#gtfo-game-suggestions

1 messages · Page 15 of 1

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Suggestion from PickleRick!#9757 (290991596617596930)

make it so the level has to reload after a checkpoint is utilized. Making things like reactor codes random every single time you reload. No cheesing.

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Suggestion from eKen#0585 (144888772075454465)

colorblind settings specifically for UI, or ability to change player colors at least

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Suggestion from Waxus#2800 (952281997273890877)

give the possibility of toggling on/off a bots delay on picking up stuff you leave laying around, the amount of times they stole ammo from me when i was reloading their tool ammo is too high.

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Suggestion from Clay#1854 (97053039499673600)

Mix Red(respawning) and White(non-respawning) sleepers into Respawn Rooms.
Why:

  1. gives you the ability to provide a harsher initial punishment for waking a respawn room.
  2. incentivises clearing the room/a path but staying in stealth
  3. makes it clear what is worth killing, and what isnt(because it will respawn)
  4. keeps respawn rooms a hazard while softening the annoyance of repeated pulls.
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Suggestion from C-#0668 (396271702050340894)

ability to command bots to hold in a specific spot, allows for solo runners to have a defence when using terminal

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Suggestion from Bean Based Diet#4321 (356485842484854786)

Add more detailed gun, melee, and tool descriptions. They don’t have to be detailed to the point of exact numerical statistics, but they should at the very least give players more information than the vague tooltips we have currently. (looking at melee weapons in particular; they explain very little about how the weapon might actually function and sometimes even hide additional functions, such as the bats ability to break locks in one hit or the knifes ability to attack without stamina usage)

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Suggestion from Spetnix#0001 (252846622067785728)

Give us the trailer few days before, not only few hours...

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Suggestion from ThexStig#4043 (478716515806347265)

achievements please achievements thats all i want

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Suggestion from Pepsi Max ™#1772 (748317652895924385)

removing friendly fire on ai so that they dont shoot you when defending

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Suggestion from sockducttape#2386 (755616042226810912)

changing the definition of what prisoner efficiency means to reward players for beating levels without using checkpoints without having to remove checkpoints. prisoner efficiency would be a rank you can achieve on every single level, regardless of if it has secondary and overload objectives, however in order to get prisoner efficiency you must beat every objective the level has without using any of the checkpoints. for example, in d3, you could beat the level while having also beaten the overload and secondary objectives, however if you died and used the checkpoint it would not count as a prisoner efficiency run. likewise, a level like d1, that only has a main objective, could also have a prisoner efficiency rank, however in order to get it you must beat the whole level in a single go without using any checkpoints. This allows for the developers to fix a huge problem that checkpoints provide without completely removing them, while allowing them to let less experienced players enjoy the content of the game without hurting the experience of the veteran players who want much more of a challenge. it also gives players who might be a bit too reliant on checkpoints incentive to try to go back to levels they already beat and improve their skills by completing it checkpointless.

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Suggestion from SsjgBops#7838 (808484907407376437)

have a hotkey for your bots to put down their tool. It gets difficult in a stressed situation to go through all the sequences of buttons.

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Suggestion from Portalmaster#7826 (339375472263692293)

Hi, I have audio hyper-sensitivity so high pitch noises give me a great deal of pain so it would be great if you could add a pitch limit slider/sound replacement for the baby striker screams, spitters and scout tentacle ambiance in the accessibility options thnx

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Suggestion from Skyler Batto#0117 (547661721930694657)

A very limited brightness and/or gamma slider? That, or some kind of colour blind assistance in the accessibility settings. I'm colour blind, so a lot of the times the game is way too dark and I have a tendency to walk right into sleepers. Even with the Bio scanner equipped.

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Suggestion from Artek#1547 (377548062119297025)

flavour text lore for weapons and tools

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Suggestion from DrClutchMcSwagDaddy#4358 (226038174298800128)

Food and water starvation/ dehydration mechanic 🙂

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Suggestion from DrClutchMcSwagDaddy#4358 (226038174298800128)

Bone fracture movement speed loss mechanic

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Suggestion from Updraft#9323 (901598788655919124)

gimme more glowstick colors for reasons

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Suggestion from Gray0948#9749 (979834997924069448)

Map where there is a path to the east and the west and there's cells in the east and generators in the west and the cells have to Handed off via teleporter. So there will be 2 players grabbing cells and 2 players across the map at the generators

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Suggestion from Dreamspan#8899 (252024550764576768)

Different alarm sounds for different types of alarms (pitch and intensity)- e.g. doing a surge alarm should have a more intense/higher pitched sounding alarm than a class 2 cluster alarm. This will contribute to the higher stakes and perceived threat level of more difficult alarms to get the heart pumping.

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Suggestion from Winterwolf#6210 (213528659372277760)

Some short snippets of character banter between the prisoners between quiet areas. The Ai can apparently distinguish when an area has been cleared of sleepers so it would be a nice touch in atmosphere to have the prisoners maybe reveal some juicy lore bits with some banter/chatter in the cleared out areas.

Think similar to Vermintide or Left 4 Dead banter, but again, only when the prisoners have cleared an area out. The banter can even start 'Room cleared' or 'That.. should be the last of them.. I think.' stuff like that and then they segue into some other line of dialogue.

If we look at the game apparently every time our prisoners are evacuated, they are put right back into stasis. You're trusting your lives to these total strangers. It would make sense that they would chat a bit to get to know who they're really dealing with. The majority of interactions could be snappy comebacks, some snark, or sarcasm even. Then on rare occasions we get some lore reveals, some backstory snippets, etc.

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Suggestion from Skyler Batto#0117 (547661721930694657)

Player name labels for sentries. This way, if you are a seasoned player and playing with new players, or if you're playing with bots, you have a better idea of which belongs to who. Makes it easier for team management.

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Suggestion from t5gy5#3826 (691947789453885470)

"This place is big" commwheel option

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Suggestion from Zyzyx#0192 (341691939902717952)

provide a history of players you have run expeditions with including their character names and discord handles if possible

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Suggestion from Afonsorodrigo44#7359 (310137350711672833)

make an rave glowstick why not

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Suggestion from NewYards#6297 (251379991483383808)

Remove the solo ping when ADS'ing wuth the biotracker

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Suggestion from Spetnix#0001 (252846622067785728)

Creating a suggestion channel was a good idea, now listen to them 🙂 (not all of course, some are from people that apparently don't understand the game)

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Suggestion from DrClutchMcSwagDaddy#4358 (226038174298800128)

Add a gun malfunction / jamming mechanic to make it more realistic and trickier to kill multiple scouts

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Suggestion from Uncle#4131 (245581642544971776)

A level in which just after the loading screen, the crane that lowers us into the rundown actually breaks, and deposits two players each on two different sides of the level. These two teams would have to work their way through the complex in order to link up with each other, and then continue the level as normal. To make up for having effectively half the team with you at all times, the alarms should not be too hard and their should not be too many hard enemies. This could probably work for a very early level, like an A or B one.

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Suggestion from Mole Ster#5574 (515816897141538827)

More glowstick colours. Come on, I know this has probably been said multiple times but really who doesn't love glowsticks?!

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Suggestion from Nugmania#0001 (375365582163410976)

(cant guarantee they havent been brought up yet)
a ping wheel simular to "Apex" so you can for example ping the location and have different types of ping (ammo, health, obj. item, dangerous encounter, tool usage)

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Suggestion from Nugmania#0001 (375365582163410976)

being able to move arround with the map open (making the map slightly transparent, moving the camera with rightclick while moving the mouse, slow movement like walking/crouching) it would help with finding doors/ clearing up deorientation in the crammed corridors for new players

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Suggestion from Nugmania#0001 (375365582163410976)

a tryout/scenario mode for weapons and tools that explains for example how the console works or that u can ping with the life scanner so new people dont have it as hard and basically have to go through a "trial by fire" where they have to fail over and over again til they got the hang of the game and its basic mechanics

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

female tank

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Suggestion from fnrslvr#9300 (523196176720461844)

Zone or sector map data retrievable from terminal logs. Ideally this wouldn't be a universal or even common thing -- it would be at the map designer's discretion to decide whether and where to make map data available in advance of players actually exploring the zone or sector in question. This could help players plan for objectives which involve error alarms, e.g. for an objective like r5b2 overload, if players could download a log containing the map for zone 315 in advance, they could make a plan for how to clear the rooms while minimizing risk of losing important doors to forward error spawns.

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Suggestion from Klamodude#6092 (236925061708120064)

a level where the players split up and then it gives you a flamethrower at the end of the level and you have to fight schaeffer and then you have to fight the warden (if you are playing prisoner efficiency)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a level where the objective forces you to split up

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Suggestion from Mole Ster#5574 (515816897141538827)

Possible for future levels; add a small underground Tram vehicle on tracks.
I think of it as a level where you and your team has to defend the Tram whilst riding it deeper into the Lab as you get chased by flyers. Maybe you are carrying an important heavy cargo, that is up to the developers.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

an option to show the ammount of latency (in ms) in game

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Suggestion from Moss#5746 (660969894506135573)

I know it's only been a few hours, but maybe switch the order of the list of apparel items you can unlock when you look at "All Unlocks" so that the levels are first, then main objectives, and so on

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow toggling thermal sights on/off. If you want to do it without an extra key, you could tie it to the flashlight.
Flashlight on -> thermal sights off.
Flashlight off -> thermal sights on.

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Suggestion from 3D political compass#3837 (831161584444244069)

Add a marker for sentries on the map. I just lost a sentry for a minute and had to go searching.

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Suggestion from TenguKnight#6404 (215135833378914304)

Either automatically turn off the player's flashlight when they open a terminal or get rid of the flashlight's reflection on the terminal screen because it is extremely distracting and annoying.

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

a gamma/brightness slider, it's about time, seriously. Thanks.

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Suggestion from TenguKnight#6404 (215135833378914304)

Now that thermal sights are a thing, I think biotracker needs a buff for stealth. One way to give it the buff it needs would be the ability to tag single sleeping enemies, for example by ASDing on a sleeper and sending out a scan pulse.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

can you make the weapon flashlights brighter (i cant see sh*t when using choke mod rn)

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Suggestion from Klamodude#6092 (236925061708120064)

since you guys didnt like my idea about a level where the players split up and the nyou fight schaeffer and the warden (on prisoner efficiency) with a flamethrower, then maybe we can make the waredn fight on the main objective too and then he will say "if you cant do the time dont do the crime" and then he will shoot at you with a grenade launcher that he drops for you after you beat him i think thats a better level idea yes?

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Suggestion from Khillian#8958 (279711931110129665)

When you die, make the "return to lobby / Checkpoint" buttons on-release rather than on-click. Or hold-click like the rest of the game's UI.

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Suggestion from Merv#1624 (720749845077295115)

remove the thermal sight from the PDW please its a pain

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Suggestion from Conndalf#6173 (436621589719547904)

make a command to tell bots to go to a specific spot, in the last rundown D3 all the bots glitched in a way that they thought they were in a different spot than they actually were so i could not do the bioscans

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Suggestion from TheSheesh#8455 (508278541079674890)

A kick function for the host to remove griefers and trolls.

