#gtfo-game-suggestions
1 messages · Page 5 of 1
Sea of Thieves?
hey guys, let's take this to a discussion channel. this is meant for posting a single message of a suggestion, not long drawn out discussions. thanks
I mean, I guess it'd make sense if say the protagonists earn money for every mission which lets them buy stuff :v
(but that'd be too payday 2-ish I guess)
also, where shall we go D0c? #general?
Considering theres supposed to be survival/horror levels of inventory, would be cool of we had the option to share ammo. Like if my team mate has run out of ammo and i can spare a few compatible rounds i could do so. Thatd be cool.
I'd have to agree with our fellow @peak canopy prisoner. It's the basic "means to an end" or a goal/prize to earn or shoot for. It's basic human instincts (or even animal instincts for that matter). Goal can be money, satisfaction, love...etc.
Completing difficult missions/feats in a game can be satisfactory at first, but once you've archieved that goal in numerous occasions prior to the last one, it's not the same. The idea of Honey is to implement time based events, that give you certain different prizes based on your performance. The idea is perfect for a game like this. Each "event" could last 3 months (it's just an example) and you have to complete those goals in three months.
You make people log in, try to events out and work for them (if they want to). And yeah, excuse my english, never liked to check google for corrections so probably a bit messy
Yeah that's a good idea tbh
Could even have event leaderboards that show which team (made up of who) did the best
Nothing like a little competition
fastest
killed the most
no death
Possibly multiple categories of the leaderboard too eg:
Speed
Least damage taken
Least party deaths
Most enemies killed
It would be fantastic
And I guess an overall couldn't hurt where it averages your score across the board and ranks you as a player vs other players rather then teams
random modifiers that alter the dificulty and have it so u can do it like in halo how u can make the game much harder then it is like not knowing where ur aiming not being able to see ur gun bi health bars for the truely hardcore players
@cosmic nacelle in my origianl post above I actually do mention leaderboard point system based on which expeditions you complete (harder ones give more points, easier ones give less) The stats you mentioned would be interesting but imo for a system like this it'd be best to not clutter the leaderboards and to keep it simple
I was thinking similar to ring of Elysium, they have "the leaderboard" then sub leaderboards for other things that's all but yeah best to not over complicate
guys
No leaderboards
people'll hack into it anyways
there's always that one guy that completes a level with a trillion points of score in under 14 secs because they obviously hacked in the leaderboards and kinda tried to make it look believable
hmm. I respect the points of not implementing hc, but I do think it's a worthwhile endeavour to chase until it's a sure thing to be bad, if you are allowed both normal and hc chars with no penalty, you don't split up the player base like you would in other games like poe, because the transition is seamless. The only time this would be bad is if the game flops, which I don't think it will if it lives up to the hype no pressure heh.
And for the argument of is hc even gonna be fun in a game like this, from an hc only player, hc is ALWAYS more fun, even if it's literally making your life hell for no reward. I do it for the personal satisfaction. It's always worth it to play if for me, and I imagine others are the same way too, that's why you have such a large community for this type of thing In other games
@teal pond I think leaderboards would be cool, tho. maybe if they implemented a replay feature and you can watch the top 100 on the leaderboard? that'd be neat also.
leaderboards are always cool, but the problem is that there's always at least one fun-ruining asshole that has to hack into them and ruin the chance to actually get 1st place for everybody
unless you're comparing your scores with other friends', but there lies the problem on whether or not your friends would play a game like GTFO and, for one, I'm sure mine wouldn't
I don't know if that's enough to say don't do it at all. friend scoreboard would actually be very cool, or implement clans in game and let clan scoreboard be a thing
anything to make things competitive or harder is always good in my eyes as long as there is choice to avoid it if they want to
I'm not saying it wouldn't be good, it's always a cool addition, I'm just saying that if there's gonna be a "global" scoreboard expect it to be hacked into
fair enough
(and clan wars would be kinda risking it, if they have no gaymur honor one clan might as well end up hacking it too)
@teal pond It wouldn't exactly be hard to remove clearly fake scores, and it would probably be trivial to tell the fake scores from the real scores with player information that steam logs such as session times. This isn't the wild west of xbox 360 anymore lol.
That's assuming it could even be done, which with Steam it's possible it's not possible.
Well, actually it does keep happening, and even with more recent titles such as HITMAN 2
and I know this 'cus I assassinate people in a regular basis lel
for reals, that game isn't even a year old and people have already hacked into it, and working on the leaderboards'd probably mean less time working on the game itself, so it can be a bit of a gamble, else you'd see leaderboards with less hacked scores, I guess
Again, it'd be trivial to tell real scores from fake scores. I just don't see it as being such a scary issue that that'd be enough to kill the idea at all. With a system that gives points per expedition completed it'd be extremely easy to tell real from fake scores. And again that's assuming it could be "hacked." With a points system per expedition implemented your basically just running a system similar to a pvp rank leaderboard like in hots or lol. And those literally never get "hacked."
I'm not saying it's a game-breaking thing honey, I'm just saying that someone'll find away and they'll take 1st place away from everyone with a hacked score :'v
it'll just be a bit of a shame, y'know
Except it would take 2 seconds to remove them from the leaderboard? lol
I don't see what your worried about, removing an obviously untrue score is trivial. And again systems like this in pvp games have been a thing for years and they never get hacked due to how points are gained. This isn't like in mw3 survival ops or hitman 2 mission times, you can't just "hack" the game into thinking your doing 100 expeditions a minute.
well, you said it'd take two seconds to remove said scores but I guess there'd be a reason as to why newer games with leaderboards still have hacked scores in them :v
I mean it could also be overall laziness which means we depend on the devs to give care about the leaderboards
And how do you make a "points per expedition" system not hackable? like I actually don't know how that works
I guess there'd be a reason as to why newer games with leaderboards still have hacked scores in them :v
Did you ignore my points where most modern day pvp games with carbon copy systems of what I'm suggesting don't have any "hacked" positions? It's an always online game, there's not a feasible way to do it I'd wager. The reason stuff like mw3 leaderboards could be hacked is because invunurbility, speed, aimbot, etc. hacks exist and that's what the leaderboards were based off of, stats. Cheats will exist in any game you can ever think of, it's useless to bring them up as a point. I think the question is more on you to answer why you think a system of points per expedition could be hacked at the core which is essentially the same to league or hots' system which have never been "hacked" to the point gave themselves mmr magically.
If the info is stored on their servers when you complete an expedition, the person gaining points has to actually gain the points, they can't just make 10CC's system accept their points because you never actually have points. Which would mean they have to force the game to think they play expeditions they aren't playing, have a cheat like a speed hack to get through the expeditions unfairly quicker, or have an explot which allows them to go through walls to objectives and the exit in seconds. You can't have bots running in gtfo like you can in other games because the puzzles require a human to solve them. GTFO's nature essentialy has it natively have "captchas" at almost every turn.
So, even if people don't hack the leaderboards directly they can still cheat in the game...?
I'm kinda confused man, all I know is that games like Hitman 2 and Mortal Kombat X (afaic) as examples also run their leaderboards (and game) on an always-online service, I think, and those scoreboards were still messed with one way or another, either by hacking through them directly or by cheating in-game
Like, someone'll always try to find a way to mess with 'em
Also, Honey I think I'd rather drop this here 'cus you seem a bit heated about this :/
Those games usually have one of two things, either the game itself is extremely extremely hackable so you can get inhumane stats (rock band for instance) or you have the points stored locally and serverside as a cumulaitive thing so you can just edit them and the server accepts them (the case with most cod games) IDK how hitman's leaderboards work but I imagine it's similar to that. The reason those methods don't work on games where you gain points on completetion of games is because you can't trigger an increase in points without actually logging a game into their servers. So you have to play the game to gain points. (this is the case for all pvp games where you don't see people hack their mmr and would assumingly be the type of system GTFO uses) which forces people to use cheats to use an unfair advantage (an issue that already exists in every multiplayer game today and can't be made to go away.) these types of cheats could be a speed hack to make you finish expeditions faster, an aimbot to make you never miss a shot, an invunerbility hack to never allow you or your teammates to go down, etc. The thing is those things will exist with or without leaderboards.
Well, if 10CC can implement that system then good I guess?
Leaderboards'd be accepted by me if they can, but if they can't I guess it'd rather have them focus a bit more on the game
I know cheats'll exist in every game, that's for sure, but all I'm saying is that if leaderboards'll get messed with easily you might as well not implement them
except maybe for clans and friends
Nothing that is suggested here is ever expected to be in the game at launch. This is basically a big forum for things you'd like to see eventually. Right now they have their base game and are prepping it for release. Something like this would be something we see at minimum a year post launch probably.
I know
that's why it's called suggestions :v
Right, was just confused by your message "Leaderboards'd be accepted by me if they can, but if they can't I guess it'd rather have them focus a bit more on the game." Because it made it seem like you were saying by implementing this they'd be somehow not focusing on the game.
if I sounded like I said "just don't add leaderboards and that's it" I didn't mean to
I meant the game itself, y'know, use the most time they can to work on the product
I dunno I'd make the argument that for a game like this half the fun would definitely be the thrill of competition after a while when everyones minmaxed the optimal strats for certain expeditions. Personally I think it'd add a lot of character to the game.
It all depends on how often 10CC releases content patches and what they consist of. Whether they want to focus on new expeditions, new weapons, weapon balancing, tool balancing, new tools, etc.
Hey guys let's remember to keep this to a simple suggestion posting and if you want to discuss a suggestion to take it to general or gtfo chat. This channel should not have full blown conversations, otherwise it becomes nearly impossible for the devs to find and read your suggestions.
sorreh
it just seems more fitting here since I guess they'd be still more ideas to be worked on, like how Honey talked about implementing such a system so the suggestion of leaderboards are not hackable
anyways, goin' to #general
can we get a loudener for our weapons
basically it makes gunshots louder and has no tactical use
hey lemme go into a stealth mission and Make my gun as loud as possible
That's not how the games going to work anyway from what we can see from the videos
The games mainly stealth based and if u fuck up the stealth ur in for a bad time...
naah i dont mean for uhh killing
like closing pathways
and trapping your buddies
well i did already ask about it before i remember
said no
What if sometimes doors malfunction? for example once random amount of people passed it shut's off pretty fast and if you don't make it - mosters start attacking team from both sides while "tech/hacker/engineer" has to start door open minigame?
for example door shutting down or closing loudly would provoke monsters charging in.
It'd have to be included as a possible hazard at the start since they said they don't want ring to screw you and cause frustration.
I think its a cool idea, but not sure how it'd work since APEX doors (the big doors with events to open) also serve as checkpoints of sorts.
@sly scarab Run &slide hopefully :D
haha, not our game!
