#gtfo-game-suggestions
1 messages · Page 2 of 1
Yes, let's please keep the channels on topic.
I'd love to see a class/skill tree system take place as to not have it become stale with only weapons to switch. If this happens, I hope every kind of player gets a class/skill tree that suits them (e.x. melee, tank, sniper, shotgun, support, control aoe)
They've said there's no classes or traditional skill trees
@robust turret thanks! We are thinking a lot about the team and the different roles you play, for example which tool you bring is something that you need to decide on as a team, so that you really compliment each other. So in a sense your tool decides your “class”.
That being said, the plan is to let the tools be very varied within each category, which means depending on the quality/version of the tools in your inventory, different challenges in the levels will encourage you to try on other tools sometimes.
That’s our hope at least!:)
Do you upgrade quality by using the tool or can you upgrade tools you don't use often?
@robust turret A question for you, what do you see as the defining characteristic for the different classes you mentioned? for example melee and shotgun, just more damage / more effective use of ammo or something more?
@peak canopy can’t go into details here I think, basically because we still have things to try out here first.
Oh alright thanks for the answer!
But hm, you should be Able to upgrade tools that you don’t use often as well
To prepare for “a rainy day” when you encounter just the right (or wrong) conditions
I know Simon talked about a system where you complete expeditions and the more you "prove" yourself to the wardens the better stuff they give you but I don't think he ever mentioned the specifics of the system which is why I asked haha
haaaang on, does that mean you become aware of obstacles in a stage before you run into them, and prepare the loadout accordingly?
@keen violet,either that or you need to do a scout run to find out....;)
Preparing your load out is a big thing for us
I'm personally really excited to see how the stealth system works. It sounds insane
I would think that a class would have perks with certain gear. Like a +1 with shotgun accuracy, or +1 with a medpack
And hm, I find myself revealing what in AAA game development is “too much”, just understand this: we will change stuff internally, a lot! we use prototyping and playtesting to see what works, so if I say something here that than turned out to be something different, please don’t see that as I broke a promise, it’s basically me talking too much about a game I’m very passionate about:)
You. An, however, always ask about it and if I have the time between family and coding I’ll take the time to try to explain why something changed
reveal your secrets!
sorry
I honestly would never hold a dev just musing on things against them, but I know it can become an issue
i appricate the honesty but some things are a bit show dont tell, and it should be that way,
Yeah there’s a balance there somewhere
As I found out the hard way, the stealth system isn't 100% effective. At least it wasn't on the build they brought to E3. You can 'silently' take down an enemy, but if there are other enemies in close proximity, there's a chance they will detect it.
I'm not sure stealth is so much a developer inclusion, as much as it is the way the players approach each situation.
I mean, each situation is going to be approached differently from player to player. This is why communication will be key.
Yeah sure but detection and the communication around detection is important for us to get right , you want to know and understand Who failed the sneaking and why:)
yes please make it easier for me to kick people who suck at the game
appreciate ya hjal
lmao oof
LOL @peak canopy
i mean we dont know if ther will be leveling and something we can use to mesure the time pepole have put in to the game. so we can put like if you arent a certain lvl you cant join my lobby and such 
Lobby player info for gtfo when????
So sorry I got us wiped in my one playthrough, Hjalmar! Is that a grudge you're gonna hold forever? 😉
😝
Dont worry, we die all the time - “sorry about that sentry gun...” is a normal phrase
Now I NEED the game to come out. I NEED to redeem myself!
do tell more 
Hard to sneak with an angry sentry at your back
wait, quick question, do sentry guns and/or other people have friendly fire?
can't wait to get killed on about 300 matches until i actually manage to play decently
also yes
sweet
hence why you always play with pepole you trust 
good point
suggestions channel btw
but I guess it's difficult to make suggestions to a game that isn't yet played
Yeah sorry as soon I we “answer” a suggestion with a counter question or some info it turns into something that should be gtfo-questions I guess
dw about it, natural conversations are more important than some strict adherence to a channel topic
imo
It happens, doesn't seem like a big deal to me
yeah conversation is good
@sacred crag Indeed they do, dont stand in front of it.. and they make a lot of noise to.. 🤷🏻♂️
... especially when you have grudge-holding devs still holding a team wipe over your head... 😂
lol
@untold haven It'd be cool if we could have this channel and then another channel like #gtfo-suggestion-answers?? like a Q/A type thing so people ask random questions here and some stuff can most likely be answered here by staff or other people but for things that require a more official response you'd use the other channel and do a format like
Will there ever be maps on the outside of the tunnels or other areas where the game takes place? IE: inside a facility of some sort like labs etc..
Dev answer goes here

isn't that #gtfo-related-questions
I think what he means is a dev-only channel where replies won't be buried in a discussion
oh gotcha
isnt that just #gtfo-related-questions
lmao

no, you can chat in it
oh lul
lol
sounds good to me though
I think what Dimmizer is looking for is an organic FAQ channel
One that gets updated over time
So was thinking, it would be nice if there is like monsters around the maps, that they could also hear you, if you use voice communication in game, since it would add more of a challenge to the game
Yeah
@calm lodge yeah maybe, we do have a #faq already, but something where we go into depth..?
@lethal solar has the idea
Yes

Alright, hm, I like it, but...:)
It kind of turns my relaxed “I’m talking to others about a game I’m passionate about” to something that is more official.. I’m afraid it would limit what we dare to say because it’s “promised” in the channel if you see what I mean?
Also maintenance is an unknown for me here, how would it be done practically?
Thing is.. for most of us that have been through several betas, the answers in any type of FAQ surrounding a game in development are always subject to change as the project does.
Personally I like how when I'm talking to the devs it's like I'm just talking to a person, I've never been a big formal dude and usually don't stick around servers that overmod, force strict lines with absolutely no flexibility within reason, and all that.
I guess just moving the discussions like this for now to #gtfo-game-suggestions could be a start 😃 but hard not talking about suggestions from a design perspective when they do pop up 🤷🏻♂️:)
Oh I meant #gtfo-related-questions of course
I was just thinking of a channel only admins and devs can write in
so when you want to answer a question you copy-paste it there and do a reply
just so it isn't lost
you can still chat in here, of course, as usual
just a channel for people who don't want to dig through 600 messages
Yeah what beer is saying @untold haven
let alone 60000
I don’t know enough about discord yet to know how feasible stuff is. how does pinning a message in a channel work?
nah pins aren't a great idea because they're limited in amounts
So when you pin a message it goes to the top here
only important chat-related announcements should be pinned
for answers and the like it should be a channel of its own
yea i wouldnt pin it
Yeah ok I hear you
but if you want to see the pinned messages - it's the pin icon above the chat
in the top right, on PC

click on that and a pop-in window shows the pinned messages
So mods could paste answers they deem as good answers in another channel?
@untold haven You can have up to 50 pins per channel
Yeah, basically, copy and paste the question from say, this channel, into a read-only FAQ channel and answer it there.
Or us for that matter
just would be nice to have a channel that isn't flooded with our banter
@sly scarab Yeah we can paste them
I love banter
but I love for other people to see dev answers
and I feel bad that I hide them with my banter
ludvig new favorite dev
friendship with simon ended, now ludvig is my favorite dev
i wanted to talk with a robot >:(
ahh the enthusiasm of the young
you have not been on discord much have you
have no fear, you shall come to a realization soon
:V
but uh, until then, I'm happy that you're happy 😃
Don’t ask me again in a week 😉
Also as a player I think it is nice when developers gets in touch with players, to hear them out, since there are many times that players can be used to help to get new ideas.
