#gtfo-game-suggestions
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Like in Eso or dbd a prompt to press to accept it or something?
i think so? dbd as in dead by daylight?
But yea Like maybe if u have a ammo bag like how people can ask for ammo
Instead of like you having to have it out but also have thatg
that*
and health kits?
Ehh
I feel like healthkits that players have can be tradded but having it so players cna just take it would be a bit dumb
And maybe have it so u can't shoot 1 bullet and then reload
U cna only reload after using all ur ammo in the clip and u cna reload but it will waste the ammo and if u do do that then u will need to do a animation to search for the bullets u wasted
Like with healing i feel they need animations and take a lil time
Like in LFd2
well, better to heal yourself than have both be locked in the animation leaving only two players that can fight instead of three.
Yea
thats why i would just give my health kit so i can stand guard without much worry.
Yea But would u want them to get exp? if thats a thing
sure? do it for the team's survival.
Maybe like if there are points n shit have it so u get points for guarding them and or healing
Cus u would be suprised how many people can care about exp XD
Maybe having a haste heal that wastes the durability
and heals less but is nice n quick
then have a bulk heal that uses it very efficently and heals a good amount but takes time
i like that. it sounds balanced,
Like out of 100 hp have the bulk heal only like 10-20 and take only 2 seconds or something be random how much between them then have the bulk heal be 30-60 but take 14 seconds
then out of 100 durability have the haste use like 40 then bulk uses the same but heals a shit ton more
then maybe have the ammo bag have a chance to give ammo for all normal guns And u can pull it out then open it up and do 2 types of searching a quick search that can give ammo for any gun and its random on what it gives out of the guns in ur loadout and then also have a bulk search for the ammo u want but it takes time
Having it so guns have a chance to jam would probs be cool 2 Cus i doubt the warden would give us state of the art shit and instead he would give u faulty equipment Cus he doens't give a damn if we live or die down there
Guns jamming isn't a fun mechanic
I can understand it being in a mil sim game but not in a game like GTFO
If you introduce something it needs to make sense in a game design perspective and if it's fun and adds to the experience
Fair enough Cus it would get annoying Would the reloading mechanic be about the same then? that i proposed be4
What was the reloading mechanic you proposed?
U can only reload after using all ur ammo in the clip and u can reload but it will waste the ammo and if u do do that then u will need to do a animation to search for the bullets u wasted
Cus so many games don't have this as a thing
Because most games are catered to the general crowd
But Gtfo isn't!
it's not a fun mechanic to micro manage for the avg player
Im not understanding the "searching for the ammo wasted"
U search ur clip u just threw onto the ground
So see if u can retreive ur ammo u just wasted
I mean to code all that extra stuff in instead of just using the normal reload system most games use seems time consuming
A lot of coding.
But It would be cool u cannot deny
Honestly it's not. Because it
It's tedious, not fun and time consuming
Oh i threw my magazine on the ground now I have to find it and press a button to check how many rounds i have.
I would not deny i would find it cool if i knew how to code i would
it adds a lot of steps to something unnecessary
Yeah... I can totally deny that it would be cool. That sounds like a pain in the ass to worry about.
I'd agree if this was a survival game
or a mil sim
but the main focus of GTFO is coop and teamplay
those things in the game you should focus the players attention on
the gameplay itself, not extra things the player needs to juggle. the game is pegged to be pretty hardcore and you can't overwhelm the player with all sorts of that stuff.
We're still discussing on the topic of the Roogini's suggestion, so it's fine IMO.
Offering suggestions and discussions of those suggestions seems to be fine in this channel.
At least I hope I'm not mistaken.
@slow mirage yeah it is true, one of the gtfo developers in an interview did state that the game is niche and because of the small development team they will not cater to the general public whims, as was stated "if they (the general public) don't like the game, then they can play something else", which is fair enough
as discussed above regarding the conversation between yourself and slewey concerning which games audience gtfo is catered towards
I could see how weapon jamming could create tension within a heated moment, though, scrambling for ammunition would only further penalise the player. Perhaps if jamming occurred it would be a very low % chance, addressing the jam could involve cycling the weapons action or similarly, a simple reload to clear the chamber, no loss of ammunition, just have it return to the total pool.
It is more likely to create frustration in a game that is supposedly already filled to the brim with tension.
what about my reloading suggestion?
It sounds off. It would much more be that you have half empty mags rather than scattered bullets.
Also, would it be a positive addition to the gameplay? It would make it more "realistic", sure, but to the end user, how does he perceive it, how does it effect him?
yes, co-operation paired with tension definitely seems to be developers target, regarding the jamming feature, it would have to be a very low % that it would almost rarely occur but the fact that it could occur, that drives home more tension.
People would likely just see jamming a nuisance rather than an addition.
U loose have of ur damn ammo in the mag from the already limited ammo
Thats how it would effect them
Yeah, but as a player, not as a "in game person"
I reload 4 times and now I lost all my ammo. Great. I'm turning this game off now.
You will be like Fuck i lost half of my damn mag
As in the mindset of a casual.
Then i also suggested how u cna search ur mag u just threw down
can this move to #gtfo-chat ? =)
@misty dust But we r talking about my suggesting
It is discussing the suggestion, though.
sugggestion*
I'm reasoning the benifits, and disadvantages of it. Or, to start with at least, the disadvantages.
and then retreve ur ammo u just threw on the ground like a dunce
just saying it is more of a discussion rather than a suggetstion x) sorry
Isn't it almost always?
don't wanna offend you guys :3
But fine.
I am sorry 
I don't know. It's almost always discussions regarding the suggestions, but apparently this one is out of place.
the concept of ammo scattering is not something that i support, nor ammunition loss in a resource limited game. Subjectively, inconvenience is what adds tension to the challenge of surviving.
But it makes u not reload every 20 seconds to keep that 50/50 up
And make u reload when u actually need to In 100% of the games i play i keep my mags stocked to the brim
lets bring this to #gtfo-chat
I mean if you are going into the suggestion of throwing mags and losing ammo. You should only do it after the character is very hurt
blood on hands slipped mag / fumbling
if you do it full health and other stuff people will rage and find it ridiculous
throwing to share is one thing, but ammo loss on an already competitive coop, maybe on some extreme mode
I'm as hard core as they come but this isn't a mil sim it's still a video game. Difficulty should come from other places appropriate for a game like this rather than from silly frustrating things like mag management that will take development time away from more important things
Like I said in the GTFO chat would be badass to see munitions to be able to be co-operatively shared in the sense, one player is using an explosive device or rocket launcher for example, and another player helps reload said rocket launcher faster by carrying the munition on him, same could apply to turrets or traps? Also if one guy is low on said assault mag for example, would be nice to hand each other mags if one is low on ammo and we are not near a ammunitions crate?
The handing mags thing has already been suggested, but there won't be things like rocket launchers in this game
fair
lmao
Another suggestion is lore collectibles maybe found in recordings left around, or little scriptures scattered in semi hidden locations
My thought on the game is that it was an excavated cave that scientist came down looking for artifacts and that a parasite or monster took up the identity of a human like form and killed all the scientists
Im aasuming that the scientists were hired and to not leave a trace on what they are "supposed" to be looking for
Improvised Booby traps would be a cool thing. Like you see a power line and some paneling so you're able to put them together for some Electric plates for enemies to step on. It wouldn't be an instakill, but it'd probably work wonders for thinning out herds.
I know that there are premade characters for your game but i want to put out the idea for custom names in gtfo
Or make it completely personalized character wise
what do you mean exactly?
like a peronsalized attachment to ur char
Like in payday2 when u can wear shades to rob a bank
Kinda
4 characters are what we get
oh, pretty sure there is no visual customization
And be able to make custom names
There's no create a character
so no way to differentiate ourselves?
aight
good
the thing is as long as they take a lot of inspiration from pd2 that made it great and just leave behind the bad stuff
There's 4 set characters so you're already different from the other 3 people you're playing with
itll be a great game
right
afaik your name will be your steam name
You can't
Well yeah name is prolly steam name but character name will always be the one your playing
yeah I mean in the HUD
Yaya p sure it's just steam name too
I definetly wanna play with LUDBIG
I wanna play the black guy
As long as the game doesnt have any thermal drills...
That's dauda gobby and he's our Nigerian Boi
i'm already dauda
I guess I'll be Hackett
Im already duada π
sorry i said it first
therefore you lose all rights to choose dauda when the game comes out
I lose track of what chat I'm in lmao
Can we get damion poitier as a radio guy or smthin? that'd be cool
Maybe Implement mini-games within missions or a HUD where u can play them to earn some goodies like Wep attatchments or something
Or like collectables where when u collect a certain amount u can a crate and with that crate u can open it and get them also the collectables are collectable by every player in the mission
Maybe have PVP instances where u can earn wep attatchments and other lil goodies that don't impact the game a super amount but small things that u can earn in the mini games
like wep parts Cus i heard there was parts and then u literally make ur own wep But i could be wrong and Silencers would be cool as but super rare and have super low durability like breaks after 1 clip of usage so like 50 shots or something And then being able to take it off mid mission but still have the decreased durability
And then when it comes to going into matches u can only bring what u have and no xtra wep attatchments
Maybe like so most wep attatchments have durability/parts
So if a monster Bitch slaps u It will take durability dmg and same when u use it but like fully assembled guns can have enough durability to shoot all the bullets u cna hold and a bit more
Damion Poitier is fuckin badass. I loved working with him every time we recorded anything for PD2.
Petition to bring him back for GTFO! π π€
This is extremely far off, but if our teammates body are in tact can they be used as meat shields?
Dead of course
Teammates don't die, though, right? They stay incapacitated
yessir
you can never perma die, you will always be down until your either picked up or your squad wipes
would at least be rude to use someone still breathing as a meat shield
they might find it inconvenient, you know
I think it could add the the atmosphere if teammates could die and you can be left alone (similar to the announcement trailer; but still give ample time to Rez) really could amplify the horror of the game and show how much harder the game is without having a team to work with
Eh a revive mechanic that doesn't involve items would def take the tension away
Scratch that i thought u could die
I think they touched on that and said they dont want people to just sit and wait when they die.