Any chance of expecting specialized melee weapons? For example: brass knuckles with shock ability which allows you to throw a fast punch with minimum damage but ability to stun small-medium creature. This will allow some teams to switch to certain tactics where less accurate weapon can be used with higher efficiency if extremely fast monster is stunned or grappled with grapple like tool before delivering high caliber kill in a head.
because the CLOSED ALPHA 1 - Network Test is coming soon. Can we get a verification if you will be just be using steam ports or will you be using other ports even though you will be using the peer to peer servers for this game. if you are using steam ports only, i recommend posting link below for day one of the test because some games I can join others with out forwarding steam ports, but can't host with out forwarding steam ports. Having this information available could reduce the amount of questions or network issue reports during the test. https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711
2 Player slplit screen would be amazing, but I'm guessing it takes time to develop. Just saying since (in my opinion) l4d had 2 Player spilt screen and to me, it made the gabe way better. Talking to a friend or brother sitting right next to me and giving directions on where to go and what to do. And both fighting off hordes. Plus, if I can't pay with friends online, I can just tell my brother to get on.
yeah but there are 3-4 people that you need to play the game with to do that effeively
@lilac heart some people don't want split screen, so rather just have 2 people play than 4 because "it ruins the intensity and horror of the game"
No, the devs have said you'll want 3-4 people to play the game effectively
I just hope they have split screen in general.
I just wouldn't expect it. They're making the the game based on a 4 player team working together and split screen as a feature would also take development time away from other things. Why expect them to spend development time making things that go against the point of the game?
remember the games being developsed by 10 ppl so u should expect them to add stuff that u will expect the game to have
I'm not saying they have to, I'm saying it would be cool. I didn't "expect it" I'm just saying the game would be fun in split screen and since the game is teamwork based, you got friends right beside you taking to each other. Jeeeeezzzzzzzz
Hey @fading depot , I agree for sure, split screen would be very cool, especially when/if we get to console! I personally love playing split screen.
It is not planned now but rather on the dream-list once we are very successful. 😏
It would probably take a lot of time though, especially from a performance perspective.
@untold haven Just hire 300 people jesus
how hards it like what paying a shit load of money
😃
Add PTSD
I hope there would be at least a minimal ping system, just to point out where you want to go or any points of interest, nothing too fancy like Apex but it would definitely be a good QoL
Hasn’t this been brought up before and they have said yes, that some form of quick chat is gunna happen?
Yeah, I do remember that
From my searches I couldn’t find a response
I wish most games that had like Co-op or multiplayer had that ping system
because ill probably never get a mic in forever lol
Can we call it quick chat from here out because like ping sounds like you are gunna @ someone
I also have never heard it called ping system before apex
apex
A Ping and your character saying something about what you pinged would be nice
@gritty stream reminds me of: Mozambique here! (and yes sorry this should go to #general from my side, but i could not hold that joke)
iTs QuIcK cHaT
make it free 2 play
not like making quality games takes money anyways amirite >:v
Can we equip ourselves and find equipment in the game like escape from tarkov?
What if some missions included shortcuts that can be used if certain side tasks are completed? For example getting power to a certain level would allow you to use elevator that helps you pass 30-40% of complex but will most definitely require more risk vs hazards and possible monster hordes?
That is the first idea I really like from this channel, I'm sure we'd have to wait for a newer expedition before seeing it if it's not already being worked on for EA release but I think the ability to unlock a shortcut through an alternative hidden path in an expedition could be really cool.
One of the things I’ve always loved about Soulsborne games is the shortcut system. You progress through a level and activate an elevator or drop a ladder back to a previous area that allows you to skip ahead after you die/fail, since the level is always reset upon death. I think a system like this could work in GTFO in the case of an expedition failure, particularly in longer expeditions. Upon failure, everything in the expedition is reset except for any shortcuts that have been activated.
Haven't they hinted at checkpoints for longer expeditions making a system like that redundant?
Easter Eggs or go out of your way scenarios to unlock interesting tid bits
Yeah, true checkpoints will always be better, but from a resource/supply standpoint, maybe being able to re-run earlier areas may not be a bad thing. Either way would be fine with me, to be honest. I was just pointing out an alternative to a checkpoint system that works well in other games.
I’m also sorta getting at the fact that there should really be no way to ‘skip’ areas of the game. Although, skipping entire areas would also run the risk of skipping too many lockers/closets to loot for ammo.
Well the idea of "skipping" areas would mean knowing ahead of time about it, exploring to find it, having the resources/skill to navigate the harder path to complete the shortcut route, and having a team cooperating well enough to go together towards it.
A shortcut in the sense he suggested would ideally be a harder path a team can choose to take only if they've done research to be aware of it and are confident they can complete it clean enough for it to be worth it. (I.e they would waste all their ammo on it by getting detected a lot or have to use most if their healables)
I like the idea because it would reward research about the game and its areas, team coordination, and skilled/patient/methodical play. They could even make it to where you can only access a shortcut only after the lobby host has completed the expedition in question normally once before if they wanted to ensure no one skipped any areas.
maybe kind of like an alternate path?
or several sets of separate / alternate paths that could be randomly "activated" by the game to achieve some amount of "randomness" in a level?
similar to the No More Room in Hell levels
Combined with some backtracking, it could minimize overly "speedrunning" / "skipping" / rushing through a level via pre-emption gained from familiarity playing same levels over and over (and some randomness would help with the boredom?)
I think the suggestion has been made at this point so let's take any follow-up discussion to #gtfo-chat please and thank you.
Hello, my suggestions are as follows: 1) Have endless wave play mode and limited wave mode, for example 10 waves. 2) Have modification option to put more than 4 players coop 3) Have option to create dedicated server. 4) Do not forget to put a translation into Brazilian Portuguese. I and a large group of friends are accompanying the development of the game and we want to migrate from the game we play currently that is Killing Floor 2 to a new game that can trap us and give us the option to play together a coop. If the GTFO has a game mode similar to the Killing Floor 2 game, you can be sure that a large number of Brazilians will migrate to the GTFO. Hugs and good work for you.
@viral holly to your 2nd Point: there will be no mod support at release (they said that before), and it is designed to be a 4 co op game. for 3rd: Deidicated servers are not likely to happen (check #faq NR.4)
sad to know that. thank you.
@quasi gyro I don't think that its gona happen because room is relatively tight, and molotovs have to be useful, It won't work, Only as an Area Denial, yet not for a long time since it HAS to be balanced
GTFO is quick when it has a lot of action, and slow when its stealth, implementing a molotov will be hard, yet as a trap in a mission it could be useful (for example mission #[Mission Number] its a Trap that you can use in 'defence of a point')
or spikes or something else.
Coming to this point actually,
My Suggestion (Idea)
Have missions where you have to defend stuff with specific tools like traps for example, Fire, obstacles that can be destroyed by the monsters, mines, c4
as long as its balanced, for example
Big but low damage
Small but High damage
(Big and small = AoE)
If anyone would like to add something or a genuine response, please ping me
Additional lore, secrets hidden behind achievements.
Prison shanks
Custom characters would be nice but ik it's a lot more work
No custom characters, thats for sure.
it's time to release GTFO wooooooooooooo do ti! hoorahh!
That might go under #faq Nr.11 even that is not considered as Mirco-Transaction nor DLC, but it might support the Developers more
atleast that what i think of Merch :3
I’d still buy GTFO merch if it was good
Like I mean do a competition but actually announce the winners instead of going bankrupt @blissful cranebreeze
sorry star
all fine, mate 
still they should do a competition for a shirt around release
I dont know if this is gonna be a lot of work but how different characters interact with each other and the environment through voice lines that let us in to the lore a bit more
There's already a feature in the game where characters will reveal the story and lore of the game through dialogue as you play.
"Did I ever tell you about the time my buddy Keith and I..."
idk if it's been suggested before but how about an enemy team of monsters? like alongside the npc's some specials
10CC already mentionned their will be no PvP or player controlled Monster. They want to focus entirely on a 4-player coop experience. The team size (9) doesn't allow them to implement that feature without burning a lot of ressources to make it great. @kind bone
Modders can tho
Modding isn’t good in unity
where there is a will there is a way xd
yeah but unity’s a bitch to make mods for, I’m really sad that I can’t have let’s go shopping in gtfo
You'll have it
Feature: Findable items to be equipped that modify the game in some wiay (think Halo skulls). The more you equip the better reward/xp you gain. Things like no sprint, reloads dump all ammo in the mag even if full when reloading, etc.
If there's going to be modifiers it should be selectable before the start of the game in my opinion.
Given how important gear is and the planning you went through to optimizing your loadout, all of that just goes out the window if someone decides to ditch an item for a modifier, which would make playing with pubs even more frustrating and undermines a large part of teamwork and negates a core game mechanic the devs spent all this time balancing.
I just read some q+a, my idea wasnt in their vision 😃
in the AMA they said everyone will be the same difficutly and that they want you to make informed decisions. There will be modifiers in the game just the same for everyone such as low oxygen zones etc.
I have been doing my own research and picked up a couple of small things that could make this a game so immersive people will actually sweat with fear.
- The UI - This is a big thing with any game, having the right design and giving all the information you need when you need it. I have always had an issue with some UI designs because they wither waste space, don't give the right info or have too much irrelevant info. This all comes with testing and after a couple of itterations is usually solid. So... my suggestion with the UI is this. Less is more. This is branded as a 'hardcore' 'horror' 'survival' game. let the UI resemble this. Take everything off the screen until its needed. Ammo state? why not have a button combo to inspect the mag, giving you a guess at best (which could be levelled to be more accurate), weave in voice lines like getting low, or im low on ammo etc, gives the cue to the rest of the group also. Compass? do we need one? Objectives, can they be spoken with a button command not text on the screen? Weapons? These can literally be off the screen the whole time. Health? have visual cues sure but again when you are at 100% why show it? I get this is early stages but from what I have seen/read, immersion is a big factor in this game.
-
- Map: could the map work a little like the pip boy. You have to actually be looking at it and it takes time to open and close. This again adds to immersion and tbh could be done with an animation of moving the arm, locking the camera and bringing up the current map system but so it appears to be on a wrist or PDA.
-
- Player outlines - This ties in with point 1 a little. The players are highlighted when not in sight. With the concept of teamwork in mind, what would make you work as a team more? Being able to see everyone over long distances through walls, or, feeling isolated when you can't see any of your team? I think the second personally. The feature could be used when you ADS so you don't shoot your team which could be a 'feature' or different weapon sights for example. I also feel the outlines spoil immersion. Maybe there is a design reason that was tested for this, I don't know, but each player could have an IR strobe or mini LED light on thier back to help spot each other maybe?