I'm just a slightly cynical kind of guy so expect me to be the downer, sometimes
Hehe I understand, it’s just I’m afraid to make things that “official” , I like having a discussion with points and questions back and forth. Condensing down to a short answer is hard and takes time
Yeah I can imagine it's nice to just shoot the shit and answer questions rather than release mini press releases anytime someone has a question lol
no pressure, keep the ones you feel are more conversational out
i mean this is just a tiny thing. but understanding if its not possible, but having like a tiny flag when you are browseing pub servers, or ping
or i dunno how the pub serching will work,
Yeah by all means @untold haven I'm just giving ideas etc..
Know the feeling, since I'm trying to make games at my school, and every time people are trying them and not doing what you want them too, because you know, it can be hard to not say anything
this whole FAQ thing I've been asking about isnt needed
just something to be more official but I do see where you're coming from as well
I think having dif gamemodes would be cool like a defend the point/ endless survival /Battle royal
don't wanna be like many other companies whom won't be named gave promises n such and then didn't deliver so it hurt them
@odd kernel juuust keep in mind that some of the greatest FPS mechanics came out of people not doing what you want them to 😆
cough ubisoft cough
yeah, and taken alot of it in use, like "hmmm, a lot of people are doing the same thing, but not what I want them too, maybe I can make use of that"
Now I may be completely off base because I haven't re-watched the trailers or watched anything new in several months - and I know there's bound to be someone pissy about me saying this - but man. It would be fucking nice to have characters that aren't the default 3 men 1 woman party composition. It's so, so stale, y'all. I know I myself and several friends were VERY excited to see the trailer of Scavengers at E3, and it looks like the character party composition is predominantly women. It was just fresh and different, and it was really cool. We always tend to be the afterthought, or at the very least the minority.
no need for shouting 
Fair
mmm, yes, character customization in a murky pitch-black cave full of emergency lights and scary monsters
very uh
presentable
Tbh I think it would hard to do for them, since Character customization can ruin the emersion in stories, which can make a game bad, but I would understand if it didn't effect the story and emersion
I'm eh about CC for games like this, considering it's kind of an instanced thing, but obviously there's characters and storylines built. We just do notice these things, that's all. Representation matters.
and its not like you will see your charecters face, 
afaik all 4 are men
Zzz.
Well tbh ye thats tru I would like some but yea not like i spend much time creating it anyway
That's pretty disappointing to hear, then.
could always add more characters later.
Well the dev team is only 9 ppl
But the point is we shouldn't be an afterthought, you know?
as the team hopefully grows
The more money these lads make the better
I would love to support them but job huntings terrible where i am in australia
individual people shouldn't be an afterthought in a game presented to the public as a whole? I disagree
I think it's perfectly fine to indulge in some suspension of disbelief at the behest of the designer
Women are a significant portion of gamers, bruh.
happens a lot
I'm sure you are, and I'm sure you're fine not necessarily being a woman in the game itself
I mean hell, I prefer playing as chicks in games
but it's hardly a requirement
@golden ginkgo Just cus women are a good chunk of gamers doesn't mean they ahve a women who would be ok with being in a game
That.....what.
I don't think their genders matter in this game
i mean i dont need tomb raider to be a guy. 
Oof, I should have just kept my mouth shut, lmao.
do you imagine people will forget women exist or something?
I knew I'd get bad feedback from it.
Your correction doesn't make sense, lol.

I thought it did :/
yeah tomb raider is good, character > gender
just make them cool
that's all that counts
I don't think women were an afterthought, it's just that the characters they had ideas for were all men
That's just...sucky, though.
I don't think it makes much difference which gender the characters belong to
whoa whoa whoa guys this is late 2018, doesn't the character get to identify if they want to be male or female?
And why would women and men be in prison together?
I mean some games thrive on offering personalization for people to act up as themselves
or, indeed, as someone else
but it's a game to game thing
some games have characters
some just have archetypes
Hey hey
Hello
Yo
Agree if Draza here, since the story can be for all kind, even aliens if they want, but if their story writer chose it would be more fitting to be 4 men, then it might be the best, but it is hard to tell, unless devs. says something else ofc.
🤷
Hello
It's a channel for suggestions, I offered my suggestion. That's all.
I'm not sure if it's "fitting" to have only men. It just turned out that way
Not a real problem with that
Well we can all agree that men and women being in prison would props be a bad thing since the assumed topic of the game is we are prisoners
ok
Yeah
This is fantasy land where anything can happen.
you just kinda leaped in at an odd time, that's all
It's not set in modern current 2018 where obviously prisons are separated by gender.
You can just identify as a women
you also kind of expressed distress at the present plans
which... if you're just making a suggestion isn't very reasonable to do
Are you serious?
😮
I'm not under distress. I'm expressing disappointment, but I'm not distressed over a game.
ok, you're expressing dissapointment over initial plans while offering a suggestion
It's disheartening to hear, but you know, you kind of get used to being neglected as a minority in gaming.
surely a suggestion is something for the future
I think it would be best to stop it here, before it goes wrong and not into a game suggestions channel
Honestly going on the fact prisoners are being sent it, with the way our governments work. Male or female wouldn't matter. They would send in the people with the best skillset and not care if they died
^
probably not even best skillset tbh
Yeah please, be respectful
It's cool, I obviously should have kept my mouth shut, lol.
Well they would want the job to be done or try to be done. I'm assuming there is a prize right?
From what I interpreted, they're disposable prisoners
;)
remember australia was ment to be a prioson island and its apparently a coverup cus they threw the prisoners into the ocean
@golden ginkgo You can always express your opinion
The prize is being allowed to live I guess
Hey live in a dark hole or die trying to see the light. I would take the chance 😃
considering you go further down, it's gonna be hard to try to go to the surface
Oh yay a dark hole and i was sent here by the government just what iw anted thi christmas
lets talk about something else mmkay
?
Ok would dif gamemoeds be cool i think it would be
@golden ginkgo No I hear you! for sure. Having two small daughters I want them to grow up in a world with equal representation and equal rights. Not only because of them ofc but you get my point..
We’ve had so many discussions about our characters, I don’t feel comfortable sharing those discussions here right now, but I understand your disappointment.
That's fair, I really appreciate your response.
our lad hjalmar must of wanted there lil girls to be characters!
In general guys, please be respectful, this is something I can’t be clear enough about.
will there be any tools to locate the massive sea of joining a pub game? ping or persay a tiny flag so pepole would know how bad the ping will be 
Obviously having diverse characters isn't my be-all end all for what makes a game good for me. It's just appreciated - and, to be honest, expected - in this day and age.
well everyone has been such, I don't see what the problem is
Hm I can’t event let them watch me developing the game..
Oof
I reckon there should be, like, guns and stuff
I'm sure there will be time to share development post-launch
Idk if its too late in dev to add that though
but for now it's hush-hush :P
I started a new discussion but no one cared
Then whata bout destroyable maps so if u deside Hey what happens if i fire my RPG at the ceiling the entire map will cave in
christ
u die game over
What a great teammate
and then maybe ripping parts of the map apart while collecting resources
that's like, a single feature that would need 60 people working on it
I don't see that happening
fair
yeeeeeah i don't think enviromental destruction is really needed here
its not battlefield we are playing 
then why not being able to take certain bits of the map apart as a way to collect xtra resources but u will need l;ike a blowtorch or something
If it was singleplayer go ahead but for a multiplayer game I don’t think that would be a good idea
environmental destruction 2 kilometers underground
it's gonna be a very short event.
And u would only be able to take like railings apart and not floors
no don't worry, when there's this much land above you ANY destructable event would collapse the entire facility.
no need to take bets and separate options.