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Suggestion from Bass Knight#1463 (248986017464451073)

An estimated time of completion for each level.. Like: A1 ~35 mins. Or C1 ~2 hours.

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Suggestion from Saint-Funky#3625 (208595588709613569)

Although it's great to have subtitles on most dialogs, can you pretty pleaaaaaaaaaaaase make it so that it syncs with the audio ? It's legit easier to follow the discussions without subtitles at this point

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

increase the shotgun sentry's ammo to 80 or 60 instead of 40 because it runs out of ammo way to quickly to be super viable with higher tier alarms

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

increase the reload speed of the bullpup (its not even that good anyway)

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Suggestion from Mole Ster#5574 (515816897141538827)

fix the sniper sentry, it is a hit buggy and once its detection lasers turn red, they stay like that.

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Suggestion from richard#1386 (150454283081482241)

Use the terms "neural eval" as opposed to "mental eval" (subjective, although i think it would improve the immersion considering the game's setting) and "cortical system" as opposed to "cortex system" (cortical is the plural form of cortex, and considering that the cortex system is a large-scale mechanism implanted throughout the brain cortices, it would make more sense for it to be called a cortical system). It's not much, but these word changes would properly reflect the scientific nature of this futuristic dystopian setting.

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Suggestion from 3D political compass#3837 (831161584444244069)

change the font to be able to differentiate 0 and 8

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Suggestion from Diet Water#9706 (465716781307133972)

The team AI don't whip out their butter knives then the tank violates their privacy.

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Suggestion from DoomMachine#0992 (257144432720084993)

Add an option to remove the text mirror effect (such as the PRT: Rundown XXX at the start, the version number on the bottom right corner and the initial loading text).

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Suggestion from DoomMachine#0992 (257144432720084993)

Add the option to remove the version information from the bottom right portion of the screen.

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Suggestion from Diet Water#9706 (465716781307133972)

Add a mechanic where your mask can crack and break when you get smacked by hybrids, chargers, tanks, the new grabby thing ect.

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Suggestion from Smol Raiden#6045 (529908058965671957)

fix bugs like the one I reported in #gtfo-technical-support, that is the most off-pissing thing I've ever seen in a game.

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Suggestion from DoomMachine#0992 (257144432720084993)

Consider adding personal waypoints via the map and possibly team-based waypoints. Reasoning - especially with maps that have the premise of going through the fog, darkness, or both, it would save quite a lot of time and frustration by not going into the map screen every 5 seconds to figure out which direction you need to go in order to reach a certain room, terminal, e.t.c

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Suggestion from Smol Raiden#6045 (529908058965671957)

that shit sucks

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Suggestion from Diet Water#9706 (465716781307133972)

Adding a "they can be left behind its fine" mechanic in which if the AI charged the horde with a butter knife the team scan forgets about them.

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Suggestion from DoomMachine#0992 (257144432720084993)

Now that there is a well-deserved tutorial level that teaches you the bare basics (way better than having nothing), please consider adding a scenario or scenarios, where players can practice their scout killing skills against regular, shadow, and charger scouts. That way, many of the newbie players would gain confidence and see that scouts truly can be friends and not screwing a half an hour or longer run (back to checkpoint or start).

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Suggestion from Smol Raiden#6045 (529908058965671957)

seriously please fix that shit, my game crashes every time I load into a lobby or get grabbed by the new enemy, we can't even beat C1 bc I keep crashing from those dumb ass pieces of shit

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Suggestion from Smol Raiden#6045 (529908058965671957)

more glowstick colours please

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Suggestion from Smol Raiden#6045 (529908058965671957)

rainbow glowstick

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Suggestion from Diet Water#9706 (465716781307133972)

The extraction message after completing the primary objective just states "GTFO"

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Suggestion from MitsutoMarika#6120 (130702621861216256)

actually fix matchmaking

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Suggestion from TenguKnight#6404 (215135833378914304)

A thermal camera pickup that is used like long range flashlight but serves the same function as thermal scopes on weapons.

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Suggestion from TenguKnight#6404 (215135833378914304)

Make glowsticks glow permanently - even if the glow is much weaker after a while, this would give them additional function by allowing marking routes in preparation for exit error alarms.

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Suggestion from TenguKnight#6404 (215135833378914304)

Un-nerf the recoil on the heavy assault rifle a bit, it is impossible to hit anything further than shotgun range reliably.

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Suggestion from TenguKnight#6404 (215135833378914304)

Apparel rewards for completing Prisoner Efficiency on levels.

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Suggestion from kriek#2151 (285862760024375297)

it would be nice if the pistol had more of a visual cue when it was empty, like if the slide was stuck back on an empty magazine

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

now that we have an fps effecient tileset could you go back and rework all the other tilesets to optimize them
My gpu says thanks in advance

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add a hint after you've restarted from checkpoints after a few uses that just says "if you're struggling with this part of the level then it might be best to return to lobby and change your tools/weapons"

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

remove 1 ||snatcher|| from D1 on ||neonate stage 2|| every single run ive always died because of those 2 ||snatchers|| (if this is a bug and unintentional then please say so) btw nice animations

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Suggestion from Mizutsu#9266 (532665672837103616)

Let us ping monsters please

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Suggestion from Cyber_Di_Wolf#3621 (226882217836544000)

elevator music for the decent down. Would make loading more fun in my opinion, especial for the slow loaders

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Suggestion from Artek#1547 (377548062119297025)

^ game-appropriate of course. Like a horror ambience.

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Suggestion from beep#8478 (224172089693831169)

add different colored hitmarkers for thermal scopes

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Suggestion from Vivian, Mana & Kendall#6401 (101366781796421632)

Add in a slider to tone down flashing lights. It's a basic option in most games and there's no reason to not have it.

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Suggestion from Vivian, Mana & Kendall#6401 (101366781796421632)

Have the 'Hud pixel effects' and 'Hud skewing' apply to the main menu as well.

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Suggestion from Reva#8456 (187118130999328768)

Bring back a mission like last rundown's Bx as a new A2 to make the jump in difficulty between A1/B1 less of a bloodbath for new players.

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Suggestion from DragonEpic#5064 (407324235934072841)

Maybe a throwable explosive item that can only be detonated by gunfire/other explosions.

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Suggestion from Sike#9711 (688810777791954973)

add jumping hability to Strikers. The Strikers skill would be odd/rare therefore the jumping over the player only happens in some waves.
This hability Will generate horror into players because the waves could be less predictible.

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Suggestion from パンの神#3534 (485743636508835841)

a way to change weapon loadouts in the middle of missions

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Suggestion from the magic conch#6974 (206889599837011968)

In order to tackle player accessibility why not make the levels segmented? By that I mean instead of b1 + b2 being two separate levels why not make them shorter parts of one level?

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Suggestion from パンの神#3534 (485743636508835841)

add player stats to the map screen, like how much health, ammo etc, and make the text bigger so its easier to read

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Suggestion from Zyzyx#0192 (341691939902717952)

a hammer sentry that bonks enemies

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Suggestion from Zyzyx#0192 (341691939902717952)

a cfoam mask that increases your infection rate but coughing makes you shoot cfoam on the floor

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Suggestion from Zyzyx#0192 (341691939902717952)

a glow stick sentry because I've drank SO MUCH GIN Ugh THE JUNPIER BURNS

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Suggestion from BritishPie#0150 (307542721352957953)

way of changing colour on hit markers (and other ui maybe)

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Suggestion from THX1138#5489 (385805305755467776)

change default communication settings from must use mic because some players don't use mic and don't look at the settings

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Suggestion from THX1138#5489 (385805305755467776)

allow vote kicking of one player by three players in agreement because one player can otherwise troll three who want to try seriously

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Suggestion from Hecate's Daydream#6669 (327322358731898881)

please bring back HC in R8... and R9... and every rundown after. I love it so much. Best gun.

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Suggestion from THX1138#5489 (385805305755467776)

continue to show everyone's loadout after clicking ready because I might need to change my loadout depending on other people's choices.

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Suggestion from Diet Water#9706 (465716781307133972)

Sleepers react to voice chat. So I can tell if the scout heard me say its about to die a horrible death

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Suggestion from THX1138#5489 (385805305755467776)

add setting to allow Shift + W to switch from crouching to standing/sprinting forward. currently, holding shift while crouching leaves you in the crouching/crawling stance until you press Ctrl. There is already a setting for jump to switch from crouching to standing which is similar

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Suggestion from Diet Water#9706 (465716781307133972)

A level where a "Normal scan door" tricks the player and is actually a level X surge alarm door

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Suggestion from AprilShowers#8645 (297946193579999232)

Let players have some control over which boosters they get, ie they can pick 3 categories of boosters to generate at the end of levels or something. As it stands now there's a lot of randomness to boosters and I have to wait for 5-10 aggressive boosters to generate before I get something that actually does anything useful at all.

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Suggestion from Ryknow69#8806 (508097485286408193)

A TEN CHAMBERS backed encyclopedia of game features and stats. The game has a lot of nuances that are undefined for newer players. What is Range? What is considered Projectiles? How is Stagger applied? How is it affected by Multipliers? The list goes on about certain things in the game that exist but are unexplained. This also includes Patchnotes not including updated values. "Significantly Increased" "Slightly decreased" are not explanatory of how much the weapon has been adjusted. Detailed patch notes and a catalog of them(to track how a weapon/item has been balanced prior) will go a long way to help players that desire to learn detailed information, especially in a tactical shooter like GTFO.

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Suggestion from Realistic Glass#1799 (690501956782915625)

add elevators pls 😊 Schaeffer already mentioned in R7D2 about "elevator" so can we get functional elevators too pls?

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Suggestion from Bass Knight#1463 (248986017464451073)

Add a "Start here" text next to the EVAL level for new players since i've seen people not even realize it's there

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Suggestion from jenkem huffer#1474 (181463756599984129)

Add a matchmaking search option for any maps unlocked, but not completed.

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Suggestion from Herokiller621#1503 (250124479445860359)

add multi point full team scans so a big full team scan is split into total amount of players, points where the team has to stand on all points to progress the scan

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Suggestion from JCskills#4448 (141514140245164032)

not an idea, but asking for a fix to music stopping after completing a scan, even though there are still enemies around/approaching. Just have the music continue until the end of combat like before

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Suggestion from Mole Ster#5574 (515816897141538827)

Fabulous idea for the devs! fix your bloody game.

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Suggestion from Reva#8456 (187118130999328768)

Option to command a bot to stand in a specific spot so THEY STOP LEAVING THE SCAN

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Suggestion from Ozziey#7892 (247447044656988164)

Add weapon-fov slider so we can move the weapons further away from the screen

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Suggestion from THX1138#5489 (385805305755467776)

allow controls to have two assigned buttons so I can, for example, use buttons on the side of my mouse to select weapons without losing the ability to switch the same weapons using the number row

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Suggestion from Kyrie#0464 (495809236920696836)

Please optimize the single player experience
Can you add more commands to the bot?
Let the bot stand in a place to defend instead of following the player, after using the command on the item, the bot can replace the item on the body, because the bot can't replace the item as long as you don't need it. It's too bad !
and there is a single person to find The experience of the target key or item is very poor, because the BOT will not stand on the terminal, the target will only be displayed for less than 2 seconds, many times I can only rely on guessing the location to find it, which is very bad , I hope that the BOT can stand on the terminal instead of the player to input the command to find the item, and then let the player go to find it.