If the devs read this and would like to know all my thoughts I'm happy to share too 😃
I think we see the concept of a "hardcore game" in different ways. Yes, total "immersion" is great (with inaccurate ammo count and health status as a result, as well as slow transitions in and out of menus such as Pip-Boy style mini-map) and it makes the much harder (and less accessible). Another way to realize the concept of a "hardcore game" is to give the player really accurate information and responsive controls and throw such difficult challenges at the player that they really need to rely on that information and those tight controls. I believe the "immersive" way of giving information (or withholding it, rather) would quickly become frustrating. I mean, if GTFO requires players to make each bullet count - it would be pretty mean to also add the requirement to actually count the bullets and always keep track of how many you have left...
The HUD is a work in progress (and will probably continue to be during the Early Access phase) and it could be reduced for sure, but I do think it needs player outlines and compass so that players have common info to talk around, "let's go through to door to the north", etc. Outlines become useful on much shorter distances than you initially think, since you use them to locate your teammates behind covers during fire fights - even when you're in the same room. Games have to make up for some things that reality has (like the ability to pinpoint the source of a sound/voice in the space around you) and these outlines are needed for that. But there will most likely be some sort of expedition mutation that turns these off so you'll get to try out it is to play without them anyway... 😉
So i have never played the game or dont know any current game mechanics but from what i know its a horror survival co-op game so if anything im syaing is in the game or already suggested sorry for my in experince.
1. im assuming this game works as stages as you go through the map/compound getting harder as you go through. it will be reasonable to suggest as you go through the map better weaponry and more amunition aswell as armor (if their is an armor system) will be all around the map so for my first suggestion i suggest the ability to keep the loot you get if and only if you survive through the full map. Making it an experience to try to find good enough weapons to go into the next or harder compound/map with weapons that can make you last a chance. (if the game works like this as i previosly stated i dont know how the game works yet and game mechanics so i dont have any expirence) on any new content realeased adding loot that you may need to find or do a puzzle to get to for example lets say theirs this tier 3, 4, 5, etc peace of loot which will make going through the next map eaiser so you can grab the loot and if you finish the level you keep it. as a balance to not just finding god teir loot for that level and instantly equiping it make a decontamintation system or some kind of too like that so that the equipment is only useable after the level is over. (except for bullets and baisic armors or medkits if these things exist in the game)
- next thing is diffrent teirs of loot or in game items as welll as only map specific loot. Having higher teirs of weapons and armor system is ok it gives me personaly a reason to grind but i feel like a good system like this could work for the game as long as it is not retconned like so many other games do make things specific. (not just rename the same weapon or armor skin and give it diffrent stats or be like destiny and keep everything the same but the level of the loot. i know this may take more time but i feel like it will show a better response at the end of the day)
- add custumizability and dont force roles. let people take control of their characters and dont force roles like medic (if systens do exist in the game or not) i feel like people should creat theyre character how they should but or also create/customize them via communication like for example their is no role of a healer but someone can have gadgets for healing but still be mostly doing dps or other kinds of support thats not medic. i feel like this would be an important aspect because it gives free range to the player and also sets sup several scenarios where people can find a way to play on their own that can either help themselves or the overall team showing that communication is a 100% priority in the game.
for anyone reading i do suggest that you critique my ideas and suggestions becasue i may think they are cool its always better to get more peoples perspective on this. i also hope that my ideas can help bring new content into the game and spark some ideas into the developers and makes the game a much more enjoyable expirence. thank you for reading.
Hi Omegarafy, here what I could dig for you through diverse answer from the devs and basic knowledge I got from the game this far.
1. Your gear, weapon and tools you select in each expedition remain static for the remaining of that expedition, as you doing more expedition, you unlock the ability to equip more weapon and tools, giving you a small and incremental improvement for the next expedition or higher difficulty. Here you can find some answer from the AMA
https://discordapp.com/channels/408196129470152705/557204214833610753/576310677115764737
https://discordapp.com/channels/408196129470152705/557204214833610753/566197728057622538
2. Like I mentioned above, weapon won't give a huge bonus, but that small bonus able to better endure the challenge to come.
https://discordapp.com/channels/408196129470152705/557204214833610753/558055047972519938
3. Each of the 4 main character are only a voices and personality. You and your crew can pick any weapons/tools they want and pick the best and adapt what would be the best for each different expedition.
https://discordapp.com/channels/408196129470152705/557204214833610753/557324713370714124
If you want to know more, don't hesitate to check out the #faq and #gtfo-ama-answers !
@prisma elbow
@tight hearth thank you for taking the time to read and reply. I don’t have an understanding your teams perspective or vision so I appreciate the incite into it. You live and breathe the game so have the best position to see what works and what doesn’t so I respect that. Maybe once I get my hands on I can revisit this. Thanks again!!
🙌🏻
🤠
@prisma elbow always cool to read other peoples suggestions and ideas! Thanks:)
we should open a twitch channel just for promoted the game and show the alpha gameplay
with all the amba that could be a lot of live and video of the alpha a do a good promotion
Oh can I be that twitch channel?
I’m pretty sure if anything it would be a fake/unbranded one purely showing links for buying the game and video footage
It could be run by a group of people though
no but can be run by the dev and all the amba put there video and live there
you could just have a twitch channel showing 5 or so games on repeat. would get the word out
this would also mean that no one needs to actually be there
imagine placing a prop/object in GTFO which resembles an Phone with the letters: Ludphone/Phonevig
might be the best easer Egg xD, Idea comes from a nice conversation :D
If we are talking about easter eggs, one of the playable characters saying "Ah shit, here we go again" at the beggining of a game would be funny. Maybe with a 1% chance of somebody saying it. For the memes.
"I never asked for this"
i know this is going to sound like i want micro transactions but id just like to suggest adding skin packs etc to help fund dlc etc. no p2w do 😛
It's already stated that if they have to or if it's highly requested they will make it happen.
I mean, are we sure we want those cosmetics?
We should vote that.
Can we have one of the prisoners in the elevator sequence say:
Prisoner 1: "Hey what are you in for?"
Prisoner 2: "I sold loot boxes to kids"
I need a game where i can kill demons wearing crusading armor. will this game have crusading armor available in any capacity
it would be the perfect supporter eddition cosmetic
don't know if my opinion means anything but i would love to see it
(not fortnite)
what?
Crusader armor?
yes
Look, GTFO is gonna be a serious game
if they add cosmetic stuff, it's not gonna be colorful
or silly
I think it could fit
theres gameplay of sledgehammers on common infected
it wouldn't exactly be silly or out of place for armor
Sorry, what is your point again?
crusader armor
nothing more
first comment of the video
is asking for character customization
i'm not alone on this
Infinity Gauntlet melee weapon
Why not just pull out all the stops and add Sith robes and Force Lightning... ugh. The main characters are PRISONERS. Any kind of alternate era gear, cosmetic or otherwise, just wouldn’t fit the game’s vision.
^
can we please add Halo power armors then
Why not Gjallarhorn from Destiny 1? Lol
and an Isaac Clarke unlockable skin
Try to stay on topic please! 😄
We are on topic. We’re discussing silly ideas to add to GTFO... lol
But yeah, I think that’s enough of that.
So is the game available to play in EA? And what is the ETA for the game's release?
The alpha is not out yet.
You should see #become-an-ambassador so you can get access when the alpha is out.
There’s no ETA for the full release currently Bodean, I recommend checking out the GTFO road map for further information
The closed alpha will be however available either in June or after, the developers are not releasing any dates until they are confident that they can make said date
I would like to add that the ETA we got soo far is only for the upcoming Alpha and beta test. You can find more info here: https://gtfothegame.com/roadmap/
Thank you!
No problem, if you have any further questions feel free to ask them in #gtfo-related-questions and I’ll be happy to answer them if I can 🙂
Ammo count on handled guns , so the HUD can be smaller and no need to check down for ammo remaining in clip.
Big no.
It doesn't sound like it would fit with the theme of "Prisoners going to an underground complex that no-one really cares about"
I just feel it more immersive to have less HUD .
Depends on what kind of game you're going for. Immersion doesn't equal better experience.
I find that when someone suggests something for "immersion" it ends up being frustrating than benefitting the gameplay experience.
Im surprised that I am one of the few people who would want this feature to be honest. I expected that most people would actually love it but I am not mad either if its that way.
Ammo counters on weapons are "too fancy" at least that's what I think. The current hud is just fine.
Maybe they can toggle the HUD? Turn it off and on? I feel like you need most of it.
There's no need to have an ammo counter on weapons because that's what the HUD is for and it would be redundant.
For me I love immersive things. I hope this game will be based around being realistic.
Obviously besides fighting zombie like entities
It doesn't have to be realistic for it to be immersive
Here a quote from Hjalmar, one of the devs of GTFO: The hardcore part of GTFO is not manifested in this being a realistic game, we are rather going for a really hard, cooperatively demanding experience.
While it does not really touch the ammo count/immersive part, you can clearly tell the most important aspect of the game is from the gameplay.
https://discordapp.com/channels/408196129470152705/557204214833610753/559830546889310221
Also to add GTFO is set in mostly a sci-fi based setting, so realism isn't what the game is aiming at.
Please let there be no "artificial" difficulty like the extreme bullet sponges in Division 1 & 2, Anthem and similar looter shooters out there
I think you will be happy with this answer @misty rain
https://discordapp.com/channels/408196129470152705/557204214833610753/566285025386037249
Answer: We prefer the difficulty to arise from a combination of different conditions (enemy numbers, movement speed/pattern, visibility, etc.) and not just from the health of each individual enemy. GTFO is a lot about that; to combine certain monsters with behavior/stat modifiers and certain environmental hazards and other conditions (such as fog and darkness) to complicate combat and make it more challenging.```
Oh nice, glad to hear that
Small suggestion: For the pump shotgun reload, don't have the character operate the pump unless the shotgun is entirely empty -- it'll pop the shell in the chamber out if you did this with an actual shotgun, thus wasting a shell
Can you guys add “easter eggs” like u did in payday 1 where it changed the whole game and how u play it I think that would make re playable and I would really appreciate the ability to customize your character
Simon already said in #gtfo-ama-answers that the only eggs will be the parasitic ones that fall out of enemies on death.
😄
Easter eggs are not something that you ask, it something that just happen during the game development. Of course some company go out of their way to add some (Hitman series) but i don't see a small team going crazy to intentionally create eastern eggs. They will just happen.
What about adding an item that we can collect, but doesn't have a functional aspect. Like dead ghosts in destiny 1. They added to a score showing whether we collected them or not, but didn't impact the game if we did or didn't get one. They were hidden in some crazy places like up high in a ledge through a window that you'd have no business jumping through. Some item that could be blended into the environment but not obvious what it is until your on top of it
Just a note that dead ghosts are back in D2, as well. Each carries a bit of lore with it toward the 'Ghost Stories' Lore triumph. I like that idea... things left behind by previous... victims... that indicate to a player that they are not the first explorers. Attach a bit of story to each one. Kind of like a fragment of a recording or something.