PPFFFT
I don't know what ur talking about
Well could be awesome with environmental destruction, like a gas cannister could be blown, or some rocks would fall down, on them to make it a bit harder for the monsters to get to you, and/or do damage to the monsters
But yea for toxic ppl i just somehow forgot they existed
even tho i play dbd idk how tf i managed that
Suggestion: enemies
They have health so you can kill them, and they also try and kill you too
just in general any kind of physical destruction is a monstrous effort on the part of programmers, designers, visual artists, particle programming, asset generation...
there's too much work involved
it's like
@dapper flicker I'll forward it
Thanks
you can have a pallet in Half-Life 2 break. Into 3 pieces. And that's fine, you draw one pallet and 3 pieces of pallet, that's ok
you have a cave collapse... you need a lot more rock models
and many more particles
and loads of programmed visual and physical effects that will affect everyone in sync
so it needs netcode, too
it's too much to take on for 10 people
yeah, and it would be harder for lower specs to follow up on it too
i mean sure something small like the classic explosive barrels and such would be cool
but the envoriment itself, nah
ENGAGED
Yeah, it would also bring more interaction to the environment, without it being to big, but still gonna let it bee, since again, a suggestion
character sugggestion....Chuck Norris.....nothing more need be said
How old is the guy now
kicking enemies over might actually be an interesting thing for stealth
think of this, right, enemies that scream out or make a lot of noise, yeah
but first you kick them
chuck norris doesnt age dont be silly
and you knock the breath out of them and they fall down
and now you can finish them off before they stand up with a sledge to face
🤔
how do you know how they make noise
"You need a team of four to be successful at GTFO. Unless you are Chuck Norris. If you are Chuck Norris, the bad guys will need more bad guys"
wild guess
Maybe they have some kind of flesh speaker instead of normal vocal cords
on one hand, Chuck Norris joke in CURRENTYEAR
wild guess that in a game where making noise makes bad guys come, some things make noise
Sledge Hammers make noise.
To look around, look around.
Running is like walking, only faster
sprinting?
sprinting is even faster
proposition for a terrible overlong tutorial section that is mandatory and takes 60 minutes too long
Yes please i want another tutorial like blood dragon's
blood dragon was pretty sick, but after the tutorial it felt like a reskin 
you know, a game about exploring extreme-depth tunnels is ripe for some kind of neoned-up april fools DLC
it's an expansion so of course
except it allowed you to literally jump in front of an enemy and go into drop takedown
because the jump height was like 4 times as high
Suggestion, don't make the tutorial too long, maybe mix it in the game, so you get the feeling while playing it, since I know I hate it myself.
soz
oh actually i think simon said something about tutorials, hold on
iirc It's supposed to be a really basic tutorial
I don't know, I'm always excited by a good tutorial in a game
but I'm of a rare breed
@rain pelican That I really would like, since it would keep the game entertaining for longer, and not like "oh, so that is what I can do... okay"
I just enjoy a well paced introduction that presents the developer's drive in a different setting
I like them if they're brief and concise
The ones that treat you like a baby and take too long can go to hell
cant please everyone 😄
think Deus Ex tutorial - a supposedly separate thing yet it goes in-lore with the rest of the game, and some details can even be picked up from it to understand your protagonist's role before the game begins
it's interesting, and can raise interest in the actual experience
Deus Ex's was nice due to being integrated well in the beginning of the story, but I think it was too long. Understandable though, given the kind of game it is
main reason I've been thinking of tutorials lately is a lot of fast shooters are coming out again, yet many players insist on being slow about them
which sort of indicates to me that the tutorials, if at all present, don't carry over the sense of speed and hurry that the game should present
obviously for GTFO, it's the opposite
something should deliver a message to the player that the game is measured, slow, requires anticipation and preparation
Splinter Cell Double Agent had another great tutorial, a sort of virtual reality experience where Sam Fisher was being tested and thus, the player tutorialized
So a little bit of what Ring of Elysium is doing when people are getting low frames and recommend that they change settings?
and that one took the time to present game's unique mechanics and allow the player the time to apply those to the best of their ability
and it sort of sets the player up to act more cautious, slow
oh in that way, get it now
maybe
and I get that 10chambers is looking to make a more intuitive, during gameplay tutorial
those are awesome, but just my idea
maybe the tutorial should present your character escaping out the tunnels first.
like you wake up inside the facility and have to find your way back
they could start you off without even a flashlight, so you can barely orient yourself, which would encourage caution
and there's a guiding voice that's terrified itself and begs you to stay quiet
that'd be nice
even when you do find the flashlight, the guide tells you to be very careful with it
but is it in keeping with the games lore
lest you spook a monster
now as far as I could see monsters don't get spooked by flashlights
but it's a bit of white-lie paranoia that would drive the player to act differently
the important part for the tutorial, imo, is to create an environment that represents how the player should act in main game
since "afraid" is big part of GTFO, the tutorial should be shaky, inconsistent, maybe even lie to you at times, you can plant the seeds of distrust by making the guide's voice sound mad and rambly
things that cause the player to take a double-take on any encounter, thus slow down
after the initial feeling is planted it should be pretty trivial to present actual mechanics and details while the player is already in suspense
yeah, the lore bit - I just don't know
this is me musing with what I got
maybe it doesn't, but I'm just thinking on the spot of things that would instill the pace this game expects
if it goes against the lore - adjust the setting to match it and keep the same ideas for presentation and it can work anyway
I mean the tutorial's setting, adjust that to match the lore
I say let us suffer we are prisoners we do not deserve much leaway
that would go in tune with this kinda tutorial, I think
Yeah, personally I can see it work for the game, from what I've seen and heard, since it is like calling out for hardcore fps players, it should also be scaring the hardcore players. We know that AIs ain't the smartest, but hope that they make the AIs hard to work around, I know AIs are hard to create good, and strong, but it is just a suggestion
well as Simon said the game will have sort of Resident Evil/Silent Hill amounts of ammo and health, aka very low
shouldnt there be a beta for us to try in order to give some suggestions?
so you are overpowered by the enemy, out the door
@toxic palm its coming dw
me want
yeah the beta is some ways off, not here yet
only just opened the discord, after all
Well even if there is not a beta, we can still come with suggestions, since we can work with what we got, and then we get a beta, we can see if some of it is already in it, and then come with some new
I'm just very excited by the prospect of tutorials, lately
Same
I don't even know what they're doing I just want to talk shit because I HAVE IDEAS, DAMMIT
none of it will happen
I just kinda said it, cause I'm tired, and interested
I like listening to music when imagining tutorial stages. Like I kick up some Unreal Tournament tune and envision a speed-based tutorial around that track.
It's probably Simon's fault. His music is too good. It taught me to trust music. Rely on music. Worship music.
Everything can be tied to music.
Yeah, music play such an important part, in so many things, it is almost like music is life
I'm going to go now, I'm going crazy because of sleep deprivation. Sorry I flooded the channel a bit, have fun
same
Honestly as a suggestion. Most games now are not as hard or punishing as the older games. Doing a Resident evil style or silent hill with lower ammo would make the team think about what they are doing. The only issue there is when the people effect hits and jimbo jones is rambo'ing the mobs to troll
Hell the new super mario's give you a god mode if you die to much and others from other ports and consoles do similar actions
Even easy should at least challenge the players to escape, maybe just give more ammo to accomplish the task
is this the spot to suggest having an option to disable motion blur in at launch? looking forward to the game, but i get nauseous with most games's motion blur
edit: if this is already there/known to be there my bad
*Edit: moved to gtfo-related-questions. because it was a question
Possible support for custom zones created by players? Community voted creations get put into official game? unsure if that was already explained
I agree with Fun btw
usually cant stand motion blur
actually im gonna move that to the gtfo-related-questions thread
Add steam trading cards please
Glowing poop eh?
LUL
Glowing skins would defeat the purpose of stealth would it not?
