#Feedback + Suggestions on Area 12

47 messages · Page 1 of 1 (latest)

swift karma
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The main story, while interesting for me as a big SCP fan, was too subtle or hidden behind a wall of text for my friends, who are not big SCP fans. There is an improvement from the previous update with the addition of TOC; however, adding voiceovers to the UIU character that the player controls would be a huge addition. I'd say the best approach to implementing UIU voiceovers would be something similar to how Ready or Not handled player voices. There doesn't need to be a lot of them—maybe 4 or 5-and adding some random background chatter or reloading/action voice lines would go a long way. Features like that would bring more life to the story and action.

Additionally, some minor cutscenes would significantly improve the storytelling. They could be rare and only appear in a few key segments of the game, but they would still make a massive difference for me.

Another thing that should be added is discouraging rushing. When my friends and I were playing, one friend decided to just rush ahead and ignore the enemies, and nothing happened to him. The horde didn't care and focused on us instead. This ties into my next point, which is the enemy human AI. I think, given how the health system works, they should either deal less damage (getting one-shot is not fun) or the player should have more HP. This would work perfectly with another issue: there are no real consequences for dying in the game.

I think making respawns more rare—only occurring after clearing an area of enemies or moving onto the next area—while giving the player more HP so they don't die in two shots, would be the perfect way to balance things out. It would make the game both less forgiving and less frustrating. A feature I'd like to see alongside this is the ability to pick up meds for later use—maybe one or two—so this system could work more effectively.

That being said those are just some nitpicks, and the game is amazing. Good job to the team, i cant wait to see what the future holds for this game!

swift karma
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Feedback + Suggestions on Area 12

strong ingot
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Maybe real-time cutscenes like how Half-Life handled it or the memetic signals in GotSG?

elder lagoon
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Getting oneshotted is kinda a big part of a tactical shooter

swift karma
swift karma
# elder lagoon Getting oneshotted is kinda a big part of a tactical shooter

yeah the problem i have with that is that the missions are far too long to include that. BC right now you can get one shot, you respawn 5 seconds later and i find that fairly arcady. I think changing it, so that the respawn system is less forgiving, while sacrificing the realistic mechanic of getting one shot would play better, and feal better

strong ingot
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Just an idea though

elder lagoon
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Damage scaling or anything similar wouldn't work for a tactical shooter

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The base respawn timer is 30 seconds by the way

swift karma
# elder lagoon It's not realism, it's just how the TTK is intentionally set up, if you aren't b...

my friend quite literally just rushed up and skipped half the fights leaving me and my other friend to fight them alone. and tbh the base respawn timer dont matter much when there issnt an incentive to live. Like yes, there needs to be a respawn system of some kind, due to how long the missions are, but i don't think it should be that frequent. If the game doesn't
discourage dying, ppl wont care about it and wont take their time and will just rush ahead. I thought a bit about it, and if the "clear the area of enemies to respawn" system aint the right fit, something close to how it worked in Left 4 Dead could work

lean coral
fringe pagoda
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Just to chime in with the difficulty of levels and respawn system, there is going to be a difficulty system introduced in the future, which will punish the player most likely for making mistakes or rushing, etc

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(Don't take my word for it, everything is subject to change)

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As for the tactical aspect, I imagine there will be things to reinforce 'tactics" if that makes sense, over time

lean coral
# fringe pagoda Just to chime in with the difficulty of levels and respawn system, there is goin...

Honestly it should of been added ages ago. I don't even like playing this game with people in the server because no matter how much you tell people "I want to take it slow" people still rush through the game. I had a friend who was new to the game, and they rushed through the entire thing because people didn't want to just absorb the content of the game. The person ended up not really seeing any of the enemies in the game because of how quickly they got mowed down.

fringe pagoda
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It's not a priority at the moment, plus from a development viewpoint it likely wouldn't make sense so early on

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For now you just have to find people would be willing to play slower

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Closer to the games completion I imagine we will see the difficulty scale, once everything is in place, so they can do checks and balances if that makes sense

swift karma
swift karma
swift karma
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After playing the new mission, I'd say adding VA like that would be an amazing choice, as in from the UIU operators we play as. I still stand by my point that some background chatter/reloading lines would be a nice thing, however its not necessary. Also the new mission is amazing, masterful atmosphere

elder lagoon
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Also, they would have to be disabled on multiplayer so that communication isn't interrupted or positions aren't given away

swift karma
elder lagoon
swift karma
elder lagoon
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It'd still be annoying if it's rare, and there also wouldn't be a purpose for it if it was rare

swift karma
swift karma
elder lagoon
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I'm talking about multiplayer generally

swift karma
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Yeah and I am talking about raid on Area 12

elder lagoon
swift karma
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There is a simple on/off switch that can be flipped for multilayer

elder lagoon
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That gives and unfair advantage to those with it on

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There should be zero things that are automatically done by a player character in a tactical shooter

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The whole point is making decisions

fringe pagoda
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As far as we know presently the UIU are silent protagonist's, leave it at that, I say this often, suggestion is just that, a suggestion. If the developers want to add it they will, and if they get negative feedback they may or may not remove it

swift karma
swift karma
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I just personally feal like the way it's done in the newest mission is done very well and would fit nicely into area 12

fringe pagoda
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It would be, but still the possibility area 12 is made that way with us being the protagonist