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Suggestion from poci20#1112 (247019700846854144)

some more bot improvements so they wont start shooting a closed door that has enemies behind it, needlesly wasting ammo

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Suggestion from Mr. Kain#6144 (596932488576630793)

The game needs "Total randomness" gameplay mode in which the map is created by randomly connected zones from all the maps in the game and random objectives. Exploring the unknown is like 70% of the gameplay experience, the moment you have somebody on the team who already played the map and spoils it by pointing out where to go and what to expects, the charm is all gone.

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Suggestion from Project Zaero#9999 (358577849411567616)

Forget to add team scans to more doors like in C2 so the team can split up and progress through maps more quickly. Or just add a single small green scan.

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Suggestion from JacobMIX#3049 (104027164143267840)

Change the game back to earlyaccess till the game is actually in a more playable state.

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Suggestion from The Homie#6969 (424236707492134912)

make a enemy that sticks to walls or hides and sucks you in with a tongue smoker from L4D2 but more scary

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Suggestion from LoneXG#8150 (111164441650872320)

Add a button which sorts your boosters by type or have it organised by default, it's easier to compare boosters of the same type this way.

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Suggestion from Diet Water#9706 (465716781307133972)

make an enemy that stalks the players by hiding behind stuff and watching from corners and roofs without making audio ques, and when players are being overwhelmed it jumps out and starts attacking. With a shadow variant of course...

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Suggestion from The Homie#6969 (424236707492134912)

make an enemy that will prioritize downed players/bots and drag those players away making it harder to revive players

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Suggestion from Diet Water#9706 (465716781307133972)

Add a new creature that will appear in random rooms, these rooms will have holes all over the walls and roof, this creature like spiters will activate and attack players if a light isn't flashed on it. It will hide in these holes and wait until the players can't find it then it will attack one of them them, and if a player is downed it will drag them to other rooms with holes and wait for the other prisoners. Its sort of like that thing from Dead Space. Also has a shadow variant, and could appear in foggy rooms of course.

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Suggestion from DragonEpic#5064 (407324235934072841)

A random chance that strikers/shooters/chargers will slowly sleepwalk.

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Suggestion from killa#0863 (184051598832566272)

make the game play able, so you can beat it solo with bots. as it stands you cant.

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Suggestion from MitsutoMarika#6120 (130702621861216256)

switch d2 to be e tier like it actually is compared to the joke e1 is

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Suggestion from Artek#1547 (377548062119297025)

Change booster UI to two-dimensional inventory.
The single item line is a console crutch and is cringe to work with having to scroll all the way down, especially when it resets upon deleting one.

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Suggestion from KrookedKritter#9393 (551578190619869235)

Flashbang mine consumnable. Half-maybe less-the damage of a tripmine but larger range. Briefly stuns and confuses enemies leaving them open for melee allowing people to save their ammo

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Suggestion from MitsutoMarika#6120 (130702621861216256)

flashbang mine but also obstructs the players eyes if they looked at it

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Suggestion from april#8645 (297946193579999232)

Bots' shots should not set off mines. I got wiped because a bot started shooting the door (???) and it set off the mine, so we had to fight the full wave that came through.

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Suggestion from MitsutoMarika#6120 (130702621861216256)

remove/rework forest/garden tileset so our graphics cards stop dying on us and giving us more then 20 fps

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Suggestion from chae#6666 (470191731934232578)

find a way to deal with enemies spawning in floor/wall or just being idle not pursuing anyone 10 zones away. with stamina unfortunately existing, in a horrible state if I may add, your pulse is wild and your heart is exploding after a jump and 5 steps taken, or like 3 hammer charges for the rest of the mission. the bug you fixed that would stop combat mode if the doors are closed between you and enemy was helping this issue, but we can't do that anymore. stamina itself is annoying but when you have to deal with it for a lot more than intended it's just badbadbadbad

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Suggestion from SaladThief#2445 (338490147631005697)

add a special variant of the snatcher that drags my dad back into my life

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Suggestion from snibet#5632 (160112694622552066)

Ultrawide HUD centering

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Suggestion from Bir D. Nam#1066 (150100293034573825)

either make neonate a playable character or put in a secret neonate hammer that you can unlock

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Suggestion from MuffinForMen#4549 (226860144225550337)

Differentiate the bat and knife. If you have the knife out, you should be able to move ever so slightly faster.

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Suggestion from thingweight#1476 (202241329726488576)

There should be a shooting range/ test room to allow players to test out the various weapons without having to go into a live mission

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Suggestion from Varthian#2267 (197813034180280320)

Cat Ears Helmet

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Suggestion from Klamodude#6092 (236925061708120064)

a level where the players stick together

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Suggestion from Sawlsa#9323 (271704346335379457)

a durag helmet

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Suggestion from Quadangalo#9898 (194140960102416384)

To help ease the content draught, instead of bringing back all rundowns like a flood, introduce a random level of the week from previous rundowns which a small team of devs revamp or simply update the levels to work with new systems that also gets cycled out. Just my personal opinion that it keeps the idea of the rundown system but on a much smaller scale.

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Suggestion from ReJaxReject#6748 (398698537019506689)

A hazmat kit cosmetic

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Suggestion from ObviouslyN0tMe#6247 (569183947364368384)

can we maybe add all of those common Bugs an fixes to #known-issues ? There is a ton of people with the same Problems over and over again like stuck with items or bots not doing their job

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Suggestion from Kyrozen#9020 (209577425405739009)

Hackett scout quote "Watch your wiIly, we have scouts."

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Suggestion from chae#6666 (470191731934232578)

separate audio settings for lore dialogue, voice commands, banter and heavy breathing no stam volume

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Suggestion from chae#6666 (470191731934232578)

C3 armory 10 minute timer - you don't need 10 minutes, you need like 5 to go in, grab stuff, get out. waiting on a door for 5 minutes doing nothing, no waves spawning, is boring and kills an amazing level. either keep the timer but make that checkpoint door not lockdown and start spawning waves if opened before 10 minutes, or reduce the timer to 5-6-7 minutes so it's not tedious

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Suggestion from Eliah#8427 (615871174836224028)

ukranian language. Pretty please 🙏

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Suggestion from WalkingError#3626 (238146254465531905)

Creature that's limbs molded together to form a ball and it rolls towards you and explodes itself, shooting bone fragments everywhere. Possibly low hp but fast?

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Suggestion from Rey Jones#8228 (569403083038392343)

make an easter egg that whenever you die and want to go back to the checkpoint the line for clients changes to stay determined (Undertale reference)

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Suggestion from Philwhen#3633 (442409211507376148)

please either replace the sledgehammer with the gavel, or add skins for melee weapons so we can use the gavel.

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Suggestion from Zahhak#9663 (219100428628000769)

Thermals show incoming projectiles. (Unless this is a by design trade-off)

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Suggestion from ML#0857 (240419390334435328)

Left 4 Dead style Gun butt melee attack

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Suggestion from M_Raven#4076 (447908165414158339)

I don’t remember exactly but I’m pretty sure EVAL doesn’t mention you have to headshot sleepers with melee to stealth-kill correctly, and I think that’s worth adding in. Maybe just a simple voiceline that says “Strike at the head for best results.”

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Suggestion from Garbab#5861 (262202627108896770)

A change to the games vision by giving it some glasses or lasik surgery so that it can be clear without unfixed major bugs thats have been implemented into the game for ages making me think its a part of the lore. also please fix the 50+ areas that you can see the void from ( this has been an issue for me since R1 and i hate how many BIG holes in the walls/floor/ceilings there are example : B3 missing corner. B1 has missing invis walls). I have over 1300 hours into this game, i want to see it succeed. but all i am seeing is its getting worse and worse (In terms of bugs and possibilities).
there are so many things that are bad about this game that can be said (atleast over 1h of talking about it). however i wont go that deep into it just fix the game please. atleast 50% of these bugs could be fixed in a few hours each.

tldr : game has been going downhill since R2 and i want to see it get better by fixing the major bugs that the devs know exist but havent fixed and example of this is sniper melee ( almost 6 months ) making it extremely hard to play as the client and not host, as such 75% of player base will encounter this issue and think its normal (if they are new). if a charger punches you from over 1m away its sniper melee (this can be further than 10m away depending on latency), sometimes shooter projectile shoot from like 2m away from the shooter.

the devs need to listen to us, play with us, see the problems with their own eyes. and then fix them. not listening to your player base is the fastest way to ruin your game.

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Suggestion from I Teach People x)#1935 (175294187216961536)

Booster revamp idea?
Used boosters no longer disappear but are unusable until you recharge them:
7-10 (7-10 range for balancing reasons) Artifacts to recharge a particular booster for its respective tier of Muted, Bold, and Aggressive.
5 Artifacts in combination to create a new booster (This ties into Artifact Heat), the tier is related to which tier Artifacts were used in combination
Dismantle a booster for 1 Artifact of its respective tier
Can re-roll 3 boosters into a new booster

Artifacts in essence would be more flexible in usage almost as if it were a crafting resource.

The aim would be to drastically incentivize the use of boosters while simultaneously promoting artifact farming in order to obtain an amazing booster for future runs, also increase play time for easier expeditions helping newcomers as well for those who are artifact farming.

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Suggestion from 『 SolaceLXIX 』#6969 (293943511991058443)

Should give us the option to see player ping

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Suggestion from ᲼᲼᲼᲼#6418 (211053451222712320)

an option for us to choose what resources or consumables bots prioritize picking up

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Suggestion from Sincerely,#6136 (377694809973850113)

Please fix R7D2 extract spawns. Have it follow the rules that have been the case for the majority of this game.

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Suggestion from Skyler Batto#0117 (547661721930694657)

Maybe not the best idea. But, maybe allow the cosmetic customization of bots with apparel that you have already unlocked.

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Suggestion from Sincerely,#6136 (377694809973850113)

Do a micro-patch that fixes the (probable) grammatical errors on bulkhead DCs, mission descriptions, weaponry, etc. for all languages (i.e. please micro-patch and polish the language please).

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Suggestion from YoloMcSwaginz#7348 (269957489129160725)

Add a shooting range or an endless horde mode that allows you to try out and get a feel for all of the different weapons.

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Suggestion from Joshua/Akira#0529 (725007534632468581)

Add new variations of the existing masks, for example making the Convex Falcon Mark I mask darker so we cannot see our character's face(so we can look just like in the art cover/rundown 7 GIF) or able to take a part of the Convex Scorpion Mark I off.

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Suggestion from Killa_X#2639 (425752974472511492)

add more non rundown specific weapons, I like stock weapons in games, it’s fun to have a good default and the option to grab something else when the scenario requires it so stock weapons (which means default weapons pretty much) like the Sniper, Shotgun or Sniper shouldnt be completely over shadowed by rundown specific weapons. Nobody uses the shotgun, Revolver is pretty good now but still it’s completely overshadowed by the Machine Gun and the High Cal + Sniper got shoved into the ground (which is quite fair it was really busted last rundown) but still id like either a buff on weapons like the shotgun so that players use them more.

