
And you can see why, modding teams still rock the number 1 spot, than any development team out there?
Because modding teams can focus on a specific thing without having to worry about a number of restrictions while core developers have to focus on a lot more things at the same time. Modding teams are very welcome and we 100% support them, but there's a lot of unfair comparisons that simply shouldn't take place, this is one of them.

Nah, game developers are not who they used to been, game development teams change. And this game is proof, or like other game companies who release their game in a buggy state & fix it in updates. Why else do you think these mods exists? https://steamcommunity.com/sharedfiles/filedetails/?id=2897025744&searchtext=postal+4
https://steamcommunity.com/sharedfiles/filedetails/?id=2900124445&searchtext=+petition

You & your team may look at it as a joke, but I see it as a possible future where your team is going to be like Midway, Pandemic Studios, WestWood Studios. I am here to play a new Postal game, not a carbon copy of two, w/more assets. I am happy that you do listen to the community, but not for the right reasons though?
Zeron  [developer] Nov 14, 2023 @ 6:59pm 
Originally posted by ℜadio𝒮kull:
Originally posted by Zeron:
Because guess what, you can do a lot more with an in-house engine and a bigger budget and team than ours... That's such a bad comparison that you even deleted your post.



Because modding teams can focus on a specific thing without having to worry about a number of restrictions while core developers have to focus on a lot more things at the same time. Modding teams are very welcome and we 100% support them, but there's a lot of unfair comparisons that simply shouldn't take place, this is one of them.

Nah, game developers are not who they used to been, game development teams change. And this game is proof, or like other game companies who release their game in a buggy state & fix it in updates. Why else do you think these mods exists? https://steamcommunity.com/sharedfiles/filedetails/?id=2897025744&searchtext=postal+4
https://steamcommunity.com/sharedfiles/filedetails/?id=2900124445&searchtext=+petition

You & your team may look at it as a joke, but I see it as a possible future where your team is going to be like Midway, Pandemic Studios, WestWood Studios. I am here to play a new Postal game, not a carbon copy of two, w/more assets. I am happy that you do listen to the community, but not for the right reasons though?
Early this year you made a whole thread complaining about issues that were fixed in an update released just days before that post (because at the time, you didn't bother to check the update before complaining about it). In that thread you even specifically mentioned how we were "taking vacations" instead of improving the game despite the fact this team NEVER stopped developing this game since day 1.

It's clear as day that no matter what we do it won't ever be enough to fulfill your needs. This game isn't for you, that is fine, but you're wasting your time if you want us to do dumb or just downright impossible things to accomodate our assets specificaly for your needs and perhaps to those few other people who somehow would prefer to not get their money's worth on POSTAL 4 in favor of us making some other game that would potentialy not suit your needs either.

We won't stop trying our best to improve POSTAL 4 as we believe people who invested in the game deserve the best product possible. Pretty much the same treatment POSTAL 2 got, which has been getting improvements for over 2 decades (and no, the game wasn't perfect on launch).

We'll choose to not interact with your posts any further as they got far more attention than they deserved, have a good day.
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