#gtfo-game-suggestions
1 messages · Page 6 of 1
and it would be interesting to see the enemies who stop moving when you look at them or when the light of a flashlight falls on them, I think this greatly diversifies the tactics (this was implemented in some places and when)
that would be cool as fuck
Like them being triggered by light
SO the motion senser would become much more viable
I saw that
@slow mirage I meant that the beam of the flashlight (or the sensor or the turret), could activate some enemies, while others freeze / numb
Yeah cool))))
ah yea
I was thinking flashlights cus they are bright
And so far i don't think i have seen much bright lights
only dimmer ones
and the flashlights are much brighter then them
WHich could make it much more viable since it ill alteast detect the ones wandering around
the turret itself will 100% trigger them cus it will auto shoot regardless
the moment the light appears
/sences it
@slow mirage in general, this will create a situation when you have to think about whether to turn on the flashlight 😬
@analog sluice Did the idea about the flamethrower maybe come about when you saw Tarantion's latest? 😜
In any case, we want to put a flamethrower in the game too - because it's just such a cool weapon (not that "cool" is the best way to describe a flamethrower...) What's difficult with a flamethrower is that you need unique effects and animations for the enemies because you can't have them react to the flamethrower the same way the react to bullet weapons. They need to catch fire, the corpses burn to dark crisps, maybe custom animation while they're still alive and on fire. So it's a very demanding thing to add a flamethrower because it has dependencies like no other weapon. We'll see - we'd love it if there was a flamethrower in GTFO at some point, however don't expect it to be in the Alpha tests.
@tight hearth You would need a full PTB just for new weps n shit I would reckon you would need to wait till GTFO is in a stable form then change some labour over to designing just weps n shit then have a PTB to test all of those new things
I would think that would be about the right idea
and plus since they are creatures of the dark I would reckon it would be cool as fuck if they had specific animations regarding first finding fire then they will like touch it or get close then start burning or just avoid it in general
or even be scared
def alot of work tho
That sounds like it would mess up the rhythm of the game though, if all the monsters react to fire in that way. You could essentially set fire to something and that would draw monsters because they're curious about what fire is.
even just scaring them because I would reckon fire would be super effective against them so it would be fair they would be scard of such things
and if it shows
they have intelligence
then maybe even implementing a program that technically learn
so like
Fire =bad after a few hundred enemys die or someshit
Woah woah woah
would be alot of work tho
lol
similar to the alien from alien isolation
with how if u keep using the same hiding tactics it will smarten up and start looking there or even the enemys from outlast
if u keep going into rooms and hiding in the closets it will adventually just go in them and fuck u
all this tho would be something after early access tho
and if you decided it would be a way gtfo could go
Like even if OP weps were implemented
such as RPGs and shit
Maybe like add mechanics that make them useless
for instance people with them period are targeted or when its out the weaker enemys would surround them and gangbang them
cus they know they are the biggest potential threat
but well very situational so probs just 2 much suggested work for something that may not even be used when playing the game
then aswell they would be heavy as fuck so like only that and a secondary wep plus u move slow with it equipt and also how it would have only like 2-4 shots depending on how nice u are
def tho special weps like flamethrowers would be so cool XD or even other special weps that are cool like that or maybe even some mystical weps
EGON GUN
@tight hearth I did not watch the last tarantino movie
but I played a lot of the game where the flamethrower, and the mechanics of using fire are made beautifully
in any case, guys, you ALREADY did something interesting, you are the creators, and we users will always want more and more)
Flamethrowers are always awesome. In any case, you should watch the new Tarantino movie. 😝
If there are going to be flamethrowers in the game, maybe an enemy type that actually gains strength from heat? 🤷
cat in a sombrero easter egg
flamethrower's are not quiet
it would me the most counterproductive weapon ever
so making u slow/not having much ammo/being loud as FUCK
But well if it would slow enemys down
and or would be strong against them
would be good
Especially if the fire can last a few seconds on the ground like in KF2
it would draw more attention than it would kill
Could be used as like
Shoot at ground and lit up the place
Making like
Again, blockages to places
fuck those invisable enemys
so u can see them better
even the burning effect on them could prove Lethal
Plus if ur fucking stupid
burn ur tmates ❤
you are in an enclosed space with monsters lighting the place on fire would make things worse
fire bad
alright alright, fire = good. mind taking the rest of this to #gtfo-chat so the devs can keep the suggestions channel a bit cleaner and be able to see the suggestions vs them getting drowned out in discussion? thank you.
ok sorry
i think we should be able to sacrifice toxic teammates that inflict team dmg or just aren't helping and rather making it harder by having a vote system and if the rest of the team agrees then the player will be unable to control the character and we as players will be able to take their body and sacrifice him to the all mighty warden which will grant us a bonus of sorts (ammo or some other resources) so its easier for the remaining 3 to finish the mission . That way toxic teamm8s LOSE everything and the good teamm8s don't get the game totally ruined for them 🙂
@river wave but that system could easily be abused by toxic teammates
Then your punished for playing the game solo
Then people will just abuse that mechanic by gaining resources freely.
And you undermine the value of the 4th player if getting rid of them nets you bonuses in a game that emphasises 4 player cooperation.
make it so you cant kick unless you do something like team dmg
It all depend how the devs make the party rules, and if we can modify those rules.
-Single party leader (Map selector like PD2) that has power on who he can invite/kick or set the option to votekick, free group join, friends only, etc.
-a 4-slot party no leader with only a votekick option and free join.
Hello guys!
We wanted to try something with the goal of making the #gtfo-game-suggestions channel more streamlined and easy to read. Instead of directly typing a suggestion in the channel you'll use:
.idea your suggestion here
@opaque token will then copy that idea over to the suggestions channel, and add upvote/downvote reactions. This will make sure that suggestions do not get lost because of discussions, while still allowing the community to voice your opinion about suggestions in the form of arrows. It'll also allow the devs to be able to read through the channel easier as they'll be able to quickly see the suggestions and how many votes it receives. If you wish to discuss a suggestion more in-depth, please do it in the #gtfo-chat.
The command can only be used in #gtfo-chat or #bot-commands
We kindly ask you all to not abuse this command (or the bot spam chat), so that the developers can easily browse through all the interesting suggestions that you or other members of the community have!
If you have any feedback about this process please let us know.
this is a test suggestion. As you can see it copies this over to the #gtfo-game-suggestions channel and adds upvote/downvote reactions.
To create your own suggestion type the following in the #bot-commands or #gtfo-chat channel:
?suggestion your idea here
Survival Mode! (Later version)
OK
let's try (although I think this is all a matter of the distant future):
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a flamethrower and / or the presence of exploding containers on the map (rare finding, danger of self-arson, high weight and inability to do something else), why a flamethrower? I think it fits well for dark cards, and enemies of biological origin
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customization of characters (maybe in future DLCs), and their number (I understand that the guys focus on their remarks and this is a huge work with animation and voice acting, but many want characters of different sexes, etc.)
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reloading weapons in normal mode (slow and clumsy movements) and professional (fast, clear and verified movements), i.e. depending on character / abilities
to be continued ...😊
Following Konficker idea about different character reload. Maybe give a small perk to each prisoner depending on their background. Something not really game changing but enough to give a tiny bit of personality behind a prisoner and the life he had prior to forced Warden work.
As an example, a prisoner with a good shooting background would gain a small x% bonus on reload speed. A strong one would charge is melee weapon y sec faster, a athletic one will auto regen HP up to 25 instead of 20. And the last one would be agile and have a slightly faster crouching movement speed.
I don't know if it's ever been done and i'm not sure if GTFO takes place in space but seeing fire in zero G as described in the movie Event Horizon https://youtu.be/exq0CIA_xCg cool thanks!
Guns with breakable (yet repairable) silencers
the character a not well trained and not military you already say that thing like big machine gun, bazooka etc will not be in the game and its logic but what can be really fun is to implement 1 or 2 grenade in the map and make it really hard to find what is going to happen from my point of view, is people will never know if they need to use it, now or later because they're only one and if he miss when he throw it they're screw and if he dont miss they're screw because they no longer have the boom boom were safe i kill everything
HUD costomizing. Maybe mutilple version (now like old HUD and new slim HUD). And something more, like dymatic/static HUD alpha. HUD auto-fade-in/fade-out or not, even postion changing. And show color block (present effect) or the glow (Like PDTH) on charactor.Well, another damn huge challenge for you I think?
An old one from me. reposting it with the new bot post with vote
An enemy similar to Mr. X from Resident Evil 2 Remake that cannot or tough to be taken down. He will roam the map through vent or inaccessible area reaching a player location for a short time before moving on and leaving. You would need to remain calm, quiet and hide behind cover in order to not trigger him.
When that monster is coming, you could hear some scary noise (Chain sound, heavy foot, vent cracking) with the prisoner saying that something they rather not fight is approaching. If he find a player or a fight he triggered, a few good shot will be enough to make him flee but at the cost of triggering a lot of noise with a horde of monster coming and maybe some damage taken you would rather avoid.
have a sacrifice mission where one player has to go out to open a door of some kind for the team but sacrificing themselves in return. With that said, for narrative purposes have the community vote who would sacrifice themselves and the one with the most votes gets their character permadeath. (we'll have another character though to replace him/her)
How about a scout drone tool (basically an RC car with a camera) that allows us to tag enemies and resources remotely while avoiding hazardous environments and enemies. Think about how useful it would be in environments with toxic gas or no oxygen, and how vulnerable it would be to EMPs.
If somebody downed one sleeper will try to grab him to nest (or out of here i dont know).
an alien or enemy that blinds and damages you if you look at them directly towards their face. Course of action is to dismember them or Quickscope the head.
Visual effect of this happening is when you look them at their face, your vision blurs and the after 5 seconds you get damaged. You have to look away to restore your vision (as well as restore the timer of getting damaged by it)
intentionally leave a T-posing bug so we can make memes out of it
An added mission hazard could be the chance of elevator failure at the end of the mission which would force additional actions in order to escape. You would be warned of the chance of elevator failure before starting the mission, and the additional hazard would increase the rewards earned upon completion.
Endgame content; let there be onetime use items for very hard missions for example a permanent light / torch. But to get these you have to finde materials/parts in the commen missions.
Talking about "commen missions" there should be heavy missions that you can only unlock by build or find keys or Intel or some sort of other relevant components. Would also be a good way to give us some lore or make use out of it.
upgradable/customizable safehouse like payday 2/vermintide 1 and 2 with holiday decorations and secrets
Gauntlet Mode: Procedurally generated never-ending level with randomized layouts, objectives, hazards, enemy spawns, environments, etc, to see how far your team can survive. The mode ends when your team dies, the further you go, the greater the rewards and difficulty also ramps up as well.
At certain parts of the gauntlet run there will be "checkpoints" that contain resources and ammo for your team to partially stock up on.
Leaderboards included for bragging rights for teams that make it the furthest into the Complex.
RELOADS: Normal attacks will slow down reloads, Special / Heavy attacks may cancel / restart reloads (with appropriate dialogue lines from the player character)
Clear HUD effects/animations and sounds to clearly indicate when you are being healed or resupplied.
A wep mastery system also for tools e.g. if i use this gun to get a certain amount of kills I can become slightly better with using is /faster reloads/more stabability but only slight ofcourse
to do head shot kill effects like money or balloons
automatic defense systems in the facility you are moving in wich cannot define the prisoners from monsters. They always fire on everything in their scanner range and will do it load. So it can used as distraction or fatal surprise, if you do not pay attantion to them. Defense systems can be deactivated either from close range (like behind turrets) or specific terminals for celling defenses.
Add canine or feline companions or mutated versions as enemies
special animation and/or voice when character has 0 ammo on all weapons. Make stress be felt, maybe different animation on melee attack as the weapon is now useless, use it as a baseball bat or something alike. Or store weapon and bring out a melee one only usable when 0 ammo, does same damage, same cooldown, just immersion kind of thing.
Have easter eggs to payday
if they add another character they should be deaf
a button that allows us to remove everything from the hud, so cinematics and screenshots are easy to make.
A modifier or whatever that will remove the whole HUD, only relying on surviving, the objectives must be known HUD gone, no info on objective either nothing to show who’s the ally or not, and if possible, you will need to find batteries in resupply locations and random parts of the complex to refill battery amount, with the flashlight drained faster if used.
dificulty modifiers for truely fucking suicidal people that can change how the game works/how you approach situations like in KF2 how there are random modifiers that can pop up in endless mode
"Culning" on a cool down to ward off a Horde, or to call in your teammates.
Vr Support?
debuffs
Render mode, so you can play with low graphics but without having your game blurried, also helping your vision.
friendly fire forced on no matter the difficulty
More merch
customizable HUD so we can change little things like have a few presets we can switch between for different feels and it won't get old wouldn't reckon this would be a thing atleast until early access
Weapon Mods. Can find Rarely inside the map on a low chance at specific spots. Mods could includes scopes with night vision, Barrel extender, Different scopes from 1x to 4x, more effective flashlights, single used stun grenade launcher etc etc etc (no silencer though, it was already mentioned that there wont be any)
Realistic health system with bleeding and no instant healing by just using an item, you lose it for the rest of the round if not healed properly but even then regenerates extremely slowly
Hallucinations, only one or two players can see. Due to the constant pshychic pressure or even an enemy, random players are selected. They need to interact with objects or fight against enemys only they can see during that event, given the atmosphere a little psycho horror touch
Dog tags as easter eggs with the name of people from the development or from very active players.
we don’t yet know the approximate mechanics of the game, mission goals and the like
but we know that this is a cooperative game for 4 people (who may have communication problems, or simply and urgently need to move away) and then 1-2 players can remain
... and for example, for a situation where only 1 player remains (3 disconnects), it is possible to realize a situation when the opportunity is activated to get to some kind of rescue capsule (which still needs to be reached), and at least take something away as a reward
it's not new, just thoughts (using translator)
Some in-game lore in the form of data logs / voice logs from long dead workers or failed expeditions that can be randomly found and viewed in a gallery sort of screen. Maybe little cosmetics for unlocking a full "set" of audio/text diaries such as a small weapon engraving, a dog tag, etc.
alt fire modes for guns. Not from semi-auto to full-auto. Similar to DOOM. One can shoot ballistics then its alt fire is explosive etc. Each have their oen upgrades separately.
battle pass
if there where to be a harder game mode it would be to make you take more damage and ammo and supplies would be more scarce
in the future have a game mode where you can play as the monsters
Traps scattered throughout the map. Ex: door traps. A door closes shut once 1-2 players enter the other side. Monsters start closing in as one of the players has to pry open or program the door to open again.
have a damage/heal/health system like excape from tarkov
since there are monsters that swarm at you, give them a grab mechanic.
Ex: if 1 potato monster grabs you, you can quicktime event your way out of it. If 2 or more potato monsters grabs you, you need a teammate to help. Otherwise you'll get insta downed.
have nests in the maps where the monsters are more likely to be and you can see a map before the game starts so you can either choose to go the shorter way and get a lot more monsters on you or go the long way
Stats Page/Tracking. Basically keep a record of things you accomplish on missions from your total playtime.
Total enemies killed, puzzles solved, average lifetime, average time of puzzles solved, your average accuracy, total shots fired, total friendly fire damage, Expeditions completed, etc.
Fear system based on HP remaining, ammo remaining, how many colleagues have died, etc., somebody already suggested this only based on ammo remaining but having a few states of panic based on what I said would really set the mood for it
I acknowledge that this would make it so every voice actor would have to do/repeat a lot of lines so it's probably a pain in the butt in your end for such a "niche" feature, tho. Still, another thing that would make GTFO stand out over the rest.
unlock cinematic scenes as your progress through the game that explain the story more in depth
800x600 resolution
Game Sense support. I know it would only hit a minority who own the supported hardware for it, but I think visualizing UI Elements such as health and Ammo into the real-world's hardware [RGB-LED's] also gives the option to disable a few UI Elements completely for some nice screenshots without concealing the pictures much. I'm assuming the info's about health and ammo are already stored inside the game and have not to be shown to the user twice. This feature does not have to be prioritized so high it definitely can be added later after full game-release. More info about the feature can be found on: https://steelseries.com/developer | as well as on manufactures websites who support it hardware wise.
Add Bow and Arrows as a weapon type. Not sure if we'd want re-useable arrows but a smaller amount so you have to pick them up, or have them be one time use but more of them and have to find more ammo around the map.
"Vulture" like enemy type (in behavior, but not in design). Enemies that pose no threat at all, as long as the players are kinda close to each other, however, as soon as one players leaves the others behind or gets behind, the "volture(s)" swipe into action. (I have suggested this one before but it got lost, so I figured I suggest it again now that we have the vote system in suggestions).
can we please have gtfo plushies because those big teethy boys are cute af
i dont know if this sugestion was already made or if its already implemented in the game, but if an player dies i would like that you cant realy revive the dead player, if the monsters destroyed vital organs, like the head, and if the player was only downed bc he got hit to badly that the reviving progress is a bit more difficult than "press f to revive". You´ll need to deploy an 1st aid kit where you need to take out items to aply them to the downed player. Same goes for a wounded player. If not applied in time the player would die or loose the ability to use an arm or leg properly or just die of blood loss. There also would be different types of "dead" players ... like unconscious, from an monster hitting your head to bad, or you loosing to much blood. Or you fell bc the monsters destroyed your leg and you ll need help to put an including rail on your leg. In this case youll need help from an other player to walk and you both are slowed down. In the case you loose an arm your aim gets way worse and youll reload much slower.
More interaction with the environment like Reinforcing animation in GTFO need alot of like that animation and load all you want your weapon just for fun like double tape R key to detach magazin and see the magazin / Hold R key to pull back the Reload Trigger and listen a Craaaaaaack Clik Clack sound Reload only for fun without ammo loose ^^
micro transaction scope cleaning wipes.
Turn down gun flare, a lot of games have this problem with extremely bright gun flare when shooting and I think it'd be nice to not go blind when playing, especially in dark environments in the game.
So this is kinda of a two parter suggestion. But Is it possible to not just have the scanner as a visual aide to locate enemies, but also have it give off a sound when it is being used. So similar to Alien Isolation, if you are using the scanner too close to certain enemies, they will hear it and become alerted, and then attack.
Secondly, maybe have a second type of locator. One is visual, and give off a subtle sound like I mentioned above. But the second locator is used like an echo locator. And when used, gives the player an almost daredevil type .... vision. So depending on the enemies and the atmosphere, will depend on which scanner to use. Both have their pros and cons.
Not a game suggestion per se. But I would love there to be a digital or physical collector's edition. Not exclusive content, but instead I would love a chance to see storyboards, behind the scenes, artwork, lore book etc etc. Similar to what CD-Project Red is doing for cyberpunk.
so, it feels like the gun flare/muzzle flash issue seems divided, some like it and some hate it.
My suggestion: maybe add an option that reduces the intensity of muzzle flashes? That way anyone can have it they way that they want.
I don't know how hard this would be, or if at all possible, but I feel it is worth some looking into.