Although I do think there is lots of opportunities for creative skins in the game
I think hé want to sayGlow sticks
@Hjalmar Thank you for taking your time to answer! I think classes are supposed to feel (and sometimes look) different from one another, and what I would love to have in classes is not just a flat damage buff or more ammo and such, but maybe also have new functionalities. For example, if there was to be a melee class, maybe the class could charge their weapon for a large AoE swing attack or maybe deflect enemy projectiles and in melee classes a bit of extra movement is always nice.
Shotgunner would have to be a little beefier that others, and having a kind of shotgunner/demolitionist in the same class isn't that bad of an idea either. Maybe as well as giving him some extra grenades, the class could recharge it as well as gain options to different explosives? Some cool shotgun upgrades could be different elemental effects like freezing or burning. Maybe even have the shotgun have an alternative mode which shoots some fire on the ground or something.
The support is kinda weird, because you can't have a class like this be a must-have in every game because not everyone likes to play one, so it has to be kinda tame, but also feel like you are helping out the team. I don't think healing would work that well in GTFO, but maybe some passive auras you could switch in game like movement speed, resistance, firingspeed etc.
The most important thing however is that they all feel rewarding when doing what your class does. I love when I actually see the impact I have as my class. I love seeing one big swing killing like 7 enemies or burning my enemies with a couple shots and killing an entire horde.
This is my take on classes. I am in no regard a game developer, so everything said here should be taken with a grain of salt.
@untold haven
Whoopsie lol thanks man! 😅
you're welcome :)
the enemies seem to be more noise based than visual
Your flashlight will aggro enemies as fast as your footsteps/gunfire does
@lethal solar that seems odd that gunfire have the same aggro as steps and light or do you meen in the same range of light all is equel or do all have the same range of aggro ?
it would taper, im assuming pointed light at an enemy
Basically just saying there's not much that won't aggro enemies if they sense you in one way or another.
As I've said... even stealth killing a sleeping enemy will aggro others if they are close enough to sense it.
I know this is like another thing, completely separate but please give players the option to directly disable dynamic shadows and some of the dynamic lightning for something cheaper, even if they're just black blobs on the ground, my pc isn't great with those sorts of things, and I'd like to enjoy the game when I have the possibility to.
any chance we can have recoil on guns insted of bulletspread ?
this is a good idea
i hate bullet spread in general i feel like its a cheap way to make guns feel like guns, heavy recoil just feels so much better
I don't know. I do prefer having recoil, but those are clearly meant to be futuristic weapons which the spread and large magnifiers complement well
It definitely should shake more rather than having proper recoil imo, but I know many people wouldn't like it (or even, would get sick from it)
recoil > spread in a FPS
That's because you are considering the competitive/skill aspect, but I think immersion is more important in GTFO
spread just feels bad
The issue is that those are still ballistic weapons, if they shot lasers you wouldn't complain as much about the lack of recoil (but then how would ammo work)
imo it's not a competitive/skill aspect, recoil just... feels better
it gives the shooting more impact
ye
You don't necessarily need recoil for this, sometimes visual and audio feedback is enough, moreover I don't think the characters are meant to feel powerful, quite the contrary
I can see low spread on smgs/ars being ok
they aren't Samus Aran or Doom Guy
wouldn't recoil make them feel less powerful?
spread is more the guns given to the prisoners are low quality, while recoil would make the characters seem less experienced
recoil makes the gun feel powerful, not the user.
Personally recoil makes me feel I'm packing
you could always add horizontal recoil
If i have recoil, it feels like I have a powerful weapon that I need to control
my problem with spread is that its RNG
Since we can customize guns, recoil seems like the better option
that too, learning to control recoil is a good way to improve as a player
u mean recoil
yes
lol
Im ok with pretty hefty recoil, since you will be able to mod guns to have less recoil if you want to
Furthermore one thing that is unclear to me is what aspect of the gameplay in GTFO is supposed to be the hardcore part that's being advertised. The way I envision it is that it emphasises cooperation mechanics and combos rather than shooting mechanics, being more puzzle/horror than action/shooter. In reality it's likely to be both.
But I don't see the benefits of making shooting the usual easy to learn/hard to master trope since combat is fairly secondary, focus being stealth and communication.
And yes, I'm totally overthinking what simple recoil entails.
I think needing good aim and mechanical skill to be a top tier player is a good thing for this game. But I don't feel it will be as the horde shooting really seems to be spray into head level and in stealth combat is a lot of melee and synced tap shots.
I am more about a mix about static recoil and an actual bullet spread
That would create a bit of randomness and dificulty
randomness isn't a good thing when it comes to dealing damage
kinda yea, well then i just go for static recoil
What about a limited number of uses for a ranged stealth weapon. Allows you take out a few enimes from a range without alerting others. Make it like a skill or something. It has a limited number of uses. It does not have to be a gun but something that one person can take that will allow a team to take out monsters. Gives another element to the game and the person who brings it would have to pick the uses carefully since there is only a few
Hey, new here on discord. Has anyone suggested voice chat in-game to come from the actual player character and affect detection levels? There's always the option to use discord or other software if you're not into it or just make it an optional difficulty tick-box like friendly fire
There been a little talk about it earlier, but only as suggestion, with how voice chat might effect detection levels, and a little bit of friendly fire, but think it is good that it got mentioned again, just shows that more players are interested in those things
I think it'd be a waste to make voice chat interact with the environment
Everyone would just use discord and mute themselves in game.
And it'd nerf and make pugs even harder than they already will be and make lobby hosts kick anyone not willing to use discord or another voip service
I meant not by default but as a "mutator" like setting
Oh that's be a neat idea when/if they add mutation settings
I imagine it would require a lot of resources from the devteam though, they're such a small group, would be cool to have it down the line tho
positional audio is additional work
and positional, environment dependent audio is a shitton of aditional work
noone will use ingame vc anyway
so why bother
Exactly lol
But if it's a mutation people would be doing it for the challenge so they'd probably use vc for the difficulty. Of course i don't think mutations will be on release anyways
i guess it's too much of a niche use to justify the work to make it work, but maybe if the game is open for community modders since it's unity it might see some light
If I'm not wrong in the #faq they mentioned that they want to allow mods, but not on release, since again, it needs to get out and so on
There is a chance*
Aye
@fleet flower Hi! My main problem with that is just as Honey says, you can work around it so easily, so we can't really motivate us spending time on it.
Totally understandable, it ends up just being one of those "it would be cool if" features that just isn't needed for the core game to work
pretty much
Thanks for the inside view on the feature tho
Can't wait to see what the game has to offer on release so the ideas start bursting out.
👍 We've talked about that exact idea, it would play straight the atmosphere and tension if we actually physically had to be quiet
But we also need to be smart about how we spend our time so that's were it had to be killed.
softly whispers in my low-quality microphone standing right next to a sleeper "hey sleeper let me suck your toes"
it wakes up and attacks me like immedialy
hah
id have too much fun saying weird stuff right next to monsters if it meant they woke up and attacked me if i was right next to 'em
SCREEN WIPING A LA CLONE COMMANDO! (I think i already saw something like in the early gameplay,preferably if the character wipes it of with his own hand or something)
Wrist blades
Predator style shoulder canon?
Different Hud's styles according to character played?
Different HUD for each character wouldn't add anything to gameplay and would just stack on development time for no benefit
Not to mention the QA and bug fixing just to make 4 seperate HUDs is just a nightmare
Well no one of the devs said that would we rather have more guns n shitty animations or less guns and good animations for reloading
I would rather have more guns
or more gadgets
^
There won't be reload animations for the time being
we know the gun variety is decent but we don't know much about how many gadgets there are
Well i know 3 of the 4 gagets
gadgets
Med bag ammo bag and placeable turret
Idk the last one tho
HP and Ammo are found in the level
We know about the motion detector, med/ammo bag, wall scanner, turret, glue gun
flex gun
shoots flex tape
I thought there were only 4
Cool
@round pike yea but That shits going to be rare i would ahve to assume
turret is gonna suck, they always suck
Turret used to be insane in Payday 2
But will they be insane in GTFO?