If I could suggest you one thing only, it would be to actually put some effort into the game netcode, latency and synchronisation between players. Payday 2 was just terrible on all those fronts.
I like @lethal solar idea similar to subnautica approach
Suggestion: Robust non-voip communication system.
Recommendation: The ability to ‘ping’ enemy’s, objectives, consumables etc but also have items in the inventory open to this to share ammo states (because sometimes a vocal cue is actually noticed by someone immersed) and holding the button allows for a context menu to be opened to let people do things like say put a sentry here, mines here etc.
Reasons: Many of you will have played with people who don’t have a mic or a random with no mic. It becomes frustrating trying to communicate with them and vise versa. One of Apex Legends best features is the ping system. In GTFO you have to work together and even if you all have a mic, saying place a turret at the door to a noob doesn’t really mean a lot but having an audio cues and a 3d hologram of a turret where you mean makes it much easier to get the point across.
What do you all think?
Would go well with that "shoot through walls holographic mapping device / camera" in the trailer
Aslong it is a scanning device which for non open doors/walls, also it scans enemy's head for a headshot help during a horde attack. It is okay, but shooting through walls like through mountain walls/concrete which is immensely thick would be kinda meh...
Maybe at some corners I would like to shoot through but it has to be on the corner of a wall
Stealth for PD2 was terrible for clients was terrible for a long time. Stealth detection was done host side, and poor host/client sync meant that was a huge mistake. I am not sure how stealth will work in GTFO, but I hope it doesn't follow the old PD2 model. Detection should be on ones local computer. If it's on the host, the sync has to be very, very good.
@misty dust, @misty rain was talking about the 3D scanner shown in the gameplay trailer.
In GTFO I believe it is confirmed that there are two types of scanners; the terrain scanner and the the enemy tracker/scanner.
Terrain Scanner: https://youtu.be/-vSYJckIfi8?t=27
Enemy Scanner: https://youtu.be/V1mwLMa_8ZY?t=308
Suggestions: Sticky traps/Spray
Concept: With the making decisions that can win or loose the expedition, why not have a couple of double edged ability/utilities. Either a mod to existing abilities or a new one that allows an area to be prepped with sticky goo. This works on surfaces and would be easiest to implement as a mini grenade that dispersed the goo. This would be great to slow enemies and boards but would only work for so many enemies, plus combined with say the turret, a great killing zone can be made. Now the negative side. If you have set up the goo and need to go back or through it, you too are slowed. That hoard chasing you, now closes the gap much quicker.
I have a couple of ideas for other traps but they need some more thought. What traps do you all think would be useful?
There actually is a goo gun that slows enemies, jams doors, etc. The glue gun
All weapons and tools have 'friendly fire'
Yes it is the one from the Videos :D
So yes, if you step in a puddle of glue, you will be slowed, as well
Awesome I must have missed it!
Example of friendly fire: https://youtu.be/hjqaiyIWsiI?t=398
The explosion you see if set off from a trip mine a team mate placed and it downed an allied instantly from 100% health.
Add GTFO to your Steam wishlist here: https://steamcommunity.com/app/493520 About GTFO: GTFO is a terrifying 4 player co-op game for hardcore FPS players, br...
So careful where you decide to run off to. :)
Late to the party but is there gonna be cosmetics?
Maybe yes, you gonna get them in-game and not via MTX
11) Will there be DLC or microtransactions in GTFO?
We are committed to not having any microtransactions in GTFO, and the continuous updates to the game will be completely free. However, we do need to put food on the table, so if the planned business model does not work out as planned, we might add some cosmetic "support the devs" type DLC. We promise though, that there will never be any P2W or shady loot box type micro transactions in GTFO.
I honestly don't mind if they add DLC to gtfo, as long as it ain't pay to win and its actual good dlc for a fair price
I really excited for the ability to customize your character like payday 2 I thought it was really good hopefully it’s even better
same
I think they need dlcs for it to be successful
Look at payday 2 a lot of people still play it
Not attacking u sorry didn’t read your comment
Dlcs are worth the money ( most of them)
No thats my bad, I was agreeing with you, I didn't mean for it to sound like I thought you were attacking me
What I was trying to say is I agree
My bad it didn't come out right
But yeah, reasonable dlc is fine to me
The devs already said that even if they add DLCs in the future, it will not be P2W.
Keep all chatter there soo it's easier for people and devs to directly see the suggestion/question and give an answer. Then move on to the proper channel.
Thanks 😉
What about Adding a RP hub Where people can go allover the place and squad up Not likle at release but like later once the games in a good position Where Shit cna go down like the devs Beating the shit out of us for being bad prisioners
wot
I don’t want GTFO to be role play or I’ll probably boycott the devs
like the devs Beating the shit out of us for being bad prisioners
Lmfao
ffs xD
do weapons and ammo have weight?
makes sense for more powerful weapons to have less ammo,so the player needs to be more careful with their ammo count
makes sense for more powerful weapons to have less ammo,so the player needs to be more careful with their ammo count
and at the same time, make more powerful weapons essential for certain big bosses or mobs
No weapon will be "required" and we haven't been told of any weight system. That said more powerful guns like the Gauss/DMR are really helpful in dealing with scouts quicker and more safely than sync shotting/meleeing.
Hey, what does "Difficulty Paths" mean for the roadmap
Is it saying that there will be paths that it will be harder or....
It updated?
I assume it may be like paths in-game, yeah
per alpha 2 roadmap: Test getting rewards from Expeditions (NOTE: Will most likely be wiped)
I would say they absolutely need to be wiped, I know the language is probably just to avoid any unnecessary promises and keep options open but beta players having an edge over launch players would be no fun for everyone. The launch of a game is really special when everyone has shit gear and gamesense so everyone's equally bad Taking that away would be lame.
Oooh can't we at least keep the cosmetics haha
nah man, you beta test to help the devs lol. When everyone gets access that's when progression begins, barring any beta tester gifts of course
If they aren’t wiped I’d be big surprise
oh absolutely, they just used that language to avoid making promises clearly. I just thought I'd drop that here to voice my 2c openly.
Perhaps all beta tester characters should be given an "easter egg" line sort of as a badge
Where their characters can exclaim to other non beta testers "I've been here before, long before you guys even came onboard"
"This all seems terribly familiar to me"
"All of this has happened before and will happen again"
🤔
That sounds cool 
dual pistols?
I'll probably give a bunch of suggestions once I have played the alpha lol can't wait to share my experience with the game!
💪
Same, prob making an text document just so i can write everything down from positive negative and feedback 
Not a bad idea @tacit veldt that'd definitely save bunches of time
@fleet flower especally cause im the type of person who cant stay short on words
and making it in a document you can easily edited and all
Lol it's just funny cause whenever I talk to someone I send a burst of messages because I suck and I forget to say something so I just keep giving them notifications 😂 😅
Same kinda
In regard to the new gun reload animations, with the one you show us we don’t see any indication of the magazine coming out, only going in. I think that the animations should include it sliding out/being grabbed.
The magazine actually comes out at the very start but it's super brief because of the frame rate from the gif and the hand somewhat blocks it until the last second.
I’m glad that it does come out, but I personally think that it should be a little bit more prominent
Some perhaps unpopular suggestions (probably considered but rejected already?):
-
Re-loads take long enough that timing them matters (e.g. team mates have to provide some covering fire) - our player characters aren't spec ops guys with tons of gun training going into a familiar environment right?
-
Intense enemy attacks significantly slow down reloads (perhaps even cancel it altogether if sufficiently intense / high damage) -
The above when combined will :
a) Increase skill ceiling so that reload "mechanic" is a decision that when taken properly rewards the player - the weapon is a tool that should be managed properly
b) Encourage switching to sidearms or melee to "finish the job" when reloads in the middle of fighting is not viable
c) Encourage coordination of firepower - good teams may not want to unleash everything at once? - something is held back in reserve? (Oh we shot the rest of our ammo into the 2nd last guy)
d) Ratchets up the tension by providing "moments" of vulnerability so players will always be able to feel vulnerable even when carrying a ton of ammo with a powerful gun (heck maybe make that powerful over-9000-damage 20-shot fully-auto-shotgun reloads even longer)
- Besides, why even have clips and reloads (except for the gunplay immersion) when reloads do not even matter in a firefight? I could just "top-off" tactical reload every time I fire half my clip in the middle of a firefight willy-nilly knowing there is little to no consequence - just cause I like it.
just my humble opinion
Also, to screw (or reward?) players even more, introduce gameplay option for active reload mechanisms (e.g. Gears of War) and watch them curse - yeah there are no random gun jams, it is all the players fault if they want the risk vs reward of speeding up the reload.
Issue is you're suppose to choose a primary weapons and a special weapon.
You don't get to carry a primary, special and a pistol
As far as I know.
probs have to switch to melee I suppose
I think pistols go into your primary slot, but we don't know for balance reasons why you would want to choose a pistol.
could be a "total weight" thing to balance things out?
or total encumbrance vs stealth and speed
Maybe, I could see pistols usable while doing "carry objective to x location"
as a benefit to larger weapons
As for 2) you need to go through the trouble to visually communicate why your reload is cancelled by an attack and personally I find an attack canceling your reload to be more frustrating than a fun thing to deal with.
probs only make it cancelling if it is really a disabling attack too
I feel like people mistake that feature for a bug than an actual mechanic.
oh yeah
true - might get mistaken as a bug
would probably need to have the characters curse aloud "creatively" to communicate to both players and teammates of the interrupted / slowed reload sequence
I'm always late to the convo it seems. 😩 But the pistol reload animation is lacking a slide rack only if the gun is empty. If you reload with half a mag then a round will be in the chamber, no need for rack the slide.
seems sufficient for now to control manhours expended on nice to have features though was expecting the slide to move forward
How about an AI director to cluster more enemys without stress on the processing
A spare Gamemode for horde survival or something Out of the missions for grinding mats maybe To be implemented Later After the games stable but i feel it will be cool
I have no idea how exactly the whole scavenge ressource upgrade gonna work out. And how to increase players retention. But here my 2 cents.
Payday rely on a single ressources, Money. With it you buy new weapons, upgrades, etc. Farming the most lucrative mission over and over is more beneficial than exploring the game. Even with the penalty, you switch between the same few missions.
Soo my idea is to first split ressources. Let say to improve power on xXshotgunXx, you will need to scavenge blue and yellow. Soo you want to play a mission that award them. Not every mission will give those kind of ressources.
Another layer could be fragment. Fragment are unique to a single expedition. Soo a expedition that is mostly skipped could gain some value in replayability. Let say this mission award a xXshotgunXx fragment. You got all the mats for upgrading power. You need to ran this expedition and get your fragment.