I was just coming here to say something about the muzzle flare but it looks like I'm not the only one. Just wanted to speak up and say that the flare coupled with of all the lens effects you guys have going on is going to create a lot of eye strain and discomfort. I'm excited for this game, but this may keep me from playing all together.
https://i.imgur.com/4TmyXV7.png
Just a thought. Make some of the monsters be able to crawl on walls and the ceiling. There is nothing special about them like bonus hp or overpowered hits, just a basic monster who has different way to get to you. i think it would be better than just constantly shooting down one straight path and it would bring a little more fear when you have to readjust what your looking and shooting at during a swarm
Ranked Game Mode. Like competitive modes in PvP games, such as Overwatch, players within a certain skill rating range will work together to win a game and increase their skill rating, Game difficulty will scale with the average skill rating of all players in the game. Winning games increases players skill rating, while losing potentially reduces skill ratings. I like the idea of difficulty changing along with the skill of players because it would give players a sense of progress while also placing them in challenging games without ever wondering if they picked a too easy or too hard difficulty. PvE also allows for ranking players on something aside from just winning more than 50% of games. For example, 50%+ win rate games could be too frustrating, so the difficulty could be lowered to require 66%+ wins to progress instead. Skill rating might also be affected from stats, such as the number of kills, which is extremely hard to interpret properly in PvP games.
have a type of trigger/mob that makes ai's become more aggressive or chase you out while accomplishing the task to get to another level/floor/stage, e.q. shooting a fire alarm, killing a specific weak mob accidentally and or stepping on something like eggs, or a certain corpse/body part that sends signals to other mobs. based on the gameplay trailer, mobs arent that aggressive and just get killed on a specific angle, have them free run towards you or jump in. causing players to feel alarmed and run away with a good bgm and ambience.
be able to change weapon viewmodel or have a miniature version of the models, like in tf2. having the weapons and gear close to the screen could get in the way.
A suggestion in which i may have for the gameplay, i have seen the variety of enemies in which you can encounter (invisible, runners, etc). However the game thrives from the more stealth based aspect in which i understand. Perhaps including enemies in whihc affect the sight/aura of the characters as they play like a blur/distortion affect or an enemy in which can cause delusions to the player would be an even better attribute tot he game 🙂
Colourblind mode for text, maybe a way to change text colours to make it easier to read for those that are colour blind in certain colours. eg: Red and Green colours can be changed to Blue or Pink to read easier.
There should be a feature that your gun my jan every now and then if you're trying to just Rambo through the level.There should be a feature if you get downed. You shouldn't be able to move unless someone drags you but at the same time of that person dragging you. Depending on what kind of gun they have they should be able to use one hand to drag you and one hand to shoot. Of course the accuracy should be dogshit because they're not aiming correctly. Also the person being dragged should be able to shoot to but a pistol no matter what it is that they have. So in summary if the person that's dragging the person has a scar he should be able to shoot that scar with one hand and the person being dragged to be able to shoot a pistol.
Monster Ideas in which i believe could have variety and further add horror attributes to the "Stealth" Style of the game:
Mergers: Two seperate "Weaker" monsters in which if not killed before merging with eachother, can become stronger/horrifying creature
in which can obtain the ability to charge/seperate you from the squad.
Lynths: A siren based creature without the scream, if the player is within diamater of the creature, he will begin to witness
randomly generated illusions/hallucinations of creatures/entities that arent actually there, growing stronger as you approach
the creature until you kill it. If combined with a horde of enemies, can be rather horrifying to not know whats real and whats not.
Strikers: Similar to your standard creature except with the ability to crawl on walls/ceilings and can sleep on the roof whilst
"Nesting". Can be picked up on scanner however wont display how high/low the enemy is, adding more awareness to the environment around you.
Customization options for weapons and clothing. Whether you can wear a helmet, hat, etc as well as hairstyles or piercings/tattoos. Everything you want to add or take away so each time you play is unique to you. Would be pretty great to have little charms similar to R6S that you can add to weapons. Pretty much similar to Payday 2, R6S and Left 4 Dead 2 kinda customizations for the player to enhance the gameplay. Pretty much having the options with weapons if i want to play explosives, melee only or guns blazing kinda playstyle. You can pick the way you want to play and what way.
Don't know if this has been mentioned before, but better gore effects would be nice based on the videos I've seen. Looks kind of strange when monsters get killed and these strange blobs fly around instead of blood and brains
Specialised mob Types. Like in the new gameplay video we saw that mobs are sensitive to light, movement and sounds. How about mobs, that are very very sensitive to movement, but cant detect sounds or light at all. But if they detect you because you did move, they trigger a horde. Like, you cant sneak up on them, but they wont detect you if you stand perfectly still while they are near you. However, you can shoot them down without alarming other creeps if they are far away enough (like not in the same room).
There could be levels or rooms filled with several creeps of this kind only, where you either have to sneak thorugh while paying attantion to them or try to locate them and shoot them down before they can detect you. This mechanic has a bit room to play with
Dynamic Ambience
In the IGN showcase, when the group is undetected, there is some ambient noise from the music + the sounds the "sleeper" monsters make. I think overall ambience in those moments when players are sneaking could be improved upon.
In the first minutes of an Expedition, ambience should stay as is: no sound from monsters (aside from sleepers) since they are not yet disturbed by the group.
After the first major horde fight, I think that while undetected there should be more distant screeches resembling other disturbed creatures in The Complex being pissed at your group. Perhaps the ambient music after that should also be a little bit more eerie / unsettling.
There is already a ready-made mechanics for removing fog with the help of fans, and that’s all, you occupy the slot with this item. I suggest in the future to expand the capabilities of the fan - to release fog, it is possible to create monsters / places on the map where you need to create fog / smoke
Dungeon maker mode where we get tile sets for locations and monsters to place for other players to play through
add dialogue options like Insurgency Sandstorm for folks that aren't using mics
tiered hallucinations a la Eternal Darkness. Starting with random noises, to fake enemies, to even having the game screw with you, by simulating a game crash, monitor turning off, one of the headphones/speakers breaking, your ammo counter showing 00/00, etc.
As i really like settings it should be changed a bit. 100% meter should be replaced with YES/NO in graphic settings.
The text in those menus is a bit hard to read.
Settings also need informations like: VRAM usage, descriptions what specific settings do and etc.
volumes should change dynamically when you listen to test loop in AUDIO
I think that the players should be given more ammo at least, the game feels overwhelming with any player count under 4, as soon as the monsters get alerted, and there are more than 7-8, you are doomed to restart the mission, or another to work around this, is to make mob spawns less dense.
tooltips for video settings for what they do
an on screen minimap would be nice, I know we can check the whole map with Tab, but a minimap should be plausible for the hud in lore-wise
placeable ammo bag and maybe medpack and tool pack
menu mouse speed because not everyone's mouse moved fast on the menu's
The fall damage stats seem overly harsh. My coop partner jumped off a staircase with like 3 steps left, like 2-3 feet in the air, and as a result lost like 10 health. I'm not sure if anyone else is having this problem, but this seems too extreme
dont make this game easy. It should be 4 players, dont make it easier on lower count. Its Hardcore So it should be hard as hell for Best fps players achive success.
Make menu/ui text size scalable
auto-balance game for trio/duo/solo because of guys who leave mid-game
make healpack and ammo pack give more
spawn players with full ammo
allow to pick 1 tool (grenade, or somethin' else) from start
able to set ping limit/switch region; not a big deal atm but must have for future
allow to ping enemies (one by one ping, up to 4 enemy pings per player)
Remove or let us toggle auto-equip when picking up items.
Cancel toggled crouch by running.
be able to use terminals to ping lockers/items/packs by zone. Querying doors already shows ZoneNumberLetter that you can physically identify. Giving terminals more use in helping navigation and location gives them use outside of just progressing objectives
have maybe like the pistol or some type of weapon that can have a suppressor so teams can coordinate sneak kills on larger enemies or packs of small ones
The bioscanner should have a secondary function that allow you to TEMPORARY make a ping of all the enemies that reach his range to allow you to have for a fixed time, an idea on where are the enemies instead of rely only on what the team mate with it equipped says. Like sort of once activated, the enemies remains visible and pinged for 60s. Obviously each ping does have a cooldown (sort of like.. 3 minutes may sound fair)
"When opening the map, have it centered on your character's icon.
Mic input effecting the game like if your loud it will alert the baddies so you have to whisper to teammates
you should be able to cancel the shotguns reload by shooting
spiters should not be able to shoot as accurately, if at all once they loose their heads
have a item page listing names and what on earth they do in the main screen
Scrolling in the terminal
Direct stream service integration that people on chat can effect the gameplay (like Immortal Redneck)
so i was playing today during the alpha with my wife. we like the game are having fun, while the artifacting on the HUD and the filmgrain doesn't bother me at all my wife was having problems like when she tried VR. would be great to have that be a toggle in the options.
The game has no VR options at all currently, that might follow later in the year. so that's normal
Please consider making the coordinates text larger on the top of the screen and remove its flickering as the player moves.
grenade
Buffing the doors innate hp so a single small/normal enemy mob monster can't break it in two hits. If they can break something that's metal in two hits, we should all die much, much faster.
Single reusable fog repellant w/ cooldown and tweaks to area of effect
Autocomplete in terminals for items (not just commands)
Create a vr port of GTFO
make different colour for text on active menu position in menu (settings, lobby etc.)
offer a low res readable mode or a res scale for us 🥔 owners
The ui is absolutely terrible.... It needs to be cleaner and more precise as to where you get into a game and more description of what you're getting into
add the ability to ping or tell you how many storage crates are on the security level
allow players to ping a point on the floor to guide other teammates to where they are, also allow to ping and highlight enemies which gives a notification of above their head to know which enemy was pinged and their type.
add health bars to the left side of the screen like in the trailers
Give the option to erase drawing on the map rather than it fading so quickly
let players choose their characters
more ammo at the start i think you should at least be at 75% or even 100% ammo on the drop
Probably a terminal that when hacked reveals the doors that haven't been explored.
flashlight becomes dimmer over time and you need to switch it off for the batteries to recharge.
add a enemy that slows the players or add one that lays traps that slow more like a spider type of enemy
after going through a room and exploring everything in it, on map it could say cleared to prevent the hassle of unwanted back-tracking
let their be a audio distraction equipment, when thrown it will lure enemies away allowing.
with foam launcher allow to build a foam wall or any other object just like in PREY
I feel we should start off within one ammo pack or med pack at the begining.
give us the ability to see enemy health bars when we are in combat with them
Allow c-foam Launchers to be able to pick up or clear up c-foam so that you dont have to destroy the door you used it on.
with the bio tracker can we get a beep each time the scan refreshes, just for a bit of AvP nostalgia and added suspense?
Being able to hack a terminal to try and bypass some doors without needing a key. if fail sounds the alarms and spawns more enemies.
Flashing alert with Text saying "Horde approaching"
when stealthing and pinging enemies shows icon above their head notifying all players which enemy variant it is.
Add a tranq dart to put crawlers back to sleep.
Revise the gameplay overall. Using a hammer to smash monster's heads over and over to get into the next area (mainly because of limited ammo and there is no need to use the gun) is pretty boring. It is quite different from what we expected from the store page aka bringing a heavy machine gun and shoot our way out as a team. If this is a really stealth-focused game, at the current stage the fun will be drained pretty quickly because there is not enough stealth-based weapons/game mechanics to support this kind of gameplay, like some kind of meter and stuff (like payday 2 when a guard walks past you there is a meter which builds up the intensity). It also begs the question of why coop when you can solo stealth most of the time...until your the plan breaks accidentially and you suddenly need your teammates to back you up to help shoot the overwhelming crowd of monsters. When most of the equipable weapons are really loud, perhaps the game is supposed to be loud most of the time in the first place. If it is a stealth game, it doesn't make any sense when you have a backstory of a special ops team and none of them carry silenced weapon if they are supposed be quiet. So, when this game is intended to be loud...make ammo boxes more accessible, make more levels loud only and more enemies so the use of different weapons and tools would be more effective and hence lead to better coop. If the game is loud most of the time, different weapon types like rocket launchers, saws and molotovs and such can make the game even more fun to play. Also give players a little bit more health...then you could try to introduce classes and such. I understand that you wanna give the game a spooky feeling, but now it feels like a lot of L4D2 witchers sitting on your path which are not even as scary.
implementing prefixes for zone numbers for use in [LIST] command filters, something like a[number] or z[number] for a given area or zone number, currently to pull needed entries in the zone you gota write a codeword [AMMOPACK] and a zone's number you wana it in [12], but because the filter looks in item IDs as well you'll have items from other zones if they have that number in their ID [AMMOPACK_412 from Zone 10 even thou we have AMMOPACKs from Zone 12 LISTed], and this is confusing and counterintuitive. On top of that gibe us an option to pull entries not only from given zones, but areas as well [LIST Z12 AD], as far as i know you cant do that.
And i think a longer ping sound would be welcome.
Allow disabling FXAA entirely and add MSAA or SSAA options
An option of reduce or turn off film grain would be nice
Make the flashlights better. There's no brightness settings currently, and the default flashlight does nothing past ~5 feet ahead of you, and even then its so fuzzy it can actually make it harder to see what you're looking at than if you had it off.
refilling consumables by picking the ones you already have instead of switching between half empty glowstick packs
We should be able to shoot on the light to break them.
We should be able to run and reload at the same time.
When you connect to server or player, in a lot of games you can see your ping(ms). Like me, I playing on EU servers, so as for me 4-64 ping(ms) - pretty good, and shots always register fast and correct. Because sometimes you connect to players, which far away from you.
Other players should be able to look over the shoulder of the player using the scanner to see a real time rendering of what their scanner shows.
fps slider or options. Also less boben when hit
Option to Disable Post Processing Effects i.e Film Grain/Chromatic Aberration
don’t lower my gun or do a arma system with the keys so we can stay combat as flashlights are locked to weapons even though we have one on our head just some way to not lower flashlight all the time when smg has best light but hard to use
Add an option to adjust font size in game (The objective at the top left for example)
the gun audio could be boosted a little more, seems a bit lackluster
menu mouse sensitivity
make bio-scanner not consume tool refill kits
Add a guide to the game, which updates when you see a new type of enemy or so for the first time, that tells you stuff about the enemy, how to avoid them/what they react to and so on
The infected shouldn't spot the whole squad when only one guy get spotted
Different colour flashlights
"Red light" flashlight long distance but low visibility. 10-20% of the brightness so you can make out basic shapes and terrain but not actually illuminate anything.
"Green light" flashlight wide angle illumination only 50% of brightness like walking with a glowstick but same range as white flashlight.
"Blue light" flashlight long distance but very pinpoint same brightness as a regular white light just 80% smaller but goes alot further.
Add the possibility to join in game through discord, like Deep Rock Galatic's discord. Since we cannot join lobbies in game it would help a lot to be able to group up through discord. You can see more details: https://support.discordapp.com/hc/en-us/articles/115001557452
Kinda similar to sarahisstrange#8568's suggestion, but I really disagreed on many points so I wanted to make my own: As of now, the game wants to be played fully stealth, which I like; but having only ONE weapon and mechanic (with 4 very similar skins) for stealth is a bit sad. I know it's easy to add other melee weapons later on, but I'll have to admit that I could enjoy having at least a little bit of variety in the stealth options. Playing whack a mole is fun and all, but it makes progressing throughout the levels very linear since your goal for perfect execution is to use this 1 stealth option, and the rest feels like a back-up plan.
Adjustable HUD Boundaries
On Ultra wide the HUD will bleed into the outer edges. It would be nice if we could bring the HUD inwards.
make it possible to turn off sentries remotely to not start aggro-ing enemies by mistake
Door sound should "trigger" sleepers, I don't get why they can ear barely audible footsteps but not the loud door, maybe not make them active, but should make the sleepers heart beat in a medium or large radius, would cause more stress
maybe give a temporary ping on sleepers while keeping a permanent ping on moving targets, the bioscanner otherwise feels useless to every target already giving away their location through sounds and lighting up every few seconds
From KUUN-LAN’s suggestion, I’d rather the sentries only fire if detected. If no enemies are alert, then they won’t fire
being able to slow walk rather than having to crouch all the time. So toggle movement speed beyond normal and sprint. Crouch walking should be more silent than it is now but slower.
Live drawing on map, similar to payday setup, with on/off visibility-toggle for different players, makes it easier to communicate and plan.
Adding more interactions using the "ms-dos" interaction of the consoles, ex: remote door opening/closure.
A loading screen progress bar would be nice. I had a friend with a potato for a computer and we couldn't tell if the games wasn't loading because of that or because something was wrong with the game
foam mines
QoL : scroll up through the computer terminal to see the results
Add a way bigger weapon feedback, we have no feelings by shooting with those guns. (I am not asking for a bigger recoil, just feels)
pretty sure someone suggested it earlier, because it annoys me so much right now, but rather than swapping the weapon in a box or locker(like 2 glowsticks for 4 glowsticks), instead refilling the current ammunition
Tone down the tracking of tendrils from sleepers that way they are slightly more dodge able on lower fps/ping, probably not a popular opinion but me and a few friends were having the issue of being hit even tho we were sure we dodged and it was related to the ping they had connecting to me
removing or updating the status of lockers being opened in the terminal
Just a simple walk toggle for better visibility compared to the sometimes awkward looking crab-walk. I wouldn't mind if it was a bit slower than crouch walking.
maybe a certain area around big guys that already need more than 1 fully charged hit to be taken down where there are no sleepers
Need separate sensitivity settings for regular vs ADS. Normal view sensitivity is fine, but when I ADS, it is not nearly sensitive enough for me.
I think when you are downed as a survivor you should be able to shoot the monsters with a pistol or be able to crawl away to a better area to be revived.
Pressing Tab to finish commands in the Terminal, just like in CMD or Linux Terminal
I think you should be able to shoot a gun while downed or be able to crawl around so you can be in a better area to be revived.
The game could do with a prompt that indicated that an ammo/medic/tool repair kit is being used on you, so you don't have to tell at people to stand still (I don't mean like in L4D where you get full stopped, just a text prompt or something)
Ways to short hand the commands if possible? like wild card
make the enemy waking up more consistent. sometimes 1 extra sleeper wakes up, sometimes every enemy in the room and sometimes non of them. sometimes they wake up with no reason
Similar to pedpenguins#2992 (199899726966030336) Different color flashlights, but also have them be limited use per mission
"Red light" flashlight long distance but low visibility. 10-20% of the brightness so you can make out basic shapes and terrain but not actually illuminate anything, doesn't alert enemies.
"Green light" flashlight wide angle illumination only 50% of brightness like walking with a glowstick but less range as white flashlight.
"Blue light" flashlight long distance but very pinpoint same brightness as a regular white light just 80% smaller but goes a lot further.
Make the scanner only useable while holding a melee weapon makes more sense if you go in without a group.
Add the ability to drop/place the large flashlight whilst turned on
remove the scream at the end.. its annoying
remove all screams pls
The shotgun sounds particularly wimpy, it might be worth beefing up some of the weapon sounds, the metallic tink sounds more like a suppressed weapon and judging by how wide radius these firearms alert enemies, it shouldn't sound like a suppressed weapon.
maybe a way of the ai actually losing track after leaving the detection range, it kinda feels odd to close 6 doors behind you and still being tracked perfectly
On replay/restart after death, have some remnant of your "last stand" (bodies, broken equipment, bullet casin, etc) in the environment.
make the sniper silenced for now its really bad with the low ammo. making it silenced (or adding the option to do so). give the players extra stealth gameplay tactic.