(but only because its bugged lul)
yeah i know
hey, turrets in pd2 are very useful
after sooo many reworks
Cus regardless im bringing in a medbag or ammo bag depending on the max ammo all the guns ahve
I like support!
rip anything with that combo
would be cool to make your own killzone for the creatures
But hey don't u come bitching to me @round pike when u need hp or ammo from me
Guys we might want to continue this to #gtfo-chat
We were on topic
+1 Slew
Yes, initially but it drifted into more general chat about GTFO
Ah Good suggestion hum ?
Make possible to Drag injured soldier at the ground to a safe place to Heal im like 15 sec or more healing this injured player soldier she can fire with pistol and other people have a suppresion bonus to protect the healing time !
I think it was possible to like shoot when you are injured (like l4d2 or in pd2 etcetera) but so far I do not know if they gonna plan that
And also unsure if when you went down, that u can shoot ;)
I think it was like, if you go down there was a specific time to revive/help you up, if the time was over you would be dead
Ability to crawl when down is nice too...
from what draza shared, downed people are completely incapacitated
they cannot attack or move, and they have no bleedout, they just stay incapacitated until either revived or the team is wiped
it makes sense when you think about it, since the game doesn't have a perpetual wave of attackers coming on you, it's possible to enter stealth again
so there's no need to allow downed players the ability to fire, nor to have them die after a time - you can just fight your way to a quiet moment, where the remaining players aren't in any danger
Is it gonna cost any resources to bring people back up or is it just “Hold E to make feel good” type thing?
You have infinite revives (since you can't progress with missing team members)
As I recall from my short time with the game, revives use a medpack, and revive with only around 10% health.
There is no heal-over-time, so medpacks are a must, and can be found in supply caches within each level (along with ammo and other supplies).
Basically, don’t die.
Weird because I'm sure Simon stated players have infinite downs, and health regen up to 20% (to prevent exploits).
i like the thought of "you can always bring people back up to 10%", but need a medpack to heal after that. that way you always have the possibility of moving forward as long as someone is left up, but it will suck because you're all on death's doorstep. that said i dont want to be in a situation where i never get enough packs to heal up
Yep a wandering 1 hit for enemies
Steve must've played on an older build because Simon told me in our interview after being revived you'll slowly tick up to 20 percent hp because he doesn't want people downing themselves on purpose. No idea if it's been changed since then but that's the last I heard of what they're doing
Stuff tends to change all the time. But the revive works as Simon talked about with you, at least right now, who knows what will happen 🙂
Naisu, I like that system tbh. It's well though out. I hate games that make you down yourself to get health back
or to reset downs
yeah
its a dumb mechanic and I like the way you're handling that :)
I would have some ideas for the difficulties' names
WE NEED GANGS @wild zodiac thought of this idea not me
Have a feeling they'll just be hard, very hard, etc
@fleet flower shoot!:)
Rookie, Veteran, Master, Absolute Hell?
How about those for difficulties? Lol
Freshmeat for starters
sounds much better imo
And then Inmate
the 'normal' of the game
On the subject of stealth gameplay, not sure how involved the mechanics are, but crossbows, bow and arrows, throwing knives? Really loving the Bows in Destiny 2 (though they aren’t really for stealth)
And then Psychotic Inmate and after that the hardest one would be Infernal Nightmare
they are bad ik
tru
Those are actually pretty decent... maybe simplify them a bit. Meat, Inmate, Psycho, Nightmare.
why not absoulute fucking hell? or it might sound too edgy,
What about Easy prey
It is actually
As far as I know, there won’t actually be any gameplay in the prison itself... so I’m thinking the difficulties should relate to the mining facility where the game happens... 🤷♂️
It would be pretty epic if there would be a prison map exterminating aliens
idk about you m8, but I wouldn't like to stay in that mining facility
I'll call em zeds from now
oh god pls no
Ulf is Warden confirmed?
😮
O M G
Ulf is actually a turret deployable
It'll be awesome to see a game mode(not really on the release date but on a later date) to have a wave based game mod
Space rocks are worth space money which you can buy space stuff with, like space healing items
That's a great idea
What about an intergallactic mining zone,gotta mine those space diamonds,kek
What if you just have to explore the map in order to get em
God of war had secret chests and all
yeah that sounds good too
Their game is gonna be fucked if they listen to us
Probably lol
tru
uru
Eeeeeh
💩
It's gonna be best game ever because 10cc is very talented, not because they listen to us
Jgjfhj
It’s all good, keep the suggestions flowing!:)
👍🏻👍🏻
You guys are epic
Very epic
hell yeah gamers
Rise up
👣
Don't overhype


will indeed be in the game
Big titty

For a seconnd i thought u wrote FOOD @azure jolt xD
@pale crown wrong channel :)
@peak canopy Any dev team is good when they consider their community
That goes for any business. Whether its game development or retail or any other form. If you listen and accept criticism from your client it can greatly benefit.
Tru
One of the questions from earlier sparked an idea: an expedition or where your team starts off separated in different areas of the map, possibly in groups of two, and you work your way into regrouping. Different actions you take in one area, such as solving a puzzle or hitting a switch can help players in another area progress or possibly even hinder them if you do it wrong. Just an idea
To further elaborate: Perhaps one team is in front of a door that cannot be opened from their side. The second team is in an adjacent room with the control panel. However, Team 2 can’t open the door without a code.
Scattered in Team 1’s area are some clues that they can gather and relay to Team 2 so they can get the door open.
Again, just a suggestion, but it’d really help sell that co-op feel more than the typical “You have more guns to shoot dudes with.”
I dunno how good an idea of adding a radio filter is. Considering half the time you run into players that sound like they’re coming in through six walkie talkies and a baby monitor.
At least make it a toggle-able feature.
Well i feel it would be cool as So the further away u are the worse so if u are all close together U can hear eachother
So those who ditch the team are fucked when communicating
And again. If you have a teammate with poor mic quality to begin with it’ll be even harder to understand them.
I suspect most players will be using alternate voice/party chat. I mean, game chat is the prime reason for the voice channels here (and other GTFO discord servers)
I suppose.
@lethal solar IF there is a system like that me n my mates will be using that instead
Let me chime in on the VOIP radio filter idea.
In theory, it's cool. In practice, it's a nuisance.
Tru IRL i can bealy understand ppl over the phone XD
but hey PRACTICE
I doubt the government In a RP aspect would give prisoners Some Discord shit with full WIFI bars
The fact of the matter is that GTFO is a difficult game and gamers will want to get any edge they can. This means that if players sometimes can't hear one another if they use the built-in voice chat, they'll switch to an external voice chat.
For those who want more imersion and Tbh if i played it with my m8s i would force them to use it
But i don't know how programming works so What my suggestion is probs alot of work
Yeah it's cool for immersion - and it's a clever way to encourage players to stay close to one another - but I think you're in minority to prefer it.
I am not smart enough to know what minority means
🤔
Not many would prefer built-in VOIP with extra distortion.
ok thats fair Cus as it was said be4 how some have shit mics already
They would circumvent that disadvantage by switching to an external VOIP service.
Yeah some add their own distortion. 😂
If it were me thinking about it more I would rather do something of more worth like for instance guns n shit
Boom boom
suggests BOOM BOOM
@tight hearth just make it so the game doesn't like discord.exe 😂
FORCE US TO USE INGAME VOICE

force people into immersion
please do not
LOL
If any game would prevent me from usiing stuff like discord, chrome, steam, spotif, I'd actually not play it
I HOPE SO
To be fair I don't know anyone who uses built-in VOIP to talk with strangers in any game, let alone with friends.