It's mainly because some portions require all 4 players to be present to progress
So someone dying could make the level become stuck
Would be pretty boring Maybe have a mini-game that ppl can play In the menu/HUD/ingame and when ur down
To unlock some shit
Like scopes or attatcments
Then when ur Brung up from the downed state the games paused or just ended
Do i understand that right an you "need" a team of 4 or it becomes unplayable? @peak canopy that sounds really bad
solo will be very hard if not impossible but you won't need a full team of four
what I meant was no one can die permanently or be out of the game since certain portions require the entire team you have to advance
It's mainly because some portions require all 4 players to be present to progress 
all 4 players
Poorly worded I meant all 4 as in if your running a group of 4
if your running a group of 3 it'd be all 3
Oh allright
yayaya
from what I understand there's sections that cannot be done solo, 10ch has no intention of making solo viable at all
Welp never gonna play this with randoms thats for sure then 
@keen violet that was the original stance but with the recent dev comments on here they've started saying "very, very hard" so part of me believes the plans shifted a little.
To be fair i would like more to play alone rather than having to babysit pubs
I'm not a solo player so naturally I don't really care but I'd like the game to stay true to it's "work together or die together" mantra
Ppl can't even stay alive in payday 2 and that game is realky easy 
I gonna play it with friends but they not available all the time
I mean the teammate death thing could be a good idea, because if the mantra is correct then if you lose a teammate you won't last much longer anyway so people won't be waiting long
Also goes back to their "live together die together" concept, not one person died in the start and another mid-game, etc.
At least thats how I interpret it.
What
Wow I deleted my message by accident. RIP...
I was referring to the end of the reveal trailer, you can see the three teammates are all at 0% health
Implying that they are, in fact, dead
What i meant to say was if one person perma dies then playing the mission out would be pointless if you need the whole team to advance, as honey pointed out
Although a simple work around to that would be having all the currently alive players required at the door instead of all the players that entered the level
What if they arent all alive?
I mean it makes sense that if a player is incapacitated but not dead then they would have to get them before proceeding but if a player full dies then bioscan doors will let the remaining 3 (or less) players through, as they are the only players currently alive
There are both pros and cons to total death
It could make players careless with rescuing their teammates and just let them die when they could have easily saved them
But it also stops a whole team from being screwed over if one player dies like an idiot in a terrible spot and then the team has to get them and die trying
If i knew i was going to die, i would like to at least blow myself up with a grenade. attract the horde to me and wipe out as many as possible.
My death icon would be me as a silhouette holding a thumbs up
funniest, and most epik way to fail the mission.
^^ 2B approve that.
Mine would be Dropping like 6 nades around me screaming to alert the horde then looking that the team mates and just SHow them the bird
I feel thats like something i would do and a badass way to go out
you could force the other players to retrieve the dead players keycard or contract authorization code or something for scan doors or perhaps allow downed players to interact with the world in some way like a drone? Small flying bot that is tethered to the other players and has a little trash tier slug gun or something
could still involve down players without an endless DBNO stage
others were just commenting on how an infinite DBNO stage could be a bit boring so I was tossing ideas about but if they are sticking with that then that sounds fine too
it could be like l4d, 2 strikes and you are permadead
GTFO is designed to be DBNO. This has several advantages:
-
Downed players don't have to wait so long to get back in the game. This, I imagine, makes rage quits less common.
-
Puzzles and bioscans can be designed to require all players, who were in the game at the start, to be present.
-
Point 2 in turn forces live players to revive their teammates as they cannot proceed without them. This encourages teamplay.
The game is still very challenging. When you are revived, you get back at only 20% health. If your health drops below 20% while you are alive, the health will slowly regenerate back up to 20% so that there is no point in dying intentionally (e.g. from fall damage) and being revived to "exploit" the 20% health you'd get when being revived.
This creates a game where suspenseful/exciting LMS situations are more common, as the team is close to wiping.
If you wipe, the team will restart at the last checkpoint and those checkpoints are far between.
Are enemy spawns/encounters still randomized between team wipes?
Yes they are.
Should make multiple retries... interesting... π
That's the idea! β€οΈ
I wonder how the ai will act around a dead player, will you be able to enter a "stealth" status when a player is down? Will enemies lose interest and wander away from downed players or will they simply stand in a loose group around the downed player (making it harder to revive) from what i've seen the ai so far is extremely unique and lifelike so I am hoping you can distract them in some way or bait them away from downed players
I know stealth is based on player, so one player breaking stealth for themselves does not break it for the others (unless this has changed behind the scenes) so stealth status while others are down should be possible. How the ai will act though in regards to dead players hasn't been officially revealed from what I remember.
As far as I know, the game does not actually have a built-in stealth 'mechanic' (press 'v' to enter stealth mode or whatever), rather, your level of 'stealth' depends on how you approach each encounter. Crouching sneaking and crawling are 'stealthier' modes of movement as opposed to walking or running. As such, I would assume the enemies will largely ignore a downed member of your crew, however, as the enemies will be programmed to react to player tactics, they may eventually figure it in their best interest (particularly in advanced-level encounters) to stand watch over your downed teammate, even to the point of hiding and waiting to pounce on someone when they attempt to revive him.
I expect stealth to be like PD2 where enemies have vision cones and maybe some auditory sensors as well for things like running or gunshots. That's pretty much confirmed.
As far as how they deal with downed enemies, that's up in the air. Like I know in a lot of horde shooters you'll get beat on by the enemies around you until you go into spectator mode, but gtfo doesn't have that which makes this a bit more interesting. I can see enemies ignoring downed played largely and instead opting to chase other alive players. Which would make it harder for players not in stealth. But with the dynamic personal stealth system, that changes things and could lead to a lot of abuseable ai if not taken into account.
I think it all depends on how hard it is to restealth yourself from an encounter. Because going into a loud engagement missing a person who chooses to remain in stealth is a huge disadvantage. But if regaining stealth is super easy then you can just do that and go revive the dude being ignored by the monsters.
I imagine 'reestablishing' stealth status would require moving yourself out of sight/sound range of the surviving monsters (which basically means retreating back the way you came a few dozen meters - or at least around a couple of corners).
I think it'll be breaking LOS for a certain amount of time. Having to backtrack even though the monster can't see or find you would feel very annoying, unimmersive, and generally bad.
Like I dislike when games keep you in loud even though you've been successfully hiding for like 2 minutes
Kinda curious @lethal solar when you played did you do any stealth gameplay or mostly loud?
We did the first couple of encounters stealth. Took out some sleepers with melee. Third or fourth encounter, we ended up 'accidentally' going loud. Melee'd one sleeper too close to another one that wasn't covered by anyone. Sent an alert, all hell broke loose!
Luckily, we handled that one pretty quickly. Found a locked door, backtracked to find a key, and then hell broke loose at the bioscanner to proceed into the final couple of areas. That's where it all came crashing down on us! lol
Aparently, on my gameplay with @tight hearth , the last Bioscan door with the blue circle, the pc and key was in the same room
Yeah... the key we needed was in a small passage we passed by early in the expedition. PC and Bioscanner were in the same room, though opposite sides of a room divider/column.
Must have been a smaller door, as there as only one bioscanner. I believe the final rooms/objective are behind doors with multiple bioscanners.
U sure there is only one bioscanner door?
I honestly don't know... we didn't make it to the end of the expedition, so no clue how it ends.
continuing over from #gtfo-related-questions perhaps you could have a "matchmaking" rank so-to-speak. After every game people could upvote you (in publics no friends upvoting allowed). The more you get upvoted the better your public MMR is. Getting votekicked, teamkills(if that is even a thing) or certain other actions that would generally be considered toxic behavior (like leaving early) could lower this MMR (not by much but would add up over time). You could then set preferences to disable matchmaking with people who have really low MMRs. Kind of like having a reputation that way being a horrible person impacts you just like in real life. Getting high MMR's (basically being a good person) could also offer other benefits like cosmetics perhaps (nothing game impacting)
That's easily abuseable if friends can up each other by just unfriending
And those upvote systems never work well, i.e overwatch
If MMR was to be added it should be based on an algorithm that takes into account accuracy, %downed each mission, %expeditions completed, etc.
But, and I've talked to simon about this before in my interview with him, MMR is very hard to quantify in a PvE game and it wouldn't be easy to add so IDK if it's worth the development time.
Nahh it'll be circumvented somehow people always find a way.
there will be a way to exploit it somehow I'm sure somebody will find it and then once it gets out it just won't matter anymore like it'll be a joke
A lot of games have tried making a MMR for PVE and they just didn't do well
I mean if you make it calculate mmr gain or loss by performance in expeditions there's no real way to exploit it, the issue is that would discourage trying new strats, experimenting, and make each expedition matter much more than it really should and make the game less fun for no reason
Like you don't just make it calculate mmr based on mission pass%, that's a lazy braindead solution
Eh idk after playing EVE Online and CCP doing things to prevent people from abusing mechanics n such and then players just find a way around it... like some things they've done were super tight for awhile but only a matter of time before it was broke
EVE is also a game made around doing what you want with minimal dev interference, and that game also has actual pvp that can have thousands of USD riding on it. Quite different from GTFO.
true
An automatic MMR system could give +/- points for player actions to measure an overall "willingness to cooperate". I think it would be difficult to exploit.
Anything not based around friends or teammates affecting mmr is difficult/impossible to exploit. If it's in game stats or measurements the only way to "exploit" it is to play well unless you use broad statistics like mission% completed (people just sitting back and afking to gain mmr)
My concern is an mmr system would make experimenting more stressful as you'll have to "regrind" the mmr you lose trying wacky stuff or new strats you're not familiar with that could make you play less optimally
Because some of my favorite things to do in these games and do weird/unorthodox weapon/gadget/skill combos for either achievements (payday 2) or for the challenge.
I would say that this might be a reason to add a Toggle Ranked feature, but that in and of itself might cause folks to go real hard on the meta builds.
People already do go hard on meta builds. I just don't see why a pve game would need a ranked mode. The whole point in pvp was because in older games noobs would get crushed by seasoned players. But some would argue ranked modes only added whiny players to the community who felt entitled to a higher rank than what they had. Whereas before players either got good or stopped playing.