Add in the option for playing without any sort of heads up display to enhance immersion or for the simple sake of screen shots.
Along with HUD disabling mentioned above, add option for HUD opacity as a slider, so it's easier to see through to the environment if you're used to the on-screen information.
silenced/quiet ranged weapons or longer range melee, enemies are continuously spawning in locations you can't sneak past and forcing it loud.
Make an audio option where volume can be played while the game is out of focus or not.
be able of damaging multiple sleepers if they are close enough to each other
ability to kite/lure enemies by melee striking a surface so they wander over, would negate the issue of them essentially camping a path that has to be taken
Enemy attacks feel a little too blinding with the bloom, some lights seem to cause overwhelming bloom as well, might want to tone down the bloom by quite a lot.
Add a drop command because when the game is bugged and I cannot heal a teammate they can pick up the item so they can heal themselves or give themselves ammo.
There doesn't seem to be an animation yet for your teammates winding up their melee weapon, you'll definitely want to see when your squadmates are getting ready to drop the hammer.
Add locational damage so you can blow off different parts of the creatures bodies effecting how the maneuver.
Improve stealth & enemy detection so the whole team doesn't have to be detected at once/ teammates can pull aggro luring enemies away from areas as long as everyone is hidden well. Would help in situations where you're low on ammo and things might get dicey, or if you're going for a pure stealth approach.
if youre able to run and hide from a horde for long enough give them the possibility to loose aggro on you, IE if your whole team dies and you're able to get away its not still the end of the world, maybe they can be on a more high alert mode afterwards where there heart beat can be triggered from farther away or something along those lines.
Reduce the thick fog brightness or tone it down by 6% to reduce the blinding effect. Also maybe add a very faint outline or shimmer around sleepers in the thick fog to still be able to guess where they are at a close distance without bumping into them directly or still shoot them if you alert the horde.
Have hit markers show up over crosshair instead of where it hits the enemy
CTRL+Backspace = delete word in terminal
allow us to ping anything/anywhere.
"Look out,guardsleeper"
Increase damage feedback both from the enemies and from the players. Guns feel anemic and enemies seem to gently caress me for 20% of my HP.
Make opening map togglable(note sure that's word). PRetty much just open map as a toggle to make things much easier, not move/walk by accident.
Allow things that were picked up to be dropped. (Packs, glowsticks, etc)
When at the warden check at the end of the expedition, at ~60-70% completion, spawn in large groups of larger mobs to make the ending a bit more epic and a bit more pant-soiling
scatter a small amount of items on the floor, tables and other places. When only looking for "lootboxes" and enemies, one stops looking at the rest of the environment.
Since the game's multiplayer is purely coop, it should really work on a WYSIWYG model (What you see is what you get). Currently, when I play with friends, which most of are quite a distance, as a client I keep getting delayed reactions on enemy kills and sometimes even get hit by projectiles I shouldn't have. The game should really operate on a similar networking model such as PAYDAY or Helldivers, where if you hit/kill an enemy as a client, it should just be considered true for everyone (And same with getting hit on your end).
Scouts are too powerful. Aggroing the entire room if you're within a big radius of them is already pretty powerful, leading to a 'damned if you do damned if you don't' situation if other enemies have their hearts beating when they extend, they also call in a giant wave of enemies and become invulnerable while doing so. Removing his invulnerable, unstaggerable state during his scream windup means the players would have a chance to stop him from calling a potentially game-ending wave (either because you don't have enough ammo for an alarm door or because you just die) at the price of already alerting the entire room while they shoot him to death. Before anyone says 'git gud,' we got to the hydropod itself with two players, defeated a scout wave with hammers because it ate all of our ammo, before another scout just ended the run.
players with the bioscanner shouldn't be able to use tool refill consumables on themselves
Add a colorblind mode with more vivid colors so we can be able to distinguish each player's individual color
Change the flashlight from being on a gun to being a body flashlight (pref. shoulder but center lighting pos.). It's a bit annoying to have to constantly ADS my firearm to center the light as it constantly gets repositioned to the bottom left. Another suggestion would be to add an in-game FPS limiter option so that third-party tools like RivaTuner aren't used when disabling vsync and wanting to achieve a specific FPS limit.
perhaps change the scanner back to its original mechanic of creating a 3d scan in the environment. Or maybe even make that a completely new tool all together. Makes the user not stare at a pinging screen all the time, while also letting possibly everyone briefly see the "Pinging" in the stunning environment. + it could then also need ammo to use balancing it out by needing Tool refuel for it as well.
having a bigger difference between the foam gun and foam grenade, so far the foam launcher feels like its very situational at best considering you can use a foam grenade for pretty much the same purpose. I do know you have more control with the launcher, but having more control on how much you spit out is a very niche use so far. Maybe the gun being a more silent approach than the other and not triggering surrounding sleepers.
Would like to see One - Time Use Health Pack or Ammunition scattered all around the map,
And They are florescent colour Tag, to catch players attention.
Would be nice to have Unique Melee Weapon, as such
PoleArms, Spear, BattleAxe, or Chinese Sabre.
Each with it's unique Method of Use.
Experimental Weapon Limited Use / Ammo,
Can be found on a decreased Soldier, somewhere on the map.
Weapon can be from,
Compound Bow, CrossBow, Energy-based Firearm, or BFG#1000.
Experimental Ammunition Separate Ammo Pool
Ranging from;
Incendiary, Flechette, NeuroToxin, Heavy Round, AP-Round, or HE Round.
The ability to unlock very simplistic minigames in the terminals which are only activated through a random percentage chance upon activation of the terminal by making this a rare occurence with unique unlockable games per level you incentivise the players to replay the levels even further and reward the natural gameplay progression.
By making the games incredibly simple in the style of this 80's of the future astetic you can further world build in a manner that allows the storytelling through the medium of simplistic arcade style minigames rather then text or character dialogue.
Perhaps each levels minigame is themed around the creatures encountered on each particular level of the game. Or something which on the surface seems completely unrelated but provides metaphore for the situation currently at hand.
This system I think would be fairly simple to impliment and would provide even further little nuggets of unlockables to keep people interested and going on with the game, even if it's just a little thing.
Accessibility feature (visual indicator for heartbeat on them within a audible range for deaf people)
When i played i couldnt really see far, enemies could stand pretty close and withing their ranged attack are but i had a REALLY hard time seing them, i feel like either just making the regular flashlight have longer ranger or alternatively longer range and a smaller "spread" would be good.
I also feel like the strong flashlight should be even more powerful, but aggro enemies really easy
when you can revive someone, they get a small adrenaline rush to deal more damage and take less, so its worth reviving someone in the middle of a big fight rather than waiting for things to settle down
Remove the duration of a "charged" melee weapon. Instead make a "cancel" option. Because sometimes we want to engage monsters but they randomly turned red and we want to disengage and redo it again to avoid alerting other monsters.
"Hide HUD" key binding so I can take pretty screenshots of this pretty game.
lower either the rate at which enemies attack or lower the damage input slightly, I understand that the game is meant to be hardcore and intense but if this games does wish to attract all types of players the difficulty may need to be toned down a bit
change the "strong flashlight" to be more useful. for now the stick lights are better at showing/marking enemies without waking them up.
change
CLScommand toCLEARand add an escape command forLIST
instead of using
Querymake it so it saysLocate
Melee mechanic in the game is very clunky and should consider being removed. A better option would be a silenced weapon as a secondary option to continue to stealth and increase the awareness of enemies as a result of longer combat distance.
Understand that ammo scarcity is probably a priority, but this could still be balanced with a silenced weapon that can execute sleepers, but be less useful in a swarm. Even a crossbow or mechanical weapon as an example.
Separately, know it is Alpha, but hit boxes felt odd overall ... Both on giving and receiving damage.
With proper timing, allow shove attack to block enemy melee attacks. This could be balanced by requiring very close timing and have it only work for enemies directly in front of the player
I think it would make sense to remove found / looted items from Terminal list to reduce the clutter. (To chat I'm sorry for double posting command was faulty)
Make indicator for security scan zones during APEX events clearer/activate quicker. Time is of the essence during APEX door events, players should spend as little time as possible waiting for a faint white line to fill out!
Press sprint while crouch will cancel crouching ( if on toggle option )
give more glow sticks per pack!
Toggle aim should untoggle when you sprint/change weapon.
#1 A key to drop consumables, #2 the ability to remote hack containers remotely with a terminal, #3 ability to download a ping to your gear/hud/nav when pinging an object with a terminal, #4 Terminal updates when containers are opened, and querying container gives status (open, closed, locked), #5 Reduce recoil slightly, especially on SMG, or add fire mode selector to weapons.
Melee weapon charging/readying visual on character models when they are charging up to swing to better time multiple melee hits at the same time.
use similar mechanics to "keep talking and nobody explodes" for some door and terminal mechanics, i.e. one player at the terminal has to read off a code to the person at the door within a limited time period.
Maybe have the glow stick being able to distract enemies to certain location. The long flashlight could be like a hidden flashlight (can’t be detected by enemies) or something so it’s not standard flashlight but bigger. The flashlight seems to be the most useless gear at this point.
if a glowstick hits an enemy, it sticks to them!
add a flamethrower special weapon pls
A timer at the end of each run to see how long it took for the team to wipe or complete
When picking up an item when not full it will add to what you're holding instead of replace it with possible less. (Example. Holding 2 C grensdes and replacing it with 1 C grenade)
Add a Lean function for better cover usage.
Add function to skip the whole start sequence. So you can instantly start your mission.
petition to change the name of the big striker to big boi
Make it more obvious what type of Ammo you get from a Ammo bag, me and my friends where rather confused with the current system where you receive random ammo (type and amount) from ammo bags
Make it more obvious where the zones are, like maybe some suggestions on Walls where to go, to reach the zone i want to go or via the console. Me and my 3 Teammates didn't manage once to reach the zone where the objective was located in.
Replace hammer with giant glowstick
In the fog rooms, make it so there is a slight outline you can see of objects roughly 5 feet away. It should be faint enough that you can't notice it while moving quickly, but if you're going slow or stopped it'd be somewhat difficult to notice.
Make idle weapons lower to the hip, not to the side - that way they point in front of you with the flashlight, not to your lower left
Add the ability to put down tactical pings. Just little markers that show up on your HUD for 5-7 seconds.
maybe add like some stats how many kills etc. Skins would be nice. I would LOOVE if its possible to make wepon modifikation with diffrent attachment`s. maybe add like an advanced char overlay where u can add a diffrent backpack wit 1 more slot or better armor some stuff like that
Can we get the ability to write team notes? It would be useful to be able to write down key zones and info about other objects and share them without need for Voicechat.
Having a PRINT command in the terminal that displays the final X amount of inputs on the side of the map for easy teamwide access away from terminals
This is a minor nuisance, but every time I open the map, it's always positioned at the last location I left it in, which usually forces me to look for myself in the map. If possible, it'd be nice if the map always opened at my current location, it'd save me a few clicks and scroll wheeling.
give a support for SLI Compatibility Bits (DX10 + DX11)
So any sli user can run the game on high and smooth on a old or new graphics card.
Add a testing/info area that allows us to try out the different weapons and tools, along with seeing what different monsters we have to face along with a few small details on them.
Addon to my previous one about testing/info room. Make it so that you gain information on enemies as you encounter them, not before. You gain that information by killing an enemy, finding them, or examining their corpse for example. One info has been acquired it'll permanently appear at your info room/menu or might even appear on your HUD the first time you spot it in your next run.
Ranged attack projectiles should not track/home in on players. The speed should be increased to compensate for no more tracking. This will make ranged attackers feel unforgiving rather than unfair. (Multiple times I would be crouched behind cover and still get hit from overhead or one of my brothers would be behind a corner and get hit from a projectile that curved around the corner).
Allow users to use PGUP/PGDWN or MouseWheel when using a terminal to be able to see previous commands and responses.
Please keep voices out of the game. Character noises are great, but it'd be nice to keep character voices out so that it keeps people immersed with their voices and it keeps the intensity with people talking to each other over VC in a more tactical stance.
Rebalance Weapon damage and ammo capactiy or Enemy damage/health. During my play through I thought that most gun damage almost felt like pea shooters. (Except sniper rifle) If I landed a shot on someone’s head there was a better chance of that sleeper dying. If I hit the sleeper’s body it felt like I had to use an entire magazine of SMG ammo or assault rifle ammo. The Pistol, DMR, Shotgun, and Revolver do not have enough kick or lack of ammo to be used effectively in combat. Their damage output may have said high but either because of the enemies’ health or because of the hitboxes it felt like my shots would never connect.
Enemies need to be nerfed. This could be because I was playing most of my time with only one other person (I played a few rounds with a full squad after losing multiple times with 2 people) but the enemies feel like they are bullet sponges. Able to take immense amount of damage before going down. It doesn’t help that enemies are able to deal just as much damage as they take in return. There were often times during engagements that I lost 80% of my health. Ammo was even more so depleted.
In all the weapon damage/weapon ammo capacity/enemy health/enemy damage need to be rebalanced for a more enjoyable game. My friend said it best while we were playing, “This game is in a stage where it’s too hard to be scary because I am frustrated that we can’t get passed it (the level) instead of being sucked in by the environment.”
I think my current list of issues with guns, I have used the SMG, Assault Rifle, Shotgun, Machine Gun, Sentry, and Mine Layer.
For all guns - The animation speeds are really slow and generally feel delayed. I don't have an issue with the speed as much as the delay as we are inexperienced prisoners, but we should still have fast reactions.
SMG - The recoil is almost nonexistent, but the spray is massive. Its unsatisfying to use and kind of annoying for an FPS veteran. I would hope that the animation speeds would be faster for this one as it is smaller and lighter, meaning our characters should be able to move it a lot faster.
Assault Rifle - Same as the SMG, just less spray.
Shotgun - The spray is massive, which is okay, but the range is terrible, and damage feels a bit lacking. I know this is the FPS norm, but for a game like this I'd hope the shotgun performs like a real one - does a lot of damage but has a massive damage drop off at medium range, not short range.
Machine gun - Spray isn't bad, range is good, but the magazine size is aggravating. It's a 30 round mag. That is the exact opposite of what a machine gun should be, seeing as from what I remember the MG has the lowest mag capacity of all the full auto guns.
Sentry - It's good. I like it.
Mine Layer - Wish you got a little more context while using it, it was very confusing to use at first.
Just an idea, possibly add vents/shafts/not doors? That mobs can surprise players during defense events or whenever scouts calls reinforcements. Players can also foam/mine these for more tactical/intense gameplay? (The idea is similar to DeadSpace vents)
After expanding and adding more weapons to the game, maybe implement a loadout point system similar to Insurgency Sandstorm. Ex. A player by default could have 12 loadouts points, shotgun could cost 4 points, mine gun 3 points, smg 3 points, pistol 2 points, etc. This would make player choices more tactical rather than just picking weapons randomly.
Remove Scout Invincibility when they are charging up the scream so it's not a
death sentenceguaranteed horde fight that players can avoid by dumping ammo in desparation at it while it charges up
set limits on certain items/gear during loadout selection to avoid everyone taking turrets/mines/etc
So after playing all last night, my biggest suggestion is to broaden the Ping system. Having it only function on Doors and loot containers is a bit limiting.
Pinging 1 enemy, pinging items laying out in the open, teammates, locations, etc feels like it would help a lot. That or just remove the ping system all together. It just feels limited to the point that it needs to be broadened quite a bit (such as Ping Anything) or just take it out.
Great game, and I appreciate all the hard work.
Use the HUD from the first trailer
Have option for bots to take place of teammates
Make silent kills ‘silent,’ sleepers detect me occasionally after a silent kill
some kind of perk system might be interesting, where we don't have classes but various perks (like Mordhau for example) which people can use loadout points (another possible nice addition probably suggested multiple times already) to get.
so stuff like Combat Medic (more heals out of medpacks, faster revives), Sprinter (faster run speed), etc
How about an option for the game to use your mic? Completely optional, but could make delves with friends just that much more immersive/scary/difficult
Implement an option for raw input.
Weapon WorkBench And Weapon Attachment
A workBench to modify weapon brought in, located in place of checkpoint or in Risk-Reward room.
Weapon Attachment, are found on dead soldier or previous expedition crew.
Come in a form of scrap currency, can be spent at the WorkBench
Maybe a Rare occasions of a fully working attachment, that can be mount on the weapon upon pickup.
Add throwing knives that can be used to take out enemies stealthily that can be picked back up, but also have a chance of breaking on impact.
longer lasting glowstics. There's nothing worse than a niche consumable going out too quickly when its sorely needed. I dont see any problems if they glow for 10 minutes, maybe then they can be used to mark a path, atm they are even less useful than a floodlight.
Different kinds of distractions to be used to divert enemies away from certain areas for a short period of time, such as a radio, noisemakers, clocks, or flares. When placed, if within suitable range, enemies within the range will leave their spots and investigate the noise. When said distraction runs out of use, said enemies will return back to their original positions.
Looking at a door indicates what zone-name that door goes to on the map view. Its not an issue right now with the map layout and rooms staying in the same format, but when it comes to new maps and maybe some map rng, it would be great to have the map update with the door or zone location as the doors leading to a new zone indicate what zone that door goes to on the map as well. That way, if you do run into multiple doors, you can see where the entrances to that zone you have run across to are, and "guesstimate" the size of the room in combination of enemy grouping via the bio-scanner.
Silenced pistols / Night vision googles / More Stealth options - Red light/Green light crouchy hammers is super limiting. Even your dev videos are edited down because there's no action. An option to play loud. More ammo / bigger hordes. More objectives. Able to tag all (motionless) enemies. Just my opinion - congrats on the alpha!
Add a rare hip pouch item to some boxes that are locked behind a tougher hacking minigame, that lets the player carry an extra item when picked up.
The ability to swap main/special weapons, item pickups, and utility items with your teammates at anytime.
sprint cancels reloads. Gota juke them hentai tentacles
Hand signals or communication emotes that can be used to communicate with teammates in a lobby where voice chat isn't being used.
ability to draw a line on the map and show it onthe HUD as a 'path to follow'. getting lost and only surviving because I've memorized the entire map layout isn't a 'fun' mechanic.
elevations and bridges shown on the map
Damage indicators need to indicate damage. flashing red border of the screen on the side im taking damage form would be nice - top for front, left/right, and bottom for rear. bigger red means a bigger damaging hit to give feedback on how much it 'hurt'
most of the time I can hardly tell.
have a list /all or / on query;
eg query key /all or ping medpack /all
*also one for the current floor (room? number?) so i can
list medpack /floor
to get a readout of the medpack in the current area. rather than having to query every one individually to see if any are on floor 11
I've been told there is one, but it doesn't show up in COMMANDS
Ability to peek around walls or from cover while crouched, kind of like what Alien: Isolation does.
Add the ability to drop items or the ability to give items to another player given if they have a slot free.
Alternate melee weapons that aren’t reskins of the default one, such as one with a longer range but slower charge time or one with a shorter range but faster charge time.
Developping a system with level of vocal on discord. Create a mod in association with discord who analyse the level of voices between players...if you speak too loud near ennemy, they detecte you... It seems me, that a another game with a similar system is in developpement.