+1
Which is why I personally prefer gimmicky VOIP with say radio filter, localized sounds etc., stuff people mentioned earlier, so that I can have more fun and be immersed with friends.
Though I'm probably the minority I guess.
I use VOIP a lot when its with people i dont know and we needa communicate or to crack jokes. Friday 13, is a perfect example
If you do the same thing as Discord, TeamSpeak, Mumble, etc. people will always prefer those options over the game system imo.
Well I'm an introvert so yeah, it's just not my habits.
ingame voip in 2018 
like in competitive games
You could say 10CC aim to make it mandatory
given GTFO's core game design
(I still kinda want my gimmicks even if it's a mutator or something)
I use ingame voip a lot in team based games. There are certain ones i prefer it. I won't play seriously unless it is used and i'll just play around otherwise. If they don't care why should i?
Now if they make an effort to use the signals or other types of communication, all good.
In game voice chat is a tricky beast sometimes. I tend to use a separate app for voice comms... on PSN its usually PSN's party chat. On PC, it's usually Discord
There needs to be a chainsaw weapon or something for the melee brawler
Everyone loves to chop up things with sharp objects
I can see it being one of those. "Im out of ammo, the horde has taken half my team down all is already out the window" situation weapons.
that seems way too specific for the weapons to be useful tbh
It's not useful. It's a last stand
Not sure if a loud melee weapon would be any good
Well since it is not normal. They could make it some laser saw kinda ordeal all futuristic to cover the sound
I mean i'm assuming they have a semi idea of what is going on down in these holes. So weapons may be made to be quieter
On the latter it is prisoners, so they die they die
we know that guns definitely make a lot of sound
It may be a better method to get through some of the maps to take the "quieter" harder route melee
There was an anime that was pretty neat, but the guy basically won through taking the perfect route. He did little damage or fight at all. Having a route like this for the squad would be nice too
But it woulnd't be obvious or easy by any means
Its classified as a high intensity combat game. That alone spells large battle -noise not an issue. But yes. Laser chainsaw please.
There will be instances were stealth is key. But as depicted in the game pllay video i can see the team having some noisy "tools" ;) they already have quiet tools.
I think from my understanding of the game, the primary traversal mechanics will be stealth and discovery. Then when you hit a snag or come to an area where stealth is not going to work, you'll be setting up traps and defenses and getting ready for a fight
You got the idea!
Yup.
Yay! 😛
Now what
Also... bioscan doors where you all need to stand in a small area to be scanned? They loud, too!
Think of it like a control point.
Does it make all the tf2 cap noises too
Ah I see, so setting up for a fight before a scan will probably be a common thing to do
yep.
Turrets, glue gun on doors where enemies will be coming from glue gun on floor approaching your position... etc
They wouldn't be so bad, but it's that damn computer that keeps telling you to stand still!
Which also announces to the monsters where you are.
Cool 😃 Really looking forward to trying it out and giving my feedback. There'll be forums or some means to give feedback right?
There are already forums over on the GTFO Steam page
10cc is using those for the time being.
Ohhh I see the community hub on steam, I'll keep that in mind thanks!
no problem!
I'm not sure if anyone suggested or talked about this yet but I think you should include a button that can create your own lobby and one for find a lobby. What I mean by find a lobby is that people who buys the game but they don't have anyone else to play with, they can press the find a lobby button and join other party if they aren't a full party.
while people who have groups of friends or want to solo it (I know it's not intended for solos) can just create a lobby and invite whoever they want. They can make the lobby private or public.
I'm pretty sure they already thought of this but idk. Just wanted to throw it out there
That is pretty much how P2P works
@lethal solar Simon told me that you have to unlock that first, if you did that with a code, you have to do multiple bioscan in random selected areas, around the map, by that, you have to constantly push forward through v
Hordes of enemies. If you did all, you perhaps open the door (can't tell cuz other people wanted to play as Well and it was already end of the day of the convention. So we ended near end of the map.
I think when you are solo, that will be the hardest part, cuz they coming from dif directions and the scans could be in areas which are hard to hold or to overlook
I've seen a question somewhere I can't remember, would like to turn it into a suggestion.
The guy asked if there was a lobby where you phisically (Excuse my poor english, and grammar) wait for the mission to start. Since you're a prisioner a Jail type of lobby could be cool, where you actually prepare with your mates for your next mission.
Not sure if any of you guys played "Deep rock galactic" it's a coop game, 4 dwarves go down the mines to collect/kill or do the tasks to complete the mission and come back. You and your 3 mates wait in a common lobby, you can select your gear, your class, select your mission or even dance, test out weapons (in the future)...etc
You get the point, it's a jail I get it, immersion could be much more improved if you actually select your loadout with your buddies beside you, then all hop into the elevator once the mission is selected.
Have you @devs thought about it? perhaps for the future, or decided perhaps not to implement it due to lack of time/resources that you rather put somewhere else?.
Cheers 😉
I will forward your suggestion to the devs
@merry tendon That was @craggy pike i believe
That would be a great idea tho
And have it so players can have their own lil shops but only u have to pay a certain amount
to geta good plot
Where ppl can trade mats for shit and such
Or parts that one person doesn't like for stuff someone else would like
Alright, can't copy pasta from other discord or even through word, so ill re-type by hand, just wanted to include an idea about facility power. One that provides simplistic depth, not convoluted mechanics as it seems GTFO is attempting to remain immersive as possible..
Facility Power could either be off or damaged - If Power Is Off --- Restore Power (Primary Objective) - chained with Secondary Objectives
- Locate Generator Room: - follow cable lines - information on hacked computers -facility signage - 3D Mapping tool?
- Repair Generator : *Repair tool Required : - localised with scanner? - of limited use enacting resource deliberation - possible tool in chosen load-out?
- Repair Generator Notes - Repairs require direct player interactions similar to hacking
- Additional: Power stability % chance - Repair could be patch job - Stability (custom difficulty dependent) influences facility shutdown
If/When Power is on: - Locate specific facility control terminal
After hacking Terminal, (dependent on admin privileges) options are provided:
- Power redistribution - Facility Power Limitations require deliberation over which areas will be chosen to be powered due to limited power supply
-
- Alternatively, more systems could be enabled but increases % chance of total power shutdown
The following options are provided to the powered facility sectors:
- Security systems - Camera Feeds - Door Locks - Ceiling turrets?
- Emergency - Sprinkler system - Initiate lock-down protocol
uhm could you write in sentences, i quite do not get your suggesstion right away, i could assume it is about objectives, but i am not sure
- Power notes - Lighting automatically comes with re-powering a sector - even if powered, not all sector systems are functioning due to damage, i.e. flickering lighting
so to clarify, i wanted to share ideas about computer systems, facility power and their interactivity as objectives
it was better mapped out in word, but discord doesn't like pasted writing
oki i got ya
I kind of like the idea that, even though eventually the group travels together, that one could have access to the facility systems, opening and possibly closing doors, seeing if anything is on the camera feed in the next room etc.. (noting that even if powered, not all systems have functionality, so a camera feed might just be static). This in turn also leads to the separation as a choice, which is perfect for tension, being alone and or alternative in game strategies.
and even if things are going smoothly, the sudden reliance on the power with it going out, repair tool has limited uses etc. but these things ofc should be optional, as is with navigating the different parts of the facility.
@empty vine Thanks for your suggestions, I like the way you think about this! 😃
cheers Hjalmar, looking forward to playing this game
Playable lobbies are a neat idea on paper but in reality unless loading is extremely optimized and fast, it's a chore.