NOW KEEP IN MIND THEY ARENT BAD OPTIONS THEY ARE JUST NEVER CHOSEN SINCE THERE ARE BETTER OPTIONS OUT THERE

So buffinf them could make them overpowered and just meta so maybe just adding new default weapons would be nice, we don’t have any automatic Special weapons and some weapons which wouldnt be a weapon but more of a high utility would be cool to have kinda like a mini-tool so the players can priorities their main weapons which would receive an ammo capacity boost aswell as a faster reload or something like that due to the reduced weight of less equipment?

Doubt any of this would get added 100% but still I wanna see more stock weapons

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Suggestion from M_Raven#4076 (447908165414158339)

I know it’s possible to ping the individual items inside a locker/box (I pinged an individual medipack once by accident), but it’s super hard since you always end up pinging the container. Think this should be worked out.

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Suggestion from Дебил#3626 (310196188290744324)

Reskins for melee weapons, like how you unlock new apparel maybe we could have unique skins for the weapons, like you could have the 4 old variations the hammer had for it, you could have a crowbar skin for the bat, maybe some kind of scavenged or handmade shiv skin for the knife they are prisoners after all, same thing for the spear, maybe some kinda handmade weapon using blades. I think the idea of the melee weapons having skins makes sense, the warden provides mostly everything and while prisoners for sure can't make guns it might make sense for them to make their own melee weapons they're comfortable with. It would give some personality to it.

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Suggestion from YoloMcSwaginz#7348 (269957489129160725)

When you select a weapon, you see descriptions of its pros and cons. Remove that, and add bars that rate the effectiveness of specific traits of the weapon. For example, the damage and range on the Sniper Rifle is super high, but the ammo capacity and fire rate is low. The same could be done for turrets.

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Suggestion from Dakstar7#5050 (586614630638682112)

global cooldown on being grabbed by a || C1 enemy ||, because they can juggle you to death. I had a friend get juggled by three || C1 enemies || from 80 to 0

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Suggestion from ♥300♥#3300 (589664600845189120)

fix sniper melee

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Suggestion from april#8645 (297946193579999232)

Increase the speed that bots move. I don't know why but I'm commonly leaving the bots behind when I sprint during error alarms and the such, they lag behind and then get caught up in something and die. From what I can tell it seems that they never sprint?

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Suggestion from Katzenwerfer#2028 (618612008744517672)

more sniper melee

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Suggestion from K9Salmon958#5016 (291403799220715520)

make a way to keep boosters if someone leaves when you're in a match so when you remake with a full team you can use the same boosters

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Suggestion from Wiaz#5278 (409416861898506250)

Please think about adding robots which we could find in laboratory expeditions as an actual enemy in future rundowns. It would be super terrifying, but also gives you a good opportunity for new mechanics, and you already have an actual model.

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Suggestion from Sgt.John Liu#0982 (369344918260547587)

bot will not shoot unless given command or room alerted by player

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Suggestion from Grawhide#9014 (387011859250675713)

Snatcher should make some sort of distinct sound on approach. Doesn't have to be a loud one (eg. raspy breathing), just something to newer players avoid getting blindsided by a several hundred pound blob of meat.

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Suggestion from Skyler Batto#0117 (547661721930694657)

Have the communications key be toggled rather than held. Would make it easier for those playing with bots, or playing without a mic. Sometimes you need to move and communicate. But the communications menu key is right next to the movement keys, and it can kinda feel like playing Twister with your fingers trying to do all that at once.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

name the snatcher "the c1 enemy"

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add a way for us to make cool and interesting cosmetic items (with an option to disable them)

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Suggestion from Somebeety#9912 (228314738558369792)

Red light flashlight option on some weapons that won't alert enemies.

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Suggestion from Somebeety#9912 (228314738558369792)

Have the Big Brute's melee attacks physically move the player a distance to make things feel more significant.

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Suggestion from M_Raven#4076 (447908165414158339)

Either make tooltips for boosters or display their effects alongside their names in your booster list. That way you won't have to click on every booster to see what it does.

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Suggestion from Somebeety#9912 (228314738558369792)

running/jumping alot (high heart rate)will cause the mask you wear to fog up, blurring vision.

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Suggestion from beefslap#1562 (936041886949462076)

Pistol / Revolver Off-hand item synergies

When a Knife is equipped as melee, using melee when a pistol or revolver is in hand should utilize the knife instead of bashing.

Upon picking up a long range flashlight, it should be usable at the same time as pistols and revolvers; however, melee with an equipped knife will be disabled.

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Suggestion from K9Salmon958#5016 (291403799220715520)

Add a very bad diy type of night vision/thermal goggles/or scope that can be used in place of the gadget for map that alot of fog and is really dark.

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Suggestion from Da frog#9766 (951937916253401150)

If the player manages to complete all PE missions, the player can choose a cosmetic of their choice

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Suggestion from Quesant#4700 (189355474116804608)

character selection, i love hackett, would love to play as him more rather than being woods all the time in solo bots, hes fuggin accent is pog

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Suggestion from Quesant#4700 (189355474116804608)

com command for bioscanner users, immersion reasons and none-vc users, scales with enemy amount

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Suggestion from ZacIsBack#2708 (624281478213140481)

Skulker (new enemy) A spider-like parasite that spawns either within strikers/big strikers or hibernating (hanging from ceilings like cocoons). They get would be detectable by a slight audio difference (raspier sound), the glowing of the belly would give away an outline of a parasite curled up, especially when light is shone on it, and biotrackers would show them as a smaller blip to signify the life sign within the husk. They can leap out of decapitated hosts and attach to players, dealing damage over time and slowing movement speed. They also have a short range tendril attack, mainly for when their leap attack is on cooldown. They are slightly larger than baby strikers and are incredibly fast/agile. Killing the host with weapons that would obliterate the parasite stop it spawning, but otherwise, it will slowly emerge from the corpse regardless of method.

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Suggestion from mccad00#8360 (161610519546036224)

the ability to customize the color and opacity of the glass on the prisoner’s visors (with restrictions to prevent breaking the game’s immersion or art direction of course)

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Suggestion from M_Raven#4076 (447908165414158339)

Prey-style Mimic enemy, I dare you

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Suggestion from 7cen#7777 (819007039849627658)

If the whole eval thing persists into later rundowns, I'd like to suggest a couple of things that could potentially improve the experience for new players in my opinion. I think the eval level idea is a great addition to the game, however I don't think it covers all of the bases from LFG perspective. While I am super against it being handhold-y and just telling you everything without letting you experience things yourself, I do have a few ideas:

hostile More stealthed enemies, at a greater distance, but in the same room
Stealthing is an absolute necessity to learn how to play this game. No team is gonna be happy if one of the players doesn't know the absolute basics of stealth, so for this I recommend adding a few extra sleepers in the same room, but at a greater distance than the current eval level. Again, it should not handhold them, but the option to learn enemy mechanics should be there.

hostile Show what boosters are
Pretty self explanatory, I've encountered some people in LFG who have never seen a booster before and think it will start an alarm :') doesn't need a crazy in-depth description or anything, just picking some up throughout the level to show that they are not a threat could be cool.

hostile If you're going to force a loadout switch for eval, switch it back afterwards
Save our previous loadout before going in. Not necessary, but a QOL change. I've dropped with sooo many players who didn't realize that your loadout stays the same after playing eval. Also new players who skipped it but went back to try it, and forgot what weapons they liked before.

Nothing major, just some things that I feel would live best in eval, while still leaving some sense of mystery to the rest of the game Cozy_Bishop

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Suggestion from WhiteShadow#3406 (337024101208031233)

^ Also make it more obvious that it is there, as I have seen a lot of people just completely miss it

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Suggestion from Kyrozen#9020 (209577425405739009)

Sync strike command for bots.
Pick a target. Use command to attempt synchronised attack.

  1. Player must be next to the target.
  2. Target must not be moving.
  3. Only big enemies can be sync'd (Bots will tell the players to do it themselves or some other excuse)
  4. Has long recovery frame after strike where bots are vulnerable.
  5. If an attack misses and target is not dead, alert a nearby enemy similar to stealth kill/hit.
  6. Bots will only start charging when the player does.
  7. Bots will walk to an enemy from their point of origin when the command is given. Player may only choose which direction the bot strike by moving them about around the target.
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Suggestion from Project Zaero#9999 (358577849411567616)

Remove the armor hitbox from the C1 enemy. Everyone I've spoken to about it has the shared consensus that it's confusing and feels inconsistent.

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Suggestion from beefslap#1562 (936041886949462076)

Additional Syringe Items (WIP title and function)

The exact function of these proposed items would have to be balanced, but I’ll outline a general idea.

XGNV Syringe - (“Xenograft Nocturnal Vision”) Provides twenty seconds of enhanced, night vision, however; while sight is active, 5 - 15 BPM is added to a players heart rate until the effect ends. The syringe has two uses (helpful if you need to have a teammate see what you see while following, or for return trips).

NIM-HSS Syringe- (“Nanite Infusion Malignancy Hyper-Savant Serum”) Provides doubled action/interaction speed for six minutes (meaning you can heal, reload, bioscan, etc. twice as fast). While the syringe is active, there is a 50% chance electrical locks will automatically unlock when tried. However, using the syringe will inflict 5 - 15% infection increase and cause slight tunnel/blurred peripheral vision for the duration of the bonus.

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Suggestion from Bass Knight#1463 (248986017464451073)

An inspect animation if you stand still long enough

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Suggestion from ZacIsBack#2708 (624281478213140481)

incendiary mine that deals large AOE fire damage. Sets ground and enemies or allies in radius on fire doing dps and making some enemies panic. Weak against large or armoured targets but strong against sleeper hordes but lasts limited time. Also produces a lot of light and sound.

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Suggestion from ZacIsBack#2708 (624281478213140481)

new enemy name: Ravager (AKA berserker, rager, mantis) threat level: medium-high (when in "rage" mode) description: They are humanoid but very tall/lanky with mantis-like arms, bristling with sharp spines. They have striker-esque heads but larger with more split sections and teeth/mandibles. Gameplay: They can be slightly higher health than big strikers, rarer and quite fast (especially when charging). Their regular arm-blade melee attacks inflict decent regular damage and inflicts a "bleed" status effect that prevents health regen to 20 and does 1 damage every 2 seconds for 30 seconds. When they, or nearby sleepers, are inflicted enough damage, it will trigger the ravager to go into a rage (few second warning). This unleashes a mass of tendrils that expands outwards quickly. Anyone touched by them gets dealt damage every second they are in contact. Similar to scouts, they rescind after several seconds. They can be outran till you get to their maximum distance or, you can crouch right next to the ravager to avoid it (not recommended). They are found unalerted sleep walking, like scouts (without tendrils), and are very sensitive to light. It is possible to lure them away using glowsticks or well placed flashlight blasts.

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Suggestion from MitsutoMarika#6120 (130702621861216256)

teach players how to use terminals in eval (and make it mandatory already... so many people around on c levels that still dont know anything eval should teach them)

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Suggestion from Duch11#7617 (198398993993170944)

Add HDR Support (HGiG + Custom HDR controls).
I have an LG OLED, and I love how games look on it when it's HDR capabilities are fully utilized. Right now Windows 11 actually enables auto HDR for the game, which I'm glad that it does. And I realize that you lovely developers/designers have been crafting this experience, to look great on most monitors, but it would be awesome to see HGiG (or just basic) HDR support, where the dark areas will be fully black, and the highlights will be as bright as possible.