Sniper rounds should pierce through enemies given their low ammo capacity vs damage output.
There should be a voted or at least curated tip channel for helping newbies get decent advice on discord or something related to GTFO off the main page
adding to the longer ranged weapons maybe like a bow or nail gun and or have the bow be useless unless it’s a stealth headshot because of how little dmg@it would do
have customizable scopes
Reload gun with mags count, able to share your mags with team or able to share weapons
perhaps a (sticky) explosive that can be manually detonated, but alerts surrounding rooms if they arent fully cleared(even with closed doors). That way you can stick an explosive on a scout or in the pathway of a scout and decide when its the best time to detonate to have the maximum damage(which can kill teammates if they are too close to it too)
This way you can decide whether taking out 1 scout in a very sticky(pun intended) situation while taking down mutliple enemies is worth taking on possibly a big wave of enemies. I personally also feel like the detonator needs to be in a seperate slot, meaning the whole thing takes up 2 slots to balance out the damage it can do, or only having only 1 explosive per detonation.
A drop button would be nice (unless im dumb and didnt realize there was one).
subtitles for people insterested in hearing what the characters say.
The ability to drag a downed teammate, so you could drag a downed teammate behind cover or to a safer area before you start reviving them.
make some areas where you have to leave behind one or two people to man a button that only opens the door while pushed.
Being able to write on walls or doors to use as markers to perhaps indicate already cleared or explored zones and areas.
The ability to slide by crouching while sprinting, kind of like how Far Cry 5 lets you slide for a bit when crouching while running, useful to quickly get behind cover.
Spear/javelin melee weapon that can be thrown, but has to be picked up to use again.
Light Grenades. Can be thrown to distract/draw away enemies.
a super hard difficulty mode where all guns are procure on site of the level and you spawn into the level with just hammers.
make a voice command wheel or emote wheel for the dialogue as it does play in game but it’s never enough it feels so allow us to choose what we say to inform members on how to react
every alpha player will get a discount for the full game.
Allow queries and pings for multiple items at a time, ex.: QUERY MEDIPACK [492,265,512]
make some statue/character swag. Scout with LED tendrils going out, or to quote @pastel kindle "a giant statue of one of the scavengers about to be eaten", something dope
Just to think about. Later down the road, allow steam workshop for mods or an even bigger one, custom maps/scenarios? (Like you would for Left For Dead, some one mentioned this.)
there is too much music in game, i find it's not immersive... i cut off during the alpha.. I think it will better to improve and make more ambiance sound and effect and perhaps just put a music when there is a big attack. Sometimes during alpha, the music continued after fight, a bug i think...
when you use central button of your mouse, you can marked a placed that everyone can see. The problem is that you just can mark door and ennemy if i remember. I would like marked anywhere in the place i am
make it so the infected scale with the player numbers
To prevent the game feeling very repetitive, could there be optional strategic goals added to each level as an alternative to stealth-headwhacking? I'm thinking a challenging way to activate security gun turrets, or flooding an area with toxic gas etc, just as a secondary tactic to achieving the same thing? Could also be used to assist against mini-bosses etc. Again, my thought is to make these goals challenging in themselves to achieve and to make them purely optional, not level / game breaking - just for variety.
make an option to disable anti-aliasing
ability to pick up thrown glowsticks, dimming over time and on each subsequent throw
Make different types of turrets. Right now there is only an "Assault Rifle Turret" (that is nice, i like it) but it would be nice to have a sort of other means for the game to apply different tactics. [Fire Turret] = Low range, Mid damage, DoT damage for 10s (since it uses fire) Medium rate of fire; [Sniper Turret] = Long Range, High damage, Low rate of fire, and can be controlled also manually; [Glue Turret] = Low range, Mid damage, Freeze smaller enemies and slow medium to big types, Medium rate of fire
make the long range flashlight a deployable with an alternative night vision enabled camera, it can be carried as a light source, but right click will switch to camera mode, which can be remotely viewed once deployed
make the biotracker be able to tagg sleepers too instead of only enemies that are moving
If an enemy is missing a head, prevent them from attacking you from range (projectiles, for instance)
A progression system?
Something simple like the more you use a weapon cosmetic bits and bobs get unlocked.
Nothing gameplay changing.
More terminal commands (lore logs, audio files, perhaps one-time use area pings for sleepers, supply crates, etc)
make it so you can ping the infected
-Make stealth kills always an instant kill {just had an occasion where i wacked a sleepers head off and it still stood up [ps i wacked it with a full charged melee attack]}
-Give Bio-Tracker an Advanced Ping/Tagging System For all 'infected' species {That includes sleepers too}
-Maybe gives players some Sort of First Aid kit with one use at The Begin of each level since C1 level appears to be huge {and maybe more bigger levels to come}
Setting to change the colors of the hit markers, or adding a setting that lets you add a hit/kill sound that plays a sound when you hit/kill an enemy, like TF2 has.
lowering the fall damage/removing it for 1 floor falls
fix the attack of enemies through closed and even more frothy doors
Add traps triggered by players and disarming skill checks?!
Fully charged melee hit should always be 1 hit kill against sleepers when you hit them in the head or body
it's not really gameplay affecting, but the character movement seems somewhat floaty. could we add a slight camera shake to add a sort of weight to movement?
have an "exit game" button in the starting screen (where there's a link for the discord server and roadmap) because I got somehow a connection error and had to alt+F4
Add a "Last Weapon Used" key such as the one in CS:GO (default on the Q key) that works as a quick toggle between two equipment slots.
Stacking C-Foam grenades, when we have 1 or 2 let us have a full stack rather than trading stacks
can we put a cap on the fps in the main menu/lobby screen, please? Also, can we just get an fps cap setting? Would like that in conjunction with vsync as I dont like to play with vsync on. Even if I have an OP gpu, i dont want more than 60fps and it running hot on the menu screen.
The ability to set up the giant flashlight so we can use it for defense in order to see things better.
Lower the intro cutscene volume.
Revamp enemy health/damage, it takes all of my clip to kill one or two enemies and I get downed way too quickly, which is annoying since I play alone and have no chance to be revived, so I have to restart every time.
increase the time it takes for the enemies break down doors. I have almost 0 time to prepare
change glowsticks to party sticks and make then multicoloured
Set ping for ennemies ( monster )
Show the depth you are descending to somewhere on the 'loading screen' as the team descends into the darkness.
info on the different enemies you've already encountered what there attacks are like
The game is sorely lacking high-quality ambient and other eerie sounds and noises from the environment, which would escalate the frightening atmosphere. You feel like in a tank, even when enemies are near. Gameplay can be leveled in one direction or another by the experience and feedback of players, but the lack of atmosphere-with the release will be difficult to compensate.
be able to customize weapons and customize your character
glowstick throwing range needs to be increased, its piddley at the moment, you cant throw it farther than like 2 meters from you
More ammunitions at the start and mobs a tad bit loss op
enemies can't hear sounds from punching any wall near them. I think they must hear us when we trying to destroy anything :)
Maybe get rid of that scream at the end when the expedition fails. It's really loud and startling. A flat-line heart beat noise or something might be better? (not sure if someone suggested this but I'm probably assuming so.)
I'm not sure if this is part of the intended difficulty, but it would be really great if pickup items of the same type (glowsticks, medkits, etc) would stack (up to 100% capacity). Right now if you have three glowsticks and try to pick up two glowsticks, you just trade for the two instead of having five.
In addition to QUERY, add a ZONEQUERY command, where you can search what's currently within your zone - or that has (2) filters, first for zone, second for optional ID (i.e. ZONEQUERY 12 or ZONEQUERY 12 medipack? Hacking system is great, but when you want to search for a specific item type, having to query the item type, list each one... then query again because you've ran out of screen... It gets tedious and creates (IMO) too much lull in the action/suspense.
please remove the ability of the big lads and scouts to spawn in the STARTING DROP ROOM
- Gunplay needs to be more consistent. I understand why it is designed this way but if you want to make run&gun non-viable, limit our ammo further instead. Overblown recoil and accuracy bloom don't feel good. I'd like to see something more in line with e.g. the new Insurgency - realistic but crisp and precise when done properly.
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We should be able to break aggro, but it shouldn't be easy. Hell even buff the enemies to balance this out. Say if I manage to put 2-3 closed gates and X distance between me and the chasing horde, they would give up and instead of returning to their original spot they would walk for a bit and fall asleep again, making me clear the area once more. This would allow for more interesting plays like one player taking the horde away, others doing the objective etc.
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It feels like we are missing some tools in our arsenal. I like all the things we can do now but I'd like to see more build/playstyle variety. E.g. gas grenade for chokepoints/closed gates, decoy device that could lure enemies from adjacent rooms, handful of mud from Predator to blend in with the bad guys for ~10 seconds... just a few random ideas, you get the point.
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More ways to go about the objective. Say if the team manages to find ~6 different terminals and ping "alarm terminal" from all of them, they'll find the terminal and when they use it, it disables the door alarm and allows for a stealthy alternative. Of course this shouldn't be easy to do, hide the terminal deep in the complex with several rooms full of enemies "guarding" it.
add the option to choose the color you use to represent your player
add the ability to not have a seizure in the hydropods
If possible, change it so that melee small enemies cannot attack you through doors. This change idea is brought by the fact that you can be forced to stand in an alarm circle right next to a door during the Zone 13 alarm section, which, even if c-foamed, can get you downed from above 90% health.
It feels extremely unfair to be in a good run, and get downed due to RNG. (In the case where this occurred, my squad and I went from full 80% health and up to two downed players due to the RNG choosing the alarm sections next to a door.
If the interaction where you can be meleed through doors cannot be removed, then maybe consider moving those alarm sensor circles a little bit further away from the door, so that you aren't forced to stand next to enemies to progress the sensors. (These were one of the first branching sensor circles, which meant we couldn't get the rest of the sensors without taking a big amount of damage.)
A map (or possibly consequence of a new enemy type) where the lights are destructible or the power fluctuates on and off. Would make for some scary moments when you think you have a situation in the bag but suddenly the lights go out and it's pitch black.
give alpha players golden hammers when the full game releases 🙂
Improve the Victory Screen
Right now if you manage to actually finish the expedition, your screen fades to black and then says "Expedition Survived" without anything. This feels a bit anti-climactic to the effort you've put to win.
Make it so that the game's theme starts playing when you win, while the words "Expedition Survived" slowly appear on the screen (like game's title does in trailers) so getting the fuck out feels much more satisfying
Improve Terminal List
I want to use the terminals to locate specific items, but using the List and Query on individual items is laborious.
I think it would provide the same amount of information, in a less tedious manner, if a Listing could instead return how many of each Supply Item are in Zones (or a way to List for specific Zones.) Then when close enough, Ping would be relevant in the same way it is now.
Model view for monsters and the prisoners, have idle and attacking animations, similar to DOOM 2016.
i think they should animate the giant that if we take of its leg by hammering it with melee or shooting, it should drop down on the floor and crawl instead of it walking without legs
Add a Ping type Audio to the Bioscanner that other nearby players can hear when you pick up targets.
please add a toggle crouch, also the character's idle animation look like they are floating
Add extremely rare items in future expeditions like night vision googles
we should be able to romance the sleepers
Make the climbing ladder animation while walking/running glitch an emote. Shit’s hilarious.
takedown for not the mnster who doesnt detected you
the ability to seduce fellow agents through voice chat
Turn the Biotracker into something like an overhead display or maybe goggles
Have a stalker type mob, since when you clear out a zone it's basically you can sit safe without fear, but to deter that have a stalker/hunter type that used to puts pressure on the team.
make the menu text less of a headache, just a cleaner text and not like its old school 3d without the glasses
As a friend and I said, 4 of us spent a good hour clearing rooms slowly and effectively, we got the grey key card and knowing the rooms behind us and around us were completely clear and stripped clean we were huddled at the unlock, as we went to disable the alarm we were swarmed by already cleared rooms and by the room we were in and its kinda bullshit as we didn't last 30 seconds. Instead of spawning enemies in your room, jack the spawn rate of the room(s) you haven't cleared / accessed yet or spawn harder enemies valuing better usage of turrets or mines to reduce casualties.
No new spawns when an alarm beginns
give some few emotes when falling down at the beginning i really want to show my friend with whom i play a middle finger
add some broken vents so people understand in which room new mobs will spawn and some voice for it like when you walk close your character says they will crawl from vents
add DECOY launcher that would launch a something small rolling ball which would explode after few pings
change sniper rifle so it kills many enemies in row because it has very few ammo
Allow the ability to use gun ammunition to reload sentries.
flamethrower turret would be nice ;p
would be cool to have some customization over prisoners like different masks or armors (like some blueprints found in game to unlock)
being able to place The high powered flash lights would be nice. as they're not much use being carried around at the moment but placing them for extra lighting would be pretty cool.
What kinda cheap mining operation are they running with glowsticks that only last 2~ minutes at most. Would love if glowsticks could stick around a bit longer after being thrown
Flares that can be thrown and distract enemies for a bit.
Adding a wall-mounted variant of the sentry, or the ability for sentries to aim and fire up or down.
make it VR compatible
friendly fire
UV flashlights that dont affect enemy aggro instead of the large flashlight
Ability to prioritize or choose what weapon gets ammo when using an ammo bag.
Make the Long Range Flashlight an attachment for the Pistol.
injection/tranquilizer consumable that silently eliminates sleeper without alerting nearby enemies even if they are very close.
I think it would be cool to have a high-risk, high reward weapon like a crossbow/recurve bow. Low ammo, ~6-8 arrows, arrow drop over distance. Maybe only being able to recover arrows if you hit a soft target, arrows break on impact with walls/floor due to a missed shot along with aggroing sleepers around the impact with said wall/floor. High risk of losing ammo and waking sleepers, along with being bad in a swarm, but high reward of being able to eliminate sleepers at a distance.
add a limited amount of crawling to the downed state so that players can inform their friends of how safe/unsafe it is to revive them and not just stare at a wall
Maybe make different melee weapons like an axe to slice and dice, minimal noise to silent, make a bludgeon to disorient and charge up.(to stun enemy for light attack), and other suggestions for melee weapons
being able to ping anywhere, not just doors, terminals and other things like that. also being able to ping enemies.
The ability to see friendlies on the biotracker as blue dots. The are after all living entities.
console commands
- ping [ID] [-n count] (have an option to have the target beep more than once)
- list zone [value] [area] [ID] (will drop the junk ID's when pinging a single zone)
- door [ID] [lock state] (this is pretty self-explanatory)
Allow turning off the GUI chromatic abberation/doubling effect. Really screws with someone who's got double/ghost vision
a single sleeper should not be able to break open doors on it’s own. There should be a minimum number of sleepers needed to break through.
players should start at max capacity for ammunition
Make the floor map center on the player's location
Not sure what your plans are for future maps, but it's an easy setting to be able to start everybody in separate areas and have to collect their own clues before being able to rejoin and figuree out the rest of what they have to do
add a bow\crossbow to the game
add tracking arrows\darts
Different ammunition types, like incendiary or explosive ammo, that come with certain tradeoffs such as reduced total ammo or other downsides for balancing.
decoy darts\arrows (all the sleepers will get allerted and will attack the one sleeper where the dart\arrow is on)
rope arrow\dart(shoot a arrow\dart with a rope attached to it, and then use it next to trap all the targheted sleepers in one position, or just to attach it as trap to a door and make the sleepers fall down). and add a tool wich can take back the rope in order to stuck the sleepers in one position
when you got pursued by the sleepers and run away the nearest character to the sleepers start saying "fk fk f**k...)
Banging doors too many times should alert the sleepers on the other side if there are any
add a explosive dart\arrow wich can be detonated by remote
I've seen people suggesting the same things over and over again. I don't know how to solve this but maybe create another channel with a list of the top rated suggestions/most popular suggestions so people read that first before submitting their ideas?
chemical nade that resleeps enemies for a certain amount of time, if other enemies are still agro when timer runs out, they wake up, if not, they remain asleep
make the map movable with the player movement keys
a gadget which detects how much sleepers are on the other side of a door in a certain range
stackable consumables like c foam nades
Ability to switch fire modes for weapons when appropriate, such as single fire, full auto fire, and 2/3 shot burst fire.
make turrets not aim for heads that are no longer on the enemies they shoot at
make it so that when you miss hacking instead of going behind 1 step, it throws you out of hacking and sends out a small alarm around the box or locker that can wake up sleepers within a small radius of a box/locker you failed to hack. This will add more pressure and actually make player consider hacking carefully
Stealth or not, weapons seem to be too unreliable at the best of times, with little to no ability to stand up in battle. The SMG can spill most of its magazine into a target prior to killing the smallest enemy. All weapons, particularly the automatics, should be able to do substantial damage to a horde of enemies and kill plenty of them. Ammo is scarce, but there isn't much reason to make the weapons have little visible impact on enemies. Melee weapons are also too slow, and there isn't a observable way to fend off a swarm of tongues. Combat needs to have powerful guns to make up for low ammo. Youa re still punished for bad stealth through using up your ammo, but while still a stealth game, a Shotgun is a shotgun, a SMG a SMG, and a high caliber revolver is a High calber revolve. Some of those weapons have made their mark on history for handling crowds.
Add in the HUD the flash light statut (on/off)
And put the HUD in lower left part ( or right part) of the screen
Possibility to lean left an right like in R6
If glowsticks are going to retain their short duration, right clicking to activate one to hold while the tool is active would be nice. Swapping to a different weapon can then just drop that lit glowstick at your feet.
"Pulse" grenades that generate high-pitched sound that attracts wakened enemies (while also waking up the rest in the room if there are more sleeping) for 5-10s. This could be useful for retrieving downed players and/or sentry guns to retreat to a more defendable position.
the use cases of fog repellant feels really bad. The size of the bubble is fine but the limited duration is awkward. If used it should simply last for the duration of the expedition allowing players to carve out their route on extraction ahead of time. Right now if you get it ahead of the fogroom it has the most limited of use cases, but there is no reason to have it deactivate later because the area it safely revealed is then cleared, it can't really give you information later, it can only make it less disorienting as you travel through the room in high stress situations.
getting out of chat without sending a message to WIPE the message, or make an easy way to wipe message - having to backspace a whole message if you go back into it is rough
While pinging enemies in combat is a biosensor only tool, it would be nice to be able to limitedly ping enemies before alarm. The biosensor user already ends up describing where enemies are, being able to use (In this sci-fi future) a ping to say "I'll hit this one." would be very helpful.
If you ping the terminal you're pinging from, the delay should be <1ms. Just for realism reasons I guess?
door should be opened when there are no foams holding it in place
right now the "Long Range Flashlight" feels way worse than any other Consumable you can drop, being able to "deploy" it on the ground like a turret to light up a room you'll need to defend (like from an allarm or sleeper scout) would make way more usefull and give it some tacticall depth too
mainly for the alpha, but the ability to change different setting in a game. such as max regen health, ammo etc. as with alphas and betas, the main point is to test bugs and issues, but me and my squad cant even get past zone 13 at times as we are low health and low ammo
in bot spamm is set to read only, so here are a few of my findings so far
- it should be a good idear to only list players, who have the game, in steam invite list
- adding a brightness adjuster to the video settings would be a great idear; dark to make it spooky is a , but havving it so dark its barely even playable is b.