Personally I wouldn't mind a ranked mode but this game ain't intended for public matchmaking and 4 player coop ranked would be a little pointless because all the best players will eventually form private squads and just play with each other.
A ladder is also used in pvp games for high ranked groups to find players they could potentially add to their teams in a pvp settings where adding good players is more cutthroat. In pve though when you only need 4 on the same team it will be pretty straight forward who you need and there's absolutely no reason for players not to play with other groups if their main group isn't online.
For me I can't do pubs with bad players. To stressful for me.
i can
The MMR would allow hosts of public games to only allow clients to join if they have x MMR. The limit could be set as high as the host's MMR but not higher (you can't hold your teammates to a higher standard than you have reached yourself.)
if im looking for entertainment and no wins
This is just sounding like a more dynamic level system from pd2
We really dont need a number people will just use to brag and exclude players
I mean people will do that anyways
There's nothing wrong with a number like level or mmr. And being afraid of people saying mean words should be why you don't add it.
I'm just worried of the ramifications for messing around and joking if it effects your mmr.
If you want a way to filter noobs from your games id much prefer a level system honestly
The MMR is better than a level to measure a player's worth because a new player can have a high MMR and thereby be useful to an experienced team. Four players will always be better than three.
what about people constantly wiping because theyre working on an insane challenge run
Lol this chat
I get it works better I just don't like the idea of having to deal with mmr when practicing runs, joking, testing new things, doing meme runs, etc.
yep
Wiping won't affect the MMR.
will it only affect public games?
Keep em guessing @tight hearth
π
I'm thinking tnese things would affect the MMR:
PLUS POINTS FOR:
- Reviving teammates
- Using terminals successfully (e.g. locating key cards)
- Hacking/remotely opening lockers that contain key cards
- Using key cards
- Being the 1st, 2nd or 3rd to enter a bioscan (easentially not being the last)
- Opening security doors
- Killing a scout without it screaming
MINUS FOR:
- Dealing friendly fire
- Killing a teammate
- Breaking stealth
I can think of more things but I need to think about it.
Neither should breaking stealth considering the game sometimes forces you to break it
Unless those forced engagements are whitelisted
You should never be punished for something the game forces you to do. However if you whitelist those specific encounters from mmr it's a good idea imo
The game would differentiate between breaking stealth in a griefing way and doing so in a situation where it was unavoidable.
π
Interesting. I guess only thing to add would be for private friend lobbies to not use mmr or affect it and we'd be golden considering I'd hate to see people drop mmr like bricks for doing friend loud constantly challenge runs
Also I don't think I'd like entering bioscans first to reward players. Sometimes I imagine there will be value to someone hanging a little back on purpose
Maybe not since I haven't played, but I can see it
I just don't like the idea of people rushing to an objective to get a bonus of mmr despite whatever may be going on.
It'll be easy to grief by refusing to enter a bioscan.
That's where the idea comes from.
Then add a host kick option, if someone wants to grief losing mmr won't stop them
They likely don't care if they're going around griefing on purpose
Like I can just forsee someone refusing to enter a bioscan, and then we have to keep dealing with wave after wave of monsters due to our team not progressing, then we wipe and the dude only loses a bit of mmr as a punishment despite wasting possibly 10-20 minutes of our time. Vote kick would fix the issue instantly, allow us to wait for another drop-in, and the kick could add an invisible counter that within a certain time if that kick counter reaches 3-whatever number y'all feel is appropriate, he gets a temp ban from joining lobbies.
I personally just don't think MMR, especially visible, belongs in a pve game like this where experimenting is half the fun, if the aim is to provide a better lobby experience players will do that themselves through finding squads to party with. If the aim is to curb and discourage griefing, host/vote kick with severe punishments if recieved to often will be much better than mmr and much less frustrating for the non griefers.
./2c
π
well, is there any chance that a sentry gun could deal friendly fire?
otherwhise i would add: minus points for : killing yourself with c4, and or dealing dmg in form of friendly fire and even with the sentry gun
sentry guns can deal friendly fire
I don't think you should lose mmr due to some idiot walking in front of your sentry gun
they should automatically aim for friendly players aswell, but only if in line of sight
I think that's a terrible idea
LMAO yeah I'm with draza
would be a bit realistic and would add another stage of being dificult
That sounds very frustrating and unfun
it can be used as grief :l
but has potential , that you think about your deply position
Realism shouldn't be a factor, and still i'm pretty sure you couldn't use realism as justification
i can't but it was just a random thought
I'd think that in the setting the game is in, sentries would have targeting parameters or something of the sort
well sentry simply doesn't attack players, cuz they are classified as player, not enemys
I'm with draza again
sorry if i try again to be realistic xD, it was just a random though
Making sentries target human players would just benefit the griefers far more than the actual game
@peak canopy I hear you and you have good points but you can't say MMR wouldn't stop griefers. Maybe not in the first or second game where they grief - but eventually their MMR would be so low that others wouldn't even let them on their servers. Then they would be doomed to only play with others with as low MMR as them - ie other griefers. π
As long as there's a host kick system with a punishment I'm fine with it. If I have to wait the entire time until we wipe with the asshole outside of the bioscan zone I'm likely to never play the game outside of private lobbies with my friends.
Shit even just a host/vote kick system with no punishment. Just some way to get rid of the asshole ruining our match so we can find a real fourth.
You should be able to ban people from your lobbies
And kick them too
yes
God I hope theres kicking. I know L4D2 a lot of people complained about vote kicking, but IMO the people who complained about it were the ones who were causing trouble or not cooperating.
If you're a decent player the chances of you getting kicked are practically slim
Vote kicking AND host kicking need to be available. I say need because without it I will not be playing public matchmaking lol.
Like fullstop. It will ruin public matchmaking if it's excluded.
Well the MMR system and kicking aren't mutually exclusive.
Thank christ oh God my heart
But you're saying a vote/host kick + optional ban system that remembers how many times players have been kicked/banned and punishes them by locking them out of the game completely for a period of time after they've been kicked/banned x amount of times - you're saying that this system would be enough?
Gotta get some sleep now. Looking forward to reading this chat in the morning.
Will respond when I get home
Personally I just want a kick function.
just let us ban people from our own lobbies
Like a personal ban?
could sync it with steams blocklist
you block someone and he cant join your lobby or find you in public games as long as you are hosting
hang on is the host kicking people something that's up for debate??
excuse me????
wireshark exists????
I'd just physically cut access on firewall level to people I don't like, IP-based
there is no way for you to prevent the host banning and kicking people, just make it convenient, that's the least you could do
I am deadly serious if you don't implement hosts banning or kicking clients, and your game takes off, someone will just make an external program to do that through firewall rules
@keen violet it's not, simon himself said "Well the MMR system and kicking aren't mutually exclusive."
good, I'm just surprised on the direction this chat took
Well for a sec with the way he was talking about using mmr it kinda seemed like it
hence our speculation
right, ok
well again it is factually unavoidable, a host CAN control who connects to it, so don't even consider not having it
if a dev doesn't do it, someone will do it for them
Pretty much everyone feels the same, thankfully 10cc don't seem interested in excluding host/vote kick so I'm not worried anymore
I would want the pd2 kicking system
Yeah just a simple host kick system lol
well gtfo wants to support mods post-release so I imagine we'll get more of the same like we did with pd2
it just won't be in the game on release
of course that probably won't stop modders, but well, it'll be nice when mods get official support later down the line
i know it would be wierd as a mod, but i can alrleady see a L4d2 custom special enemy spawner, like enable those to spawn xD
But yea for me aswell now, sleep time.
I think I misinterpreted the original use of the MMR system (to stop griefers) a lot of you seem to think it should also rate a players skill which I didn't even consider lol. I feel like that would be a totally ineffective way to do this. This isn't a ranking system like a pvp game (siege) this is a tool to keep the game enjoyable. Normal lvl or rank systems (only matchmake with x rank) would suffice for what you seem to want. I would see the MMR used as a tool to keep the trash of the community away from everyone else. Perhaps making the MMR a behind the scenes tool rather than a physical number would keep it from being abused? Also if you are testing new metas and builds you should be doing it in a private match anyway so I would assume your MMR would be unaffected.
I just wouldn't necessarily equate skill to desirability to share a lobby with. I meet a lot of very skilled player (in siege, warframe, overwatch, The Division, Payday 2 even) who are the most insufferable and toxic players ever to exist. Making them synonymous would only drive people to have an elitist attitude which would surely result in the death of the community.
players*
maybe more like a reputation system then a match making rank I guess
I haven't been keeping up with all these suggestions, though I think I've read most of them from the last month. I have to admit that I don't know the specifics of the game other than what can be found in trailers, the Steam forums and here on this Discord server, so I'll just make them general suggestions that may or may not apply to this game. Anyway, there's a few things I'd prefer in a game after playing both the Payday games and RAID:
- Don't release the game before it's mostly finished π
- One of the things I like most about the mentioned games is that you don't need a full team to start. I don't like waiting.
- Don't constantly spam enemies. In some situations it's acceptable, but generally too much of this isn't fun. It's better to have some tactics to make it hard, like some special enemy that comes from behind when you least expect it. Plus it's nice to have a break of a few seconds every now and then.
- Minimal HUD is good HUD. In the trailers it looks nice, don't change this too much.
- RAID has simple voice commands for commonly used tasks and writes it in chat. That's very useful when playing with people from other countries, assuming that it's actually translated locally.
- Having outlines for stuff is nice, but imo it should be disabled on the highest difficulties. It takes a while to get a feel for a new game, so they're a good thing on lower difficulties. Maybe even an option to disable this there as well. Wait.. are there even difficulty levels?
- If there's health packs that you have to pick up, prioritise those when the player is at low health. It happens too often that you're interacting with the wrong thing. But this is mostly something for when you immediately replenish your hp by taking such a pack.
- Nobody likes to hold a button for 30 seconds just to open something. Having a mini-game is a much nicer approach.