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Suggestion from Angus#9751 (270106302384963584)

add a hunter knife inspect animation to the knife and give it a fade or doppler skin for the low price of 400 dollars so it can finally be viable

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Suggestion from Cel#6960 (99575729091547136)

Bring back sledgehammer skins please I miss my Maul so much

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Suggestion from Fletcher#9326 (747998246500302900)

Anti-cheat in matchmaking.

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Suggestion from Project Zaero#9999 (358577849411567616)

Make the interaction boxes on players, lockers, boxes, and doors even smaller. Increase the interaction box size for ladders. Make the downed players jitter violently so that revives get cancelled more.

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Suggestion from Felix_T#4335 (281708183062315010)

Introduce Anti-Cheat system into the game

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Suggestion from Felix_T#4335 (281708183062315010)

Dedicated server for reduced latency, lag, rubberbanding.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

remove bot faivrots

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Suggestion from MitsutoMarika#6120 (130702621861216256)

stop using p2p

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Suggestion from Kyrozen#9020 (209577425405739009)

Instead of single person discount. How about selling the game in 4-pack discount like Project Zomboid? That way people can better placate their friends into buying the game then guilt trip them into gitting gud and finishing rundowns with them.

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Suggestion from Yesbro#4839 (407087830330769408)

the apparel unlock requisition is good and all but I feel like it could be better if you can pick from three random choices instead of only one choice being locked to you. It maintains the idea of unlocking apparel being random but also let us pick from the three which improves motivation to play longer or at the very least we can pick the best out of the three

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Suggestion from Garbab#5861 (262202627108896770)

Can we have the rundown system be what it was intended to be 2 years ago ?
it was advertised as changing every 2 weeks to 2 months not 4~8 months.
my suggestion to make this happen is have intermediary rundowns without lore just focused on new levels 5~10 maybe with bug fixes coming out with them. instead of having to wait 4~8 months for every bug fix patch + some hot fixes. these levels wont need new environments or new tiles, there is enough tiles to work with. just when new lore filled rundowns comes we can get additional content such as new tiles, environment and/or enemies.

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Suggestion from Fire Duck#0001 (589545233445027869)

Please give us a setting to get rid of the infection effect, since it's making people I know and others in the GTFO discord wayyyy too motion sick.

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Suggestion from Kyrozen#9020 (209577425405739009)

Sound to visual indicator. A UI element that looks like a small that you can turn on in the accessibility menu. Takes some amount of screen at the lower right. Basically it detects if a sleeper is currently blinking near where you cannot see them but you can hear them. Blinks when it does. Brighten up if a sleeper is listening. You know what this is for and why it is in the accessibility menu.

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Suggestion from ZacIsBack#2708 (624281478213140481)

Amogus enemy that one shots players by crawling up their butts. They take control of the player and you cannot hide from them- if you try, they will sus you out. They have abilities such as shooting teammates, shining flashlights directly on sleepers and blowing you up with mines. Bot: Error. This enemy already appears to be in the game.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Remodel charger scout and give a more suited animation

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

melee idea: machete
high base and full charge damage, with extremely low precision and stagger multiplier
fast charge speed, but has long mishit animation

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a crowbar (i mean if we're prisoners then why cant we have a crowbar) high precision damage with mediocre base damage

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Add melee weapon cosmetics, basically different skins that follow the spirit of the game. Maybe as a reward for PE completion?

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Suggestion from andi#9735 (711260806594953248)

Please add a damage model for the new opponent in C1. It is very irritating if you hit the opponent at all.

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Suggestion from IZZZBeja#2514 (190909289483862016)

Shadow Tanks.

'nuff said.

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Suggestion from TenguKnight#6404 (215135833378914304)

An accessibility option to "click to interact" instead of "hold to interact" - affects every confirmation, interaction or tool placement with 'E' or whatever key has been bound to be the interaction key.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add an option for host to disable checkpoints

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Suggestion from Nomad#7094 (223817950388420608)

negative boosters

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Suggestion from Kyrozen#9020 (209577425405739009)

Hel Sniper Rifle. Special weapon. Higher base damage than sniper. Slightly lower crit. 1 round per mag. 5 total ammo count. Penetrates 9. 0.5 second charge time.
Are you confident of your aiming? Do you love long, winding reload animation? Do you want to hog all of the ammo pack? Do you hate having ammunition for your weapons? Do you want more realistically impractical gun that would totally FUCK in your game about shooting naked, mutated people? Look no more. This is not-a-railgun will practically checks all of your NEEDS in your super niche game.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

switch back to using the old weapon recoil

Mainly because the new recoil system is janky jittery and not nice and it also looks really bad
Whereas the old recoil system was smooth looked nice and was genuinely better

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Suggestion from MitsutoMarika#6120 (130702621861216256)

make extraction scans full team

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Suggestion from FloaweD#2453 (590166095877373962)

get a command to tell bots what and when to pick objects in the opened lockers

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Suggestion from Dreamspan#8899 (252024550764576768)

fix thermal scope FOV, using it for too makes me have a headache

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

fix ADS (aim down sights) FOV

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

make the tank a more agressive enemy (its kind of hard to kill when its sitting in the corner of a room not doing anything)

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Suggestion from Biranda#3248 (204642476063981568)

When holding packs, make it so left-click uses the pack on yourself and right-click is restricted to teammates.

Also ADS sensitivity is inconsistent because some guns have different FOVs when ADSing compared to others. Normally in FPS games the sensitivity is consistent with the monitor distance, but since this isn't the case for GTFO, we should be able to either change the zoom FOV or have separate ADS sensitivities for different gun types.
(Repost since first post didn't make as much sense.)

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Suggestion from Klientje123#3814 (251413201852432384)

losing boosters is frustrating, remove the '1 time use' aspect of it as it drastically changes performance of some guns and balance of some maps, but maybe tone down the effects a bit (you don't need 50% damage reduction)

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Suggestion from May#7897 (223158502712016897)

Add more banter / chatting between the prisoners, i'm thinking something alike to earlier trailers or the prisoners talking to each other when someone takes fall damage or listening to the audio logs of the 4 characters in earlier rundowns. Overall it makes sense that the prisoners probably want to keep quiet most of the time and keep talk to a minimum but i think at least some voice lines that show the characters interacting with each other would make for an immense increase in atmosphere. Right now prisoners just talk after each other and not actually with each other most of the time. I guess the easiest way to make things seem a bit more lively is adding some unique interactions between certain characters from time to time, adding some unique voice lines to special areas like reactors or unique tiles and making it so that sometimes a character say something, a different character replies (like it already is during alarms) and then the first character has a final reply to that. I am sure it would really improve the immersion and general atmosphere.

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Suggestion from HollowGrimm#2501 (263142996176928768)

The ability to directly give or trade tools with each other.

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Suggestion from Saint-Funky#3625 (208595588709613569)

(Spoiler D2/E1) In my opinion, although the ||immortal|| was an interesting (yet common) concept, i definitely think the way you implemented it was wrong.
As an example, i think that having ||an immortal|| in D2 that very slowly works toward you while dealing much more damages would've been a much better implementation than what we get on E1.
This would encourage player to be fast on the objectives, or else the ||immortal|| reaches you and makes the defense a lot harder (greater range & more damage for example).
Naturally, you need to get past him to reach the scan and clear the waves on the way as well. That makes it a danger regardless of the situation.
The class 5 scan in E1 with it was a good idea as well since you had to avoid it while clearing the scans asap, otherwise you'd end up low on ammos.
To summarize, please do not make us babysit a 2-ton monster for 30 min as this completely destroys the rhythm of the levels. Instead, make it become a real threat that encourages people to be efficient with whatever action they take.

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Suggestion from ZacIsBack#2708 (624281478213140481)

have boosters that give stronger buffs but with a random negative drawback, allowing you to choose these strategically to sacrifice something you don't need for a stronger buff. Also, trading/giving boosters to friends should be a thing.

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Suggestion from Odin#8533 (268394190675640322)

Have a certain chance while dimension hopping to arrive in a 'nightmare realm' instead. Hsu's sticking out of the walls and ceilings and overal just broken tiles. Dimensions shouldn't always be stable while jumping through realms.

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Suggestion from Randomguy4629#4629 (121143730701991936)

Visuomotor Gain toggle for ADS sensitivity.

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Suggestion from Maitre Patate#7408 (218455149134217216)

Currently when you have 'toggle sprint' on, you'll automatically run again when you decide to move after halting unless you toggle sprint again. I would like for sprinting to be automatically toggled OFF the moment you stop moving. For example, instead of [Sprint -> Stop -> Sprint] it'll be [Sprint -> Stop -> Walk]. Its not really a big issue, just feel like it'll make the game smoother IMO.

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Suggestion from DarkMatter Corona#5025 (456069402375487498)

have an expedition on the extension or next rundown to include a vehicle that you need to operate and defend as a new big enemy chases you. You can either let one player drive or operate it or be just fully automatic. Can be in the complex with monorail system or in alpha one or two with an all terrain truck or something.

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Suggestion from Randomguy4629#4629 (121143730701991936)

Add a visual indicator to the sight of the Machinegun that indicates charging while in ADS similar to how the hipfire reticle indicates charging.

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow typing the ping command with a variable (like "-T") that tells how many times the terminal will ping the item. This should also work when there is nobody on the terminal, but the quantity of pings should be limited to single digit numbers.
An example where a medpack would get pinged four times despite the terminal user leaving the vicinity of the terminal:
"PING MEDIPACK_123 -4"

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Suggestion from Biranda#3248 (204642476063981568)

ADS sensitivity is inconsistent because guns have different FOVs when ADSing compared to others. Normally in FPS games the camera sensitivity stays relative to the monitor distance NOT the 3D virtual environment, which is the case for GTFO. Switching to monitor distance will make the ADS sensitivity feel consistent across all guns.

(Another repost, previous suggestion was a lazy solution.)

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Suggestion from Felix_T#4335 (281708183062315010)

Anti-Cheat

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Suggestion from Gabe#3066 (144690002666848256)

a level where the players split up

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Suggestion from Fireblade#7288 (349677269788393492)

A new enemy that can attack you with close and long range attacks before you can even see it. Maybe something like a big shooter that shoots multiple projectiles around corners that you can’t see coming. Or a fast variation of a striker that has an extended tongue range and can attack you before you even see it.

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Suggestion from Angus#9751 (270106302384963584)

R4E1 remake in future rundown

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Suggestion from schneky#1400 (131850361613844481)

R7B2 secondary opening the door to the shadow enemies has a typo saying "abnomaly's detected"

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Suggestion from wafflezcol#1319 (736721652620066956)

Revive count/downed count/kill count

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Suggestion from TenguKnight#6404 (215135833378914304)

Shooter babies and a new type of mother that spawns them.

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Suggestion from TenguKnight#6404 (215135833378914304)

Charger shooters - shoot singular hybrid projectiles but will try to run players through if they get to melee distance.