In RAID WW2 you had to wait for like 3 minutes to load the camp for the first time, and you had to load it too each time you complete or fail a raid. That's genuinely painful (at least there are mods that allow increasing streaming chunk speed to load it faster).
And in the case of GTFO I don't think it's fitting either. Goofing around in a lobby would ruin the horror immersion in that game, while the same thing in a silly game like DRG would actually improve it.
How long can we reasonably expect to stay scared in gtfo though? I get pushing horror for a game like this after your 6th or so hour you'll be completely numb to it.
Idk if it's a good idea to go all in on horror when everyone will naturally become numb to it in a game like this
well i dont think its gonna be a jumpscare fiesta, i think they want to build atmosfear and build dread of things that might attack 
Well yeah it's easy to have intense moments in these games. But there's nothing about a live lobby that would take away from the atmosphere, they don't need to put in a bar or jukebox or any silly shit
Could just be a load out editor, cosmetics editor (when they release that), mission select, etc.
I dunno I'm not big on the whole thing but I think Simon mentioned it once a while back
Think we gotta dial back the amount of immersion we're expecting in terms of features and expectations. At the end of the day it's a multiplayer game and from what I've seen the game's aesthetics is designed to make you tense and vulnerable and the creature designs are suppose to make you uncomfortable rather jumpscare you.
Immersion is great for the first time, then just gets repetitive. Gameplay and how they nail it is what matters.
I think a cool idea would be the ability to blow out/Reinforce certain doors. Each would have a situational advantage. Blasting a door could damage enemies behind it, much like a booby trap, while reinforcing a door behind you would drastically reduce the risk of getting ambushed from behind and the like. Kind of like Killing Floor if you think about it.
You can reinforce doors using the glue gun. That way, it'll take longer for the monsters to break through. I'm not sure there's a way to blow out doors, but I'm fairly certain you can somehow damage them, whether that's with a tool or with your gun.
We get a glue gun? Radical.
Yup, they can both reinforce stuff and slow enemies down. Basically, it's very useful for any kind of funneling
True gluing In front of a well placed sentry gun and see what happens to the enemies ... 😃
ludvig giving away his secret strats
Be careful not to cross the firing line of the sentry gun yourself, particularly where there is glue...
And for god's sake don't cross the streams... err... like, in the scrum, be careful of your aim!
I don't expect or want it to be a horror game and have cheap jumpscares, rather have Metroid or Alien levels of immersion through gameplay
Keep the dude with the motion detector in front at all times when exploring new areas
I think we're drifting a bit off-topic here :) Let's go to #gtfo-chat
Having not played it, I"m not sure how it works, but is it anything like the "Alien" motion detector
Just going to throw this back in here every bit. Laser Chainsaws
I think we can expect jumps like cloakers dropping out of vents every so often.... just enough that you have to worry about those vents 😄
I cannot agree with laser chainsaws, a chainsaw preferably (if at all). Though given the use of such a tool/weapon, it and firearms would be both a double edged sword. Loud noise would attract the creatures as much as they would be killed by the loud weaponry. Subjectively the game appears to set a minimally futuristic tone i.e. tools, gadgets and the facilities composition, whilst retaining gritty (down to earth) feasibility with the use of solid projectile weaponry with limited ammunition. - Regarding suggestions, i'm not sure what sectors of the map currently contain other than having witnessed the videos. However, if they don't already exist, it would be interesting to navigate flooded parts of the facility where players are required to cross waist high water (or deeper) and ventilation/elevator shafts.
-
Another concept i contemplated today is environmental hazards. As mentioned in a prior comment about malfunctioning powered facility sectors, water bodies could present a threat with frayed electrical cables nearby (players might be required to switch the power off in the sector or find an alternative path), ruptures in gas piping (possibly indicated by oxygen levels with a preexisting tool) might lead to the players unable to fire their weaponry due to initiating an-explosive reaction within that specific sector (solving this might require players to open the sectors doors venting the gas levels, finding the corresponding valve to seal the pipe or avoiding the room entirely). Either way, more food for thought.
There will be environmental hazards in the game. The two examples we have at the moment are lack of oxygen, forcing you to move between oxygen hotspots, and emp fields, knocking out any electrical equipment. Most likely, there'll be a lot more when the game releases.

@empty vine the whole idea behind a laser chainsaw was a melee combat with lower noise than normal weapons. Also it is not that far off conceptually with our current military grade weapons. (depending on your clearance) This could also prove to be an option for clearing out some environmental hazards. To limit unlimited use, a battery system could be used or recharge. Minimally futuristic would be somewhat of an off balance to what we have seen in the trailers by a far cry.
Now if they did want to throw out something to counter this, a laser does when maximum output, put out a higher pitch noise that normal humans can't discern. This may be an attractor for special baddies
@low geyser i can se e your logic regarding the use of a laser chainsaw though i'm adamant with my subjection of the games themes. Statements offer little to infer with submissions. However given the nature of which you describe a laser chainsaw, it would very effective but i wonder whether it would then be the main go to weapon of choice within a parties load out. Subjectively it seems overpowered but perhaps it could be found in the environment as a tool/weapon of limited use, as this game seems to put pressure on the group having limited resources to work with.
@upper pond that's excellent to hear
@upper pond Just to clarify, was that to answer my questions on decoys? I was referring to items and interactive field points such as alarm clocks and active steam pipes. Something to help draw the horde to one area while remaining undetected to prepare for escape or easy cleanup (via explosives).
No, sorry. I was answering the question above yours. The devs haven't said anything about decoys yet, so don't know if it'll be in the game.
oh i see. didnt read the questions above me. saw laser chainsaw, and that was it really. i dont mind a blowtorch though. thats quiet, and it cut things.
Has the idea of passing around resources (medkits, ammo, etc.) been brought up? This is can be especially useful when we have dedicated teams of players run very similar weapon sets, and can pass matching ammo around. It's an idea I have for people who intends to play mainly within their group of friends, and are able to make strategies using this system. Making sure everyone can be stocked on supplies right before a big fight would be a blessing .
but there is the shotgun
It's all the same ammo
I think i get it. It's strange, because we have different weapon types, that just run on one ammo pool... is that how it works?
all of your weapons have different ammopools afaik
It works pretty much like in Payday 1 & 2
except that enemies don't drop ammo
Guns have different ammo pools, but ammopacks refill each of them
👍
well how often can we find ammo packs?
¯_(ツ)_/¯
thats the problem. i dont want to leave it to rng. if i can, i would give a spare smg magazine who needs it badly.
that would be a balancing problem
you have a primary weapon which is a gun with a "big" ammo pool but it doesnt do a whole lot of damage
now if you'd be able to just use that ammo on your secondary (which is a powerful weapon with low ammo)
you'd break the game
and make primaries completely useless
wait but im also sacrificing my own supply of that precious ammo though.
and if you want another player to get more ammo, you gotta leave the ammo packs to them
If you have a teammate that's supposed to be watching your back, it would do you no good if he runs out of ammo...
hmm. i guess its kind of hard to tell if this system is needed or not. All i know is that ammo is limited and can be found through the dreaded RNG. Melee is a bit focused, so guns aren't always needed if sneak attacks are done right. My concern is what happens if we mess up a whole bunch (I admit, me and my friends can be clumsy at the worst times no matter how experienced we are, especially in Payday 2), RNGesus forsaken us, and now we have only one or two guy(s) who somehow kept a decent amount of ammo, and the rest are left with melee. I just don't know exactly how brutal the game can be, and I don't know how we can plan around it then. There is a possible beta game, and it wouldn't hurt to test this out. If its too unbalanced then sure, take it out. I have to wonder how many people would appreciate being given at least one full magazine for their dmr smg.