- Having a single button to do many things isn't always the best choice. See both PAYDAY games; it often doesn't do what you want it to. Or at least have an option to prefer one thing over the other by holding another button (shift/alt/ctrl) or multiple taps?
- An economy, but it shouldn't be too complicated like in PD2. The player should have a goal to keep playing, even if it's just seeing a pile of money or gold grow. But it's nice to be able to upgrade your weapons -- just don't make it so you can't play a difficulty without those upgrades. The standard weapons should be very decent or upgrade easily. Or even unlock after finishing something. Having to make a choice is fine imo.
- Being locked out of higher difficulties is good to prevent new players from playing those when they don't understand the game. But it shouldn't be taken too far (e.g. unlocking all difficulties after completing a level solo).
I can 1000% agree with the last one. I know a friend who will jump right into the hardest level without even going through the tutorial (He actually did that in payday 2) -,-'
I mean I don't see a problem with it lol, let people experience the hardest the game has to offer underprepared if they want
Although I don't think GTFO will have difficulties from my memory
yeah, per simon: Re difficulties: There will be ways to adapt the difficulty to your ability, or increase the challenge if you like pain, but it won't work as in other games where it's just an option in the lobby screen.
Maybe interessant the difficulty autimatically/beside when the MMR increases, would be a option
I want to play on the 2nd to hardest difficulty of any videogame. Because it's a more worth-while experience.
I've been doing it for a bit.
Replayed DOOM 2016 on Nightmare, and it was definitely worth.
Maybe instead of a difficulty slider or option (replay this mission on nightmare for example) it could vary by location. For example Level 1 storage Section A since it is close to the surface (and presumably security forces/powered parts of the base) it would be classified as "low-risk" more lights, less hassle, but also less valuable items after all you don't leave your expensive watch on the doormat. Level 4 Security Barracks however would be a "high-risk" mission. Dilapidated structure, larger enemy presence, more evolved enemy, higher security protocols (more puzzles) etc cetera but with better rewards for surviving.
This would also allow for more varied tilesets and puzzles because you wouldn't just be playing Generic tileset 3 with more enemies
This would also soft lock players to easier levels, perhaps in order to advance down a floor to more valuable gear and harder enemies you have to do special missions like powering the elevator or stabilizing air filtration to new sectors. These contracts could be offered by the Warden when you hit certain milestones (a trusty prisoner who doesn't lose his cool and has shown useful is worth more investment and allowed to go for more valuable stuff.)
just trying to think of how it could be unique from other games since there won't be options in a lobby screen apparently
Yeah, I think the whole 'deeper you go, the harder it gets' is already a thing with newer players limited in how deep they can go. The maps themselves are procedurally generated, and then 10cc takes the best ones and touches them up with further detail, modelling and game-play elements. I think Simon stated they were aiming for somewhere around 150 unique maps (maybe more?) at launch, so that, along with randomized enemy encounters, each time you play will be a unique experience. Even between team wipes, the enemy encounters are re-randomized, so even from one attempt to another on the same map will have a bit of a different feel.
I for one hope there will be game maps/matches/whatnot that will be difficult, so difficult most people wont be able to handle it. That gives you the interest, for a lack of better words, to push yourself and become better. Not everyone need or should be able to do the hardest challenges unless they really put their mind to it.
I also hope that they actually make the game difficult by not just artificial difficulty (Just pumping hp and dmg numbers up) but by making the enemies move faster/in different ways, dodge more, more types of enemies, friendly fire, etc etc.
Now i haven't read up to much on the discord so if they have answered what they are thinking in terms of challenge/difficulty so please do inform me.
It's going to differ from Destiny's Strikes/Raids in the sense that there will be no 'set' battles that you can choose to fight or flee/skip. If you stealth past a group of sleepers, and then something alerts them to your presence later, they will track you down from behind. It is in your best interest to eliminate all enemies you come across during the expedition either via stealth melee or straight up fighting.
@lofty mountain, yes, there will be a large variety of monsters to fight with differing tactics and such required. Friendly fire is already confirmed to be a thing in GTFO, including the sentry guns/placed turrets. And yes, there will be hyper-difficult expeditions for those that desire a true challenge.
@lethal solar Perfect, i appreciate the answer. Been hyping this game to some friends since i first saw it somewhere way back this year but i never took the time to look up if there was a discord. Glad i did yesterday.
There are a handful of us here on the server that have actually had the chance to play the game (if only for 20 minutes between media appointments at various conventions), so we can confirm that the game is legit. GTFO is definitely not a game for casual gamers.
"Yeah, I think the whole 'deeper you go, the harder it gets' is already a thing with newer players limited in how deep they can go."
Ooh, I like that. But there should be some rewards for doing so then so it becomes something like "the greater the risk, the bigger the reward".
"GTFO is definitely not a game for casual gamers."
While I do like games that are really difficult, it really doesn't work. At least not if you want to make money. Casual players should still be able to play the game and there should be some customisation or the game just won't sell well. Casual players are by far in the majority.
Casual gamers will still be able to play the game, but as stated, the game difficulty does increase as you progress deeper. If a group of casual players just want to come in a putter around the first few sublevels, there's nothing really stopping them from doing that. But as you say, the deeper you go, the more difficult the challenge, and I think it goes without saying that your rewards for going deeper will also increase.
I think gaming in general, at least when it comes to non-arcadey type adventure games, is becoming less and less "casual-friendly". Even games like Fortnite and PUBG are getting to the point of requiring more time commitment to earn better rewards and such.
I think that solo players will have some difficulty if they choose not to join the voice chat with the players they matchmake with. Communication will be a huge asset in GTFO. Players, like myself, who prefer lone wolfing everything (yep, that's me solo-queuing Destiny 2's Gambit and Crucible activities), will definitely not be in their element when the bullets start flying.
First off, I've never said how many maps GTFO will have at launch, that information is still under wraps.
Second, I'd like to start a discussion on how in-game VOIP could become a more appealing alternative to stand-alone VOIP software even for teams who may already have their set ways.
i mean maybe it can be worked in as a interaction with discord? 
What do you mean? Please elaborate.
It's difficult to have in game voip being more appealing than stand alone mostly because it's usually dependant on how the game handles. With randoms, of course, it's the only alternative, but if we so talk about 4 dedicated people, the inability to speak during loading times, usually not having the VoIP disconnected from the game's grouping system itself, and such similar small things usually makes it inferior.
You'd almost have to make a separate VoIP system that is lobby or group independent to make it competitive amongst other VoIP's. As in that you'd join a VoIP group, regardless of what you are doing in the game itself.
Something that wouldn't hiccup, or hiccup as little as possible. And something that enabled people to talk, even when just moving about in the menu, or such, on their own.
Hiccup being having your VoIP cut out due to loading, or similar factors.
That is the benefit and appeal of the external VoIP. That ability, that regardless of game performance, or action performed, being able to communicate.
I've already touched on one possibility(?) in the fact of having some simple voice commands that perform in-game activity (deploy sentry)... possibly could also tie changing equipment/tool slot via voice? Just a couple of ideas...
Actually I prefer to use the ingame VOIP in most games despite their limitations as they often work fine with players that are physically not too far away (like <1000km). Avoiding that one extra step of starting a programme for that and then joining a free room is usually worth it for the sparse communication you have when even bothering to use it. I think Curse hasd the ability to automatically make a separate room for people in the same lobby, but afaik Discord lacks that feature. Anyway, it's probably enough to have a feature to tune the volumes for individual players, a push to talk feature and be reliable even with slower connections for a games voice chat to be used. And activity indicators so you know who is talking (even for yourself). Assuming this will be a peer-to-peer game -- I haven't read otherwise -- the only real issue would be on the users end (e.g. having voice chat blocked, it being really unreliable or something like that) and their ip addresses being exposed, but that's something only a dedicated server would solve.
The general consensus is that to use a stand-alone VoIP when playing games with friends. Having used a lot of them, almost as an requirement as people use different one's, depending on game.
Having a basic, standard, VoIP that works like all the other VoIP's in games suelement will not make it an appealing alternative.
I'm gonna be honest and say there's not much you can do to make in game voip more attractive over external programs. Just make the voice chat barebones and normal. Give 3 options: push to talk, voice activation, and open mic. Make the voice quality decent, allow us to change the volume of the voice chat, and make it consistent no matter where players are in game.
Other than that you just hope public matchmaking players find it adequate. For a voice chat there's just not much more you can do. Gimmicks don't have a place in an ingame voice chat imo unless the game itself is a gimmick, which gtfo obviously isn't.
Well the main reasons to use a standalone voice chat, at least for me, is to be able to use it when the game is loading and having finer controls over the default controls, which usually isn't more than mute per user and a global volume level. The sound quality differs per user anyway, though a bad compression method or too low of a bitrate could make it worse.
As for gimmicky stuff like having a certain filter or the sounds getting quieter over longer distance, that's just nice when you first use it but it would only get frustrating after a while. And if you can't disable that people will switch to dedicated applications even faster.
Basically hit the nail on the head there ^
Well an in-game VOIP system could have the voices of your teammates be directional, which external VOIP can't.
Gimmicks is a touchy subject for something such as VoIP in a game.
Do you consider having the voice be directional a gimmick?
I'd say so
Yes. They recently added directional and depth VoIP in CS. Though, CS is a different kind of game, there it is absolutely only a gimmick. Here, maybe it serves a immersion, and role play purpose, but it would still be considered a gimmick.
I see it as orienting yourself to your surroundings and figuring out where the panic happens if your current teammate doesn't have the energy to explain locations
I'm talking direction but no attenuation.
Yeah
Not by actually getting a sense of space but knowing to look left/right from the direction of panic
There would be no quality or volume loss over distance, but you could hear when your teammate is talking if he's standing to your left or to your right. It would help give you a feel of your position within the group even when you're standing close to one another.
Ye, exactly
I am unsure. Positioning is something my headphones does not enjoy, but to the statement. A basic, 2.0, faked surround directional with differing directional sources. What purpose does that serve apart from immersion. Is it even good immersion? Is it a utility in that you'll have directional awareness of your teammates? Would it then matter if your teammate is behind a huge wall, 100m from you? I don't see it serving that great of a purpose, regardless of how optimistic we are being about it. I think it even might, in the heat of eventual battle, be annoying to have your teammates voice flung around you when you turn around to aim. If it so would be an option, a majority of the people would turn it off.