- sometimes the lighting (i thk the shadows shadders, on half quality) emmits a large dark area arround the light, making it harly posible to play couls you just cant see anything. even flashlight wouldent help, only when i was direcly in the light, the rest of the room was visable.
(also wondering if other people have incountered this lighting issue)
in game sound system that ranges based on how close or far you are from team mates. and maybe radios/phone so now sometimes you gotta rely on *texting what you want to say to team mates instead of talking. Just imagine how much harder and funner it would be to have to actually stay silent instead of being able to scream at your team mates to stop moving XD
(for the texting make it like a actual item you gotta pull out to send a text. radio lets say your wearing headphones. but if you say something obviously the enemies can hear you if your close enouph
A walk button, so the pace of the game stays low without everybody having to crawl. Also customizable attachments for weapons.
Different sensitivity options. Separate ADS and hipfire sensitivity (ADS sensitivity is definitely lower than from the hip but we can't customize it).
Make the key harder to get or risk running the gauntlet. Doesn't make sense the alarm is going off when you have the unique key to said door.
Add some minigames to the terminals, like snake or pong, if you have to wait for your mates or something.
Up to 45 degree sprinting, so when holding WA or WD, you don't stop sprinting
make it possible that you can close and open doors with the terminal, so if you are done with a zone you can close a security door again
Make the game localization totally public and volunteered (like maybe you can use localizator io) so you wont lose money to translations and it will be faster
Emotes while being deployed, like flipping off your teammates. I'
When the game is finished/mission failed or completed make it so there is a line of the map showing the path each member took, similar to Alien Swarm, just for a fun watch.
tapes or any other collectables with the voice from the original trailer. can we learn more about this voice?
Chainsaw melee weapon.
please change the music at the end where we rush towards the exit, its kinda lame with the same music all over again at the end
Retrievable spear or throwing knife
let the other players be able to see the window of the bio scanner (if there close enough to be able to see on the screen)
to make things intense a new type of enemy. an EMP sleeper that if alarmed it will send EMP waves disabling all electronics like our turrets, mines, flashlights(so that glowsticks are viable) and can be distinguished in the biotracker with it pulsating in the radar [the enemy should have a blue glow instead of red so that you'll be able to distinguish it from the others
"melee" enemies Telegraph certain attacks indicating which side the parasite thingies attack from, so we have a certain direction to dodge
Sound/Noise grenade that attracts monsters to it. 8 seconds of noise after activation then a small explosion dealing damage to all who are near it, friendly or otherwise.
Make one full charge of a c-foam launcher enough to reinforce a door and reduce the max number of c-foam grenades from 3 to 2 in a full stack. Also buff the amount of ammo the c-foam launcher can hold as right now it feels to inefficient when compared against the grenades that are plentiful in every map.
Able to select what character you want, and maybe a little optimization for people who have a literal potato for a computer.
supersonic grenade for attention, silencer/muffler (which reduces dmg), flamethrower and laser sight.
Weapon Sounds and Animation lack a certain amount of physicality. Would love to have more punchy firing sounds, and better timing and weight in the animations. They feel pretty floaty and evenly timed overall.
Particle quality in Video settings for the lower end pc's as those can have an impact on the GPU/CPU usage.
make the heart-beating only when players are close and making noise, rather than at time intervals which forces the team to make a long game of Red-Light/Green-Light
I don't think we should be able to jump while crouching, rn if I just jump while still being crouched and it really throws me off as I'm used to stand up before jumping
Allow the list command to sort by zone number.
Change crouch and sprint toggle behaviour.
One short tap on 'sprint' key should activate sprint mode.
Sprint mode remains active while player keep moving forward.
No need to hold the button all the time.
If player stop moving (release 'move' keys or hit an obsacle) sprint mode cancels.
Walk mode remains active until next 'sprint' key press.
Sprint mode activation should cancel crouch mode (if active)
Sorry for my poor english
Flamethrower in a similar fashion to the Nostromo
Weapon type: Special
Ammo: 120
Mag Size: 50
Damage: Low
RoF: High
Uses roughly 5-10 ammo per second, Short range but wide angle. Does small tick damage to weaker enemies after getting hit, with increasing time as they are in the direct flame. Worse against bigger enemies due to size, an being generally unaffected by the flames. Good crowd clearing capabilities. No ADS
a place on the hud that displays ally health, but in terms of "healthy"(100-60), "injured"(60-20), "heavily injured"(20-0) and "downed". It's a chore to check everyone up close to see how much health they have. Having exact health might also work, but I feel like that only should happen if one were to have a medkit in their hands.
the player should be able to sleep with the sleepers after reaching a relationship status from dating
to feel the feelers
the ability to upload custom images to tiny badges on your shoulder, kind of like how different agencies have them irl. This way I can have my Winneh the Poo symbol with me at all times.
the recoil on the guns makes them feel floaty and inaccurate because the only visual feedback is the gun and crosshair recoiling, while the screen doesn't. This is highly different from most other shooters where firing a weapon gives full visual feedback and keeps the crosshair centered while the screen actually recoils with the gun, making staying on target more of a control of recoil versus how it is now.
You guys should add an animation when players beat the expedition where we get back in the thing that brought us down, starts to take us up then suddenly something attacks it and it suddenly starts falling down.
Make the ending part (after 100% the final scan thing) go into a cutscene or something ascending back up to ground level. Don't just go to "black screen". I love the initial "fall" into darkness, so have something going back up before the black screen.
don't know if this has already been suggested, but maybe option to play with or without noise detection, I feel that could add some more panic to the game if someone accidently sneezes or coughs.
a way to stealth alarm doors by picking somthing eles up that jams the alarm or somthing so there is a option to stealth the whole mission
make the player arrows blink in the map, so it's faster to see them
- I would be nice if clearing rooms before getting the key would reduce swarm during alarms.
In-game voice chat over radios. Radios occasionally go staticky, and occassionally stop working entirely for a few seconds (perhaps enemies could trigger this?). This adds to the atmosphere of the game and makes things more difficult.
better stacking of items. If I have one C-foam grenade and I find a stack of two C-foam grenades in a locker, currently I can replace my single C-foam grenade with the stack of two. I should be able to have a stack of three.
add spray paint to be able to draw on physical objects in the game like you can within the map in order to better co-ordinate with a team
Pretty keen for a roaming enemy (not the scout) that actively hunts for players for a minute or two, disappearing for a couple minutes, and then returning.
Favorite horror game of all time was Alien Isolation. I'm thinking one big sleeper, that's smart, tanky, actively tries to find you, and can open any door that the players have already opened once. Your best bet is to hide from it, like in Alien Isolation. The Biotracker is useful for evading it. The other tools are useful for killing it if your team decides that's a better option.
It only spawns if you've cleared multiple rooms of Sleepers. This makes sense thematically - it's like a white blood cell, searching for an infection (the players) that are going around killing all the normal sleepers. It also makes sense from a gameplay point of view - once you've cleared a few rooms of Sleepers, hiding from the big Hunter is now a viable strategy for dealing with it. Finally, it provides players with an interesting dilemma. Clear every Sleeper from every room you go into? You risk the Hunter spawning, and having to hide from it or fight it. Or, perhaps you leave a couple Sleepers alive in the rooms you travel through, hoping to avoid spawning the Hunter?
be able to ping enemys with middle click
Add an expedition that takes place in a flooded area, where you need to avoid ripples in the water / enemies on your bioscanner by jumping up on boxes to get out of the water while they pass.
give the bio-scanner a ping option to see within dark areas and increase the range at which it detects to allow full room scanning
Ability to cancel C-Foam grenade throws when already aiming and charged up.
Customizable HUD? The HUD is filled with a lot of information all the time, maybe have the warden objectives only appear when pressing tab and your weapon loudout only appear when changing weapons fading away after a couple of seconds. Teammates' loudout info appearing when pressing a key and also disappearing after a while so it only shows their names on top of their characters' body. Remove the "press tab for map & details" and the "press return to type" messages. Maybe tone down the 3d looking text?
Terminal Improvements? Spending time in the terminal looking for supplies suck. especially if you already found that item. put some type of indicator for items you have already. thanks found so you don't waste time looking for it
Lower the chance that fog repellers spawn. Had three games already where 75% of loot was fog repellers.
No weapon skins. No weapon rarities. No Player skins. No loot boxes. Players have hundreds of other games to choose from if they want that. The gameplay is fantastic, just keep building on that and you'll surpass Overkill in no time.
having a suppressor on the sniper would be realistic so we wont aggro anything when killing scouts
Make something useful out of the long-range
disappointmentflashlight (Here are some ideas):
- Turn it into a weapon (melee or laser)
- Allow it to enable sight through the fog
- Make it infrared so that prisoners can see enemies without alerting them
- Make it a limited use item that can stun feelers/scouts or enemies in general
- Get rid of it so that other, more useful, items can spawn
make the spawn room have q fixed spawn... Having a giant in the spawn room when you first start the game isnt fun
ok here is how i think the keycard doors with the alarm should go down it dont spawn a extra wave in just every monster you have not killed up too this point so if you staleth every room upto it nothing comes after you
If single player is going to be an option, then level the playing field for those that are going to attempt to play solo because there are just some people that don't like playing with other people.
Multiple keycards that can be used with terminals to affect the environment, such as turning lights on or off, creating a diversion with the alarms for sound, disabling part of the alarm scans, etc.
what about if the terminal also had an option to mess with like vents or something so maybe you turn on a command that vents out a room when its fogged up but if there's like a scout or El Dorado ( the giants ) they become alert'd
Make it so that alerted mobs go through their aggro animation before attacking. Ive had so many times where I get shot immediately when one gets alerted and Im hammering them. I feel like it defeats the purpose of the aggro animation if the enemy just immediatly shoots you and you lose 20 health.
Create a monster that hunts players that's very hard to kill (similar to Alien:Isolation). Would potentially help keep pressure on the players.
Also could add vents and shafts that monsters can surprise players from. The 'hunter' monster could move in a non-linear pattern throughout these without utilizing doors.
Please add female character models! ^-^
Change design of self-defence for the alerted Scout. Tweak it to have less i-frames (so it can be killed in time with ranged weapons other than sniper rifle), or alternatively, let it gain shield that reduces incomming damage when alerted and before scream occures. Currently scouts are extremely hit or miss, players should be able to deal with them even if something went wrong (but requiring coordinated focus fire and wasting more ammo in the process compared to just one-shotting it).
Add some utility to Sniper rifle. Currently it is very niche, but necessary against Scouts and not fun to use. It'd be nice if it could pierce multiple trash enemies or knock Brutes over, giving teammates a breather. Limited ammo count would balance it out.
Shooting off heads should reduce effectiveness or completely nullify special attacks of infected (tongue lash, homing projectiles) making them resort to arm slaps and kicks. Currently enemies feel like damage sponges, and headshotting them feels unsatisfying since they keep attacking you as if nothing happened.
There is a random chance to trigger nearby enemies whenever you make a stealthed melee kill (it is not connected to flashlight, distance or glow/pulse). If it is not intended, fix it. If it is intended, change it: instead of having random chance of triggering nearby enemies when killing in stealth, make occasional enemies have physical connection via tentacle (similar to scout, makes them trigger if player touches it). If one dies, other gets triggered, so they require coordinated takedown. It'd be much better for players to have a chance of spotting "linked" enemies and changing their plan accordingly rather than just throw in a wrench by randomly triggering rooms even if you did everything right.
Hitting floor with melee should trigger enemies similar to a player sprinting to a short time. Right clicking mid-animation should instantly cancel melee swing or charge-up attack. Hitting floor if hit connected to an enemy beforehand should not make any noise. No trigger from noisy slamming against floors/walls ruins atmosphere.
Make that when you are crouched and you hit shift to run you un-crouch automatically. This is not a game to go around running but if I want to run it is because I desperatelly need to do so, so having to manually un-crounch before running is a waste of time, not to mention I forget ...
Make the game run smooth on my pc. gtx 970, i5 4460 3.2ghz and 8 gb ram
Make the wepons feel stonger but give them a larger penalty for the use of them. I feel like right now it feels like only the sentry actually can hit its targets. Maybe give us even less ammo but make the weapons feel like they work. Another possibility is increasing the damage you take.
Weapon which shoots laser, but the laser is like a lamp, it only removes 1 sleep stage from the creatures, it doesn't destroy their full sleep like other weapons. Ammo very sparse.
When you'll start working on in-game VOIP, I think it could add even more depth to the game if it had two modes - local and global (similar to Arma ACRE mod, Squad and Insurgency: Sandstorm). Both modes would be hearable directionally in the game's world, with the latter adding another non-directional radio layer. Simply regular speech and radio comms. The bad guys could hear the speech as well within a few meters radius, forcing players to plan the next move based on bio-scanner before entering a room. To make syncshots possible without alerting nearby enemies, there could be a way to mark the monsters with MMB and pressing ready key that would start the 1-5 countdown when all players who have marked an enemy pressed that key. I'm aware such VOIP system is rather niche and the synchot thingy I described would add a bit of additional complexity to the game but I think it would make "GTFO" even more interesting.
Add useless keys to the map so you can't just do "List" and see both of the required keys from the first terminal, as it currently just has the keys that are needed. The useless keys don't have to be in the map but just having it so you can't write down all the needed keys when you get to the first terminal
maby its usefull to add a tutorial, mainly on how to work the terminal ; played 10h so far and incountered alot of people who dident understand what to do with it. 🤔
Leaning to get cover from ranged attacks/peek from wall cover
The ability to hold down e (or any mapped key) on a door with the c-foam launcher to block it. As the current method of just spray and hope sometimes takes 2-3 charged on small door
one problem many players have reported with this game is that you can't ping enemies, i think one of the reasons is that, items and doors have locator things on them, so you can technologically ping them, so my solution would be adding a item, or a tool, that shoots little balls that can then be pinged and/or picked back up.
this way we could ping everything, but a limited amount of it
door reinforcement/repair plates
GTFO in virtual Reality still will have the ability to play with those who don’t have vr
Allow to see a "location" column on the list terminal when you already found something.
"Unknown" | "Sector 13" | "Sector 13J".
Mostly for not searching the same item again (when, like me, you have the memory of a gold fish :/), and to let everyone see it on the terminal
A way to cancel melee swings when winding up that doesn’t require aiming the swing at nothing to do so, perhaps hitting right click to cancel the swing.
Maybe make that when someone in the team triggers the sleepers not everyone is spotted. I was really sneaky and approched from another angle when my friends got spotted and ennemies ran at me too
going got the idea right before this one. make the game more "Stealth based" like if you trigger a enemie you can run away and hide (for long enouph) and they will go back to "sleeping" as well as if a team mate triggers the sleepers. if you are not moveing the sleepers will run past you towards the last known location of your team mate
a main weapon that is just a hammer, that can do alot more damage in one hit then your normal melee. replaces your melee with a item (one time use) that lets you revive yourself. whole premise. is a melee guy who can one shot the normal sleepers in one uncharged hit. slightly louder then a normal hammer (so close prox sleepers will hear you taking out their allys) but over all you become the "tank" of the group main goal is to be front line during surges of enemies. and being the alarm zone secure while your team mates suppress fire on enemies.
your idea here
There is too much muzzle flash on the machinegun, like really too much, i can see and it's eyes hurting ❤
They should add matchmaking so you can find random players fast and easy
Implement a spider like enemy that can climb on walls and spits a viscous goo, almost like a web; effectively slowing down its target.
Adding walking as stealth move; rather than always crouch walking the whole gameplay
Alien Swarm: Reactive Drop is a game to take in to account in order to develop a satisfactory cooperative game. Leveling up and being able to build, unlock, or buy weapons and make modifications. The game feels like is a bit limited to an unknown history where we end up like prisioners and we have poor and low resources. That I hope is just at the beginning. I believe many of the players here do like the tactical and stealth playing ... but after 50hours that is going to be massive repetitive. Some how we need in the game features like rooms full of ammo, where we can stay for over 20 minutes of continue shooting while receiving a massive wave of monsters. It would be nice that in the main history progress we are able to unlock a type of survival game where we make matchmaking with anyone joining survival matches. That type of game will be for gathering resources and leveling up with noobies and just for training and upgrading weapons. The history behind that type of addition could be easily explained like a test room the military developed to test with prisoners like lab rats. Every wave they survive they were given rewards and after 5 waves completed an especial reward(like Warframe).
For me one of the moment I did enjoy more is when we set all the turrets and doors and we just triggered the alarm and a massive wave of monster started coming like in Lord of the rings, that moments should be as many times as the game requires stealth and being caution. It would be nice to have massive big rooms where we can expect massive waves of big and varied monsters coming to fuck up all us.
Upgrades: from weapons,a armors, defence systems ... everything. Like Alien Swarm: Reactive Drop
would be nice to have a lot of weapons customizable with attachments. Different type of ammunitions. Drones that follow you and alert, drones that auto revive you once per tool ammo.
I will like the game feels more like a movie/rpg game rather than just and horror simulator .... not for me ... just mainly because the big consumers don't like or understand this type of games ... making less sells for the game developer 10chambers less profitable and not being able to develop further and make more games in the future. I believe we will still love the game even though it is not as a realistic as a simulator ....but it needs to feel smooth and easy to paly with unexperienced new players. Cause if not the community and base players is going to be very small in 1 years after release ...
so not suggesting a casual approach is a key ... but some features commonly found in recent games will allow the game a more longevity
Silent weapon type that doesn’t alert the sleepers (crossbow, bows, silencer) plus ammo that can retrieved (arrows or bolts).
Put question marks next to settings in the options menu that can be moused over for an explanation of what it does.
Making the player feel heavier by emphasizing walk/run sound? We're carrying big hammers and other weaponry, but it doesn't exactly feel like it.
The DMR is a great gun damage wise, but can we get some more damn ammo? https://tenor.com/view/agnes-please-despicable-me-gif-11136000
Ping system (similar to Apex Legend) that allows team communications without mics
The horde is alerted, and the music starts playing, but other than the scout screaming, it's a really quiet experience. The incoming swarm should make a thunderous entrance of footsteps and crashing debris being knocked out of the way, it's odd watching large groups run into the room whisper quietly save for the odd scream or two at the start.
Have a more consistent ammo/resource drop system. Right now when drops are random I can often find myself in a situation where I only get consumables like 5 times in a row when we desperately need ammo for the final rush out and there is not much we can do. (the only consumable that is consistently good is the C-Foam, which is a 1/4 chance out of the consumables). We should have a system where RNG is still there to spice up gameplay, but does not ruin runs because of bad drops (for the average player, gods can beat the game solo with just melee). 2 examples are: The players are guaranteed to get ammo every x amount of boxes or specific boxes in set locations that will always give a ammo drop when opened. I say ammo because it was the most important resource in my group during our play sessions. I get that ammo scarcity is a important pillar in the GTFO gameplay loop, but when there is nothing we can do to salvage a run because of a lack of ammo and the final alarm door is coming up it stops being fun. Thank you for making such a great Alpha!
Add a sensitivity multiplier for aim down sight (ads). I like having ads be the same sensitivity as aiming from the hip because I'm used to playing CS:GO.