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Suggestion from Fletcher#9326 (747998246500302900)

Apply the enemy slowdown to the scout tendrils to prevent players running through them to hit the good boy

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Suggestion from fnrslvr#9300 (523196176720461844)

Phylactery scout. The scout itself is invulnerable to direct damage, but will die instantly if a number of (somehow visibly marked, but otherwise normal) phylactery sleepers scattered around the same room are killed. The scout could have a tendency to move towards phylactery sleepers that are killed or bothered somehow by players.

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Suggestion from Project Zaero#9999 (358577849411567616)

Update the weapon descriptions in game to provide more up to date details. Most if not all of them have the same descriptions they had in early access and are heavily outdated. Descriptions such as "high ammo capacity" on the pistol (a gun with less ammo than almost every other primary) can and does mislead new players. The menu UI also is much larger now when selecting gear than it used to be, providing ample space for descriptions.

Example of some stats: Mag size and reserve ammo. Reload speed description ("fast reload," "medium reload," or "long reload" ). Approximate bonus or penalty to precision damage (ex: 2x Precision, 30% reduced Precision, etc.). Stagger bonus if applicable.

Example of in-game description of something like the sniper rifle:
Ideal for taking down larger targets with a precise headshot with hollow point rounds.
Mag Size: 3, Reserve Capacity: 15
Medium Reload speed
2x Precision Damage

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Suggestion from Randomguy4629#4629 (121143730701991936)

In EVAL the end of an important tutorial voiceover that teaches players to stop moving when enemies glow can be cut off by the next voiceover if the player continues progressing through the room at walking speed during the voiceover. Update EVAL to ensure that the end of this voiceover cannot be cut off when triggering the next voiceover.

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Suggestion from JayDee#0987 (327567163726495744)

Canonically kill Bishop.

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Suggestion from Cyber#6202 (945189160887664641)

let us squash the pumpkins

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

even better let us eat the pumpkins for a quick 5% health

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Suggestion from Randomguy4629#4629 (121143730701991936)

Simple directional callouts when holding Q that have your character say “North” “South” “East” or “West”

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Suggestion from Randomguy4629#4629 (121143730701991936)

Advanced directional callouts when holding Q that have your character say the approximate current numerical compass direction they are facing EX: Facing northeast would have your character say “45 degrees”

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Suggestion from SaltLordKnight#6557 (424089212913188865)

A flamethrower tool/special weapon. if it's a tool, give it a special use for an enviro hazard/need, like the Cfoam.
idea 2 would be a long blade weapon that specifically is geared towards Limb severance. this could be built on having enemies that limb destruction is more immediately needed than outright killing them.
idea 3 is heavy two handed range weapons like miniguns. Dunno why, just a random thought I had. 😄

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Suggestion from zerotero#4335 (898334390340444182)

I suggest making it so that the previous Rundowns can be accessed through paid DLCs on Steam. From my point of view, the price of $5 per Rundown would be quite justified, since this is additional content and the player pays the developers to work not on the game as a whole, but only on working on a certain set of tiers. But it is worth to notice that such an innovation will simply remove the feature of "exclusivity" of the Rundowns, and also add a few extra gigabytes to the weight of the game(but as far as I know, it is possible to make content of this kind, acquired with the help of DLC, separately downloadable (put a tick next to the DLC in the list DLC on Steam and Steam itself downloads the content necessary for access to DLC) ). It would be great if i could play previous Rundowns.
Thank you for your attention.

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Suggestion from ₮ⱤØ₣Ⱡł₦Ɇ_฿Ⱡ₳₵₭#0853 (364481981360242688)

Flashlight gets battery... so u have to watch out for the usage of your Flashlight

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Suggestion from Randomguy4629#4629 (121143730701991936)

c-foam mine deployer (rundown specific)

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Suggestion from joekster#0001 (229032007500300291)

thermal sighted weapons / weapons with a sight functionality while hip aiming are excluded from the relax pose setting; pretty annoying to keep ads-ing during stealth sections to keep the gun up, but for other weapons i enjoy the immersion of relaxing the weapon

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Suggestion from Shift On Hiatus#5248 (142744557707067392)

A1 as a demo on Steam for GTFO

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Suggestion from TenguKnight#6404 (215135833378914304)

Mirrored versions of all room tiles to reduce the repetitiveness of some of the more larger ones that appear on all levels in certain environments. Looking specifically at you, R5A1 starting room.

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Suggestion from Bubbuh#4385 (299803780340252675)

an ability to rollback to older rundowns locally.

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Suggestion from Megamalistic#8839 (546122779586461728)

Stalker enemy, looks almost like a dog equivalent to a sleeper, and they sleep walk, they aren’t awake but they just wonder around, a harder enemy to kill, plus in combat they’d be twice as fast and attack twice as fast, possible multiple tongues

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Suggestion from Hecate's Daydream#6669 (327322358731898881)

immortal big mum

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Suggestion from Randomguy4629#4629 (121143730701991936)

Expedition where the warden deploys another squad of AI prisoners to stop you for unknown reasons.

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Suggestion from Randomguy4629#4629 (121143730701991936)

c-foam sentry gun that also targets enemies through doors in order to reinforce them

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Suggestion from rascals4#4364 (300826468903026699)

please add melee weapon skins/variations as unlockable cosmetics this would really drive me to play more

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Suggestion from Calcium#7773 (413282879309742081)

I think it would be very cool to have an objective where you have to seal off a part of the complex. This could be done by blowing up tunnels or bridges. (In order to stop players from being trapped on the other side of the sealed tunnel just add a full-eam bioscan to the detonation.)

Players would need to set up explosives, carried as a heavy item (eg. cells). Prime them and detonate. Pairing this with error alarms and other threats would be optimal. Could even be the overall objective of a rundown, to isolate a particular sector.

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Suggestion from Calcium#7773 (413282879309742081)

A mission where players are provided with a stationary manned turret. This has a limited ammo supply, and can be resupplied through ammo crates (carried as a heavy item by a player, and inserted into the turret.)
The threat this turret is provided for is a removed wave cap and constantly spawning enemies.
This could be paired with detonations (previous idea). Imagine a huge room with 3 bridges connected together, after one bridge is detonated enemies pour in through the remaining bridges, requiring 2 players to man the turrets while the others set charges and provide ammo.
Could also be used to 'defend vital assets' like reactors or maybe even the biocom mainframe.

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Suggestion from Randomguy4629#4629 (121143730701991936)

matchmake by any combination of expeditions (look for C3 and B3 at the same time for example)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

bring back the long range flashlight from r1 (the current one feels weak compared to all the other flashlight )

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Suggestion from ThePsychoCat#8217 (193176137524969492)

Water zones with their own enemies probably squid like in nature. Where you cannot run as you'd be neck deep(cant shoot) or waist deep water.

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Suggestion from DoomMachine#0992 (257144432720084993)

Create a level similar to "Eval" called "Thus Far" (or something along). It should be a single-player map with bots (fixed) that contains a couple of terminals containing the text logs and audio logs from past expeditions. That way, new players (and returning ones from previous rundowns) can get familiar with the story in-game. For the extraction, you can put a mild error alarm in order for the map to be not so boring but still retain its purpose as a story section.

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Suggestion from fog#6417 (789083612028731453)

ambient gunfire echo sounds to simulate other prisoner teams operating in the area

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Suggestion from Tautomer#1987 (488881525526495254)

The sniper sentry will fire at the corpses of biotracked enemies because of the reduced fire delay and wastes a lot of ammo. Revert the fire delay changes to the sniper sentry or make it so that it doesn't fire at dead enemies.

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Suggestion from Antares#9666 (363840980518043648)

give us map marker for each resource pack but limits it to 2 or 3 (2 medipacks 2 ammo packs, 2 tools) and 1 more marker for things like glowstick, flashlight, etc but limits it to 1

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Suggestion from Tayo#9997 (277201400042225664)

Ay, for real, how about a GTFO Battle Pass? No cap, we could have some RGB drip in the game, straight up bussin' prisoners!
On god on god, can we have a Battle Pass? Prisoner could floss next to a sleeper. Where's my Harley Queen skin for real for real?
Where are the emotes and custom voice line SHEEEEEEEEEEEEESH!
For real dead ass, a sussy baka AMONGUS skin, we can vibe with the drip fr fr!

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Suggestion from fromotherland#2012 (354096293196333057)

I second the battle pass idea, but can you also add lightsabers and darth vader skins ? I wanna destroy every one with my lighsabers. Also add some fall guys skins man like fr.

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Suggestion from Jwargon#4069 (86758911138349056)

Let prisoners with the Bio-Scanner equipped ping a single enemy with the regular ping binding even if they arent aggro'd with a similar/shared cooldown with the current mass tag.

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Suggestion from Jwargon#4069 (86758911138349056)

Don't register the held E key input when entering terminals, currently if you enter a terminal by holding E you have to let go of it after the command gets through but before the terminal accepts input or youll have to erase some Es you didnt mean to input.

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Suggestion from Jwargon#4069 (86758911138349056)

Some way for players to know the APPROXIMATE regions where bioscan event circles will spawn. ex. seeing large square areas through walls when standing in front of the door without activating it. Even though the areas are randomized between full restarts, they clearly still follow a similar pattern every time. This means you're often at a significant disadvatage on your first try, unable to make a trustworthy strategy. On any attempt after the first, you'll know approximately where the circles will spawn, which is exactly the information im suggesting is somehow given to the players without having to fail once. In addition to this discrepancy, the lack of information promotes more reactionary gameplay instead of a plan-execute-adjust loop which i think most players enjoy more.

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Suggestion from general_zukov#6496 (340334939557986315)

change the ping, make players can ping everywhere, and give them the choice to put resources like medic pack, ammo pack back to the box.

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Suggestion from Skyrope#8741 (266345176967020545)

When you receive an apparel requisition, replace the question mark and the [unknown reward] nametag with the piece of apparel you received.

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Suggestion from GGGITGUD#0911 (385523867122401282)

Make a rundown where partial layouts and their zones are recycled from previous levels from either that rundown or a rundown before

as an example, suppose in RXA1 one security door is in lockdown, and prompts some indication that players will come back to this location, like: “ERROR: ZONE CURRENTLY QUARANTINED FOR LATER EXPLORATION”

In a later expedition, like D1 or D2, or even an expedition for a next rundown, this area up and until this point could be reused, maybe with slight fog due to ventilation systems failing, an error alarm, different enemies, or some other mechanic to make it feel different, while retaining the zone numbers and room layouts. Somewhere along the previous expedition’s path, when the security door is reached, the players will split off from the path, and continue into a new sector.

would love to see this in game, and see unique mechanics added (more time for unique levels because of less environment design), or maybe even some nostalgia from previous rundowns.

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Suggestion from t5gy5#3826 (691947789453885470)

A full tile zone, with secdoors on the cardinal directions, with a chasm across a diagonal. The main path leads to the door on the other side of the chasm. Example: the entrance to the zone is at South, and the main path is at West, but the chasm goes from SW to NE, i.e. , the door is unreachable. The actual path first goes East, then comes back to the zone from North.

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Suggestion from Bass Knight#1463 (248986017464451073)

A rundown named "Flashback" where it's a collection of the best levels from previous rundowns remastered with some differences.

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Suggestion from Novy#8713 (244393623934730241)

let us put marker on the map only.