Deep rock is just like that. You need minerals from various maps to upgrade weapon mods.
and warframe but it can take from 1-1week
make the game more terrifying.. On weapons, there should be levels by getting a better weapons, armors and etc... Music in the game, make it creepier.. zombies and creatures, make more different kinds of looks that will make it more disgusted..
@hybrid island Hey I love this idea
Maybe an alternate gamemode where someone gets infected and has to infect others by killing them or infecting them somehow. The infected can use special tunnels/vents to get around the map faster and the survivors will have to do team based puzzles or things to unlock doors to other rooms to eventually escape. kind of like how deceit works.Just my 2 cents
U mean the infected gamemode/
yes xD
1v4 asymetric game mode in the future
1 player controls a large nested practically invulnerable boss creature
That can only see and probe the tunnels using its tentacles
Finding the 4 other players and attacking
Another thing that could be cool is if like you said 1v4, but instead of a huge boss, one player could control the horde/swarm of alien creatures, sought of acting as a 'God' sending the hordes to attack the players, setting of hazards etc.
I mean it isn't that sought of game though so I doubt any of this will happen, but it's fun to speculate.
you would basicaly play as the tyranids' hive mind
sounds low in cool feature per dev time
Jibrail asks: have you considered a PVP mode ala left 4 dead, where one side are the humans and the other side play as the "infected"?
Answer: GTFO will not have any alternative game modes, it focuses entirely on PvE co-op - and that focus allows us to really make that game mode shine! There are plenty of other games that offer exciting PvP game modes - but if you're a team of experienced co-op players looking for a real challenge; look no further than GTFO.
@haughty niche there was a game that did just that, sort of, called Savage 2. It combined FPS with RTS. Super unique, sadly it did not catch on.
Yeah, it’s a pretty cool concept.
Anyway, as TooBad has kindly left that message there, we won’t receive PVP modes.
Aside from that, something that could be really cool which Doot briefly mentioned is the idea of a parasite that can infect an individual on the team. Alien swarm did something like they and it was really intense when a mate got infected and you had to scramble to try and save them. I hope something similar is in this as it would really add to the alien feel, very intense watching a parasite your friend in first person haha.
People thinking PvP has to be a part of EVERY game out there seems to still be a thing.
“If it doesn’t have PvP, where’s the replayability?”
I wouldn’t say it’s that here, it’s just the L4D2 versus mode was critically acclaimed and people are comparing this in some ways to L4D2, so naturally that mode comes to mind.
I’m just looking forward to the co-op horror, but I can understand why some people want PVP in that aspect but it isn’t that sort of game.
This game reminds me a bit of space beast terror fright, in that game you could see your team mates perspective in the corner, that could be a cool feature if something happens in the game so you could see your team mates perspective. It really made the game terrifying as you tried to keep an eye on everything.
You know what would be cool would be if there was a way for a spectator to view an expedition in progress, kind of like a multi-twitch feed.
Split the screen 4 ways and have a view from each player.
@haughty niche "Is my face still in one piece or is it starting to split down the middle?"
Lmao exactly, the best kind of horror, something crawling over your face and shredding it to pieces
oh I meant the conversion from human to the GTFO creatures, whose split heads open up to reveal tentacles haha
this gonna be the best horror game since dead space 1
lol no
it wasnt like GTFO but was a horror game and a fucking good one at that until it got ruined
yeah, PVP isn't necessary. You can't just add PVP into a game and expect it to work.
Plus the amount of work and time spent into it I rather have more levels, weapons, gadgets and features.
Reversed/left sided viewmodels?
ALso The games Balance could Get FUCKED
As How dificultit will be to balance things in PVP or making it Not OP in PVE or adding a system in general so PVP and PVE are dif All would require alot of work
During the elevator decent, the camera pans to the side, we enter a brief slow motion sequence, a rotting body is embedded in the shaft wall. Somebody didn't gtfo.
ba dum tss
@lethal solar BR!!!
there may be step by step easter eggs in GTFO, and when it is done it should trigger a Simon Viklund song 😄 I am sure that commuity will enjoy
what about Simon Viklund songs in the whole game? doesn't it sound better? :p
yeah I'm joking, but I mean what's the point of just another music
and the point of asking an easter egg lmao
I don't expect it to be added, but I love the idea so here it is:
each single weapon has a stat starting at 0 and the more you use it, the higher it goes, until it reaches the maximum.
this stat defines how well your character is used to this weapon so it increases reload speed, recoil handling, aim, etc
I would love to see that in a game
character dies, all stats reset to zero - haha
Haha
(Hunt Showdown)
But is it really that easy to survive GTFO's deep tunnels?
I guess the hardware upgrades are permanent and get carried over
well it doesn't have to affect gameplay A LOT, like maybe 20%~30% difference
( 'w')
and you wouldn't have to play 100h to get max it out
why you loose everything if you die?
Because
it's not like you have a different character
cause they clone a new instance of your character?
It's dead
it's just 4 guys
Like Hunt: Showdown
African, American, English, Irish?
Or a game with single life
who discovered the undeading technology
the technology that shouts "no u" at the death
payday 2 basically
Once you die, you're dead until you unded
but in payday you don't rp-wise die
If you are left to die, have fun
if you are downed tho you can lower the stat a bit tho
(like in real life)
Modified mining torch to become flamethrower? 😛
ofc
How about
Melee
Use sword o-o
slice slice they're dead
Of course I'm kidding, the prisoners only know how to fire
A relic from the past..... a Japanese Katana found in the mineshift
firedamp explosions because of torch, like irl
real swords consume tons of stamina and cannot be swung willy-nilly into a crowd
what about an heavy crossbow mysteriously found down there
Too heavy
ok, give me my akimbo grimm now
Too heavy
:/
Prisoners are worse than the payday members
Like
The Payday members are going at like
60 MPH on foot
true
and they sneak like they are crouching while flying at 60MPH
couch flying
well you need to aim for one whole second to kill a bulldozer
More
If we had any type of melee weapon I would just like to be able to hold it in front of me rather than only being able to use the action for it and see it for 2 seconds quickly across the screen
Also this got off topic o-o
Omg i want that to be a thinfg @misty rain
Is there a friendly fire?
Yes, there is.
Can't wait alpha
and jab his butt
Disobey, and you will be given to the monsters
well everybody: expect L4d2 Friendly Fire
Me who played the game on Gamesocm: Ouch Simon you gave me like 20 - 45% Health DMG (from 100% Health)
emmm, the easiest difficulty?
There is no easy difficulty
→w→
It would be great if we could check the connection. In miliseconds.
Press of a button
Suggestion:
Sometimes when we kill a grunt and those yellow eggs pop out, there's a small chance for a spider like thing to pop out and jump on a screen of a player that stands close to the egg potato thingy.. triggering a voice line and obscuring the vision of the attacked player or something. To remove it, a team mate has to damage it, either through melee or weapon.
I rather they create a new enemy type for that kind of thing where you kill it, then it spawns something guaranteed. Just not a fan of RNG mechanics and it could create issues because of the randomness of it.
thats even better actually
vote that up, it would be perfect for the game... if its possible to program that is.
Maybe not that much RNG if that specific kind of monster explode into tiny spider. Remind me of the Fat necromorph in Dead Space. If you shoot it in the chest, it explode into a few spider. You better dismember it. Could be the same here. You see a monster with a ''spider bubble'' you don't want to shoot there.
Possible as well
So.. lets conclude this for a minute
We have first of all..
A new enemy type
Which has a bubble or a specific area that if shoot it, it explodes / splits into tiny spider/s
what other suggestions and Ideas do we have?
Well I mean... this is probably obvious... I suggest the game gets released eventually. I can’t wait. Lmfao.
@visual shuttle didn't you have a theory about when the next roadmap update is incoming?
*meant to send that in #gtfo-related-questions
For the love of god, every 2 to 3 weeks. Last updatet on June 10th, expect it to come in a week. Unless they want to finish everything on the list on one update, then it could take more time, but we don't know yet.
Just wait. We are good at that.
🤠
True, thanks mate
probs end of the coming week
Ok, hear me out.
A revolver with 10 chambers.
Or like a 10 chamber upgrade
an upgrade that takes a lot of resources
to craft
but it is also a reference, and it could be an achievement
please?
no
the community doesn’t count
Nine chambers would reflect how many are currently in the team
10CC currently have 9 member. Their goal is to not have a team above 10.
But right now we can consider the community the 10th chambers.
lol
I liked the old HUD, is there a way to switch between the new one and the older design?
I feel the Hud for the tools/weps should be a bit lower on the screen
The HUD looks great but I feel you should see your teams health
I liked the old one ragarding health bars
The right side is too big
Maybe it’s just a sideways 8🤔
Tweaks I made to the HUD that I'd personally want to see.
Ideally I think text chat could take the place of "Press Tab for Map" under the objective
And have team health status take up the bottom left corner since a lot of people have played L4D and it's a familiar spot to put it.
honestly i think it's fine the way it is
the red text might be a bit much but i like how it is already
Thinking about it. Removing the HP bar of teammate is an intentional design. Forcing teammate to coordinate and communicate their current health and loadout rather than relying on UI. It is a hardcore coop game that need more communication than other of the same genre. Soo not being able to see HP and status of other is part of the redesign.
Soo you got your ''internal information''. Which is your ammo, weapon, HP and current objective. What you, the character, know. And external information, your teammate status and weapon, you need to ask. And it make sense.
The only real change compared to other coop games is having to tell what your hp is if you're in a bind.
So it's not a huge departure. I think ludvig said there's other ways to tell what your team hp is.
Maybe yea
Or through VC or quick chat
I like the suggestion Tbh @cold beacon
what about custom HUD (in the final game, it's obviously not the priority right now)
like just checkboxes (for cardinal points, tips, current objective, etc...)
and those checkboxes would have 3 levels: always hidden, always visible, and visible when holding/toggling (custom too) a key (like tab for example, as in payday)
Emm, hi? Dunno if it was suggested already, kinda new here. Been playing lots of Killing floor 2 lately, and the thing I think could be cough borrowed here are idle animations when clicking reload button while having full clip? Like character checking their magazines, stuff like that? Wouldn't affect gameplay itself in any way, but some people with problems regarding sitting still and waiting would have something to do
Make Moths an enemy in the game. The tentacles thing they do. Make that feature
@cold beacon I'd rather have the ammo counter ON THE GUN itself. Like dead space.
It saves space and its quite immersive
I think ammo counters on weapons are quite annoying.
Why is that
well there won't be ammo counters / pickups and keep it on topic :3
How about checking the magazine how much bullets you have?
The game isn't going for immense realism so it's redundant having that kind of feature.
Ammo counters on weapons are also thematic. Its futuristic and pretty stylisg. Have you guys even played dead space?