And if the reverse was true, as an option to turn on, only a handful would actually turn it on.
Well, I'm in the position of finding it super useful and turning it on, but on the other hand I'm such an edge-case that I find it sad people use would most likely still use dedicated applications for chatting once voice chat has been added in a game like Tarkov, where it could up the risk factor of speaking, but also add to some fun stuff, so I should maybe not be listened to
I'm of course not trying to demean your opinion or experience. I am trying to state what I would think the average person, or player of this game, would think, and what they would do.
I would likely also turn it on, if I so would use it, but I would like if it had attenuation.
Just for the role playing purposes, and the immersion.
I do agree there...
Also aren't the characters wearing helmets, so communication would be over a radio, wouldn't it? Anyway, directional sounds sound nice on paper but I'm not sure if that remains true if you're chit chatting with your teammates in the game and that happens a lot. If something like that is to be added, then at least make it an option. And you should always have a general idea of where your teammates are, so it wouldn't be that useful for identifying where they are if it's only directional.
Just thought of something else as well: I record the game sounds, my microphone and VOIP to different audio tracks. Most games don't allow for splitting the voice chat to a different channel (though it's somewhat possible if Steam is used for this), so it'd be really nice if this was an option.
Oh fuck yeah that's a big gripe of mine in most mainstream video games that it's all just one audio stream
I think directional (not attenuated) VOIP could come across as awkward the first 10-20 minutes because you're not used to it, but then it would feel natural. Yes you're supposed to know where your teammates are but it wouldn't hurt to have yet another function that assists in that, right? You got the outlines and you got the minimap but if someone says "hey I found something" and you got directional VOIP you wouldn't even have to look at the minimap because you'd knoe right away your teammate is (e.g.) on your right hand side and if you turn that direction you'll see his outline and can make an assessment of how far away he is.
I think it would be useful. If you played with it on for a while and then turned it off, you'd miss it.
Well, if so, if we put it as an adaptation into other 4 player co-op games? If I'm a regular player, that has played the game for a while, it's likely I'll have no issues identifying kind of where my teammates are. Not perfect, but good enough to know where my teammates roughly is. Does then not directional voip become redundant? It's likely I'll also still use the minimap, even if I see your point with the VoIP being an addition, but there are so many other ways to get better, and more accurate information through non-auditory means in such a manner, even there disregarding your teammate giving you the information through the VoIP themselves. The only practical way to know if it is a viable experience, is to use it of course, but since that is impossible, putting it into contrast with similar games suggests such a feature might just be redundant, if so it's only directional, and might even be annoying, or a nuisance for players. Also then, distance can make the direction misleading.
But the idea of it? I enjoy the idea of it.
I agree the idea sounds good but overall I still don't think I'd enjoy the implementation of it. Mainly because I hate when I can only hear primary audio in my left or right ear.
Somewhere along those lines for me as well, Honey. If not for the immersive experience, of course.
And then imagine spinning around, shooting aliens*, when your teammate is speaking, and his voice moves everywhere.
yeah they only VoIP system I use in-game is TFAR mod on arma 3 (for realism) and squad (because there are so many people and the radio system keeps everything clear). The first falls into the gimmick category and the second is caused by a unique situation GTFO won't achieve so I would say it is probably completely improbable that in-game VoIP will become widespread for private parties with GTFO
however that could be a good thing for you, it means people won't want you to dedicate as many resources to VoIP which saves you time.
I think either generic VoIP, or really immersive VoIP with adjustable settings would be best.
Generic is always best, I don't want immersion from my voip I wanna be able to talk to my damn team
Only exception is milsims
maybe instead of making it immersive auditorily you could just give it a really nice looking hud lol shrink down the diamonds for your friends in the corner and when they talk replace their portrait with wave length animations
Or Sims of any kind really. But gtfo isn't a simulation game
minimalistic not taking up any new hud but would look good
The diamond is their health bar so bad idea.
I do mean more as an alternative than a standard. Sometimes, the smallest, most gimmicky things, make some of the best game experiences.
In context, not by themselves*
oh I would love realistic voip and because my group roleplays it a lot it would work great for us
I just dunno how well it would go for the lone wolf types
who have to solo que with the guy who bought his mic from a corner store
and now has added fuzz on top of it
The ingame voip should be tailored to public matchmaking not full groups imo
Voip is a tool to aid pubs
I don't see a problem with adding the option of a bit more immersion. A really easy way to do it would be to add a toggleable radio filter. That way, people who want immersion keep the filter on, while those who don't keep it off.
If an option is toggleable there's no problem. Except taking development time away from other, probably more important things.
That actually would be a great idea ^ but I'm pretty sure would be a pain for the devs.
I absolutely adore immersive interaction in my games, so I like any idea that supports this.
I would say it would be a dev choice on this one, only they know what is within the realm of plausibility but yes if it is added please make it clear with the option to add a radio filter
Well, discussing it is to motivate why, or why not, how, and when, and such. Rather help, than decide.
I just think with the clearly tight timetable they have they should focus on just making the game the best on release and worry about little stuff like this later
A generic voip is fine for now if it means development time can be used for other things like bugs, animations, net code, gameplay
Yeah, they obviously shouldn't delay the game because something like that xD It's more something they can add if they have the time.
I think quickchat cards would be more important to add than an immersive VoIP tbh (press [insert key] to ping an item with a text like "Over here!")
And the radio option would have to be toggleable. And should be off by default, and they should understand when developing it that most people will use it then get tired of the gimmick and turn it off.
Generic VoIP is useless, there's no reason not to use a third-party program. Meanwhile a fully gimmicky system can at least appeal to a few players, and I think immersion is going to be one of the most important or selling aspects of GTFO.
It could be directional audio, attenuation that turns into a radio filter beyond a certain distance, echo, having to control your voice volume to avoid waking up walkers, etc.
Of course it would be possible to disable any parameter.
generic voip is not useless. Sometimes you just want to play with a bunch of random people (no matter how 'hardcore' you make your game), and it's not worth signing up to a third party service, finding other players' usernames, and adding them just to play one game together where you then might never meet them again
I never use VoIP with strangers personally, it's often awkward or distracting and text chat is often enough.
Your assuming the majority of pub players are like you which they're not
A generic voip client is definitely not useless lol
Well I can say the same, playing with randoms is a mistake in coop games that actually live up to the name of their genre
Your entire argument hinges on the idea people don't like or want to talk to others in a fast paced team focused and based co-op game because it'd be awkward...that's pretty baseless.
(also I didn't say there should be none, just that a handful of toggleable gimmicks would be a cool addition and a possible selling point at least for me)
GTFO is the opposite of fast paced
If it's toggleable they can add whatever they want lol I wouldn't care if I can disable it as the host
GTFO seems to be pretty fast paced during combat where a lot of communication will matter.
combat is where most comms on voip matter most...lol
That makes me wonder if Discord could create a VOIP api / framework kit to allow devs to use Discords voice services in games without having to create an account on discord.
They probably could but why would they, it'd just lose them potential users
I'd say it's way more important for puzzles especially under pressure
anyone can shoot things without having to be warned or asked to, it's just way less effective
solving a puzzle without communication is impossible
and yes I'm proving your point
There'd have to be some advantages like games promoting "discord voip services used" or easy way to keep groups together but move conversations inside of a discord server. Like verified games would have a verified server, and clydebot creates a voice channel and moves people to it or something. idk
People already make an account to talk to friends or new players in games where the voip sucks, adding a way for people to use their service without an account is not beneficial to them at all
But this isn't really gtfo related anymore though so I'd continue this in general or something
see i end up playing with strangers and using voice chat a lot because i dont have friends
so it's go solo or talk with strangers π€· im used to it now
Solo is the best
If you solo this game you're a God
well yeah ill probably try soloing it to see what it's like
but im expecting to enjoy playing with strangers more
Not sure if this is a possible feature that is being looked into currently/people are interested in but I would love a "mob/enemy multiplier" tab or option for the situations (adjustable slider, not a set multiplier number across all)
Feel like something like that would add a lot of replay value (as long as it's possible to do/works with how the game will function)
well a multiplier/changes options wpuld fit into like custom games, if that's possible. cutsom games where you don't loose MMR would be great, or where you can test stuff out :3
Yeah, for custom/private lobbies! A group of us in the past played Sniper Elite Zombies in the past with the multiplier all the way up for the whole run through so adding a feature like that would be an awesome way to play around
private lobbies are confirmed of course
Now the whole MMR system is still being talked about, no one really has any concrete info about it
except maybe 10CC bois but they'd keep it under wraps and keep collecting players thoughts like they've been doing
Yeah definitely. They don't want to put out too much publicly until release
wOuLdN't iT bE cOoL iF wE hAd WoLf fRoM pAyDaY 2 vOiCe AcT sOmEtHiNg iN gTfO ? iT wOuLd bE CoOl.
Can we have steam controller support pls
ew steam controllers
ew keyboard and mouse user
not using a keyboard and mouse in an fps
brother not sure how to tell you this but I imagine you getting kicked from a lot of pubs unless 10CC is developing aim assist lol
aim bot
no
I just like playing on my TV something
sometimes*
I will usually play KBM but I just want the option of a controller
i really do want controller support though
No
This game would probably kick your ass into the ground if you didn't have an intense aim assist on with a controller
Could be wrong though I suppose. But from what it's sounding like couch play with a controller would be the opposite of fun with this game
I think the controls are all a matter of opinion, yes there are factors that can play into how you can react. Ultimately though I think that is on a per person basis. So no reason to be so negative about how others play. If someone prefers a controller, than so be it. This is a valid spot to suggest implementing controller support. Please, lets support each other, not cause who/what is better argument. π
kbm is better
While I love aiming with a mouse, I prefer controller play due mostly to the fact that my fingers usually get lost when there are a lot of keyboard bindings to keep track of, particularly when things get as intense as they do playing GTFO. Controller just simplifies things a lot. I think a controller option would be a plus. And I hold my own quite well in PvE situations using a controller. It's when I enter the PvP arena (ie Destiny 2's Crucible on PC) where things go south for me.
i wanna play gtfo with a ddr pad
Now that would be something worth watching! lol
You play with your DDR pad, but you MUST post your gameplay (with camera feed) via youtube or whatever.
can someone get me a ddr pad
I refuse to support jeff bezos
$15-20 on eBay, anyway! π
While mouse and keyboard are the preferred input method for shooters, you shouldn't underestimate what some players can do with controllers. I will even go as far as saying that the better console players play better with a controller than the average casual pc gamer does with m+k. Aim is a big part in this, but awareness and positioning are important too. Controller support is pretty much a requirement (unless you want to miss out on quite a lot of players) and I have no doubt that this was already planned. The (raw) implementation isn't too difficult either, it's just the details where most games go wrong.
