SCP: 5K (Alpha Testing)

SCP: 5K (Alpha Testing)

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Labonski Sep 3, 2023 @ 10:35am
A few issues I'd like to bring up to the Developers
First of all can I just point out that using the system Dying Light uses for their parkour as a system that can be used for weapon animations in SCP 5K is genius. I'm sure there are a lot of modders out there right now who cannot wait to get their hands on this game's future mod tools. anyway, the issues...

First issue: The Spider Crabs.
Look I get this is an Alpha, but these Spider Crabs are a complete non issue, they get stuck on everything and literally run away from you, I've actually had these A.I running away from me on several occasions, (I've even had these things break through doors to get away from me, this happened as I was writing this actually, wait are these Spider Crabs actually just passive A.Is? Seriously, considering how docile they are, I genuinely am starting to think they're not suppose to necessarily attack you) this is a huge shame because I think this enemy looks really cool and when these things were initially shown off in some demo footage, they seemed to be able to handle much tighter environments a lot better, as well as actually acting as an enemy and not just a glorified passive A.I.


Second issue: The Canals
The Canals highlights this issue the most but Particle effects in this game, best example being enemy bullet particles, they're hyper demanding, it's ok when there's only 1 or 2 of them, but any more and you'll start getting huge performance drops, I will note that I watched someone with a 4090 get to this part of the game and their FPS didn't tank but at the same time he's running a 4090. I guess It's my fault for playing this game on such a low end graphics card such as the AORUS RTX 2080 Super OC


Third issue: No toggle sprint (Just a little nit pick)
No, Toggle Sprint Mode is not toggle sprint. Let me point out the difference from my perspective so you better understand exactly what I mean by that.

Toggle Sprint Mode (how it currently works in the game): You walk forward, you toggle sprint, now you're in Sprint Mode, you will sprint again as soon as you reapply the movement keys. a system which is great for the lazier playstyle.

Toggle Sprint: You walk forward, you toggle sprint to sprint, you stop sprinting when you press an action that cancels sprinting or let go of the movement keys, the important thing to note is that Toggle Sprint requires that you press the sprint key again in order to sprint again, a much more intentional system for a tighter playstyle.

Now I'm not saying there's anything wrong with a "Toggle Sprint Mode system", keep it, but I personally would prefer a proper toggle sprint as that's just what I'm use to, I keep cancelling sprint when I don't need to because the movement acceleration stops you from knowing immediately if you're in the sprinting mode or not as there is a minimum movement speed requirement for sprint mode.


Fourth issue: Hold F to Interact (again, another goofy little nit pick)
So I hold F to interact right? I watch the progress bar fill up, the progress bar completes, yet it doesn't interact, so I have to re-hold F to interact, like If I have to hold F to interact to the point of completion, it wasn't a suggestion, I wanted to hold F to interact and the game didn't interact, major major skill issue for SCP: 5K there.


Fifth issue: The KAC LAMG.
This update has added to this gun, some of the worst trigger delay I've ever seen in any shooter game I've played within the last two decades, This gun makes the Black Ops 2 Zombies FAL look usable. That's quite the low bar. I can't really breakdown exactly what's wrong with it because there's nothing right about it. (alright I kinda can: basically, if you're not gonna go full blown Rambo mode with it, don't use it, that's the issue with it, if you try to control burst it control semi-auto the LMG, it won't) Just change it, seriously, no one will complain, except for the two people who like not being able to fire their LMG for up to 2 whole seconds at a time.


Last Issue: Your game design philosophy flaw
Don't worry, you're not the only developers who have made a realistic shooter who have done this, as a matter of fact, the games you use as a baseline for your game design philosophy all make this exact same mistake.

When you're designing your "realistic shooter", ideally you'd want to cut down on some of the more cheesy/exploitative playstyles such as "Running and Gunning", in order to create a more authentic experience, I completely understand this, now what's the solution to this problem? Well usually the solution is to tinker around with something to do with the movement system in order to limit what a player can do or punish a player for doing it, here's the problem with this system, all it actually does is punish the players who would otherwise do the very thing you'd want them to do:

In SCP 5K, your movement has a maximum possible speed, lets keep things simple and say that just sprinting alone (without any other potentially advanced movement tech) is maximum speed, now throughout a session, lets say you have an average speed, lets also say that the average speed throughout a session is equal to the characters maximum speed, what this means is, you've literally just ran through the whole session non stop, now obviously you don't want this, so ideally you'd want to bring that average speed down, forcing the player to make decisions that sacrifice the average speed of the player, now remember what I just said "forcing the player to make 'decisions' that sacrifice the average speed" Decisions, not just straight up forcing/force through limitations, what it all ultimately comes down to is the circumstances that the player is put in to, if there's no threat, you can go faster because nothing is going to stop you, or even try to for that matter, if running non stop is a guaranteed death sentence, you literally cannot keep that average speed up, you must deal with the threat first. which brings me to my ending comment:

Have you ever played a Call of Duty game on both Recruit/Regular and then on Hardened/Veteran, exact same movement system, completely different playstyles required.

I think this game could genuinely be something special in the future, keep up the good work if any of you devs do give this discussion a read through. If anyone plans on replying to this post, just note that I probably won't read it. I just don't have the time or effort to read and reply through every single potential comment.
Last edited by Labonski; Sep 3, 2023 @ 12:27pm
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this game doesn't have a stamina for sprint, does it? I forget.
Noob Sep 6, 2023 @ 12:33pm 
Originally posted by ProfessionalExpert:
this game doesn't have a stamina for sprint, does it? I forget.
You can run forever in current build.
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Date Posted: Sep 3, 2023 @ 10:35am
Posts: 2