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Suggestion from JamesUMay#4619 (683730288525967612)

Please consider making a LITE version of the game. There are a lot of my colleagues who want to play this game but due to system constraints cannot. In future it will open up the game to a lot of people.

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Suggestion from Artek#1547 (377548062119297025)

Buff Bullpup. I know its bad, you know its bad, the entire server knows its bad. Fix it.
You can keep the reload time if you want to, but you must make it worth while. Either damage must be increased (currently it deals same damage as SMG, i believe?), or magazine size should be like 60, at least.
Or you know, you can always speed up the reload time ever so slightly. By about 20-25%.

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Suggestion from MitsutoMarika#6120 (130702621861216256)

make spear more then just a long range hammer again

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Suggestion from Professional Procrastinator#8913 (977908681851170867)

buff sniper by reducing the refill from 3.6 to 3.5

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Suggestion from Skyrope#8741 (266345176967020545)

The most common complaint I see from players is that the levels are too long. I propose a new mechanic that allows the saving of a single checkpoint to help players take a brake or go do IRL things in between.

As a person with a decent amount of free time, I have only needed to stop playing a level due to a time restriction on like two occasions. It is a bad feeling. You just want to play the game, but you have to play it in one sitting which could be hours at a time. I can't imagine how people with little to no free time feel.

How it would work: You reach a checkpoint in a level. Once you die after reaching the checkpoint, you have three options. [Return to lobby], [Return to checkpoint], and a new option,[Save checkpoint and quit game]. In the event you run out of time to play, the host can click [Save checkpoint and quit game]. This button will have a 5 second click and hold activation to prevent accidental activation. Once the button is clicked, the game will save the lobby, and quit the game for the host. For the three other players, It will return them to the rundown screen. When the host re-launches the game, it will load the required processes, and immediately return the host to the same death screen with the three options. In the even the host will want to continue playing, the [Return to checkpoint] button will be pressed, and the 3 team mates can join the game.

The most important part of this feature is the fact that you can only save one lobby at a time, and you cant play any other expedition while you have a lobby saved.

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Suggestion from Novy#8713 (244393623934730241)

Put exit lobby button at ending screen and death screen so we dont have to wait for host to pull us back out . instead of Alt F4

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Suggestion from W1ndLeaf#2650 (240111642170359810)

hear me out. this is an idea but, how about making it so you can close/open certain doors through terminal?

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Suggestion from LosttyFrostty#8273 (385612298045358082)

to above suggestion, certain "reinforced" doors that can only be opened and closed through terminals and have 3x the health of a standard door

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Suggestion from Bass Knight#1463 (248986017464451073)

A force resync button that the host can use could at least be a good bandage to the problems people are having while they try to find a more permanent solution. And maybe have a timer on it for every use to prevent people exploiting it for whatever reason

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Suggestion from ForbiddenF3#1893 (416045050196393984)

Give the option to retry after a wipe to keep the boosters you used going even if you hadn't hit a checkpoint yet

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Suggestion from WolfShpee#8994 (702286204866920479)

the ability's to smack things when you have a pickup able item, like a turbine or cell, can shove and/or deal small damage

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Suggestion from JamesUMay#4619 (683730288525967612)

Please add more scaling in the HUD option. Even having it maxed out I cant read anything. I am sure some others people also have this issue who dont have proper gaming setups so if we can get more sacling percentage that would be great. Around 100 percent more that what is available right now.

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Suggestion from 『 ඞ 』#6969 (293943511991058443)

put snatchers behind blood doors

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Suggestion from RUSBEAR#0286 (555012767266897921)

Give players a chance to choose a prisoner apparel item that they will get for completing a level.

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Suggestion from Project Zaero#9999 (358577849411567616)

Revert the lobby screen text that current displays the artifact heat back to showing the level name. This can be found in the top right where it will show for example "A1 Artifact Heat 50%" instead of "A1 Artifact 7"

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Suggestion from RUSBEAR#0286 (555012767266897921)

Add some rewards for the "Prisoner efficiency" achievement.

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Suggestion from Χοipoc.RoB#6870 (251083790116454410)

Add an ext level or random event where the elevator gets stuck halfway down during a power failure or something [or after the elevator slows down for the drop off, it plumits into the darkness with a new objective]

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Suggestion from Avlyx#0001 (953330535919419453)

Add elevator music themed to each seasonal holiday to be played during the drop phase. Add 👌 elevator music for April Fools.

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Suggestion from RUSBEAR#0286 (555012767266897921)

I decided to combine my two ideas together. Let the items be random on "Main", "Secondary", and "Overload" sectors, but you can get any item for the "Prisoner Efficiency" achievement.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

extra cosmetics for beating a level without restarting from checkpoint

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Suggestion from keting1!#0164 (225495996157657089)

mods get paid

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Suggestion from CarolineClam (She/They/Fae)#5050 (382960844138348545)

a woman and androgynous prisoner

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Suggestion from Wooling Marble#6432 (328675380481359882)

A new flyer type of enemy that has the same movement speed as regular flyers but lacks any large health while emitting toxic fumes that damage the players over time while also making it hard to locate nearby enemy positions via a thick vision blocking fog like fume. Once killed the fumes slowly fade away, it also is surrounded by toxic fumes so it's hard to exactly pinpoint it's location. (Let alone it's weakspot if given/needed one)

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Suggestion from Randomguy4629#4629 (121143730701991936)

add a 5th level completion tracker for clears without restarting from a checkpoint EX: [2,-,-,-,1] is two main clears, one clear without restarting from a checkpoint, [3,2,1,1,-] is a level with no checkpoint, etc.

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Suggestion from bloodyTubesocks#8482 (487937271790567424)

bright yellow color scheme so my rubber pants can match Hackett's shower cap

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Suggestion from MitsutoMarika#6120 (130702621861216256)

stop overwriting input when passing containers with pickuppable items in them. Screws you over so often when your med gets cancelled cause of the most useless glowsticks

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Suggestion from Artek#1547 (377548062119297025)

please introduce start up frames to giants' melee attacks. It's quite infuriating to get murdered by an attack you don't even see.
Unless it's another desync issue...

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Suggestion from TenguKnight#6404 (215135833378914304)

Due to the Choke mod shotgun being better than the Pump action shotgun in every regard (except one shell less in max ammo and half mag size), either nerf the Choke mod shotgun or buff the Pump action shotgun singificantly.

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Suggestion from TenguKnight#6404 (215135833378914304)

Remove reload cancel.

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Suggestion from BlueXCo#0948 (172460922084786176)

TEMPORARY FIX IDEA TO B1: If possible move the checkpoint door to the security door to where you get the cells. (Zone 22 I believe)

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Suggestion from Vykantros#9436 (996628284370604172)

Force the devs to actually look at the #gtfo-game-suggestions instead of just pretending it doesn't exist.

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Suggestion from Randomguy4629#4629 (121143730701991936)

take the time to polish the game instead of adding new content before egregious bugs are fixed; delay R8 and/or R7://EXT in favor of fixing things like sniper melee, checkpoint heavy item bug, buggy Snatcher behavior, a C3 bug that softlocks your game when trying to drop in mid match (or simply doesn’t let you join an in progress C3 lobby/drop in at all), and D1 Overload spawning too many Snatchers in multiplayer. A general improvement to the game’s netcode, lag compensation, and host/client sync would be greatly appreciated over buggy new content.

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Suggestion from keting1!#0164 (225495996157657089)

we apologize to the staff

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Next patch improve bot behaviour in combat thanks

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Suggestion from KrookedKritter#9393 (551578190619869235)

in a future level/rundown let us drive or ride some of the various vehicles in the complex. This can be for specific objectives such as 'load cargo onto vehicle_145 and take return it to extraction

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Suggestion from Vanlichtinstein#2355 (407745850828259339)

create some alternate zones or sentries built into the map accessible through a terminal hack. But make the hack a new minigame based around searching the logs for highlighted keywords as passwords or something

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Suggestion from PyCoder#7671 (320600313767919626)

create a kick function so we don't have to deal with rude people and have to recreate the lobby over and over agian.

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Suggestion from burger#0004 (271399149650313216)

Add the old sledgehammer skins, such as the Maul or the Mallet, as completion bonuses for certain expeditions / objectives. (I miss using the maul so much lol)

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Suggestion from Bass Knight#1463 (248986017464451073)

Just for the duplicate HSU checkpoint bug, why not make it so that you cannot be holding the HSU while doing the scan? It'll at least prevent the bug from happening while they think of a more permeant solution

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Improve bot logic when meleeing enemies, you guys "improved it" in r6 but it it could use some tweaking, bots going against 4 big strikers cluster shouldnt be a situation bots should be committing suicide into.

Having bot hacket going 1 vs 5 strikers to melee the one crawler only to get down instead of pushing back and shooting the enemies

A good "fix" would be to add a sphere around the bots that would check how many enemies are around the bot in a 10 meter radius every 30 seconds, if less than 4 enemies are present then bots should be allowed to melee them since its pretty common to kill the remaining sleepers via melee.

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Suggestion from doom#2119 (170984294993494016)

Please add a setting to the accessibility menu to disable the menu moving around with your cursor. While I find the idea of the moving menu really cool, it is disorienting and causes slight motion sickness.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Buff bot melee damage from 16 > 20 , making it consistent with the players damage. This helps not only with damage output, but can easily make meleeing giants a better experience.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Give bots by giving a delay of 10 seconds when a player/bot goes down before they actually their BotActionRevive kicks in, so you dont have a situation in wich they go down trying to revive a player/bot

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Suggestion from doom#2119 (170984294993494016)

Terminal improvements:

[1] Please allow the use of HOME and END and CTRL-ARROWLEFT and CTRL-ARROWRIGHT on terminals.

[2]Commands should be internally trimmed so that both, HELP and HELP (exaggerated for clarity) invokes the HELP command.

[3] Multiple spaces between command and parameter should also not cause problems e.g., UPLINK_VERIFY GEAR and UPLINK_VERIFY GEAR (exaggerated for clarity) should both invoke UPLINK_VERIFY with parameter GEAR, instead of the latter failing the verification.

[4] CTRL-C should clear the current prompt and give a blank prompt (clear whatever has been typed into the terminal and present \\Root\ again.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Increase the range in wich the bots can wander from the player(not by a lot) so you can avoid this situations in wich bots will stop doing a set of scans if its too far away from the player, usually penalizing players for no reason with an extra wave.
Perhaps another approach could be having a single bot always do scans just like the testing throughout r6 before release but with a new TEAMWORK command to call the bot when desire, this would add a little micromanagement (not like were not micromanage them already) will improve 2 player 2 bots.

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Suggestion from GoldDragonslayer12345#4006 (803312880878354464)

Add lower settings so lower end pcs can run your game.