That just over using aim assist.
In a way, aim assist is counter-intuitive. Too many times playing Destiny 2, Iβm railing away at a boss with a HMG, and a smaller scrub enemy crosses my path and pulls my aim off for a heartbeat, causing me to miss on half a magazine...
@empty cobalt Once I tried to use K+M on Overwatch (ps4). I wasn't allowed to because to developers decided it would be unfair to controller hardcore players, I think a couple of studies show that hardcore M+K players out preform hardcore controller players in almost every match of Overwatch.
So i'm not too sure if anyone will become a hardcore GTFO player when they're constantly being out done by semi good M+K players
Just my opinion on the matter :)
Controller v kbm in an fps is definitely not a matter of opinion or preference. The mechanical advantage you get with a kbm is proven and unmatched compared to a controller. There's a reason fortnite had to make a separate lobby on console for people using kbm and there's a reason why the same had to happen in rainbow six siege. It's not a preference there is a clear, proven, distinct advantage to kbm for precision.
Yeah, and those two examples.
I just want to sit on my couch sometimes and play the game, Iβm sure others feel the same way
I that a suggestion or a statement?
It's a statement and a fair one. But it's also a reality that many people will kick you if 10CC doesn't develop an intense aim assist to compensate.
For that I'd look to find friends ok with it or also using a controller. Or make a lobby clearly stating your using a controller.
It would just seem a bit weird to mix together a population of controller players with some sort of aim assist with a population of keyboard and mouse users with no aim assists, the only way I could think of the two groups coexisting would to somehow separate the two, like you said, stating that you use a controller on the lobby page. However, do we know that you can make game titles, or even kick players?
rip*
Personally I just don't feel 10CC should waste development time on aim assist since controller players are a small section of PC users and they're already clearly on a tight time table trying to just get the game to a playable state for release.
If controller users really want to play with a controller than can use an external program until official support is added.
But 10CC could've already had and been working on controller support for PC too. We don't know and won't know until Simon tells us or the game releases
Why would one kick a player because he can't aim well? There's a lot of players that use mouse and keyboard with that exact same problem. π
Why would one kick a player because he can't aim well?
Because it means decreased chances of passing expeditions and therefore not being rewarrded as much. It's harsh but true. Not every player will play like that but in a "hardcore 4 player coop fps" like this a lot definitely will.
It happened all the time in a more casual game setting like Payday, it'll definitely happen here.
Yep.
So I should kick 90% of the players?
Not you specifically you can play however you want lmao
And also that's hyperbole, 90 percent of players don't have garbage aim enough to be as bad as a non assisted controller
2 kinds of special enemy I would like to see:
The ''Bulldozers'' of GTFO: Fat monster that is a true bullet sponge, require a teammate to draw focus to himself by shooting him in some specific spot (The face?) soo is teammate can attack a weak spot behind his back.
A ''Necromorph'' of GTFO that need to be fully dismembered quickly before he regen, Could take more than 1 bullet soo he still need teamwork to take down.
Anyone like/dislike?
There'll be a tanky, "bulldozer" monster in the game. It will look similar to the normal enemies, but larger. As far as we know there won't be anything like your second idea, though. There'll be a lot of other cool enemies. For example invisible/shadow monsters, that you can only see if they're standing in light.
Pretty sure most monsters will take multiple shots to kill. At the same time, I'm pretty sure "boss" encounters will be a matter of strategy to take down, since ammo is so limited, and the situation won't lend itself well to "bullet sponges" that take hundreds of critical shots to take down.
Or... having to conserve a shit-ton of ammo for a final encounter is part of the game you need to strategize for, and maybe a "guns blazing" approach is not the best of ideas...
The big monster can also pick you or a teammate up and carry you away lmao @upper pond
As a suggestion, false positives on the scanner tool, similar to the motion trackers lack of differentiation between movement of aliens or environmental motion. This will ramp up the tension, as red herrings do not provide the cathartic release of anxiety.
+rep @empty vine
but then again that might be hard to implement
because they would have to create some way or trigger for the scanners to know what in the environment is moving
idk man i dont work with unity
I'm not sure if false positives would really be worth it. It just hard nerfs a specific piece of gear and affects balance.
It adds more frustration than adding to gameplay IMO because RNG kicks in and your piece of gear decides to not work properly, I rather have mechanics that affect gameplay based off skill than "this happened just because now deal with it".
Itβs not a malfunction, it purposed a design limitation, just as the sentry contains a cone of vision, it cannot rotate 360 degrees.
Eh, in terms of gameplay it just doesn't seem fun.
fun is subjective, i like to add suggestions that offer further tension building elements
and i love to discuss tension building elements
The thing with the sentry is it's a skill-based mechanic, it's on you to place it properly. Whereas this false positive thing is like out of your control.
I just prefer skill based mechanics.
That's me though.
perhaps if suggestions such a gear limitations or alterations that could be offered as 'mutators' that affect the vanilla base game play
this in itself could be a single facet for the customisation of difficulty, extending beyond the respective ingrained easy, medium and hard options we've come to know within gaming
Perhaps there's a certain enemy or location that can make it give false positives
I agree with slewey RNG ruins games and shit like that sounds just awful.
I wonder what other opinions can be garnered from this.
I really don't think RNG would work in this case. The tool would just become too unreliable since you always need to confirm what it's showing. If you always need to check and make sure the premise of the tool fails.
And as Slewey and Honey said, I really personally dislike when you can't control something you should be able to.
fair point, it's nice to have open dialogue about suggestions regarding the games functioning rather then statements, it opens up further opportunities to discuss ideas
- lurks *
i see you lurkin
loading screens that show quotes that us as the community give/tell you guys i think that be oretty cool
So far, GTFO doesn't have a loading screen per se.
The expedition loads during the elevator ride.
there's no in between screens when you select an expedition?
So it's kinda like DRG?
It's 11 months since I played DRG so I don't remember how they handle it.
basically you select an expedition and get into a drop pod, then it fades to black and refades in at the start of the mission
That's not really how it works in GTFO. I'll explain.
When the game starts, in the menu, you already sit strapped in the elevator with a GUI covering your visor. You select your gear and expedition in this GUI, and when you click "confirm" the GUI disappears and you immediately see through your visor. So when you've clicked "confirm" - from one frame to the next - the menu just disappears and you're in the elevator, and then it starts falling down the elevator shaft.
so do your friends just spawn in next to you when you invite them to your lobby?
Exactly, but YOU usually don't see that because your visor is covered by the GUI - instead you see them represented in the GUI as individual columns similar to yours, showing their characters' helmets and gear.
gotcha, I assume no plans to let you move your head around or unstrap yourself as an easter egg like black ops 1?
because that's the first thing I thought of and got nostalgic lol
You can remove the GUI whenever you want to, and just sit in the elevator and look around, waiting for others to join.
omg that's cool
But you can't unstrap yourself.
What about weapon purchasing/upgrading/equipment modifying? Will that all be done in the elevator shaft as well? Or do you have a personal hub between missions where you can do all this?
You can say that it's bare bones, or you can say that it's streamlined. We prefer the latter. π
I was thinking streamlined lmao
Like that sounds super easy to boot up and get a game
better than some games clunky ass menus and stuff
^
Yeah when you come from the logo screen and into the lobby, the elevator scene is already loaded in the background.
It's super slick.
All weapon modding etc is handled in the GUI.
That is hella simplified. I like it.
damn this sounds way cool, I seriously can't stop thinking about black ops lol
it's gonna feel a little wrong not having someone screaming at you about the numbers
THE NUMBERS, MASON!
WHAT DO THEY MEAN
π
π€£
π my main concern was whether or not there would be complicated menus, a not-so-obvious hub you had to navigate to do anything and/or a terminal you needed to access to deal with your equipment.
If it's all gonna be taken care of via a slick, simplified menu at the "start" screen... I'm okay with this.
I was always curious about the UI since we hardly saw any of it but I didn't expect something this cool. So I'm stoked
Agreed.
My entire gaming clan and I have been excitedly waiting for the game. The day it drops we're gonna be all up in that.
yeah that's me and krong rn lol
He's out of shit he wants to play and I'm literally playing League like 8 hours a day so I think it's about time we got a game like PD2 to love again.
I KEEP HEARING THE FUCKING NUMBERS
You should totally allow unstrapping yourself
simply so you fall to your death
lol
unstrapping and reload animation patch in 2020 PogChamp
Subscriber exclusive. 49.99$ to sub.
I would like to subscribe to 10CClub
That'll be 49.99$ pls.
π
Still, it's nice to finally get a little insight into the UI. I'm glad it isn't going to be some horrible system that feels unpolished and user-unfriendly.
I love the idea of it. Being able to look around and see ur buds, select your gear in that elevator. Seems cool as hell, all you can do is wait and go into hell, no fucking around, keeps the tension up
I've also always enjoyed that in the few games I've played that have it- where the lobby is the so called "loading screen" of sorts. You can see, and interact with other people while also selecting what you want to play/use.
A loose, but somewhat comparable example is Killing Floor, and heck even Natural Selection I guess? But mainly Killing Floor for this example. XP
Being in a drop/mining pod/elevator to hell, would certainly be cooler than a basic lobby though, for sure.