Add an option to change the %health, %gun1, %gun2 etc text above peoples heads to bars (think hp bars) each bar could have a custom colour. This is much easier to read at a glance during a fight and makes it easier to visualize what people need. There could also be an option to have both for those who want quick info and specifics.
seperate sensitivities for ADS and hip fire... please
Give the long range flashlight a UV light or something that doesn't annoy monsters.
maybe the monsters would be freakier if they mutated when they get annoyed, like a second set of arms forceing out of its rib cage causing the sounds of bones snapping and crunching before running towards the humans like an insect at high speeds just an idea
A title system for players to use in conjunction with quickplay or otherwise, automatically given base on the players' playstyle. some Titles like "Hacker" if the player uses the terminal a lot/efficiently, "Silent" if a player has racked up a lot of stealth kills in succession, "Rambo" if a player strays from the team a lot, many title ideas and the player has the choice of what title to put up, or even none at all, as long as they earned the titles to put up.. would make knowing what another person is capable of/plans to do easy to discern at a glance of their title in matchup.
Give everyone that was a part of the Alpha testing "Veteran" badges for showing their loyalty to the game and the devs. Nothing too flashy, maybe a special arm patch, or a badge to wear.
Alpha players get a slightly ripped suit as a cosmetic sign that they played in the alpha stages of development.
Rather than a LOCATION option on terminals as suggested earlier, maybe a NOTE option that let's you type whatever you want to remember, and a NOTELIST option to see al of your notes.
maybe an indication of some kind when a mob begins to target you. Most of the attacks are lightning fast and brutal. I understand that the idea od this game is to stealth the whole way through, failure results in devastating consequences... However, with the improvable ads and targeting, some warning is appreciated in the hot panic moments.
Adding an animation and sound cue (visible/audible to other players, not first person) for charging a melee attack could be helpful when timing coordinated stealth kills with teammates. In the alpha it felt sudden when watching a teammate suddenly execute a full swing.
I'm gonna get burned at the stake for this one. Proximity voice chat. Enemies and friendlies can hear you.
Would an enemy who act like a xenomorph would suit the game ? It would be an enemy that roam everywhere, a bit like a scout, but would invisible to the scanner, it would just do loud steps sounds when it's near
Disabling alarms feel sort of clunky, so instead of standing in changing chain of bioscan circles, to disable the alarm events a longer version of the hacking 'minigame/s' should be in place to disable the alarms. One teammate could hack the alarm off at the door while everyone else defends a single point.
show teammates hp/ammo/tools % as part of the hud
a expedition complete animation, 4 doods hugging each other while mobs try to get them
steam worshop cosmetics please, client side only ofc. Official cosmetics can be seen by everyone. Steam workshop cosmetics only seen by client side.
Armbands matching the colour of person in-game so we can identify each other from a distance.
If cosmetics are added, would you like an evolutive cosmetic that ''evolve'' each time you end X missions (x is a number) or at the end of every sector ?
a tool capable of attaching razor wire to walls, so you can dismember or making bleeding damage to enemies.
being capable of finding suitcases with dissasembled guns into the complex, being labeled in the terminal as "experimental" or "exptool", those guns cant be used ingame after finding them, but if you survive the expedition, you can open them and assemble their content later.
make the environment more creepy like in the trailer was will be very nice and please reward the alpha testers with a gun skin or a tittle . ! Thanks for the alpha was amazing acnt whait for the next test 😄
The option to not carry a secondary weapon in exchange for more ammo for the primary weapon.
-Increase sniper ammo from 3/8 to 5/15
-Buff SMG damage slightly
-Polish C-Foam launcher (general behavior, ineffective with door reinforcement VS grenades)
Different C-Foam launcher charge function, such as a larger blob that spreads on impact or a spray like a paint gun
possibly make different game modes like hide and seek where your the monster and the humans are hides or vice versa. The hunters have weapons or abilities(like sleepers long range attacks). Maybe even other game modes of the sort.
maybe hold a steam workshop creation list or competition to make skins for different aspects of the game like player models, entities, and items. Then you can decide what can and cant take part. All you have to do is accept or decline.
When you're hacking a locker/box, to make the game give the players a little more adrenaline, if you miss, it would do a sound for the sleepers to come by but not spotting you, giving you time to slowly try and hide, not making too much of a game changing, just to add a little extra adrenaline. Great game btw!
singleplayer horror games are terrifying because they're immersive, and because the player is isolated and alone. GTFO should isolate players and force them to solve tasks on their own, as well as in a group; and limit communication during periods of isolation. This increases immersion and makes the game more tense. For example - a security scan could require players to enter one of four different rooms, and close the door behind each player as they enter. Players then have to solve problems on their own for 3~ rooms before meeting up with each other again, and during this time any attempt to use voice chat goes to static. To avoid frustration, once any two players complete their individual tasks they're able to rejoin and assist their teammates.
Make guns feel weightier and more powerful. We're firing guns in enclosed spaces, the weapon's report and and the sound of gunfire bouncing off the walls and down the halls should sound like the player just woke up the entire facility - make the players jump every time their teammate fires without warning during stealth. Perhaps you could add some punchier bass to the firing and handling sounds of weapons to achieve this. Also, the current dismemberment is great, but maybe the weapons could take chunks out of the enemies (but smaller/more chunks than currently) instead of taking multiple bursts just to pop their heads or arms a la Left 4 Dead 2 so it feels like you're slugging high caliber ammunition at these fleshy targets. And smaller details like barrels heating up/turning orange (especially the machinegun) after extended fire and weapons could also do more damage to the environment via larger bullet decals on walls and such that spray out debris when hit, as well as slowly filling up the room with smoke from the barrel and dust from hit walls/floors (and longer lifetimes for bodies and bullet casings). Gunfights should feel like a brutal and messy last resort that leaves evidence of it happening long after the fight is over.
Louder gun effects and gun echo sounds, I think personally the sound should also deafen the character. Something with more weight compared to the mostly silent and highly choreography attacks.
I remember when i was so happy coz of the Overkill TWD game. But some of the mechanics like spawnin inside building were annoy me and my coop friends a lot. Coz its base. Why its spawnin inside the base than outside gates? But well..
Same thing is for me in GTFO were enemies by wave are spawnin in the cleared already locations. Why just not behind those doors after scan is done? It would be so cool to prepare to defend in the area You already in. But my suggestion is to make rooms bigger from time to time and add much bigger doors where u need to prepare for scan and defend while doors are already open.
raid type missions that feature 8mans going into different sections of the area split off and needing to hack terminals to open the doors for the other group or needing to find a key and drop it down a shaft to the other group or some other form of teamwork between 2 groups
i realize that appearance of the game will change, but nevertheless - that things sleepers shoot look more like orbs of magic energy or something like it, i think it would be great to see them more meaty and disgusting.
Make the Scout like a Hydra from Greek Mythology. When someone pops its head, two grow in its place.
make items with varying levels of ammo stack when picking them up. ie. 1 C-Foam grenade stacks with the next 1 C-Foam grenade you pick up.
it looks great how meat peels of the bones of the Big Guy, but it is a bit weird how he can still walk with no muscle attached. Hw should be having trouble to move around after demeating (maybe make it harder to shoot the muscle off).
Make the special weapons upgradable. Different attachments making them stronger or more reliable. Ex: adding a flamethrower option to the turret, has much less ammo and reach but burns the nightmares making them easier to deal with.
Repair mechanic for guns to add to intensity. Like when you start your guns should be bad and you have to level them up to make them more reliable or scavenge parts to improve them which makes you want to play more to keep improving your gear (Good gameplay hook).
Make gunplay a bit more weighted can feel arcade like at times. Doesn't vibe well with the hardcore setting /ambience you are trying to get in your game.
Melee weapon expansion (Slice weapons, Hammer types, and potential shields for crowd control)
Customization of players armour sets with potential buffs.
Expand enemy types. Would like to have some enemies hunt you instead of static enemies. Like the hunter types are searching for your light source and the static ones are just searching for movement.
Add "sleeper" nightmare. They look human and act like they are scared but turn into a harder one to deal with. Make them look like they previous people sent down
CHARACTER PROGRESSION - Ability to earn experience by character. Skills and perks system. Not necessarily levels.
EXAMPLE SKILLS:
Gun handling - faster aim with right mouse button, faster draw weapon
Stealth - more chances to not be detected when their hearts beat :)
Health - 0,001% more health, or faster regeneration to 20%
Melee - slightly more damage, faster charging
Awerness - loot detection, monster identyfication from distance
Recoil reduction
Reload speed
Speed - slighly faster movement, or running
Tool use - sentry deploy time, more charges from supplies etc.
Hacking - easier hacking minigames
And many many more...
NOTE: This in not to make You a "Rambo", those are just tiny values like 0,001%. I personally think that having both equipment progression and character progression would be a very cool and good feature. I hope there is more "scavengers" like me sharing this opinion.
Have a good time, everyone 🙂
wall climbing type enemies that slip through vents kinda like alien isolation xenomorph mixed with the licker look and feel from RE2.
Scouts when using there tendrils to find you the can grab the character and drag them towards the swarm
A chargeable primary or special weapon like the bolt gun from Alien: Isolation.
add solo, duo, and keep 4 player mode. Scale enemies to the amount of players.
use a bot to automate voice channel creation dynamically, such as DYNO or this one:
https://top.gg/bot/479393422705426432
add small enemies like the babies in deadspace
make the bugged climbing ladder model an emote
The ability to combine items, like combining a 40% ammo pack and a 60% ammo pack to make a 100% ammo pack rather than swapping one for the other.
make it so you can also ping monsters instead of just doors and boxes
The ability to rotate a sentry before placing it instead of having to face the direction you want the sentry to face before placing it.
some doors should be locked and require hacking to open, similar to lockers and boxes.
Character customization, obviously, like double-filtered gasmasks, duct-taped hazmat suits, and muted-dark colors, usually with a sort of grimy, aged texture. But maybe have them be purchased by finding scrap found in boxes and lockers, with an increased amount of it in non-objective areas of the sector.
Implement an in-game audio output selector. PITA to have to go through Windows audio settings every time.
Energy Management: Add a resource for powering sectors and/or zones. Suggested uses could be to push fog out of sectors, turn lights on in sectors, have security camera access in rooms to scout them (limitted views), mark lockers/pinged items on hud and/or map. It may be a good idea not to be able to reroute used power, to give more gravity to your choices. E.g.: Power up the terminal to be able to spot boxes in a zone faster vs. clearing the fog out of a single sector.
Entice splitting up: Have optional rewards, for example a sentry on slot 5 or 6, in areas that require your team to split up. This could be done by requiring a player to open/close doors from the console.
Have some kind of hard mode in the same vein as L4D.
The terminal is very cumbersome. I understand its done to slow you down a bit and force you dig but it gets old fast.
Communication between teammates should have an impact in the gameplay. For example, when someone constantly screams, "Shut up Shut up they are awake stop moving," it should cause the enemy to go aggro.
Made a visual diagram of the features that might be interesting to the game.
The diagram is on #gtfo-media
Or
Posted on r/GTFO
the terminal slows you down quite a bit and gets very repetitive, my suggestion would be to query an item IE medipack, and it lists all the medipacks_### with their zones. Then you could do the ping search for a specific medipack_### to get the zone room its in. I think of this as a QOL issue, as people will spend as long as it takes to get the info they want, it would also remove the need for a piece of paper to write this all down.
when you kill a scout something should drop like it's heart, this can be used to set up in a room with turrets and then 'trigger' it so all enemies within the zone can come. You will obviously be ready so the horde should be easy to deal with whilst making the whole zone clear after that.
Have the hack tool be used for more than just hacking boxes and lockers open. Perhaps it could be used with terminals to reroute power to a random room, turn on/off lights in an area, or setting an alarm off in a different room for a diversion, etc.
Reloading a sentry using a toolkit while it’s deployed, rather than needing to pick it up and use or be given the toolkit first.
STEAM NAME
Suggestion: In-game name (nick) same like steam name (lowercase letters allowed, not only uppercase)
rogue prisoners, like they don't want to do the expedition anymore and have rather gone rogue, drops items and loot like ammo refill.
Deployable barricades, which can shift to a certain size depending on the size of the gap they are placed in. They would be stackable, breakable and repairable by tool refills. You would start with a fixed amount and they would go down in percentage depending on how many are broken.
Add a way to trade the items we hold with allies or just drop it on the ground
like some one said before for the terminals I think for some rooms you could set up lights that don’t annoy them and help you see or have some doors randomly opened and you can close them from terminals for safer passage or some rooms have a turret set up that you can turn on from the terminal to kill some things or deal dmg. Some different melee like something that’s faster but needs more hits on enemies and then a slower melee but one shots enemies
make the GTFO suggestions have a ranking on what’s most liked and most disliked
Going on the idea right before the one before this one. In rooms with turrets, make it so the room is completely empty and the turret attacks anything moving (defense), and now you have to "hack" the correct one or blow it up (if failed hacking, as its fire wall will see failed attack and not allow another one)
In the Alpha, your character lowers their weapon after a few seconds if you don't aim down sights or fire. This proves to be annoying if you're trying to use the flashlight on your weapon during stealth or outside of a fight as the character points the flashlight at the floor. Keep the character from lowering their weapon when the player's flashlight is on, unless aiming at a friendly's face.
Add a reason for entering this hellhole. I see some commentary that we are prisoners, but maybe add some XP for perks or unlocks allowing the player to become more deadly or $$$ options to mod our weapons/equipment or larger equipment bags/ammo bags for ammo capacity. Maybe purchase expendables prior to drop? There really isn't a goal to complete the mission other than to say yeah we did it. Also adding a stat sheet wrapping up the battle, Silent/gun kills, ally pickups for each player would be nice.
maybe add some type of sleeping gas system with the terminal. If you gather sleeping gas canisters and place them in certain areas (near vents?), you can input a command in the nearby terminal to activate the sleeping gas and make the sleepers unable to use their heartbeat sensors, but still able to be woken by scouts.
make side missions for the game. Like small dialog quests or item vendettas or of the sort. Maybe to have clues for this games lore. I would love to see that kinda like the radios in cod zombies...'Easter eggs' like the old ones in 8-bit games by starting developers
Golden hammers or an exclusive melee for completers please :>
Make an endless mode where you start with just a melee weapon and go through different levels and get new weapons and have to preserve your ammo and health and all that. And you try to get as deep as you can in the hole before you die. And since it's endless it'll have a score at the end so people can compare scores and will keep trying to go for the highest score.
possibly make a survival mode and when you start it starts a timer and sends waves at you and you have to survive....you can go loot the place but you only have so much time in between waves. Also make an leader board for groups of who survives the longest.
Add an ability to exit the game if you open on accident when Alpha is over. Alt F4 or Task man is the only way.
More systems for interacting with the environment, like the terminal system. Probably something like Alien: Isolation's Rewire system, but a little more spread out. For example, a system might be accessible from the terminal, but malfunctioning, so you must find it and turn it on manually, or it might be dependent on another system.
Some systems might include:
Ventillation - for clearing fog and dust, or noxious gas from an area that must be traversed
Noxious Gas - for gassing enemies out of areas that must be traversed
Lighting - Illuminate dark rooms. Could just be red emergency lights.
Security Systems - Lock and unlock doors, open and close heavy doors that can't be broken, disable alarms, activate and deactivate turrets
Cameras - View cameras in different parts of the facility to get an idea of the layout. Would add veiwed areas to the team's map.
Power - Activate and deactivate other systems, give or take power from other places. Could have a limited amount of power to be routed, requiring other systems to be shut down to progress. One circuit breaker may power or depower multiple things, such as turning on cameras, but also energizing an exposed high-voltage line.
Environmental Hazards - Industrial equipment, exposed power lines, etc. A giant industrial complex is a dangerous place, especially when it's in such a dilapidated state. Automated machinery that is still trying to run can be very dangerous.
In practice, it may look something like this: The camera system in Zone 15 is functional, but has no power. The terminal reports that the breaker for thatsystem has malfunctioned, and must be thrown manually. To use the camera system, the team has to follow signs to the breaker panel and re-energize that circuit. When they get there, they find that the Zone 15 power grid is already at maximum capacity, and must choose between shutting off venit
EMP enemy similar to scout but if you agro him he will EMP a certain distance away
If we get the longer lasting/perma glowsticks, it would be nice to apply glowsticks to teammates using the E interaction like ammo/medi packs. Attaching a non-agroing lightsource to teammates would be nice for general awareness.
Add a pinging system where we can ping where we are looking for greater communications. Say you breach a room with your team you see a zombie, it would be nice to ping it especially if you can't talk or don't have a mic.
Explosive enemies like those things that whack you in Dead Space, maybe they can have bloated abdomens
Give the machine gun a larger clip size
Add a foam proximity mine or make a variant of the mine deployer with foam
Extend the skip function to skip the drop as well.
Restart mission after your group succeeds or fails the mission.
Have levels/missions end with everyone getting back into the lift and zooming back up as the success screen fades or cuts in. It felt a tad sudden in the alpha
Have the tagging function from the Bio Tracker synergize with the Sentry Gun by providing a buff as long as the tag is active so that:
- Gives the Tracker some use in actual combat.
- Buff could extend the range of the sentry and increase critical hit chance.
- Currently the Tracker doesn't mesh really well with other tools.
- Gives experienced teams a more lucrative reason to take the Tracker.
Can we have a level up rank system? So I can play it over and over to a certain limit. Later future we can see each other’s rank ? The idea of the rank is to see who’s already an expert or not. Something related to this idea can be earning characters customization. Customize gun looks, Stickers, the way your character Look, or have a Hat on, multiple things that can be added. Monster appearance is a good one too I think.
I would think it would be cool to have modes. Easy mode is how it is already and hard mode to have more challenging enemies to fight. Higher spawn rates for larger enemies(scouts and gigantic beings) in all the rooms even starting. Also remove the maximum mob generator. I dislike when the starting room is chalk full of bad guys and the next 2 or 3 rooms are empty. Make a randomNumber(generator) marker for modspawning in each room. Change a few if statements like, if room 11e has (name number here) mobs choose randomNumber(2,9); or something along those lines. I realise it would be hard. But I dont like when it's super easy and empty.
can we please make the SMG do a bit more damage all together? I pumped nearly an entire magazine into 1 sleeper to kill it which would have realistically turned him into Swiss cheese. I’d also love to see the shotgun get a slightly longer range buff since you have to be stupid close to enemies to get any effective use out of it.
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The sniper’s audio sound for being shot needs to be beefed up to sound more like the hand cannon. That gun sounds amazing but the sniper sounds like not even half its caliber and it’s the hardest single bullet in the game so far.
Replace the high powered flashlight with night vision goggles, (although not allowing the player to use stuff besides the goggles, like how the flashlight is now{opt}). You lose the benefit of everyone being able to see clearly, but 1 person gains the advantage of not triggering enemies. Another idea would to give it limited battery life that you can refill with tool kits.
Add logs and entries to the terminals that contain story and lore elements in them, but to prevent games being stalled, add a main menu option where all the logs and entries you find are kept so you can read/watch them at anytime when you’re in the main menu.
Choke options for the shotgun. A full choke for a tighter spread that isn't as good for crowd spray, but has a longer range, and an open cylinder choke forna wider spread with less range that's better for crowd sweeping.