You do realise this is a game about effectively worthless prisoners going into an underground facility with cheap junk because (assumingly) so many have died getting stuff from down there
Saves hud space too
Cheap junk? In the future they are, but in the present right now they'd be very high tech
You're not exactly cave men thrown there ya know?
I thought that it was set like in the present or 20 years into the future
Has the game setting been released yet? Like when exactly?
I might be looking in too far
And date?
Heck, I thought we figured that one out.
I’m sorry, I’m a little mistaken then
I still don’t think it’s that far in the future that bullet trackers are cheap and commonplace
They're using older/cheaper tech and they're prisoners. They aren't going to get the best weapons of all time. Also, you can have games set in the future and still not have ammo counters on the guns. Kind of depends on how the future progressed.
Also, I prefer ammo counters on the hud.
Game is not looking for ultra immersion but more like horror atmosphere and gameplay.
Makes sense
In game is there something as when you are injured and out of combat other people can hear the character in pain? Maybe as a way to tell how injured they are you can use sound rather then just looking at them. Another idea that stems from this is If they are very injured and are groaning then could they alert enemies easier making stealth a difficult task.
Sadly, no there is nor "downed" state, either you are alive (with hp running around) or DEAD (laying on ground and w8ing to be revived) you see your teammates lying arround tho
also nice idea to add like sound for injured people to add that for noice detection
@molten island @misty dust
In GTFO you can only be "downed" (incapacitated) and while you're in that state, any player who is still alive can and should revive you.
See https://canary.discordapp.com/channels/408196129470152705/557204214833610753/558064750165229568 for more info.
that's what basically i said earlier... xD
damn i thought i was onto something
Oh then this sentence is wrong: Sadly, no there is nor "downed" state :p (cause you know.. downed is waiting to be revived)
Let's go #gtfo-chat if this continues
Downed state is actually a state were you cannot do something, which most relate to dead... since you cannot move or do anything. You just simply w8 tp be revived.
Still good idea about the pain and Sound detection
hey obwbo has a suggestion
I await with baited breath...
there will probably be trolls so i suggest to make a system that can spot those trolls somehow , maybe with a report system or simple teamkilling - which may be in the game -that will spot those trolls and put them in a game with other trolls . Unless they are just friends messing about ofc.
my point is to put trolls in with trolls
and good play with good players
kind of a trust factor like in cs
🤔
@sly scarab sorry for ping, but this sounds actually good
you can imagine how it would feel if 1 person deliberately sabotaged a mission near the end
Yeah, teamkilling will be a possible issue with any game where friendly fire is enabled (which will be the case with GTFO), however, while random matchmaking will be enabled in the full game, ideally, you will be playing with people you know for the most part.
I think DotA2 utilise the same system. When you get reported too often. You are only matchmaked with other flagged as toxic
i will be playing with my friends but i just though about solo players.
also i know quite a bit of people and i doubt we will all be able to team up
so that leaves some people left out to play by themselves
At this point, we can probably move to #gtfo-chat to continue the discussion.
ok sorry for spamming this chat so much
No problem
😃
Is that smiley a "Hey, I'm here" or "Hey, we already thought of that!"
👀
When you're in downed state waiting to be revived. Can you shoot while downed?
Oh so u cant help your rescuer while downed? Sad.
Then take that as a suggestion then ^
They wanted gtfo to be an hardcore game, so i guess they wont add this
@spice steeple I thought you gonna play the game alone. 🤔 🤔 🤔 🤔 🤔
@visual shuttle yeah so? am I not allowed to suggest anything multiplayer related?
If you are not going to eat from the soup, don't put 5 kilogramms of chilli in it.
But! This is just a stupid quote I made up! Of course you can.
Alright
Ive had my fair share of multiplayer games before. So i am at least entitled to give suggestions in that department
well you are wrong pug
He can throw in any suggestion, everyone is entitled to do. doesn't matter of there personal opinion or playstyle
I just said "Yes he can"
🤔
Ideally, to revive a downed teammate, you can do so behind cover. As I recall, it takes about 3 seconds to revive a teammate. And then, they are only revived at around 20% health.
To recover more health, you need to use a medkit.
If you can't find cover, you can set up a perimeter around the downed teammate with your 2 other teammates and a sentry gun.
Many ways of dealing with reviving teammates under fire.
This is where we move this to #gtfo-chat.
hmm, talking about sentry guns, it would be cool if you can place down any object, like a medic bag or an ammo bag, (even if I dont they gonna be implemented or not) , and you could pick it up and place somewhere else too, without glueing to the first place you put it down
I suggest a hide cross-hair option. I'v seen a lot requesting to hide the full HUD, but I'm okay with any games default HUD. just some times its nice to hide the cross-hair.
^
make a hive type enemy or structure. 😄
something like cold fear, that generated parasites constantly. you can only destroy it with explosives or fire.
@vestal shell Explosives won't be in the game (see #gtfo-ama-answers )
It should be able to be killed with bullets
Host an event where us, the community of ambassadors contribute to adding lore to the game in some form or way. Maybe like adding a text or audio log.
But it would be strange without knowing the general idea of the lore in the game itself though so I think the event can wait until the general lore can be disclosed.
would we all contribute one thing separately?
Nah its like an event. Whoever wins gets their contribution added to the games lore. As a form of text or even audio log
ah i see
i know there arent not explosives
i believe there is some kind of trip mine or c4
you can see it in the reveal trailer at one point
there just isnt stuff like rocket launchers or grenade launchers
A story about not having explosives. We're doomed
or maybe just a tiny mission like go fetch this explosive in this location and put it in the hive, so it's not a weapon, just a gameplay mechanic
surprise mechanic
Anyone else bummed about devs stating customization like weapon silencers/suppressors wouldn’t be in game? Seems like a game where stealth will be a huge factor could really benefit from players being able to upgrade weapons to really allow serious stealth approaches other then just pure enemy avoidance. And hard to imagine it would break the game seeing as many games still have the ability to go hot, even when you’re rocking a suppressor as it doesn’t fully eliminate sound and enemies can still be alerted to your presence
It's valid feedback/line of thinking, but I personally believe the devs have a different view for how they want the game to operate to the point where they want you to get into fights with enemies, not just sit back with a silenced rifle and pick them off which could make it too easy.
I'm not going to stop your feedback, but only thing I ask is to just hold onto that feedback and revisit it after the alphas and betas and see how things change. The devs are always listening to feedback so who knows, maybe we'll all change our view as the game is introduced and improved together.
Making it so that melee is the only method for stealth kills forces players to move real close to the dormant monsters - where the monsters can more easily detect your presense, wake up and attack you. This is a very deliberate game design choice.
A low ammo weapon that can't be refilled mid mission that's silenced could be used I suppose giving a choice between using some of your precious ammo or risking melee
Or just a single shot item you find in missions similar to finding med-packs mid mission
Tactical reloads please
Most likely
is tactical reloading, that if you reload remaining bullets in the magazine are gone?
Tactical reloading is, when you leave a round in the chamber so you only have to change the magazine, which makes it faster.
@dapper pawn They said they won't be working doing that yet
As back to the FAQ its not something nececariy for the game itself
Once the games in a stable position then they might but yea
ANd i suggested it like months ago
Back whent he ambassadors were still like 600
Suggestion for the silencer debatte (hope it has not been mentioned before, i didnt check all the messages in all channels): Throwing knifes. Just as an idea. Limeted amount per player like 3 and they are rare. Also you have no crosshair while using them and need to hit the head or leathal point of an enemy to insta kill it. Wouldnt change much of the "Only melee is silence kill" system and would it make also risky to use, since you have to be sure to hit the right spot
yes/no?
Suggestiom: Throwing rocks for distraction.
Suggestion:Big nailed basballbat
suggestion: More pipes
Suggestion: make deaths and downs/wiping have a downside
Cus why not
and maybe its just me but the feeling that u can just get downed alot and not actually die i feel its a bit meh and something more to loose like Decreased this n that from dying/downed would be great so people won't be just running in screaming LERROOYYYY and have no downside besides one less person fighting for now
I'm hoping for a larger variety of melee weapons.
customizable weapon stocks to knock with xD
Battle Royale
Suggestion: buildable things like barbed wire or turrets
We already have turrets
nice
and landmines ?
ok can u also build barricades?
are the cratures zombies or aliens ?
Im not 100% surebut spraying an area with the glue gun will work
I think they’re aliens
ZOMBIE mutants!
Black Friday Customers*
can we have a character with a scottish accent? I want a character with a scottish Accent
@dapper pawn Doubt they will add many characters as the current ones i believe are devs
@dapper pawn Hey Kaihne! Bishop, one of the 4 inmates send into the complex, has a British accent. While it is not exactly a Scottish one, it is somewhat similar. The other playable inmate character are Hackett (Irish), Woods (American) and Dauda (Nigerian).
irish is awesome too
please let them have some irish voice lines
like irish insults for the monsters^^
There won't be more character has the devs want to focus on developing the story and deep from those 4 character. And Each character will use their respective accent.
Colonial Marines/Aliens addon, enough said.
Doomguy add on
Yes
Some sort of "Founder's Edition", with additional goodies, I'd buy that for sure. ❤
I don’t think they will
They may do a COP-key style thing, but a “founders edition” doesn’t sound like what they’d do
hmm
Cop-key?:)
Erlite what would a founders edition be in your eyes?
big meme for payderp
Ah
idk, additional things like the complete soundtrack, maybe behind the scenes stuff, concept art, anything that tells us more about the game perhaps? :D
nothing that grants you additional stuff in-game, unless it's a cosmetic I guess
But what if that stuff just gets leaked
What we’ve mentioned earlier could be a “support your dev” pack thing, not any payed dlc, but some goodies for those who like the game. Only cosmetics or none game altering
Like people are always going to share stuff on the internet, there’s bound to be one in the 5k who are interested in the game.
That’s the internet for you
A “support the dev” pack would be for those who would be interested in supporting the devs with more than buying the game, nice dick move in pirating that 😂 but people will always do it
That’s just how it is
Would the support the dev pack entail the concept art and music style stuff, or something cooler?
I mean, yu definitely sell lil chibi version of the mutants or the prisoners o-o
then again, you & the team probably won’t be thinking too hard about this stuff given that you shouldn’t be needing this for a few years
i mean keep it simple. like a fancy sticker, or a founder role kind of tag to a nametag or something 🤷
Not sure what it would contain, since we’re not sure it will be one:)
Just speaking If there would be one 
But probably some in game skins? Soundtrack could be a possibility, some fun stuff.
Most surely only digital stuff
Hopefully we won’t need it! But if it’s highly requested it could be a cool thing for the players as well of course.
as long it wont become a list of a billion different editions to go through. its all right in my book 👍
Naw we’re not fans of that
I'd like to suggest a Aim-Down Sight Zoom sensitivity sliders.