Possibly even have the gear/tools/etc mounted on a wall or locker somewhere in said elevator/pod/lobby. So the players can select it?
But thinking about that brings a question to mind-- are the weapons and tools limited in a party/group of players? IE; can two or even all four players carry a sentry gun if they so desired, or would/should it be limited to 1/2 people at the most?
^---more of a question than a suggestion, so I apologize for that. But, it could be applied as a suggestion as well~ ;D
Everyone can theoretically use the same setup
Cool-cool. π
can we have camera accelerating and viewbob in 2 different options
^ I don't know, maybe @untold haven can shed some light on that. Rn it's not set in stone what the selection of user options will be.
I always disable viewbob so if the game has it (I didn't notice it in the trailer) then I would like to be able to disable
Yeah I hate head bobbing, please let there be a toggle option for it.
Are we discussing graphics options we hate?
cos I hate depth of field and chromatic abberation
I want alienware thing that payday 2 has
if I can't turn off head bob and motion blur i won't be getting the game XD (I will but i'll hate life)
but seriously nobody leaves those two on idk why they even exits
exist*
I've kept them on for like....2 games. and that's simply because motion blur had a slider on it so it was at minimum (a little blur isn't a problem with me), and head bob because i didn't realize it actually did anything till about a year later
I leave it on on pseudo-realistic games like Sandstorm but turn it off on others myself
Can we have a clothing system? But with "grindable" suits and masks that either requires acheivements, easter eggs, in-game purchases, owning a game such as payday 2 or shadow warrior 2 etc. Would really appreciate if there really was
Achievements* sorry keyboard typo
Character customization?
@gritty stream its already been said that there won't be any micro-transactions or in game purchasing. I remember them saying something about you'll get different items as you go through the maps, can't remember if any of them are clothing items though.
There will be no clothing/skim system in the first place, GTFO should not be taken as something familiar to payday
Well that can be said at launch. Cosmetics has been kinda up and down with the devs and how they want to handle it.
They definitely don't want microtransactions or lootboxes they've confirmed that. But cosmetics and how they'd handle it has never been a giant solid no.
Yeah we've been toying with ideas for weapon adornment, prison tattoos for the FPS hands, etc. Inmates are prone to personalizing the few things they have control over to still feel a semblance of freedom and ownership over something, so it goes well with the theme of the game.
No promises on whether any of this will be in the game though.
Oh tattoos are a cool addition I never thought of
Maybe have a tatoo artist skill to learn and u need to do alot of dif tatoos and can do custom ones
Not like right out fo beta but would be cool later on
i'd rather keep weapon adornment to a minimum (after all i'd assume these inmates are issued arms and not given keep over them i also dislike eyesore skins on guns) but tattoos would be sick!
Hey don't u hate on gun skins
D:<
Wouldn't we be wearing like full body armor tho how would one see them unless theres a Main HUD world where all players in the game can meet and convrse
And trade items or someshit with a store to sell/buy things or even store
That would be sick and have someone Whos somewhat equally far away from eachothers cells so its not RNG who is closer/father away
Aren't there only 4 characters options though?
But a big prison for interaction would be wack
Would be sick as
Well if they added more customization for the Main HUD interactions
That would be cool
then would there be unlockable characters?
@gritty stream That's a question and I will answer it in #gtfo-related-questions
Noted chief π
Are you planning to make maps only in bunkers only? how about making maps in an abandoned city?
or like an extremely very large psychotic old hospital with floors?
The game is based on one big complex, not different bunkers
complex? just one?
no different maps? like a mist detailed abandoned city will be good???
It's a big complex so it will obviously have varied enviroments
and difficult as you progress further?
The maps will be different, but we have seen very little of them
So we can't say just how much variety there will be, but considering there will be plenty of maps I'm sure it will be varied enough
What about RPG elements in the character upgrade? like weapons, armor, traits & skills? I think that adds some taste to the game. like ending the mobs with some violence & gore
two subjects
We can modify our weapons as well as upgrade our tools and such
There is no trait or skill system
however there are a lot of weapons and they can be heavily modified per simon
how about adding a lot of horror sounds & music? jump scares? some real frightening monsters?
There is actual tension, not jumpscares
screams?
And the sound design is very well done, if you watch the gameplay you will see
i saw the old one not the new
You can see it easily on the store page, the monsters sound really frightening
The sound system is being developed by simon to respond in realtime to events ingame. It's less about jumpscares and more about tension like Draza said. There are a good bit of monsters like the ones we see in the trailer, large bois that can pick you up, invisible monsters, ranged attackers, tentactle dudes, and scouts that can send strands out to detect players
what about hunt or be hunted monsters? I mean how about hunting a monster when it reaches to almost death status I mean it runs away as you hunt it then it comes back to you as you are the one who is being hunted? and increase the music vertebra by vertebra? some or hunting mission to hunt a monster that keeps running fast as you are able to kill it?
with sound coming from low and incrementally to high?
I think the tension will put me as a player to some degree
the game was similar as *hunter hunted" where a man and a monster hunt each other ...as the man has no weapons the monster has power The idea there puts a lot of tension between the two players where you have aggressive power. My point to do the same thing but as you get weaker or you lose all your ammo you become the hunted π
Sorry I forgot how to explain my point
There is no PVP in this game so uhhh
I don't mean pvp
Your never being hunted by a monster either
that is what i mean. I think when a monster hunts you it keeps scaring the players
XD
you don't get hunted by a single monster...
That would clash with the stealth, though
oh
In this game it will be important to sneak around and plan your attacks accordingly
is there is a way to go aggressively or it will be almost impossible?
It will probably be doable, but considering ammo is scarce it's certainly not encouraged
The trailer shows me the monsters are really strong
That's because of their potato blood
any plan that the monsters will do one-hit-kill ?
just to make the players angry π
it can be balanced to be fair between players and mobs
@warped orbit The Dev team In playthroughs Out of like 5 trys They managed to complete one out of them and died the rest
and they tried stealth there is a point to where Stealth is no longer a option but your team will need to decide if thats is the only one cus they also said If u fuck up the stealth Theres not a likely chance of you surviving
@slow mirage It thought they said the exact opposite. If you fuck up the stealth you can live to stealth again (it's not a reveal and everything comes at you it is a reveal and all the enemies in that sector or nearby will come at you)
Yeah one of the sophisticated things with GTFO is its ability to throw you into β½ β½ to the wall action and back to stealth again, to let you lick your wounds and hopefully learn from your mistake.
@cedar hawk yea you can live again but itβs unlikely
ah reading back I realize you said "not a likely chance of you surviving" my bad! Although going back into stealth is possible!
If the developers ever decide to add a fifth character, then for the sake of covering the full spectrum of English-speaker accents, I would like to suggest the fifth man speak with the Scottish variant accent from "What About Dick"
That is a joke, but it's hilarious if you know the piece
Bats. You should have bats.
@icy canopy Check out #become-an-ambassador To gain access to the beta
Are weapon mods going to be a thing? So that you can modify your playstyle with tweaks and stuff, like perks and the like.
There is weapon modification, yes
Neato
Here's an idea, for the 'tool slot' have a defib, for faster reviving of teammates when downed.
Ah, here's another idea! Disposable/one-use weapons, that you can find during a mission and cannot refill with ammo. Such as a flamethrower, or a mounted LMG that you can set up, then use as a mounted turret. Or a single use rocket launcher, or six-round grenade launcher. Since they're one-off use, it'd be up to the players to decide when it's worth it to use such.
What if it was like a player controlled TF2 Engineer sentry, like a charecter could use it instead of a deplyable
That's the idea
it's a mounted weapon, not a turret
like, basically a machine gun on a tripod or w/e
Add a icon to see if a player is playing with a controller on PC?
Like Fortnite doing for cellphone user XD (M&k icon)
I don't think that matters
Seems unnecessary honestly. It doesnt really add anything to the game experience.
well.. yeah it kinda does when you do pug
how do you see it being majorly useful that they should spend their time on adding that vs other features?
I'd imagine if we were to get something that revealed other player stuff, maybe be able to sort by location, to minimize ping stuff.
so you join a server/host based off of players geographically nearby
It is a simple feature. Nothing really special. When the controller take over the M&K, a tiny Controller icon appear next to their name.
Like showing their ping too could be great.
I don't really think the controller thing is really that big of a deal, most of the time
It's more time consumer to actually make a controller support. adding the controller icon is like nothing at all.
If that doesn't affect you, doesn't mean it is everybody either. Many people like to control their team by being the host. When only 1-2 of my friends can play. I expect the last PUG to at least be able to aim.
@hybrid island are you referring being a host for game match? Imo that's a bad idea. OTWD just made that mistake and it's annoying. GTFO should have DEDs like L4D
I think he just means being party / group leader
Oh gotcha
I like what they display in the vids but alpha/beta will really tell what's cooking.
@primal lava what do you mean by DeDs?
Because if you mean dedicated servers that's not happening, this game is confirmed p2p.
They're a small team, they can't afford a full range of dedicated servers.
Then it's OTWD all over again, oh well
That's so wrong lmao
Anywho I'll give them a chance.
I fail to see the correlation with OWTD.
Besides p2p which a lot of games have there is none lmao
That's why you fail to see it
Mind you they have a brilliant idea going, p2p not the best unless they have good controls for p2p
It'll be fine, my biggest worry is no host migration but PD2 didn't have that and we got along just fine so it's w/e
Well see ππΎ
mmhm
You put me in doubt if it wasn't p2p lol. I was like.. wait this is DED?!?
But p2p is just fine. Never had any issue in pd2 honestly. Again I always make sure I create the game and I got a 400 mbps network soooo
Huh, apparently google has a speed test built into it now
if you search 'network speed test'
Though, I heard some providers will buffer your network when you do a speed test on certain sites to make it appear faster..
They absolutely do, mainly to speedtest servers as well.