I'm not sure how that would be implemented but ammo sharing in a resource limited game is indeed a nice idea.
well
Yeah, ammo sharing is a thing in GTFO, or at least it was when I played with the devs back in June.
@lethal solar I know that teammate that is watching your back and had no ammo will definitely worship you for it
i can tell oyu that your starting ammo might be on Max default, but to find (kinda) ammobags, or some ammo, it really depends on Rng. I think from my side that's what's so unique about the game, to be stealthy and not to risk much
What I don't remember is if the ammo packs were for specific weapons, or if they were generic ammo packs that fit whatever you happen to be carrying at the time.
I could see the sharing of ammo build a further sense of comradery between players.
Yeah, default tactic is going to be stealth. This much is already known.
seems to be easy rule to break though by accident
that's would be nice to share ammo, it would push the realistic part tho, but again it would be wierd if you got an smg and you are giving idk pistol ammo or Rifle ammo to someone xD
It is limited ammo by design. You'll want to try to save your ammo for the big fights at the bioscanners and such.
oh yea the bioscan at the "end door"
perhaps generalised ammo amounts could shared via a conversion rate, locked to their respective categories
@misty dust, that's why I wonder if ammo packs you pick up are generic ammo that convert to whatever you need when you use it.
mhm i cannot remember well enough, but yea maybe in general replenish of all weapons, or jsut for the currently equipped one
but now i think it is more the second one
I only had about 20 minutes with the game, so I didn't get to see everything.
... can everyone pick up from the same pile, or can only one person pick up the pile? 🤔
same but for me it was 15 minutes xD
limited use
i think you could used it 2 times 🤔
oof
As I recall, one person loots the caches, and then distributes to whoever needs it the most.
sharing saves lives in this case
the idea of a player tossing another mag to another player is pretty cool though, even though it might not be for the correct weapon lol
yea,, i can repaet itvery often, the main focus here is to be carefull at any given time ^^
Right now (or at least back in June) all melee weapons are the same, just different skins. I'm pretty sure, eventually melee weapons will have unique traits.
ugh...l i can already see it. my team of friends will run 2 shotgun mains, one sniper mains, and either me, or the sniper will have to decide on one same weapon. and i did mention that we are clumsy at the worse times possible.
ie a sledge hammer will do more damage, but swing slower than a bat, while a bat will swing faster, but do less damage per swing...
machete might be dismembering parts (maybe they implement that)
Not sure how effective a sniper will be in the mostly tight quarters in GTFO
? isnt that what the dmr smg essentially is? just a compact semi sniper rifle?
I think Simon mentioned a couple days ago that there is some dismemberment implemented now
smg means submachinegune
which stands for like a real light automatic rifle like an UZI
DMR might be more of a special weapon or aswell a primary weapon but less effective than the SPecial one
I do not think they tend to make SMGs, DMR capable
Kinda depends on what type of scope you have installed. Apparently we are getting different component types for our weapons...
well it was in the video
like in payday2 to switch between semi and Automatic
then it is definetly not a SMG :l
maybe a rifle designed to shoot in Semi automatic
i saw a weapon that clearly said smg dmr with 10 rounds and about 40 spare ammo in one of the videos on steam page
mhm okay :o
I don't know if we'll get grenade launchers... but some form of explosive rounds would be cool
m32 please
okay, looked back it said dmr semi. in my defense, it does looke like an smg based on its symbol.
but probably a Rifle, but we don't know ^^, let's say be preapred whats coming ^^
my word its 6:30 am... ive been up this long... 😮
xD get some sleep dude
meh worth it. I dont work today. And i like learning and contributing as much as i can for this game. its fun.
okay ^^
Heyyyyy. I've read everything since Ludvig last wrote in here and you guys are coming with some great ideas!
Told you a discord channel of your own would be a good idea!
An amazing community has taken root!
Re ammo sharing: Rn you can pick up ammo packs and those can be shared by facing a teammate and holding the "interact" button. You will then give part of the ammo pool in the ammo pack to the teammate and it will convert to whatever ammo they need.
You can also take ammo from the ammo pack yourself, and sort of move ammo from the pack to "your own" ammo pool.
Once it's in your own ammo pool though, you can't share it with anyone else. You can only share what's in the ammo pack and you can't move ammo from your personal ammo pool back into the ammo pack in order to share.
That sounds pretty intuitive.
Yeah but sharing from the personal pool would still be very cool. And if it worked so that you could actually throw mags to teammates in need, that would be awesome.
Oh, yeah, that'd be extremely cool. Would really be a good immersion tool. Sharing from the personal pool, maybe that's good. I wouldn't know without having tried the game, and how it plays.
Hahaha a mag throw like a grenade. Gotta throw it well or it just clatters to the ground. Can still be retrieved later for ammo of course.
That sounds really fun, but a pain to get to work properly.
Yeah it would be a pain to implement, so I'm not making any promises that we'll pursue that approach. But it's a really cool idea.
Kind of adding to what @split turret
What if we can throw ammo magazines to our friends? Like if we have the same guns or same caliber whatever we can throw them an extra magazine if they're out or whatever. Or share ammo between players not having to do something physical it just happens
I'm stupid I realized this was already answered above ^^^^
It just sounds like it would add to the tension. Screw up? Well looks like you guys are scrambling to either give up more ammo, or fighting towards the botched mag throw. It gives an interesting/exciting/tense way to give more player agency and decision.
if you pick up an ammo pack, does it take up your hands so you have to distribute it quickly to get your gun out again, or can you hold on to it for a while so you can divide ammo later when you need it?
You can hold onto it
Haha Magazine throwing! 🤘🏻
@split turret give us time:) typically a feature we could add down the line when the core is out
you better be quick, Devolver is already way ahead of you
It's fine. It's just a neat idea to watch my buddies shit themselves.
once they sort out the "screen hacks off your arm" problem, they will have won
(i know you were responding to the actual suggestion, but i had to talk about the throwing money at the screen thing)
Devolver throwing money at 10chambers and telling them to go nuts would be a dream come true
but not now. right now, Passion Project.
could tossing a magazine be implemented as a sort of "quick automatic context action"? maybe pressing or holding a key to initiate the throw, aiming the reticule at the intended receiver (accompanied by a target outline indicator of the receiver) , pitcher has a quick animation of throwing the clip, the magazine automatically paths through the air to the receiver (within a short localised distance), the receiver might get a HUD indicator similar to an incoming grenade indicator from other generic fps; at this point the receive automatically receives the clip with an animation of catching the ammunition. I don't know if this is possible but i guess this is how i could visually conceive it. - I really like the idea that a throw could be botched, but even witnessing streamlined magazine tossing from a personal pool in mid action, that would be cool. I don't think I've ever seen that in an fps title before.
that is a really good suggestion you could have it like nazi sniper elite with the slow mo bullet cam where you see the animation only a few times because i think it could get a little annoying if people just started throwing mags at you and your trying to interact with iteams or what every.
ooo make relod canceling non existant and if u try it will make them alot louder noise!
reload*
That would be pretty cool
If throwing mags would be implemented I think the receiving player shouldn't have to go through an animation
to prevent trolling, cancelling interactions etc
Well for 1 i think the player should be having to be looking at the player
That could work
For if there was a animation
obviously the throwing player should have an animation
and if they miss it falls on the ground
so they cant just throw it in the middle of the action
Nah. The mag itself is just an entity that you'd pick up that would add to the ammo pool. No animation for catching or anything. That's too much.
Make the player work for one thing, not both. That's just frustrating design.
I feel like this feature to be incredibly finicky to implement and is more trouble than it's worth.
with all these variables it's given
I know in Battlefield you just aim towards the player and press a button and they get restocked with ammo
Just a ammo bag! or something
It's confirmed to be ammo bags that have charges like PD2 lol