Example https://i.imgur.com/yCk6Ha1.png:
Sensitivity slider for:
1x Zoom
2x Zoom
4x Zoom
8x Zoom, etc.
Whatever how many different types of magnification there are have one of each type so we can configure the sensitivity. It's becoming more common in FPS and is a helpful feature in optimizing our aim in different sights/scopes.
A red dot plays radically different compared to a sniper scope and whatever sensitivity you play with a low magnification sight doesn't always translate well to high magnification scopes.
Sell game on G2A. Hell yeah.
Profit
talking about dev-pack thing, i saw a game who sold something similiar, you got the game, soundtrack, concept art, a additional free copy of the game for a friend and your name mentioned in the credits (in case you still looking for ideas if that dev pack is happening)
Has anything been said about Steam Workshop-support? For modding?
Yeah it’s something they might work on after release but it’s not a priority right now
suggestion: missions with forced minimal UI and scary random sounds to make it more "realistic" and more spooky
I doubt playing with the HUD is a great way to improve realist and immersion, but I could totally see some Hallucinogenic gas area where your character can see and hear monster sound and shadow and you have to coordinate with teammate if what you hear/see was real. Too a point where you constantly have to rely on each other what is real or not, or communicate with the player that hold the tools motion tracker. (This would never lie)
Cool mechanic. Hallucinations. Nice
I have that all day
Its great. You should try it sometime.
Some sort of "Super Hardcore" mode where dying means you lose parts or all of your equipment
Let’s not read the above comment XD
What, wouldn't it be fun 😏
Nop.
"fun"
Please also get the Reddit community acquianted on the updates. Twitter just attracts alot of hot garbo. You'd maybe find someone there that'd scream "Why are there no female mutants!? REEEE!" Or something like that.
There are female mutants.
@visual shuttle but not transgender, wheelchair-bound ones. Smh
The player's mask fogging up after sprinting for a long time (as a kind of sprint/breath meter). I think it would add to the immersion and intensity when running away in high combat scenarios.
I think they're leaning more to an action paced shooter than a slow and realistic ones
@hybrid island the shadow idea is in already isn’t it? There was a video of fighting shadows?
@dreamy rune there is invisible monster that you can see their shadow from the light you/team/environment make soo you can shoot them.
What I was talking was mostly ghostly shadow, not real monster because you "hallucinating".
Ah I see so you might see a shadow dash across your screen or hud elements showing false information
Hearing sounds that actually arnt there
Yup, But nothing messing with HUD. I don't consider that ''part'' of the game, it's just an info dashboard
Well if it’s integrated into the players biologically it can be effected also
Mask fog is a cool idea, but I think it would be frustrating if it was a "punishment" that's always kicked in when you ran. It's better to have it be something that appears under certain circumstances, like in cold areas.
If the mask gets foggy while running, it means that either you're wearing it wrong or filters are dead
It can get foggy if you pass through the cloud of steam tho
We all know we want @round scaffold to do some voice acting for the monsters
Especially the "screaming" part LOL
So off the back of your comment @tight hearth how about introducing cold as a feature of the game.
Cold makes objects / doors fragile (good for breaking in, bad for keeping monsters behind them)
Cold can be an environmental feature either global or localised to an area.
Cold can be applied by player with a liquid nitrogen dispersal similar to the glue gun.
Cold can be applied by creature abilities, or by whatever it is being in the room?
Cold has a number of effects on the player that get worse over time but have a counter such as using a blow torch to heat up.
Effects such as restriction slowing down actions that use the hands, if left too long, shivering 🥶 can take place and effect aiming. The mask can become fogged / frozen at the extremities of it so it’s not like punishment.
Visual cues can be things such as frost effects on objects in the environment, breathe can begin to be seen, a low level mist on the ground if very very cold. Audio question can be complaints about the cold, notifications that it’s cold, when really cold, phrases like ‘I can’t feel my fingers’ or intermittent shivering noises can play.
That kinda gives me an idea of enviromental encounters like a heated room where the player gets and over time if he stays too long in it, and yea a cold room where players get slowed, also getting and over time 😅
I up this idea for the future!
I like the idea too, different temperatures based on the area of the compound could definitely spice things up a bit.
@dreamy rune wut about fogging of the mask
I put only on the extremities like the outside of the screen but I think frozen effects would be better. It is to show its really cold and you need to do something about it. Well that’s how I would design it
@slow mirage
Ahh yes
No Frost apiece in a dep of 20m even when it's -40°C outside 🤓
So the facility has to be on ground level
@spiral steppe high pressure lowers the freezing point of water meaning cold high pressure air over water will cause it to freeze. This means frost in the facility would form easier if there was any lowering of the temperature. The facility is more then likely about a mile underground, so the pressure atmospheric pressure will be high so any moisture will be able to freeze easier with the addition of any very cold substance
How about jump scares? Like monsters bursting out of vents or really scary drag tentacles? 😃
Partial flooding of the environment? Maybe underwater portions?
Missions that are more "gun blazing" like "neutralize the nest" or destroying/repairing a compromised portion of the compound?
I like the idea of partial flooding but I feel like jump scares will take away from the element of atmospheric horror and get old relatively quickly.
What if the elevator sometimes gets stuck when you're trying to escape? That could add some serious tension (you would be warned of the chance of elevator failure before starting the mission).
@dreamy rune high pressure lowers the freezing point of water meaning cold high pressure air over water will cause it to freeze. This means frost in the facility would form easier if there was any lowering of the temperature. that's correct
The facility is more then likely about a mile underground, so the pressure atmospheric pressure will be high so any moisture will be able to freeze easier with the addition of any very cold substance that's incorrect as long as the facility is on an Earth like surface. Read this please https://ktisis.cut.ac.cy/bitstream/10488/870/3/C55-PRT020-SET3.pdf No hate :)
Anyway i kinda like the idea, maybe on an asteroid 😉
No I get the geothermal implications, the location appears to have manmade elements like metal doors, walkways, concrete floors etc will be good surfaces to change temperatures on which would allow moisture in the air to frost on the surface
Yes but I was talking about adding very cold states from other sources such as liquid nitrogen and monsters that can secrete liquid nitrogen or similar cold substances. So you know they are in the area somewhere just by the frost.
@spiral steppe its a mineshaft....
IT GOES DEEP DOWN UNDERGROUND
So such logic can also be sound....
Keep the idea coming, everybody! We're not making any promises as to what ideas we're putting on our to-do list (or when they may appear in the game, if ever) but these are ideas that are very much in line with stuff we've thought of before so it fits GTFO very well.
yes i understood
@slow mirage ...right, i have no clue
btw, what about an charismatic dealer where you gonna buy all the stuff
http://www.brainygamer.com/.a/6a00e39824440288330147e1ea5206970b-pi
Simon heres one suggestion can GTFO mean Get Teh Fookin Outerspaceship
GTFO is a lot about adding interesting "modifiers" to the expeditions, and cold is a good one. We've had the idea of partial flooding since way back but it's difficult to implement both because it limits how deep the map can go beneath the point chosen to be the water level (unless we add underwater movement/functions and that's a can of worms in itself - how does gluegun work underwater, how do the monsters move, how do we even make the characters move realistically with all the gear they're carrying, etc. etc. etc.) so we're not going for that atm.
Hallucination monster - once attacked you have between 10 seconds and 1 minute of hallucinations. Monsters can be seen but are not solid objects. So can’t be shot and can’t hurt you but then can still run at you. Coding wise, they could be an entity visible only when effected by hallucinogen so only rendered on that persons screen. Voice lines would be played as normal for that player so from an unaffected persons perspective they are shooting and shouting at nothing. Mix that with some of the same enemies actually in the environment and you don’t know what is real and what isn’t if you’ve been effected
Oh yeah that’s great :3
When you restart expeditions, you get to see your dead bodies from the previous failed one
Or a reanimated, tougher enemy from your previous dead character
Hah
I’d love to see or find bodies of previous expeditions real or fake
Imagine if they took coordinates of other people’s games and had bodies where they died
I have been thinking about a kinda "vulture" like enemy. A enemy type in general which hangs around in small groups and does not possess any threat whatsoever if the players stay together. However, as soon as someone stays behind, they split up to one man teams...etc, they become a concern, as they would flock onto the lonely player. Sadly I don't know how much trouble would it be to implement a enemy like this, but it would definitely make sure to keep the players somewhat together even when splitting up in certain areas. 👀
Sam, I'm gonna ask you to delete that please 😤
No, it's a very vulgar hungarian term
Okay, so this idea is pretty advanced so it would be for much later in development; but, what about a mission objective that required one player to pilot a forklift that resembled a small mech? The forklift/mech would be required to lift some very heavy and valuable objects or perhaps force open a broken/worn-down door. The other players would have to defend the pilot and the mech while he uses it to complete the objective/roadblock.
like the powerloader in Aliens
There was vehicle in Payday 2. Don't see why later in GTFO life we won't see forklift to move stuff.
Cool, I was also wondering about the possibility of a viable melee-focused build? Could be interesting.
For melee build. I doubt it. Part of the horror atmosphere is being limited on ammo. Melee-build void that. You also aren't any kind of super guy, going toe-tot-toe with monster seems out of place.
Well, one of the biggest disadvantages of a melee build is vulnerability to ranged attackers as well as taking higher amounts of damage more often. Learning to balance health management under such circumstances could fit in a survival-horror genre game.
Maybe for a more arcade-y game like wwz, But I don't see how it would fit this game. The purpose of melee is the only way to stealth kill monster via a charged attack (No silenced weapon) and a quick push, uncharged attack, (from the gameplay footage I've seen) to give a brief breathing room before shooting the monster.
What if you have to sacrifice certain player upgrades, such as increased ammo capacity, in order to have something like melee body armor to better survive melee combat? Perhaps sacrificing certain tools for one that somehow helps with melee combat could also work. Also, if one player really wants to run a melee-oriented gear set, then that could offer more opportunity for the other players to use "healing" equipment of some kind in order to support them. Sounds pretty cooperative to me. 😃
Ping system. Character does an animation that marks and highlights an item, enemy, ammo, location on screen on a set period of time. Like in Apex Legends or World War Z.
I upvote a ping system for this game ^
Okay, one last idea: I would love to have more "robotic-like" tools in the game. The sentry gun is awesome but it also would be cool to have a remote-controlled scout drone (basically an RC car with a camera) to help scout out areas that may be environmentally dangerous or infested with lots of enemies. Maybe even a kind of scavenger bot that is capable of helping you find additional resources. This could go great with the above mentioned ping system.