I would like to see a leveling system like "Diablo 3 paragon levels" and "greater rift" style missions and the grind to find really good stated gear and at the very least leaderboards and maybe clans or groups. Just some food of thought. Because if it's going to be badass then means we are all going to grind the piss out of it and then we all will be stuck in a loop with updates and that's when only the hardcore grinders will be back unless you all plan for something that is going to let us grind. Think of trying to get at least 1500-2000hrs of game play from everyone in the community. Look at payday 2 with the prestige XXV-100. Some people even cleared their progress because they wanted more level or the game is that fun, lol.
@grim shore U shld check out #become-an-ambassador So u gain access to the beta
Prestige levels in Payday added nothing that couldn't have been better implemented by any other system available for such rewards.
@slow mirage I already signed up and nothing so far but still waiting.
did you whisper the GTFO Bot with the email you registered for ambassador thingy?
@grim shore if you sign up then you should be an ambassador. Try to DM the GTFO bot the email you registered as an ambassador and if you get the ambassador role you should be in
I'm wondering if weapons will be moddable.
they will
I better see a 40MM grenade launcher attatchment avaliable when hordes come by
there will not be a grenade launcher
its still a grenade launcher
it's still a grenade laun-damn you
It'd be so nice t o mod your own weapons for better perks
it launches grenades
yes, an attachment which is a grenade launcher
alright, let's stop here, we're going in circles
Well, don't π€
lol
π
We're hesitant to add really powerful weapons into GTFO, because we want the players to be outgunned. There shouldn't be a "one button press and 12 monsters blow up" sort of solution.
will ammo be so restricted/limited that I am going to feel like I can never use my guns though
Well, the trick we're trying to pull off is make it so that you walk that tightrope all the time, where you're almost out of ammo and it's just enough to get you through the expedition if you're playing the right way.
The scarcity of ammo is a huge part of the reason why GTFO leans towards horror, and isn't just a pure action game.
I'll be honest, I never really liked the ammo scarcity thing
but I guess thats what makes it horror
bullets don't work, Jon
You're gonna be low on health and ammo for most of the time, so you'd better get used to it!
*cracks knuckles and puts on gamer headset*
also, what do you guys really want to talk about right now but can't/won't
I dont think they can answer that 
I mean they could say something like "Theres this really cool enemy"
and nothing else
You know there will be cool shit we canβt talk about though π
Regarding the low on ammo parts. Iβve had times where we literally didnβt have enough ammo to progress, where we really had to sneak around the map and scavenge before progressing, timing a scouts tendrils to loot ammo from a box after hacking it open etc. was one of the best rounds Iβve played. So scary π₯Ά
does ammo respawn after a set time or is there a possibility you literally loot an entire expedition and fuck up enough you actually have to restart?

you can only carry one spare magazine's worth of bullets
don't actually do that that sucks
there may end up being a hardcore mode
inwhitch u would only have something outrageous light that
"naked mode"
you can only carry things in your hands
and maybe stuff one single magazine in your underpants
If you have underpants to carry ammo in, you're not naked.
well you need to stay sellable, so I just assume you'll have to add underpants as a matter of passing ratings boards
but if wieners are your thing, I can't fault you for it
RUST INTENSIFIES
Bit if a personal question for the devs: is the game still really scary for you guys to play while testing or does the fact that you designed the atmosphere/enemies dull the impact?
The impression I got from playing with them is that, while they may know the map, they are as clueless as we are where the enemies are coming from for the most part , as enemy encounters are random.
what about a Masterkey attachment? like in mw2
literally the only game i even see use that attachment
I'll never say never to that. But I'm not making any promises.
Attachment shotgun? What does that even mean?
sorry I meant "Masterkey" I think
Under barrel shotgun
Like a grenade launcher but instead it shoots a shotgun round
Yeah, just looked it up. Seems... complex. But would save a weapon slot, I guess.
@native vortex Hey. Yep! Still scary! We have designed the game in a way that it often surprises us.
And around enemies we can never relax if we want to survive.
Would love to see some Discord Rich Presence In GTFO
@rocky quartz Rainbow Six Siege Buck uses one
and Planetside 2 has the attachment but other than that it is pretty rare
R6, planetside, a older cod games, believe some battlefield games had it aswell but not 100% sure
Could make a fun attachement, for a last resort when you get cornered or smthing
Itβs a good attachment, could also decide what to use as an underbarrel attachment in general, like a grenade launcher, or another smaller gun underneath
We wonβt have grenade launchers (or any other weapons of mass destruction). The game is focused on avoiding direct combat whenever possible (ie stealth approach by default for each encounter). That being said, most areas where fighting will occur will force close combat. Also, limited ammo and other resources, so keep that in mind.
Just give me the option to punch them and I'll be good.
Would a set of brass knuckles help? Or, I dunno... a sledgehammer? π¨
Pfff fist.... a good kick in the jewel and the monster down... right?
I'll be fine with any panic button where you can kick/punch. I call it panic button because I know I'll press it when I panic.
but jokes aside, I'm sure meelee will be an option, I just really like the idea of kicking and/or punching
I don't mean like weapons
If we continue the conversation take it to the #gtfo-chat
π
Make the suggestion, chat in the chat. Please.
Think of it like this. This channel is like a list, for the devs to scroll through of ideas that people submit.
If I were looknig at a list, I would not want to have to sort through chatter.
Now. with this said. Let's move this over to the appropriate channel.
You should have "stalker" like enemies that spawns in a heavily swarmed area kind of hidden in the fray of things that has all surface traverse abilities similar to a Xenomorph, is smarter AI wise hard to sort of hit, semi-not -hard-to-kill, but deal devastating damage if it gets you. The frequency of that spawning shouldn't be too often either having it come in which swarms is probably the best idea or literally have it stalking you until the right moment to be an absolute menace so every one is always alert.
well theres an invisible enemy
Is there an invincible enemy?
I mean that's cool and all but kind of cliche at this stage in games in general.
God knows how many games I have played where that's a type of enemy. I mean they aren't bad types of enemies, Just they aren't really so challenging.
i mean
Unless you talk bloodsuckers from S.T.A.L.K.E.R
you cant really see it
An invincible enemy would sound cool. A monster that can only be disable and will regenerate and keep coming at you. Like the hunter in dead space.
Invincivible enemies are almost always tedium rather than challenge to me. Invisible, well, those are, when done well, quite the challenge. Done poorly, they are either cheese or serve no extra purpose from a regular enemy.
Wasnt there a trailer of gtfo showing the "invisible" monster? They are not really invisible.. they got black dot all over them. Dunno if it is the monster or a player used some kind of tag tools. But they look like they come in swarm like regular shinobi monster.
you can see their shadows
It was not simply their shadow. The black dot was surrounding their body
Let's keep this channel clean from discussions though
well then back to suggestions it is... how about a temporary deployable static field? Like some blue shiny 2m sphere that slows everything that enters (including fast enemies and bullets) to make chokepoints an attractive point of retreat/holding the ground. Of course limited.. like with battery- or one time usage.
I think that's what the glue gun they developed is for @sly mason
But not for bullets. Just the enemies
Glue gun is multipurpose, too. Can slow enemies or reinforce doors
how about a container of kerosene to block a choke point with fire not to slow them down as the glue gun does but to assist in damage to the zombies or whatever they are calling the enemies
Would you want the fire to be able to fully kill them if they stood in the fire long enough, or just do some damage? Would the fire burn out (on the ground/on the zombie) after a short while?
Would the fire also consume valuable air from the environment, making it a risk/reward situation?
Would it also have the risk of catching everything on fire and just wiping everyone out without being able to put it out (how valuable are fire extinguishers). Though that could also be considered RNG so can see the pros/cons to fire spreading aspect.
i would want it to do a good amount of dmg but not fully kill by itself if they were to just stand inside of it. for the time it burns maybe 10-20 seconds on ground with it burning for around 5 seconds on a body.(times can always be changed for balance or fun purposes). as for the fire consuming air from the environment i think it would be safe to assume you wouldn't want to have a big area of fire right next to you so i have no idea on the air aspect. but i wouldn't want to stand next to it.
It'll be cool if you have have a mode or a harder difficulty where if you get downed, you are dead for the rest of the game and can't be revived. I think it'll add a lot of tension and it'll make communicating with you teammates even more important. :)
+1 to hardcore mode!
6 hour mission on hardcore mode... π»
np, we're patient lads as far as I can tell
pretty laid back communityπ
oh yeah
We know, @peak canopy, we know. π€π»π€π»
.
π β€
Some kind of Twitch integration mode?
An enemy that when in range captures your voice and replicates it on the same frequentie as the radio, so it sounds like your team is saying something, to confuse you/your team.
And a copycat enemy that 'morphs' into someone on your team with small distortions and maybe attacks you when near you long enough
^
Credits go to @potent pewter π π
Don't forget your EMP bomber guy
An enemy that transmits a radio signal that fucks with the radio when in range
Ofc you can bypass most of it with discord, but the more immersive it is when playing with VC
Also suggesting a Stalker enemy, hunts in packs of 4 and uses hunting techniques to kill the weakest team member. With rapid attacks in four, trying to drag him him or pin point the victim down. Attack would be recognized by a two short high pitched screams.
By the time we're done the release will be spring 2021 π
In addition to the S.T.A.L.K.E.R, would be initiated by an attacking horde. So its scream will be camouflaged by horde noises.
Hello, I'd like to make a suggestion to test out ryzen systems with unity, I have played escape from tarkov/battletech for over a year now and from what I have experienced with my ryzen 7 1700, there would always be stutters and hard freezes in any unity game. Please consider adding multi core support especially so if there are no dedicated servers for GTFO and requires host + 3 peers.
Like vermintide 2's implementation to use CPU core scaling to improve performance. I can allocate in the launcher itself from 1 worker thread all the way up to 14.
@tight hearth
Loving the ideas, keep your creative minds buzzing!
The voice rec ideas are kind of tough to pull off for many reasons but you know, you get inspired with new ideas even from from ideas that don't really work.
@modest brook Thanks for the tip, we'll talk to ATI about it.
It would help to play the game so I could know what kind of suggestions to make (hint, hint) π
@subtle ravine become an ambassador and you'll get the beta (hint, hint)
@subtle ravine also get real time updates thru email or another option ( hint, hint )
One suggestion I'd like to make is to put the game up for sale on steam so you can take my money!
