Hey all, wanted to drop in and say that I have been recently enthralled by SCP: 5K and as a fan of the SCP foundation I appreciate the hell out of the work that everyone has done to bring this world to life. Game development is one of the most challenging things any person or team can set out to so and regardless of that challenge everyone at Affray Interactive has knocked it out of the park in all aspects, bravo and encore to the whole team. With all that being said, and I hope that this does not make my praise seem disingenuous, I have some feedback I would like to share. This feedback falls into one of three categories: not enough of it, not hard enough and autistic quibbles. I am aware that all of the things I am going to suggest represent significant fiscal and labor investments so I will do my best to be as considerate as possible of the cost benefit of each.
I am going to address the autistic quibbles first.
- Ammo in the chamber is not counted correctly
Tactical reloads still work as intended, but you have a mag in your pouch with one in it and no extra bullet in the current one. This really throws me off, I have seen other games track it by having a "gun" and "mag" counter, but I'm not a dev and I have no idea how difficult it would be to implement. If it were I would probably shriek and jump up and down. - Gun inaccuracies.
There just are a few that I noticed, I'm certain I have missed a couple and I am doubly certain that others have noticed more and I am sure they will be respectful when they point them out underneath this post. I don't know if they are there for the sake of balance or if they're just oversights. Nevertheless I will bring them up here because the weapons are modeled so well elsewhere.
2.1. The 1911's magazine holds 8 rounds in game, this is only possible IRL by having one round in the chamber. The magazine of a 1911 holds 7 rounds of .45 ACP.
2.2 The box mag of the M23A3 holds 5 rounds of .338 Lapua Magnum, not 7.