@spice steeple check the roadmap, I suggested this a while back and it has begun to be implemented
@obtuse depot there is a more advanced scan tool they have that 3d maps the location in front of you through doors 😀 scouting is important though so hopefully ideas like this will have more choices
a progression system would be cool If not so the more u use shit the better it is when u use it
mastery system
@dreamy rune orgasms
😀
Please include Go Jetters skin for GTFO LOL
Can we have a collab with other swedish indie games
GENERATION ZERO
So in this tweet that was posted https://twitter.com/TenChambers/status/1136327825705725952?s=20 a lot of people are saying that the slide needs to be racked after putting in the new mag, they're right, but not entirely. See the slide is still in a forward position usually meaning that there's a round in the chamber still, unless for some odd reason you decide to release the slide before actually putting the mag in, which is just tactically unsound. The only time you'd ever need to rack the slide is during an initial reload so that means, slide forward with no round in the chamber, but rarely would anyone in their right mind go into a situation where they intend to use a firearm, not already having a round in the chamber. So the animation shown is perfectly fine as long as there's a round in the chamber. If the gun were empty and the slide being in the locked back position, you have 3 animation choices for putting a round into the chamber. 1.) the animation can just simply be pressing the slide release on the side of the pistol, 2.) pulling back on the slide in the locked back position which which will disengage the slide from being locked, allowing the slide to go forward, or 3.) a slam release, which more or less comes from wear and tear from using a pistol. A slam release is where you can take a loaded mag and when putting it into the magwell with enough force, you can make the slide move forward.
Now for the thing I personally noticed was that you can't really see the entry way into the magwell, only pointing this out because I don't know if you plan on touching it up again later. Since the gun is being tilted at an angle you should be able to somewhat see into the magwell. Also the rear sight seems to be sitting up way too high too actually be able to get a good sight picture if you were to look down the sights. It looks like you wouldn't be able to see the front sight. A good addition to the sights would be to have dots where appropriate on the rear and front sight, preferably glow sights. That's it for my critique, I hope you guys have a really good research team or consultant on firearm mechanics, and everything is looking beautiful thus far. I'm pretty damn excited about this game.
As a start, some slides don't lock back.
The hammer could be cocked, and a bullet loaded, without racking the slide because it's a "future weapon" that has solved it for less moving parts (smaller chance to jam). This specifically regarding the reload animation.
well the pistol in the animation is hammerless, thus making it a striker fired pistol
Okay, let me rephrase then. The striker could be pulled back, and a bullet loaded*
Okay, let me rephrase then. The striker could be pulled back, and a bullet loaded*
also touching onto what you said the mark 23 was a gun with a setting that prevented the gun from blowing back after firing around to make less noise. it basically worked like a welrod
you can't pull back a striker, it's an internal mechanism
Not as in when firing, as in the slide locking back when you fire the last bullet.
It is an internal mechanism, yes, but that still goes under the "future gun" stuff.
there's a slide release on the side of the pistol shown meaning it most likely locks back
Or it's a model that they got then made in the game based off a real gun.

Maybe it should rack. I do like "future guns" concepts myself. It's also likely that it doesn't lock back because it takes time to animate stuff, like a slide locking back.
yeah modern firearms lock back, you'd be going backwards in gun tech if it didn't. unless it was a gun that uses a battery pack and shoots lasers
Or, if it is a gun that has mechanically solved the rearming procedure internally, and thus removes the need to rack the slide.
You know, future tech
hell the uzi is a gun that fires with an open bolt
well with the way the gun looks, the slide moves forward and back, has a slide release, and a mag release. all signs point to it locking when empty.
well if it didn't there's no reason for it to look the way it does
It's a model. If it so were to be the finished product, no.
well seeing as with all the gameplay that has been released, and the vast majority of the guns working the same way mechanically like guns today. i'd say that's it. lot of the guns so far are basically modeled after firearms we have now just with a lot more plastic to make it look less like its real world counter-part
Keep in mind game design takes paramount over realism, especially when it's a sci-fi game. It's safe to say most games generally simplify mechanics of firearms for the sake of gameplay to reduce complexity and streamline the experience.
@visual shuttle just wants his double action 6-shot revolver chambered in 12.7mm x 99mm Browning
M4 would be a great addition.
Benelli M4 Slugfest: https://youtu.be/CojZybqOylc
i see hickok45, i like
GTFO suggestions:
- individual ambience volume slider!
- vsync on/off
- windowed: when any in-game menu is open, the mouse can be hovered outside of the gtfo app. When playing, the mouse is locked in the GTFO app.
- talent tree
- Elemental dmg on weapons (rewarded in already deep character progressions and time investment or a "alchemy"-class)
- Dismemberment & gore 😎
Not sure if the elemental damage and alchemy, or just sorcery in general fits GTFO.
I think he means like “if you shoot this pipe a burst of cold air shoots out and freezes enemies”
Oh wait
yeah I don’t think an alchemy style class would fit
a scientist kinda would
but it would be more “made from scratch weapons”
I'd like to coat my bullets in gasoline for that added fire damage. :D
I guess I needed to add the /s
I’d like to suggest we change the website for the ambassador page thing
Just linking gtfothegame.com isn’t really that good
Because really there should be a gtfothegame.com/ambassador which should take you to the signup page?
-the signup page is a pop up under gtfothegame.com fyi
whoops
found it
@lilac heart That's a great suggestion and I've brought it up to the devs and they're going to look into it
Cool!
Oh, their website kinda needs a little bit of a navigation fix
I think it would help if there was a little drop down with like: become an ambassador, home, and the roadmap links
it’s a little tricky to navigate
And I do see that you can click on the GTFO logo to get to the home page, it’s just that’s not that conducive in my opinion
and on the 10 chambers site, there is a small bug with the “become an ambassador” button on mobile
feel free to dm for the screenshot
id rather not have a useless system like elemental damage in this game
just more filler
@fleet flower I agree to an extent But AP shots or different kind of bullets i would be ok wiht
oh sure
that's fine; consumable high-powered rounds you can take or find during a raid
just a full elemental system seems clunky for this type of game
new damage models for bullets seem good tho
We could have environmental options, such as gas pipes, something that causes noise for distraction, or the good ol' explosive barrel, all thought I could live without them.
Please tell me the "Snatcher" enemy will still exist in the game. It looks like a technical nightmare, but it's probably the most unique enemy I've ever seen in a survival-horror game since the drag tentacle in Dead Space.
like smokers in left for dead?
Yeah, you see one at the end of the Game Awards 2017 Trailer.
@dry rune it is an enemy and it has been confirmed too. We just don’t have any details.
Awesome
Emotes
So about the music... I understand it will utilize a dynamic system that subtly changes various elements to "convey a feeling of dread and vulnerability;" but, will it always be just "atmospheric" or will it also have "action-like" moments for those intense firefights with the monsters? Having the music change dramatically when the action starts would help convey a greater sense of danger and excitement that would add to the tension of the survival horror combat.
I'm pretty sure it will do that, iirc there's points in the 9 minutes of gameplay that has points involving that change in music shift.
@dry rune Yep! That's pretty much how it'll work. Simon posted an audio-clip of in game sound, where you can hear how the music changes depending on if you're in combat or in stealth: https://discordapp.com/channels/408196129470152705/585063132553281556/600866864406724628
Simply Wonderful
@dry rune I think the sound design is one of the main focuses of the game. Have you watched the developer diaries yet? There is a lot of info there also
GTFO rhythm game?
Yeah, I think they may have heard
I think that when Alpha 1 comes out we'll get a few
Nice
Is that for he discord you mean?
You have mentioned that the first Alpha version's purpose is to garher feedback, and test the network, connection, etc.
In the Alpha, during loadingscreens there should be a highly visible note, indicating that this is the Alpha 1 build, and actual purpose of the Alpha 1, mostly fixing networking issues, and (if there are any) connection issues are to be expected, ( at least thats what I underdtood from the roadmap Alpha 1 page).
Livestreaming is a common question here, I believe this way anyone who watches a GTFO livestream, people who just met the game the first time without knowing about its developement/Discord, would get the idea what's going on, without recieving missinformation, like "the game is already out and its a buggy mess" This note could also be visible in the main menu, if I think about it.
Not sure if you devs have thought about something like this, but I also understand if you think people would see this as a "poor damage control" attempt, or something like that.
Still, sounds reasonable, I'd like to hear your opinions.
There will likely be a watermark in one of the corners marking it as Alpha Gameplay. Pretty sure there will also be an information screen indicating all of the details that it entails.
Yes, even with the watermark, I think this should be considered.
Escape From Tarkov has a pop up message before you can access the main menu, telling us about "not final game, still in developement, early access" kind of stuff.
I was thinking of something similar, but you obviosly don't need to shove this information to the players face.
nah, a watermark with Alpha build Nr........ should be enough i guess
I respect your opinions but I'll wait for an official response, since it's really only up to the devs.
Kinda like this
Not quite.
Pretty sure there will be a detailed message that you have to agree to before you jump into the game in any case.
Between a message you have to interact with and a watermark similar to I posted displayed at all times, it should be enough to alleviate people just thinking the game is crap.
It distinctly marks the game as an alpha build.
Well that's even better than what I came up with.
Hey Matze, I think Jack meant emotes in the same veins of firtnite/pubg. A character emotes.
But 10CC lacks dedicated animators, i'm sure it's low on the to-do list.
woah that’s something completely different to what I was thinking about
Kinda reminds me of space engineers
You’ve got hotkeys you can use for different emotes, as well as being able to use them in vehicles
Now that makes me think, what about vehicles in gtfo
like the D2 style of vehicles
Forklift puzzles. Maybe after 1.0
wait so can I buy this and play?
Not yet
You can sign up for the alpha, which should be soon
Early Access and Full release will most likely be next year
EA and full release are unknown*
nice I will have to do this this is one of the games im looking forward to
The developers have said if the alpha and beta periods go off without a hitch, EA could be in 2019, though I don’t think so, and would expect 2020
lol
i believe they only said EA may be in 2019, but the takeaway is that no dates are promised until they actually say something.
Alpha is soon, but still unknown, but it is fast approaching
It “could” happen in 2019 according to Simon
Full release is a categorical no for 2019
.50 beowulf by Alexander Arms would be an awesome weapon to be able to use.
I don’t think that they will do specific weapons, but they may take inspiration
if all the enemies are of biological origin + and the rooms on the map are dark, did the developers have ideas about a flamethrower or similar weapons (or will this change the atmosphere of the game too much)? thx
@analog sluice Like make a powerful wep with rly rly low ammo?
Cus a flamethrower would be strong as fuck
especially since majority of the creatures would of never experienced fire or much light so it could fuck them over alot...
@slow mirage drawbacks can be made:
- heavy weight (only walking, closed part of the screen)
- chance of self-arson
- rarity of being (only in the room in front of bigbos)
- a lot of noise (attracting additional enemies)
just thinking, not trying to do a beat and run
but beautiful)))