Ability to create and save different tool and weapon loadouts.
Implementation of a mini reward system for survivors of the Alpha?
Hoping the game will have a more robust pinging system. As a mute and not being able to speak it was a little tough to be able to get my team mates attention to something without using chat. Which i am used to doing but seeing as the game already has a ping system i think it would be nice if you could use it on more than just items and doors. Again not sure what you all have planned but i think a bit more of a robust ping system for example like Apex Legends would be fantastic. As long as it wasnt breaking current systems and not making the sensor gun useless of course.
Add the possibility to bind an action to 2 button
(For example, you put the Sprint on shift and on another button, in my case a mouse button)
ability to place the long range flashlight to light up dark corridors and rooms.
combine the idea of the Glow Stick and Long Range Flashlight into a UV light found in lockers. Shines a colored light that doesn't trigger enemies, but has a limited battery.
The option to take a single "heavy" weapon instead of a primary + secondary, such as a flamethrower or minigun.
New monster type, a sort of a huge leech that hide in the shadow, or come from a bloated monster (like Dead space). It attach on a prisoner and slowly deal damage overtime. Only way to get rid of it is to shoot it with a weapon via a teammate. Communicate with the victim to stop moving to line up the shot and prevent miss friendly fire. A melee kill can work too, but will deal damage to the prisoner. (Only when a leech is on a player the melee attack will trigger friendly damage)
Locker or box mimics for more enemy variety and to keep you on your toes when you think you are safe
Could you add in some new levels like a vent system where there can be enemies which would strangle you when they silent catch you and if you try to do some new animations you can also try getting mad like crazy and try moving hand quickly and running , but it would make a bit of fun a lot , right?
Add the option to have customizable Bots (Customizable loadouts), and add a little command wheel (EX: "Charge Hammer" or "Release Charge". Maybe also a "Place Gadget here" or "Use this".) Also, they crouch when you do. Another feature would be that they only fire when the sleepers are alerted.
Slight but noticeable variations on the skins for individual enemies, like the poses. And give the scout a different skin than the shooter.
Mobile, placable mini Cameras. Picture it like a kind of little Spider with a camera on top. Its a weapon you have to select in the team Menu. The equipped player places a controlable mini camera that is limited to 2 uses. He can control the small cameras around and scout the rooms ahead. They move pretty silent and only activate mobs, when they touch them. Mobs wont know where the party is, unless they are in sight. Scouts can detect the mini camera too, if it touches one with its tentacles. Controlling player can mark Mobs until they die, however, the battery of a camera is limited for about 15-20 seconds per use. Ammo can be refilled with an ammo pack
For the foam gun : Give an alternate firetype, for example a "door foaming" shot, that would consume the good amount of ammos and foam the door
An enemy type that has appendages or growths stretched across floors and walls and walkways, creating almost a spider web effect that, should you move on or against them, will trigger the enemy. Essentially, this would be an an additional "scout" class enemy, and would cause teams to plot their way through rooms, causing them to consider their approach and may even block off certain doors etc.
Puddles, glass and other environmental components that, upon stepping on/in them, would raise the enemy alert stages by 2 (i.e. from dormant to heartbeat, or from alert straight to awake).
Would create a need for the team to pay attention to their approach instead of just focusing on heartbeats.
enemies that "sleep" on the ceiling or walls
An automatic shotgun with less damage and greater ammo capacity than the pump-action shotgun.
to clarify above - medium rate of fire, medium damage, low range, limited ammo capacity
Make a level that is beyond evil of difficulty. To the point where the insane seem normal. No bio scanner, fog literally over the entire level, so thick you can't see your own hands. 5 scouts in a single room. No terminal so you need to find the keycard yourself. No checkpoints. Let's be real here. You all want this. You want a level so difficult that it'll take years before the first group beat it, but when you do, it'll be the best feeling in the world. A level for the Elite of the Elite.
"Found" Tools within the compound which can be used as short-term, ad-hoch weaponry. Cannot be reloaded and are carried two-handed. Must be dropped to switch to any normal gear. Not found very often. For example a Rivet/Nail Gun (clunky, short-ranged and inaccurate but hits hard), Laser Cutter (glowing light source, heavy melee, battery burns out very fast), Buzz-saw (Heavy Melee without need to swing but low power source and gore obscures vision) or a Blowtorch (limited light source, conical fire damage, low fuel).
!suggestion This isn't a specific suggestion for GTFO but more of an overarching concept to deviate from hollow and boring progression systems present in a lot of games today. I sense you are already thinking about it, but I just want to emphasize the importance of having this fundamental view or groundwork in everything you add to the game Instead of implementing generic unlocks, upgrades or a cool looking gun for cheap lure and a fake sense of accomplishment that will eventually 1. end in a month 2. not add anything to the gameplay really. Instead try to embody that into the mechanics/dynamics between the world and its entities (players, monsters) itself. To do that in an abstract sense one would need something that can interact with many different gameplay systems, or on the other end, many different things that can interact with one thing. A complex interaction network between world and entity states where Players can transverse and explore in, to reach certain goals with some risk v reward. This is what makes a game deep with a rich community that explores and maps this network together. Players can transverse a known safe "route" or explore new ways, for potential rewards or even changing the whole meta. That's another thing, where is the punishment for messing up, or failing? If there is no risk, there is no reward, there should be an incentive to master something, or try new things. There is of course limited resources for a team of accomplishing this "perfectly", but it can be offset by making the baseline game extremely hard to begin with, and to change this trade-off (difficulty*complexity=longevity) as time goes on as you add more gameplay systems.
even though there are classes like gunner, scanner, etc... have classes like scientist. The prisoner has a background in science specifically chemistry. He can throw a concoction that will make a cloud of poison that lingers for a short while to kill sleepers. Or kinda maybe control one make a minion for a while something of the sort.
the long range flashlight could have its own power source that it while being held is unlimited but set down has a % of power this way it's still able to be used like other items that are limited. This way players can find places to set it down at and have a wider range of vision especially if they want to aggro everyone at a safe distance just in case, on top of that it would also allow the effect of limited resources to continue.
rusty hammer as reward for alpha/beta/ea expirience or first early access support pack with ea release
[world based elements that would need to be repaired maybe restocked in cases of turrets eta maybe generators that would need to be repowered thru fixing power lines or other things this way there's many things to do and maybe things that could help you if you took the time todo it maybe like security gates that use lasers to kill off anything that isn't our prisoners]
rotating rewards (like cosmetics) for completing all the missions in a rundown, which is to say if you miss out on it at one point, it will come back sometime later so nobody permanently loses the chance to get one
have a whole level or a room where the fog covers only your legs, and add like a new type of enemy, small, weak but very fast, they can't alert other enemies but you can't hit them with melee weapons, guns only because they are so fast... it can look something like facehuggers from alien, or mybe like mutated baby or something.
make an offline feature like the dinosaur game in n windows
possibly a enemy that is attached to the sealing that grabs you from above and to tell where it is you hear heavy dripping from it
add small things like a timer you can throw across a room to distract a few of the creatures in order to move across a densely packed floor
Make weapons feel more "powerful" or "realistic" as at the moment they feel Weak / like Nerf Guns. Also ammo feels way to rare, feels like melee is forced on the player.
Arcade games on terminals mybe even something like pong that you can play multiplayer on 2 terminals.
What about when a mission was starting and you were getting like an overview of what you have to do, it would end with something like "and by any means necessary, get the fuck out"
add raw mouse input - the aiming seems to be smoothen up, that just simply makes it harder
Have the ability to lean around
The games atmosphere and puzzle mechanics are great, little qualms there,
Though the issue I see is the over reliance on "stealth" despite the fact your using the least stealthiest weapons to do so. The sledgehammer is basically the weapon your almost forced to use for 90% of your playtime, and its pretty lame honestly. Feels Immersion breaking to me personally.
The gunplay feels unsatisfying, Projectile speed seems too slow, Enemies have small hitboxes and move incredibly jankily, making hits pretty challenging. I found the DMR to be nice given its headshots but you then run into an issue with ammo scarcity.
But most of the weapons really lacked personality, We tried all of them. And only the pump shotgun and smg stood out to us. The sniper seemed very pointless, we put 6 sniper rounds into 1 large enemy and it did nothing, (you start with 3) The shotgun has 4x more ammo.. The rest felt much of the same. This could be due to inconsistent results from hitting due to the jankyness of the enemies etc.
Ammo scarcity is brilliant don't get me wrong, but it feels scaled to what you (the developer) are pushing people to play, which is to use a sledge hammer the entire game which is the only way to actually progress, and save guns for when someone makes a mistake.
Why such heavy enticement? Why not focus on gunplay and have melee as your backup, why not have weapon customization utilizing supressors or any other Stealth staples. Where did you get the idea of sledgehammers???
You can theoretically just use a sledgehammer and beat every level. Not that its easy, but its seemingly possible. We were 1 ID off finishing the level and again the only need for guns is when we make a mistake, This is something people are going to learn quick.
Playing 5 games and we already managed to stealth 80% of the entire level with ease.
I imagine if I sink money into the game to own, in a full day or so you would have the stealth down pat.
I honestly dont like the focus on the melee here. The trailer looked incredible because it looked like a solid immersive shooter. The jankyness of enemies due to their quick animation snapping and the speed just leaves you feeling unsatisfied.
Its clear that people are going to be blown away by the brilliant UI, Atmosphere, sound, art. I feel people will overlook what im talking about here because the rest is so brilliant.
But I guarantee, the game will feel stale pretty fast in its current state no matter what extra levels or weapons you throw out. Bringing people back for a few m more hours each content release isnt really good for your game. You want to keep people coming back over time naturally.
This is achieved with a satisfactory gameplay experience. I don't think the current "Stealth" and gunplay focus/mechanics are going to hold that up as much/as long as they should.
The most fun moments were all of us holding a door as HEAPS of enemies barged through into our wall of fire. This is what shines most, when the jankyness is mitigated!
Some form of checkpoint system: For example after having cleared a number of zones/areas (Zone 41, 40 etc..) which you can respawn at ONE time should your fireteam get wiped. As of this moment it feels quite repetitive and eventually irritating to drop in, do a long run, get far and then die to one persons slip up/mistake and have to redo the entire level without any form of reward or incentive aside from purely playing the game, which, don't get me wrong is very fun. But.. Eventually it will become repetitive and uninspiring as the initial magic and interest fades off.
Another alternative is some form of exp which unlocks 'something' one time use items per run, cosmetics.. etc.. This would mean even if you died and your run was ended you got some form of reward to incentivise another run and continue progression. This can translate into cosmetics for guns, your character (huge potential for armour customisations here) and so on.
Some balancing for the sake of smaller teams. I ran a solo, then a duo then a three man and although I noticed more enemies there wasn't much else and I feel punished for not playing with a full 4 man and all their loadouts.
Dev need to add button for droping supply kit , since 2 nd beta map have alot ammo/med and you cant pick all.
After clearing the B1I believe it is quite clear that Medkit/Ammo and rest of the supplies should be mergeable up to 100% of capacity as it gets very tedious to reposition the "better" packages with more uses on them to more crucial spots and putting the lesser use supplies further away
Master Sound Volume Option
idea ok i got a bit of a suggestion
in your graphics menu yeah
near every setting provide an estimate of how much performance cost it will incure
e.g 10% average on a quad core cpu
or if the setting is more gpu biased
u got multiple settings for anti ailising right, maybe have a photo on the right that shows the difference in image quality
and how much each setting will eat on the vram............and a better setting? how long all of this will take to load a game
look at the graphics menu in "resident evil 2" , that menu was PERFECT
and even better? performance metrix like doom,
u got in game fps counter right? stick in the cpu stats and frametime stats too., its nice having fps but if u got 60fps that dips to 56fps every 2 frames, that wont show up
u can have people using this game as a benchmarking tool, and when u have that, loads of people see the game in graphics card reviews
also the font is too blurry in the settings menu
bring back the old hammer with the two drill looking cylinder
Guys, I've got a friend with arrhythmia. The constant heartbeat when you downed, in his case could trigger something nasty, like heart attack. Could you please make an option to turn this effect down in the sound options menu to prevent this in his and similar occasions?
I've passed this one along to the devs to make sure they are aware.
Be able to change map on the rundown within the lobby and not have to exit the lobby to select a new map
Buff the AR, currently it is weaker than the other primary weapons. It deals too little damage and has too much recoil and at the moment isn't worth choosing unless you're just a fan of the gun's design.
Buff the shotgun, it is still underperforming compared to the MG and revolver despite the MG's charge time nerf. The combat shotgun has a similar issue of the range being too small, but is otherwise just a direct upgrade to the basic shotgun.
Increase weapon volume, they're too quiet at the moment. Not only is it underwhelming, it's counter intuitive to the concept that these are loud, echoing off the walls, and waking everything up.
?suggestion Add a bit of screenshake to firing weapons, like Battlefield 3/4, Rising Storm 2, Payday 2. It makes weapons feel a bit more solid, gives shots more oomph, and is pretty good feedback on how much ammo you're spending. Each little shake tells you "hey that's a bullet gone" and lets you feel the weapon kicking in your grip.
add gadget: dummy decoy that taunts enemies luring them towards decoy
Revert the MG charge up time nerf slightly and buff every secondary other than the revolver. Its better to bring everything up to par rather than just nerf the best choice available.
give us a real toggle aim. Not that one that keep lowering after 2s
Make tools such as ammo, med get stacked when picked up from the lockers not change it.
Adjustable menu sensitivity. Current menu cursor speed is way too low, and there's not way to turn it up.
Grenades may be nice to have. It also seems like the ammo given at the beginning is very minimal and runs out quickly especially for new players. Consumables such as medkits, tool kits, and ammo made to bring their respective purposes back to full hp instead of 20% for each may also help let people move forward a bit easier. Love the game so far (New tester) and hope it goes far 🙂 It's something me and my wife can play together and she loves horror games. Thank you for your creation!
Laser pointer or narrow beam option for flash light for pointing. Then when someone says "That way" we can tell which way they're talking about 😂
It would be good if there is a final boss or a wave during the warden expedition scan. It's really underwhelming when it just ends like that.
Just a minor change, but maybe, in the lobby screen, have the top-down version of the CT scan be rotated 90 degrees to the left, so it's facing the same direction as the side view
Different graphic presets in the options menu that adjusts all video settings based on the preset you pick. Such as the "low" preset changes all video settings down to their lowest or low enough, and "ultra" having all video settings set to their maximum.
Enable stacking of Ammo/Med/Tool Kits. For sake of quality of life, making the most of the resources given.
Being able to change the colors of hit markers or the color of the sights.
please provide a tutorial for new players, instead of providing literally nothing
Having your AI lack any collision is a problem. When a mobs running at you dont stop in front of you but walk through you or sometimes even stand in inside of your character model forcing you to spin and move to try and find is not fun or optimal.
Allow monsters to be permanently seen on the map. Allow the spotter guy to do that if needed.
Please add an Indicator that someone is Healing you or Refilling your Ammo. It's so hard to notice when someone tries to Heal/Restock you from behind without saying anything in Voice Chat.
add the ability to move the cursor around in the terminal window with the left and right arrow keys.
Hello! Can there be a separate ADS (Aim Down Sights) sensitivity implemented please? Thank you for your time.
Limit the number of big/tall spawns in the rooms. We encountered something like 7-8 in one large room and we couldn't do anything.
Make the shotgun sentry target a circular radius instead of a long angle like the rifle turret. The low range/short range damage makes the burst sentry a just better option for long hallways. If the shotgun sentry targeted a radius, you could use it to lock down an area or lay a high damage trap for a bigger enemy.
Be able to mount flashlights, and drop items anywhere instead of just lockers to hard stuff for scenarios like B1 reactor......
Option to carry 2 packs, such as an ammo and medipack, or two of one pack at the cost of not being able to carry glowsticks or C-Foam Grenades, etc.
Ability to ping cfoam and fog repellers at terminals.
the ability to tag anything, such as way points for teammates to move to, or enemies to make aware of or attack.
More dynamic or refined stealth system than the current red/green light stealth system we have now.
when you get a headshot on an enemy they should not longer be able to fire projectiles at you
a lean mechanic would be cool
A corner minimap that will show pinged places/items and your team. Could also show any drawings made on the full map.
How about a quality of life melee recommendation? It would make more sense that when you hold left-click to charge your melee up to full power that you could hold it. Instead of just swinging it should allow for players to keep the melee fully charged with the option to disengage the charge using right-click.
Give players a golden melee weapon on the game's full release if they participated in the beta? You could even make the other golden versions and sell them as DLC.
Except for those who use Mauls.
concept reactor mission for rundown, players can choose full loud (4 wave) or try stealth 3/4 feature waves https://media.discordapp.net/attachments/637155448851529740/651694732661096448/unknown.png?width=735&height=709, current reactor mission more like for last stand game mode
Slight buff to medkits(like only 10% more, 4 to regain all feels excessive)
extend beta pwease
When the alarm goes off, make the monsters go for the alarm, not for the prisoners because that would be the logical order of things as they don't see and only go for the sound. But make them very sensible and easy to aggravate during that state.
Letting the machine gun have one whole magazine or something of the sort wouldn't be a bad idea. It feels odd to constantly reload the machine gun.
suggestion: supplement the weapon loadout with a class/role system
along with having weapon loadout before starting the game, i propose roles or classes, with different models and characteristics
to help understand what i mean, here are a few examples:
- Point Man: better suited at the front of the operation. slight increase in speed and damage resistance, but cannot carry ‘heavy’ weapons (e.g. machine guns).
- Analyst: this role has the scanner, and a tool to more efficiently hack into terminals and boxes. however, they also cannot carry heavy weapons, and the scanner and hacking tool replaces their tool slot.
- Medic: starts with medikits and a couple of ammo packs to aid their comrades. however, the medikits take up the secondary weapon slot, and they have slightly lowered damage resistance.
- Heavy: this role can carry heavy weapons, and is more effective when using them. they also have significant damage resistance; however, they move slower and cannot sprint, and are louder when walking.
i’m not saying completely replace the weapon loadouts. i’m suggesting adding a more dynamic system around the weapon loadouts, that creates more distinct roles for the players
More types of Expeditions and Objectives like: Rescueing a trapped Prisoner then helps you once reached, 6-man 8-man expeditions, or escape (spawned as prisoners then scavenge weapons then need to reach the exit)
Revert the MG to Alpha stats. Between the wind-up, the slightly lower fire rate, and the still-sketchy hitreg for enemies, the only good part is how quick its reload is. Otherwise, even the CShot is a better choice.
tl:dr
I'm not sure if that is the actual issues or if I should post it here, but the "in melee range" animation of the aim reticle (where it gets smaller when in range) might be too slow or delayed to be "responsive" enough.
I'll explain.
I had my friend trying to melee the scout (the one with feelers) and missed two of his hits while trying to hit and stepback a bit.
He swore he was in range according to this mechanic and even sent a clip.
https://m.twitch.tv/clip/SmokyPowerfulCaterpillarResidentSleeper
We looked frame by frame and it should have hit, according to the reticle.
We think it's either a desync (quite unelikely since he was the host), the reticle taking more than 1 frame to complete the animation or another thing that we overlooked.
