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翻訳の問題を報告
- You can select your own token colours from the Main Menu via Settings -> General -> Customise Colors.
- You shouldn't be receiving an infraction for accidentally tasing someone (briefly), or tasing someone just after they became compliant from hostile. There's a fairly sizable buffer to prevent both of these situations. Unfortunately I can't replicate any issues with it on my end, but if you have some video of this occurring, or can describe how to reproduce it I can try and figure out why the buffers aren't working for you!
- You're correct that shouting doesn't work through walls. We made an exception for crouching behind cover, but the basic rule is that shouting requires line of sight. We understand it's not entirely realistic, however the idea is that there is supposed to be some danger in confronting a suspect. If the suspect can't see you, there's no danger. (You're still susceptible to thrown equipment behind cover.) So while shouts do work through windows, they don't through curtains, which is why you couldn't shout at a suspect in the motel.
- In terms of knowing whether a shout registers or not, there should be both a visual and an audio cue to let you know: a shield/badge will animate underneath them, and a metallic whoosh sound (or stubborn buzzer) will play.
Either way, thanks for taking the time to write up your thoughts! Sorry you didn't enjoy it, but the feedback is appreciated!Yes, I've noticed the “cooldown time” after the tazing/persuading. I also have a suspicion that the harder levels go, the more “sloppy” it is allowed to be – am I right? I definitely had some “rather sloppy” shots on the latest levels, up to the point of killing someone when they moved from red to green, “got persuaded” and dropped the weapons, already became green, and I've shot them right after this. I am almost sure I would get an infraction for this case on the earlier levels. But such infractions still happen sometime (though I don't typically record videos, sorry). And still, this doesn't help much with other situations, like “tazing a hostile among the compliants”.
Also, another noticeable part of my, uhm, “surprise”, was the infractions for tazing someone armed, no matter if he is hostile. IMO it just should not actually be an infraction in any case; but it was. And it was even an infraction, I think, if I got close to the suspect; shouted at him; he didn't drop the weapon but haven't yet registered as “stubborn” I think; at this point I already tazed him (armed suspect; ordered to put down the weapon; suspect non-compliant), but still got an infraction.
I probably haven't noticed the visual indication of “them hearing me”. Will pay attention more as you say there is the visual indication. The audial doesn't help much (as there may be multiple enemies on the screen). I intuitively thought that “the range of the yell” is the circle that gets displayed on the screen showing your sound – but well, again, with those “line of sight rules”,...
I get your point about the “no confrontation – no risk”. The moments like “we are standing on the other walls of the corner/doorway, a meter aside” still seem somewhat... strange. In a real-life scenario, the suspect would hear me whispering; in this case, after the long standoff and shouts it hasn't even yet registered as “stubborn”.
I shouted many times at an armed suspect. He refused. Started shooting. I ran to him, tazed, shouted. Still refuses. I taze him one more time, no use again. I tze him again, he drops the gun, turns green, I release the taze button... TOO LATE... Restart mission.
The two seconds cooldown while the suspect is unramed but can be tazed without officer punishment.
Seriously, how in real life anyone can detect that millisecond between "suspect holding gun ready to kill everyone" and "he spreads his fingers and the gun is in the free fall, so he is an innocent unarmed teddy bear"? And how can anyone punish an officer that held tazer for that millisecond longer?
Chicago\Philadelphia police directive: "use only one five-second energy cycle (the default length of an energy cycle when the Taser trigger is pressed and released) and reassess the situation"
They are allowed 5 seconds tazing, THEN reasses the situation. What we have now? Our ingame 5-seconds ALLOWED TAZING timer stops when the suspect drops a gun, but this doesn't stop our tazer.
This will solve all the problems :) Everyone wins, lifes saved! "Protect life!"
Negative, the buffers actually remain the same throughout the game!
You definitely shouldn't receive an infraction for tasing someone hostile. Both stubborn and hostile tasing should be "clean". If you've experienced that it's definitely a bug.
We've had a couple of people suggest that tasing any NPC with a visible weapon should be clean. Presently we're focused on fixing prominent/blocking bugs and issues. Once they're dealt with we'll have some room to consider this! I can certainly see both points of view.
Sometimes you can get away with this because under the hood they've become stubborn, even if you haven't seen the explicit visual/heard the sound. However as it currently stands (see previous section about tasing anyone with a weapon being valid), the idea is that we're trying to represent (in a simplified manner) the confrontations that officers deal with in real life.
So the "stubborn" state represents an NPC actively/aggressively ignoring or even taunting you. Whereas simply "receiving" a shout (the gold and silver shields) isn't supposed to represent them ignoring or defying you. It's meant to represent a suspect's panic, confusion, hesitation, contemplation etc. Basically acknowledgement, but inaction.
In-person, you obviously have a whole range of cues in a situation. For example, an armed suspect looking at the ground and crying is different to one aggressively staring at an officer while trembling. Both are potentially dangerous of course! But the goal of the stubborn system is to distill what your character is looking at. The stubborn symbol is supposed to represent your player believing there is no longer a potential peaceful avenue. But before then they believe there's a chance the suspect will surrender willingly.
The clean tase/kill buffer is actually quite close to this value. However one tip for you is that you can perform a clean tase for a very long time. Not infinite, but very long. So you generally don't need to worry about over tasing. You should notice any of the cues that they've become compliant long before you can hurt them with a clean tase.
This is actually quite a good suggestion. I need to mull it over a bit, as we've "automated" some processes before and play testers have been annoyed that they didn't have more control (previous iterations of the taser are one example). I mean, I could potentially disable the ability to errantly tase altogether, which would solve a few peoples' qualms. Let me think on it (but also feel free to discuss it further!).
