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Backlog

19

Under consideration

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Knife

Maybe add a knife to the players inventory and also Improve the stealth system. Would be really cool to do some knife kills.

Flo
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Desynchronisations in Multiplayer

When a player in MULTIPLAYER, which is not the host, wants to start the “Hack with joystick”, the clicks desynchronize and all players (except the host) need to click before the green stuff, because the actions are kinda “streamed” from the hosts pc. Maybe replace the screen when other people, that are not doing the hack, look at it and see a “…. is Hacking it” or something….

Flo
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Sandbox mode

I (we) need the “sandbox” mode back:(. It was fun.

Flo
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Guns/addons

Asval G36KA4 G36 HK416 ADDONS: EOTECH Bigger laser(block laser)

Flo
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Glitching Playermodel/Bugs

Sometimes when you Aim with a gun with thermal sights attached to it or in general with a gun, or hold it, the gun buggs around and theres something black infront your view fast, which goes away fast again. this repeats sometimes. Sometimes when the player reaches for ammo, he picks 2 and the magazine has a bugged gesture in the hand. The other magazine falls to the floor and the player cant pick it up mostly. Doors are too tiny for big people, the hitbox of entering doors should be the same.

Flo
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Improvements/Suggestions

I got some Gameplay Improvements, Ideas and suggestions: Kicking out a magazine with another Magazine for the AK/Tactical reload for the other weapons or beeing able to do both with all weapons Beeing able to drag Bodies. If Guards see bodies = Compromised/alerted, if no, safe. Maybe improve the wall destruction on doors(when kicking the weapon against the walls, sometimes it doesnt detect that the player wants to crunch ( :D ) it ) AND: There should be mag physics/mag entering physics like in “vail VR”. Letting the Mag jump in is good, but looking kinda janky. Sliding it in looks way more professional and smoother. Maybe: Beeing able to climb on anything(But with stamina going down. If theres a restricted part where the player shouldnt be going up, make the building taller or take more of the stamina when he climbs.) OFCOURSE THESE ARE ONLY SUGGESTIONS AND I ONLY WANT TO HELP AND DONT BE THE GUY WHO CRITIZIZES EVERYTHING. BUT these are just my ideas to make the game better:D

Flo
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Gunplay, movement and interaction

First off I wanted to say its so much better than before, and my experience so far is limited to most of the starting gear. I also didn’t play much before the update so take everything I say with a mega-pint of salt. Starting off with the gunplay, each mission I have played (I have 2-3 left as of writing) has flowed really well, with the stealth mechanics making me feel like I am playing a VR metal gear game. The ability to brace guns on most of the objects to stabilize yourself for longer distance shots or bursts felt good, and the distant sound of footsteps and doors really adds to the tension when trying to sneak through. Though there are a few complaints throughout all of this, starting with hit registration. I don’t know if its an issue with collision or with the enemies, but there are times where enemies seem to be completely intangible. one mission has a bridge with a box containing a shield nade and that was the biggest case of it happening to me. There’s a real chance I just missed, but I can swear on my pride as a gamer that I was hitting them. Barrel stuffing sometimes didn’t even work. A funny issue I found out is with toggle hold on, pressing trigger near the LVPO has a tendency to grab the bolt with the AK, and you have to press trigger again to let go putting the LVPO back to its original state. Its also really easy to accidently grab the handguard instead of the mag, so it would certainly be nice if the detection could be tweaked slightly. One thing that would certainly be nice to have is the ability to knock out magazines of certain guns by smacking them. With the ak especially, the muscle memory of smacking the mag out is engraved into my soul. Being able to check the chamber for a bullet would also be nice, sometimes I unload an empty mag, load a new one in, and have to play the game of “is it loaded or is it gonna be really awkward once I go to shoot someone”. Though these are nitpicks I still feel it worth making a paragraph for Movement is probably the biggest issue i’ve had with crunch element in both versions. Though you can technically climb up things because you can launch yourself upwards, it feels super jank and I just wish you could grab any ledge and hoist yourself up. One mission has a sort of U shaped pipe area that you can totally use to skip looking for a keycard, and the room it connects to has windows you could potentially hop to, but both are really hard to access because of said issues. Interactions almost all feel amazing. The elevator buttons, keycard readers, chests, everything works pretty well. Hacking terminals is a bit weird feedback wise, though. Like is it beeping at me in a good way? Is it telling me its on cooldown? Is it there just to mess with me? Regarding stealth interactions, i’m curious what your vision is for it, or how fleshed out you plan on making it. Because I would adore the ability to use disguises, or worry about bodies in some hitman-esque playstyle. But at the same time chaos and destruction are some of the seemingly bigger highlights for the game, so seeing how it turns out could be fun. I yapped a lot and am proud of it, hopefully some words were useful. Love the game and want to see it succeed. Been keeping track on twitter since I saw the announcement (I still don't get that one guy on the replies from the FPV showcase) and am excited to see where its gonna go. o/

