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
On some guns the mag / clip is not in full view (like the M16, at least how I aim it / other guns) and without any "sound" or the "visual" indication how do you know?
In most FPS's I usually just quick reload to be safe and top off (when ammo is unlimited), but here ammo is currency and limited, so you really need to conserve.
I'm at the end of the game nearly and I have plenty of ammo stored up etc.
For me it's more about knowing what is going on with the weapon so that I can be effective.
I play a lot of Pavlov, and Onward which have zero issues with reloading, because I know what is going on due to the SFX. BONEWORKS is like a guessing game due to the silence.
Considering the SL0 / NODE guys make FPS games, and a LOT of FPS related videos you'd think they wouldn't miss such an important detail, so it's just odd to me.
That's not the point at all. Of course you can determine that - just like you could determine you are dead on account of not being able to move but the game still provides a vignette to indicate damage - this is the same kind of thing.
It's a muscle memory/instinct thing. Using sounds as indicators and even the pop eject mag feature makes for a much more seamless and enjoyable game and increases the feeling of immersion. I'm almost certain they will address these things as other games do them and you can see the efficacy.
that makes no sense, a gun doesnt sound different when it is low on ammo.
Its more of a videogame-e addition but It would be nice, I've notice in a lot of games when you get down to the last few bullets the gunshots sound a lot clickier. It would just be nice to have.
Here's what I'm talking about : https://www.youtube.com/watch?v=-CRGs9gkNes
To not hear it throws off my natural gauge of when to reload.
This is in every modern 3D FPS (VR FPS's I play as well), but not at all in BONEWORKS.
It's honestly a simple fix, and I'm sure it was just overlooked by the SL0 team.