I've had a quick look at the taser buffer code and did notice that it is cumulative. Which could explain why you're both seeing fractional taser punishment. Because you've tased them in the past, a tiny tap later is causing an infraction when it shouldn't. This is theoretical at the moment (because the hostile buffer should also be in play), but I'll investigate!
Thanks again folks!
So cool we can contact the developer! Thanks for your explanations. Yeah, things are very subtle sometimes and we can describe something inaccurately.
I just retried missions and was VERY VERY attentive when using a tazer. Yes, actually I remember that all the problems appeared when tazing repeatedly, not when tazing for some time. So when you hold the trigger and taze a hostile, then the suspect turns green, taking it a bit further really has no consequences. If your finger trembles or slides and you "retaze" = there is the problem.
Thanks for the tip. Just reassigned the colors, a really useful feature. Probably should be included in the training ;)
This. Is. Huge.
It is going to change the experience a lot imo.
But got your idea, “tase in longer cycles”. Will try on replays.
Maybe it worths mentioning in the training. But maybe, it can be changed in the taser behavior, so the people will intuitively incline to one or another way of tasing (“short bursts” vs “single long burst”). Maybe it even makes sense to add a “recharge” phase of the taser (with the characteristic “capacitor charging sound”), not too long but enough to make you feel risks (0.5 seconds to 1 second maybe?), after each round. So you could either hold “tase” for as long as you want; but when you release “tase” button, you have a 0.5 second pause when you cannot tase, and you'll instinctively prefer to tase for longer.
Yes, even the shortest play after seeing this hint, has shown a major difference, but I still have to finish the next level and see the change on the scale. Kudos to author for the hint.
I did not know about this feature, definitely gonna try this out!!!!
So the AI always surrendered never moved, and seemed to completely ignore me; removing gunplay from the game. That is kind of okay, you should be able to get arrests without tools. But it was so consistent it had to be a bug of some kind, I think. I love the artwork and style, but the problem with this game is those side challenges. I think it's a really big no-no to put speedrun challenges in cop games, and it's also a big no-no to put in challenges like "Blow up somebodies wall to get in" or "Flashbang three people at once" because you're immediatly preventing people from approaching the game the way they want to.
Arrest everybody and don't kill, that's easy enough to approach. But all of those side challenges distract way too much from what the game is supposed to be about: Creatively tackling criminal situations. Instead the game is about running at breakneck speeds with shotguns trying to complete the missions in under three minutes. If you were to just fix one thing, I think it would be tacking a few minutes onto those timers to make it possible for solo players.
Yeah, I believe this is why I haven't been able to replicate the issue. Because like you said, there are two different tase styles. I'm actually aiming to have a fix for this in a patch later today (Australian time). So the game should hopefully accommodate both the long-hold, and the short bursts. That way if a player does accidentally burst not realising they've gone compliant, they won't get an infraction anymore. Hopefully that fixes the issue for you!
This is a bug we're still trying to pin down the cause of. If you happen to experience it again, it would be incredibly helpful if you could send us your logs:
To retrieve these follow the below steps. (WARNING: The log file maybe contain some information about your computer and OS username, which you can either remove first or use the email option to ensure they're not publicly accessible):
I completely understand this. Time goals a bit of a balancing act. (Made harder by randomness, of course.) But our aim is that the times should be completable solo. They're currently based on play testers' average times plus a buffer, but it's also possible that the play testers drove the average down, because of the amount they played the game, hehe.
Do you have some specific mission times that you feel are way out of touch? Or just a blanket issue? The tutorial for example averages about 1:45 when someone is aiming to get the lowest time.
And while I know not everybody enjoys variety challenges, the goal is to encourage a few different playstyles. Basically, the idea isn't that you finish all challenges in a single attempt. Whether that's successful or not is another matter, and there will of course people who just do not care about time trials. So I've tried to not limit many exciting unlocks behind the time trials.
Changing the “Neutral” color to white changes the game immensely.
So much that I just finished the game, then edited my Steam review and upped its mark from “Do not recommend” to “Recommend”.
A simple tweak that matters so much. Just make the neutrals white – and hey, most of the confusing disappears. You now clearly know who is the danger and who still can be negotiated with. No, it doesn't turn the game to a top-down shooter, “see-red-shoot-it”, most of them still can be tased and cuffed.
And I also changed my tasing tactics from “short tase-check compliance-short tase-check compliance” to “long tase until compliant”. Never had A SINGLE issue with tasing.
Now it's good. And the only being waited for now, is the new Steam Workshop levels.
(Btw, to the developers: there are some tiny layouting glitches – sometimes the display seems cut on the sides, sometimes there are black zones where they definitely shouldn't be; sometimes the cursor pointer seems wrongly mapped to the display; can discuss it in private, as these bugs are more obscure and may be either a macOS-specific bug or some resolution bug, so they are probably lower-priority at the moment).
Are you on a 16:10 monitor by any chance? We've had issues with 16:10 reported, and are aiming to have a patch up this evening (Victoria, Australia) time to rectify them.
It starts on the primary display, but it is too small (physically) and I move it to the second display, and play it fullscreen in 1280×800 resolution (yes, 16:10 aspect ratio on 16:9 monitor, because cannot change it to more reasonable).
The engine seems either hardcoding 16:9 aspect ratio or detecting it for for primary monitor (rather than for current one), so I cannot change to a more reasonable 1280×720. And (as this is 16:10 originally, you are right), the layout has all the problems inherited from 16:10, too.