moofiche
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No menu on left hand

In the update video, and at the end of the tutorial, it appears I should be able to see a menu on my left controller some how, but there is no menu visible.

carn1x
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Breaking Glass / Doors with Butt of Gun (And comments!)

First and foremost this version feels significantly better than the old, Im very excited to see the direction this game goes, Im always a huge fan of progression with gear / weapons / attachments / etc so I am looking forward to seeing those systems down the road. Also is it possible to make cosmetic changes to our characters? Even if minor it would be nice to have some change between players the way they want to look. Secondly, minor annoyance I noticed in game. The butt of your gun seems to only be able to break glass/wood AFTER you hit the object with your hammer/shoot your gun at the breakable object. Could it work beforehand too? This is definitely most noticeable with glass. Thank you!

Jade Austin
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On Guns

Very impressed with this update, performance has been flawless, enemy AI is engaging to fight even if their animation plays too fast for their run speed sometimes, the gunplay & audio feels fantastic overall and I’m a huge stickler for those so it’s high praise from me. The following is all about the AK-20 & 1911 because that’s the only kit I’ve played with so far. A teeny bit of the MX-18. Guns absolutely need to be rendering something for their chambered state. It’s fine if the movement isn’t precise (although much cooler if it is), just a static bullet in a place that obviously means “loaded” at a glance is the #1 missing piece. Barrel grip zone should be disabled when a grip is installed bottom rail. Magazine grip hitbox feels a little awkward on a built up AK, I have to be very intentional. My speculation is that the mag hitbox overlaps with the angled grip’s. I’d like to see an option in settings to use the index finger trigger for magazine interactions, I think it’s a natural solution to that issue and enough of a genre convention that lots of other users might prefer it too. Another solution to that issue is to change the way the magazine release button works on guns with that function. Currently the magazine drops when the button is released after a momentary press. The ideal process would be the press event triggering the magazine to become interactable and travel down the well, then at the end of the well check the button state again, if it’s released let the mag fall, if it’s held, keep it at the end of the well. This becomes doubly useful if you decide to implement a mag with a window, or some perk upgrade for a UI overlay, but I think it’s necessary for administrative reloads. From the 1911, I would like to be able to lock open any gun with a slide lock by holding the slide release button while I rack it. This is entirely novelty and current functionality is fine. For the MX-18, I noticed a round only ejects on the first cycle of any given grab of the bolt. Might be the smallest nit I’ve ever picked. I’d understand if you wanted to keep the ammo interaction arcade style, but I figure the gunplay is already so good that an option for a slightly more involved system would fit right in. My idea is to keep the ammo pool pouch, but make magazines a vest item; Mags held to the ammo pouch reload one round per 0.6 seconds with audio feedback. Spare mag slots give more character and weight to the player’s choice of armor vest. Downtime reloading gives something to do during a beat between the action, and it emphasizes the value of team play under pressure. But really, it’s about the cognitive load of knowing the states of your magazines and choosing between them in a firefight. The loadout screen is only slightly unintuitive, it took a little bit for me to find where to change attachments. I would like to see the save data represent the last known attachment config on a per-weapon basis - rebuilding my AK because I clicked on the MX-18 to check it out wasn’t ideal. The menu option is nice but I think it wouldn’t be a waste to add a series of kiosks to the hideout, one for each player, with the same functionality. At the very least, somewhere to see your entire squad’s loadout at a glance. Keep it up, this is good shit and I’m excited to get back to playing it. Just bought another gift copy last night.

Lu Centauri

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3

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4

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