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Suggestion from Coolvin#8888 (831161584444244069)

Special mode/rundown where every weapon/tool is unlocked, plus every enemy type and mechanic is in a level (Dense fog, spitters, scans, etc.) Could be fun or used for testing/mythbusting without using third-party programs

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Suggestion from Theta#0890 (296094259357024258)

Single use biotracker. You have single use mine deployers, C-Foam grenades and trip mines, and technically sentries are only one at a time. But nothing for biotracker. Maybe a little trip mine that tags any enemy that walks through it? Like a motion sensor hooked up to your HUD. Sounds like a cool idea

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Suggestion from Bass Knight#1463 (248986017464451073)

Add a "Game suggestion discussion" channel

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Suggestion from ØNI#1580 (277565858845425665)

fix C3

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Suggestion from KrookedKritter#9393 (551578190619869235)

add a feature that allows the players to gather information on the bahaviours and maybe even names of enemies after encountering/killing a certain amount

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Suggestion from DenChen#7891 (261855708323119105)

Add alternative models to weapons as a reward for reaching certain milestones. E.G: Battle Scarred versions for completing all story expeditions with the weapon equipped, Hunter versions for killing specific enemies with the weapon etc. It would give more reasons to do difficult levels again for reasons outside helping friends/practice. Could also be a way to return Maul/Gavel/Mallet versions for the sledgehammer.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add different variants of each weapon (just like a visual change to the weapon to spice things up)

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Suggestion from E̷r̷y̷t̷h̷#0001 (953330535919419453)

Add option to adjust scope-specific anti-aliasing and resolution to aid in sharpening scopes on guns as some scopes are pixelated.

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Suggestion from E̷r̷y̷t̷h̷#0001 (953330535919419453)

When selecting boosters - allow the menu to properly respond to UP/DOWN arrow keys to select and review boosters instead of the arrow keys moving the mouse. Allow the use of LEFT/RIGHT arrow keys to cycle between MUTED.BOLD & AGGRESSIVE boosters.

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Suggestion from DoomMachine#0992 (257144432720084993)

Add the option to check the current rundown history of the lobby players in order to minimize the chance of people who are in just to be carried (in other words - hasn't completed B1-3 in the current rundown, but joins for D2)]

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Suggestion from thundershocker1#7680 (321457491684622338)

While in-game, you can select a booster for the corresponding slot if it’s not already filled. However, that booster won’t be used unless your team respawns at a checkpoint.

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Suggestion from Thespirou54#1795 (253574075325087744)

Fixes for the BOT players. Add a button/communication option to prevent bots from stealing your supplies in lockers. And add another one to tell them to pick up said supplies. And maybe add another one to tell a bot to go to a specific position (so they don't run off behind a wall when you tell them to use C-foam/Fog repellents)

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Suggestion from DoomMachine#0992 (257144432720084993)

Make all the boosters at least 2-3 uses each. Considering the number of artifacts per level, the RNG of the boosters themselves, and the fact that the "heat" degrades over time, it would be really helpful, especially since some levels are quite booster-dependent (especially their PE versions).

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Suggestion from DoomMachine#0992 (257144432720084993)

After beating a PE level (or the closest thing to it, since some levels only have Secondary OR Overload), make it possible for the player to craft their NEXT boosters. Elaboration: After completing a level, a player would have 3.35 Muted, 2.15 Bold, 1.28 Aggressive scores. So, they should be able to choose 3 Muted, 2 Bold and 1 Aggressive boosters, which they will get as reward immediately. If, however, they are short on artifacts, say 2.18 Muted, 1.13 Bold, 0.65 Aggressive, they should be able to choose their 2 Muted and 1 Bold booster, which they receive immediately, and the single Aggressive booster, which would be guaranteed once they collect enough crystals. This would give incentive to replay longer/harder levels and give a sort of progression.

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Suggestion from DoomMachine#0992 (257144432720084993)

A suggestion for the terminals - at the moment, the terminal autocomplete is flawed as it requires unnecessary user input for the PING and QUERY commands. For example, if you autocomplete from AMMO, it completes it to AMMOPACK but without the underscore () symbol. This is quite unnecessary, since AMMOPACK , MEDIPACK_ , and TOOL_REFILL_PACK_ are unique strings as you need to add the numerical ID only. Same goes for NCR Frames, HSUs, SEC DOORS and so forth.
TL;DR - when autocompleting, the terminal should add the trailing underscore.

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Suggestion from DoomMachine#0992 (257144432720084993)

Replace the underscore (_) symbol with a dash (-). To be honest, I have no idea why an underscore was chosen in the first place, considering it is one of the more inconvenient symbols to type and there is no way to type it in different ways (it is always Shift + dash on the numerical row).

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Suggestion from DoomMachine#0992 (257144432720084993)

Consider using a different font for the objective stack and the terminal. Right now, the 8 and 0 are barely distinguishable and it's a PITA to enter the IP or some item IDs

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Suggestion from DoomMachine#0992 (257144432720084993)

Some levels with the Uplink objective can make it tedious for players to communicate the IP address for the Uplink_Connect due to various reasons (intense combat, infection, e.t.c). Since we also need to be efficient about it, you can add a command to such terminals - arp-scan. It would show the IPs of several devices, one of which can be named Uplink Endpoint, Navigation Server, or whatever suits the narrative of the level (but it has to be clear enough for the players, so the command would have usability, otherwise it would be utterly pointless).

Reference link for the idea: https://linuxhint.com/see-active-network-ip-addresses/

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Suggestion from DoomMachine#0992 (257144432720084993)

Extension to the arp-scan idea above - the command could be executed on any terminal in the game and it could reveal reveal the following:

  1. The IP of the device that you need to connect using UPLINK_CONNECT (reference the previous idea) IF EXECUTED from the correct terminal (where you need to type UPLINK CONNECT)
  2. The IDs of any Terminals that have additional usable commands, such as Restore Power, Init scan, e.t.c. The Terminals could be designated with suitable names, such as (Power Relay Node, O2 Scrubber Subsystem, Auxiliary Door Control, whatever suits the narrative).

Reason for the idea - I played R7B3 15 times and only recently did I find that you can actually restore the illumination in the respawn room via a terminal, as no concrete info is provided. Additionally, many players got stuck unnecessarily on R7C1 due to not knowing about the terminal that would lower the non-infectious fog.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

update map icon, some of them (such as the icon for ladder) are pretty bad

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Suggestion from AGnar0k#0521 (295933629153017857)

If you have a Consumable (Melters, C-Foam Grenade etc.) you should be able to pass it to your teammate, if their Consumable slot is empty, by getting close to them and holding E. Instead of having to find extra boxes with consumables to swap items with your teammates.

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Suggestion from georg#1400 (663096224047431681)

Add a “battle rifle” that has very high recoil and an intentionally bad optic in compensation for exceptional ammo efficiency

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Suggestion from Relicanth#8004 (181560740556046336)

scope choices on certain weapons, the DMR for instance would benefit from a red dot instead of whatever it currently has going on.

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Suggestion from Gray0948#9749 (979834997924069448)

A enemy type that goes through the room and eats sleepers

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Suggestion from Gray0948#9749 (979834997924069448)

More variations on tool, currently there are many different types of sentry, but all the other tools are all the same. It'd be cool to have different types of bio-trackers, c-foam launchers, and mine deployers.

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Suggestion from Gray0948#9749 (979834997924069448)

G-foam a foam that is applied to doors that can be sprayed in multiple layers forming a hard crust over the entire door. This foam can be applied multiple times to one side, however make it side specific so only the side of the door that is foamed is reinforced.

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Suggestion from Gray0948#9749 (979834997924069448)

A foam that is better/worse against certain enemy types.

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Suggestion from Gray0948#9749 (979834997924069448)

Make it so tanks can just instantly bust down doors, they're massive so they should be able to bust through the doors. With c-foam it should take 2 hits to bust them.

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Suggestion from Gray0948#9749 (979834997924069448)

ability to drop key's bulkhead keys and other objective items

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Suggestion from GGGITGUD#0911 (385523867122401282)

new tool: infrared camera

Has a wide fullscreen thermal camera (balancing can be done through how much actual visibility is offered, like with the other thermals)

The camera can ping enemies, but can only ever ping one enemy at once. This ping would last as long as a regular biotracker ping.

That being said, the visor has crosshairs, with which you can tag the enemy by aiming at it, even while the enemy is still dormant. Sentries will benefit from this ping like they would from a biotracker.

PROS: offers good visibility for the player holding it, even against shadows

CONS: basically only useful for stealthing, functionality decreased when enemies are live due to the ping limit

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Suggestion from GGGITGUD#0911 (385523867122401282)

EDIT: fullscreen means fullscreen on the tool display, not full screen in the game window

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Suggestion from 𝐄𝐬 ᴬ·ᴷ·ᴬ· ᴱˢᵗʰᵉᵈʳᵃ#0437 (236759461149016064)

Make the HUD flashlight indicator more apparent.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

since the HEL gun used to be called Gauss Gun...
how about adding a Gauss Gun ._.

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Suggestion from bloodyTubesocks#8482 (487937271790567424)

MORE voice lines for Bishop with the biotracker.

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Suggestion from wWild#9334 (294543740394012673)

Voice Lines when picking up a special item like
"I got the key" when picking up a key/bulkhead key

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Suggestion from CallMeXen#7659 (417480534248390677)

more prisoner dialogue/voiced automatic callouts for special enemy types: Giants, [REDACTED], etc

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Suggestion from Mole Ster#5574 (515816897141538827)

Bring different icons for resource packs/consumables and lay them in order once you ping a box/locker. For example; I ping a box and the icon appears as “HealthPack | AmmoPack | glowstick “.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

make default FOV 75 or something 55 is torture for FPS newbies

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

↑ or set default to 20 so everyone has to adjust the fov

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Suggestion from MitsutoMarika#6120 (130702621861216256)

bring back typing while dropping like r4 had

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Suggestion from run_a_bear_is_behind_you#6487 (262624224739459073)

Be able to move medipacks/ammopacks/etc into lockers or boxes

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Suggestion from Ripply#1808 (202741273746997258)

A Scottish playable prisoner. Some good banter to be had between Hackett and a scotsman.

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Suggestion from IZZZBeja#2514 (190909289483862016)

devs don't read this channel lol

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Suggestion from Varok#3730 (95862629368631296)

Enable the option to set drawing in the map as permanent and later on can be delete it manually. This feature will be useful if players want to take notes by drawing a letter for specific spot they left a C-foam grenade, Fog repeller, etc.
Example: C letter drew in the map means it's a C-foam grenade left on that locker

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Suggestion from thundershocker1#7680 (321457491684622338)

as more monsters spawn in, reduce the total polygons each monster has

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Suggestion from streamstreamstream#6178 (872621189569323039)

guy above has no idea how games work

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Suggestion from Randomguy4629#4629 (121143730701991936)

adaptive resolution: as more monsters spawn in, resolution is lowered automatically to hit a target framerate

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Suggestion from MitsutoMarika#6120 (130702621861216256)

get actual dev responses to the #gtfo-game-suggestions channel

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Suggestion from Randomguy4629#4629 (121143730701991936)

automatically rejoin the lobby you were in in the event of a crash/disconnect upon restarting the game (or at least stop changing the lobby id during a run so the code I have copied still works)

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Suggestion from IZZZBeja#2514 (190909289483862016)

fix some of Dauda's voicelines for responses like "Please", "Nice", etc.

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Suggestion from Project Zaero#9999 (358577849411567616)

Option to disable the low rumbling / heartbeat "WOM" sound while downed. It physically hurts my ears and starts to make me feel like I have a headache while I'm downed or watching someone else who is downed. Please. Thanks. Have a good one.