And not knowing what is your mistake is a bit frustrating
With the Terminal, it's possible to list all the item from a room with the command : "LIST ZONE_**"
Once we got the list of the item in a room, it's possible to ping each of them, and a sound will be made by it at the end of the ping : "PING BOX_516"
My suggestion is to update the map for each ping made on the terminal with the correct icon. That would help a lot to scan a room for important item, and make the terminal more usefull for the team.
Better Terminal system, ping all command(maybe only allow it when you have less than 10 items in a list), allow us to use more filters at once or filter results we already have(FILTER Medipack for example or LIST ZONE_XX MEDIPACK)
A gamemode you unlock after completing all expeditions where you can do them in a row and they connect as 1 big expedition. Instead of going to spawn and just leaving you'll proceed to the next floor.
add some lore times with references towards the dev team... poster, id or whatever as Easter eggs
randomly generated rooms, to add replay ability becausw seeing the same room over and over again can be annoying
Modify PING command so that, when pinging an item, it places an item-specific icon (i.e. different icons for tool refill, ammo, etc.) on the map in the general location of the ping. Currently because the audio cue is so minimal, it limits the ability to ping several items at once and receive substantial benefit from it - especailly if they're in different areas of the zone. This means returning to the terminal multiple times or, if you don't like doing so, just skipping the ping altogether.
Making this sort of change would, imo, encourage more use of the ping feature as it would become more beneficial - identifying items for future pick-up, logging location of items in the zone that you can't yet reach, etc.
Perhaps offline sentry turrets with a set ammo count that can be found and activated from terminals with appropriate codes/ power restoration. Using the same power/code system, extend this to cameras or other interesting/ useful systems.
have more movement options available for the players.
Now, this is not asking for parkour shit, we até carrying heavy equipment, but instead Just add simple things like vaulting and maybe sliding (since, you know, sliding irl would be hard with the aforementioned heavy equipment).
I thought of this when i realised that the more complex rooms kinda lose their point since when someone wakes the sleepers, everyone just runs to a corner and hold the ground, which is not bad for the game the changes i propose intend to change the "running to the corner" part.
Right now, we have 3 "normal" enemies, the Naruto running Guy, the creepy crawlies and the guys who shoots lasers... I think.
Well, If you did add, for example, vaulting, adding small obstacles like Crates, could slow down the creepy crawlies, and help in dividing their number, plus, It would feel less "clunky" ( although i know that the clunkyness is prob intentional, so a bit of Fine tuning would be needed)
Well thanks for Reading this thing yeet
Sort the Steam invite tab in alphabetical order, or let us choose how we sort it?
Neat idea, but probably a lot of work, perhaps somewhere further down the line near launch, but it would be helpful for the game's life span if a Map Editor/Creator was implemented. On a similar vein of the Doom 2016 for an example, give all the horror freaks/sadists an outlet for creativity.
Perhaps have community events planned around said tool where you highlight the top rated work amongst the player bases.
Keep the player character from lowering their gun as long if the player's flashlight is on. Currently if your gun's flashlight is on your character will point it at the floor after a couple of seconds outside of combat.
Add a flashlight onto the character model, make it so it's the one that provides light with Maul equipped.
As of now every gun has their flashlight, but when it comes to Melee light shines directly out of the character's face. Looks funny.
Make IDs display some sort of randomly generated "character" in the successful pickup notificafion. Name, occupation, some sort of bonus info for potential easter eggs? Could make the IDs more immersive and atmospheric, right now they're generic "get this" objects.
A way to un-aggro the things chasing you. Because getting chased by monstwra 100s of meters away when they cant even see you, or are behind walls doesnt make sense in my opinion
The “Expedition Survived” screens should have the names of players in them, all win screens look the same.
Add in a squad leader role. One point of worry was playing with random people when my friends were not available. Surprisingly I played better with random people and learned more about the game when someone was taking charge. Other games where no one was taking charge quickly turns into a wipe. An option to make the host squad leader or to reserve a spot for someone willing to queue as squad leader would improve the experience of pick up games.
I think you should either add a save area like in the computer so you don't lose all progress you made. I think the enemy is too OP and i think they either need a nerf or their needs to be more ammo packs in game or more ammo to start the game with.
Being able to drop consumables instead of having to swap them around.
If the intention for B1 is to have a similar flavor to more classical arcade shooters, then ignore this suggestion/criticism.
Suggestion : I do think, in terms of the flavor/atmosphere GTFO has set thus far, that there should be mini/side objectives during the bootup sequence's of the reactor. Force players to continue exploring the darkness throughout the level, perhaps new doors are locked and only open at certain reactor stages due to more power that lead to the objective and perhaps new gear for progression at EA/Launch. Of course in between bootups/horde waves as to not overwhelm the player and lead them into a more crafted horror experience as you guys have done so well previously.
Reasoning : The first play through of B1 was very entertaining and horrifying but of course died due to suboptimal composition in gear and resource economy. The horror and atmosphere is essentially non-existent in repeated runs, unlike A1 where the RNG keeps you on your toes for enemies/ID placements. B1 can use some form of incentivizing side objective (be it to obtain a reward or stop a punishment) so to keep the well crafted atmosphere that you guys have created.
Unit Collision with allied players would absolutely add to the immersion and difficulty to the game! 🙂
I think we should be able to plant the long range flashlight on the ground like a turret it wouldnt move or anything just flash in the direction you face it. This would help make it more useful at times when it's super dark and you have hoards coming at you from different directions you could light up a path to help see what's coming.
could we get a crossbow or bow if no one else has mentioned this. it would be very nice to have some way of silent range kills
the people have spoken, they want tacos in GTFO maybe as a skin pack or something. Or make medkits look like tacos so we eat are life back, as if we're in minecraft
I think better sound notifications need to be implemented. For example:
- There are times when i am out of ammo but receive no notification that i have no ammo/no auto reload for my char.
- If my bio tracker teammate wasn't tracking scouts well enough I couldn't dictate if what i was hearing was the scout or just the games atmosphere. I know i can see his tentacles come out but sometimes i was just busy killing sleepers and i'd turn around and boom scout in the face.
- Sometimes i would be mowing down a horde of whatever these enemies are and would have no idea one slipped past and was chewing on my ankles taking my life to 0%
More Fluid combat mechanics would be nice as well. For Example:
- dodging ranged projectiles is tough to do, sometimes it seems like i dodged the projectile only to get hit by it anyways. (tbh i could just git gud i guess) beyond that though EVERYTHING is ranged to a degree, no melee only peeps. little excessive to me.
- No reloading whilst running is odd, tbh i wouldn't mind being able to reload while running at the cost of extra ammo....say my char. drops bullets in the process of reloading and running. idk
- No ADS sensitivity guage in settings kinda sucks as well
- Some guns, the main submachine gun for the most part seems to have no physical recoil on visual recoil. EX: i'll be aiming at a sleepers knees and hitting his chest. that is a little exaggerated but hopefully you get my point.
- an addition to be able to lean would be a nice touch but def not needed.
Then lastly just some annoying things:
- being in the fog level and facing a giant sleeper that is ranged is just insane. That guy shoots yellow coloured projectiles mix that with the fog and when the projectiles get close to me i can't see anything. It's like some one shined their high beams. combine that with how many projectiles he shoots. You essentially have an epileptic seizure.
- Fully charging a melee then hitting a sleeper only to have the sleeper not die then alert the entire room sucks. EX: i fully charged a melee on a sleeper he proceeded to be only a pair of legs...stand up and alert the entire room without having a mouth to do so.
Allow players to use the console/terminal to LIST items from a specified zone. For instance, if I'm out of ammo (or health), and I really need to find ammo fast, I don't want to be forced to LIST all ammo boxes, and then QUERY each individual one until I find one in the same zone as me. I feel that it would feel much better to allow the user to filter the LIST by zone, too. That way, you can see what kind of items are nearby that you can work with.
Make the terminal 'help' command work with the other commands to give a brief guide on how to use each one. Furthermore, include a brief example or two of how to use each command.
Currently, a lot of people still don't know how to properly use the terminals, and a significant portion of players (up until very recently myself included), don't know that you can essentially already filter items by zone using 'list [zone number]'. Would highly recommend including that as an example usage of the 'list' command.
For example, 'help list' would tell you what the command does and provide an example of how to use it, which could look something like:
'help list'
'list' displays all objects in the entire complex.
Use list [property] to refine search to objects containing or meeting the [property].
Eg. 'list 40' displays all objects containing '40', as well as those in Zone-40 (if it exists).
Implementing this, the 'help' and 'commands' command could possibly be merged, with 'help' also listing available commands in addition to what it does now.
Having the option for your tool to give you visibility in the fog (IE Nightvision Goggles or something) would allow for reliance on a teammate to be able to provide that information and allow more flexibility in the tools. This would work in harmony with the Scanner (Which can tell you SOMETHING is there but not WHAT that something is), and reduce combat viability for the squad, giving them the option of a more stealth-based route while not making the squad overpowered.
Change it so pings can only be used on doors/boxes when in a certain range. As it is now you can ping in the distance without visual and ping a door without exploring the room.
Ability to manually take control of a sentry.
Make the game available to buy in 2-packs and 4-packs at a discount
add a way to disable alarm via terminal (requires code that randomly spawn in level/on personnel dead bodies)
Have hacked crates automatically open after a successful hack.
Interactable environment, such as being able to push and move crates around to create a barrier or to use to climb up to higher areas.
Wall-Crawling type enemy that are only attracted to light, not sound. They're awake by default (not actually sleepers), and crawl around on the floor and walls, maybe ceiling? So you can walk around in the room, but can't turn your light on without risking shining it on them. When they're crawling around docile, they should just slowly creep - screaming and sprinting the instant they're lit up. Occasionally lighting up with their heartbeats, their claws and clicking would have to create the audio cues that you have to rely on between heart beats, knowing what the risk is if you turn on your light.
add a key to hide the HUD, it would be used for taking screenshots or immersion
Enemy attracted to heat. This would be a wandering enemy (like the scout). But he would only see in infrared (which does not include visible light). That means a flashlight will not get his attention, but he can see you even in the pitch black (your body heat). If he sees you, he starts to activate, at the same rate that flashlights activate normal enemies. You must QUICKLY break line of sight to hide your heat profile in order to prevent him going hostile.
A light you can place down and works much like the turret. It sits in your inventory and when you place it down it will drain the battery, when you pick it up again it will recharge slowly. You cant use it directly as a flashlight when it's in your inventory and when you place it down it will grey out like the turret until you pick it back up again. Make the light pretty small but longer range and a bit light.
More levels
Ability to rotate a sentry before placing it down, instead of needing to face the direction you want the sentry to be before placing it.
have consequences for team killing for those who deliberately do it. Have the option to say on purpose or not.
if aliens are able to grab you for your leg with its mouth or tongue, whatever that long thing is that comes out of them.
HAVE A BOSSFIGHT CALLED THE ALMIGHTY ONE
I was thinking about an enemy afraid of the light that can be killled by poiting a flashlight at him. He won't do any damages to you, but he will be fast and will clinge to you to slow you down and prevent you from using gadgets. He would only appears once you've alarmed an enemy.
Make the guns more "meaty" they sound way too quiet, and generally don't sound very rewarding when you shoot.
Add more feed back for shooting an enemy, at the moment, guns feel weak and the enemies feel normal. In a game like this, it would be more immersive if the enemies felt strong, as opposed to the weapons just feeling weak.
with the enemies being strong, they should take some knock back or something
Make it an easter egg to find an extra level where you get to fight original enemy model ideas.
Maybe in one of the missions, it'd require players to split up (or do it one by one if they're solo) And fight monsters to activate certain doors for certain objectives in the missions
Have some enemies spawn in already cleared areas to stop players from feeling too safe in already cleared rooms. Maybe have some to wander around. This would require at least one team member to constantly look out every now an then.
Make the UI elements of the Terminal Console on the right side, indicating something useful. Like for example if the terminal interface connection to certain areas is down (like in real network technology). With maybe the need to find another terminal to access information to this area or to be able to reestablish terminal connection at some point. There would be a ton of cool and useful ideas to have the fancy UI Elements on the right side of the terminal screen be gameplay instead of just something to fill up screen space with sparkly stuff.
I think the game is at a reasonable price, but we can see that people/friends may struggle to buy at full price. It would be awesome to be able to buy the game in bundles for slightly cheaper OR receive a coupon (small % discount) to buy an additional copy of the game for a friend. 🙂
The devs asked steam for multi pack keys and unfortunately Steam did not allow that.
Putt game price in 19,99$.The price is to high.
I just thought I'd say good work so far. If I could pick one area to improve on is the risk vs reward aspect. For every work order there MUST be a carrot at the end for those who complete it. It is not enough for the work order to be JUST "a challenge". There must be something to entice players to push the last level. Thanks for you time 👍🏻
I wish the best of luck to the mods, things are lookin pretty spicy. 👀
The game seems interesting, the ideas behind it could end up being a great coop game
But I have some ideas/feedback for the devs
- The flashlight looks bad, it's like the depth of the flashlight simply isn't there. like its overlayed instead of being an actual flashlight in the game
- The AI for the enemies needs works, they detect players even tho we are completely silent and vice versa
- The hit indicator is too cluttered, there are too many indicators when shooting
- the recoil is over the top.
- the difficulty seems to be tailored to 4 players, this needs to be scalable.
- The tools seem ok, but the foam gun has no use, it doesn't stop enemies at all.
- Temporary barricades could be cool
- The FOV feels like it warping at 110+
Difficulty seems way too over-tuned right now. Gunplay is slick, but bullets feel like they have no real impact, I know others are going to say "git gud" but right now the learning curve combined with difficulty is not conducive to wanting to play it more. Ease off the gas a little on these first levels.
Added Left/Right Character selecting to when you type in terminals. Thanks for the beautiful, yet horrific game!
Can Lobby IDs be present while killing enemies? In other words, can we see the Lobby ID at all times while in settings?
Can we have clearer kill registration. Right now it kind of blends in with the hit reg markers when using the higher fire rate guns. Maybe a different color marker or something so it stands out a bit better
When querying security doors allow the terminal to also provide information whether there is an active alarm detected on the door or not. This would be a nice little alternative way to find out which security doors would trigger an alarm in the level without having to walk up to them and visual confirm it (possibly past a room full of baddies).
Good for levels with alternative routes may be an option.
Allow the Long-Range Flashlight to be dropped or mounted, or something. As it is now, it's great for checking cleared or safe rooms, but it feels like its main purpose is to provide light during alerts to make it easier for your team mates to shoot. This poses a problem however, as it requires a player to spend their action economy shining a light instead of shooting, which few / no players will really want to do if they have an option.
Add the ability to disable hit markers. It is probably the only thing I actively dislike about the game so far, and really pulls me out of the immersion.
portable terminal with very low battery. Rare drop from lockers
a setting to change the aim down sight sensitivity
KeyMapping --> the ability to bind "MouseWheel Up" and "MouseWheel Down"
Instead of a ping, give us a Laserpointer, so we can points at stuff more realistic and can communicate much better points on enemy "I take this one" Points at locker "There's ammo" etc.
Some character customization would be awesome
add a leaderboard to see who is further into the expedition
add a xp system and a reward system every time u finish a expedition u only get rewarded if u finish the game
Add a Master Volume Slider
MORE GORE - please add more blood, guts, and chunks, especially when shooting the baddies
Option to completely remove the HUD.
Having spent 2 hours on a single run through of a level, it would be nice to potentially add some checkpoints or save spots (could be like a one-time use thing)
Add microphone sensitivity to the game, so if you scream, you alert everyone in the room.
I truly love the Bash/Unix feel of the console, as means of additional polish please add more autocomplete options to include ID's, Object Type's and Status.
Add support for mumble positional audio
add the ability to ping detected enemies through the heart beat sensor device
The ability to find the name of adjacent rooms via 'QUERY ZONE_#X' on a terminal
adding a checkpoint or something for a level or making it more possible for anyone under a four man to do it. For example, a two man team.
matchmaking
i'm just spitballing here and am curious on thoughts about being able to find other tools inside cabinets and boxes such as mines seeing as how there are already c-foam grenades
I honestly see that the game has a lot of detail, and potentional. Price is well over worth in an EA game. What I would like to see though later on maybe character roles to pick on (maybe a small skill tree?), character customization.
Maybe earning in game "money" by playing that you collect, you could purchase some extra stuff (but only one) such as armor, or a bit more ammo, etc.
Or instead you could loot gear that you could take in your global inventory to use in later drops.
lean left lean right
battery on the flashlight
When voice chat gets added the mic will be able to alert the sleepers in game if you talk too loud or scream
Have a 4 game pack on steam, with reduced price to entice people to buy with/for friends.
why cant we have MINI TURRETs on our helms???
Make the enemies NOT Naruto run, it looks rather silly thanks to that stupid meme.
Add more terminals functions, perhaps some ways to turn on/off lights, close doors, maybe add some ways to remove alarms on doors with a mini-game, that trigger an alarm if failed. More environments interactions that could perhaps be used as traps or maybe deactivated turrets that you can salvage ammo from, etc...
Basically more interactions with the environments.
Gameplay Ideas
- Faster option in the HUD to see the ammunition/ tools of your teammates (mark the lowest red)
- Better Weapon balance - Assault Rifle is way better than the DMR for example (more ammo less recoil)
Other Ideas
- More melee weapons - Throwing Knifes, Katana with different uses
- More diffrent types of Monsters in Future
- Monster Scanner which can show the behavior of monsters
- Weapon and Character customization
- Skill Tree
- More Terminal Fun (maybe a special skill for hacking, hacking doors without keys)
Multiplayer PVP Ideas
(if sth. like that is planned)
- Infection Mode: One player infects the other.
- More than one Team trying to solve an objective
Perhaps make a drop in drop out mode for players to join in. Since the game appears to be made similarly to l4d in that there should be four characters present, maybe have the ability to have AI teammates that other players could than take control of when joining in in progress lobby
This is already possible.
add at lower levels more mutated enemies... different in glowing colour with unique abilities... charge attack, thorns, on death small spawnlings, acid blood.... it would be quite fun and you could use the bio tracker to analyse unique specimen for weakness/strengths or maybe rewards ... weapon designs, attachments or just as achievements
A hunter from dead space or regenerator from resident evil type of enemy. An enemy once killed lays down for a bit until it regenrerates its health and stands up again. Essentially an immortal. Would pressure players to move around and act differently and plan around this one enemy. Could play around with it losing track of players while its KO so players can hide
some normal enemies also moving and patrolling while asleep. Would add more tense situations to stealth and be essentially an easier sentry
a small icon indicating flashlight is on. It's hard to tell often.
failing hacks alerts all enemies in rooms. Right now theres 0 risk to them.
When we open the map, it should autocenter on our char.
allow us to start with the choice of either a couple of glow sticks or a single c-foam grenade
Buff the sniper rifle in the game.
Buff the Sniper as its slow and dose not kill as fast as other things.
Nerft the shotgun while yes its amazingly good and is needed its alittle strong for a hardcore game.
Add bladed mele weapons.
Add weapon attachments be it preset or earnable. Like a ACOG on the assult rifle, or laser sight on pistols etc.
Reduce fall damage. I shouldn’t break my ankles by falling 4 feet lmao
Reduce glow stick spawn rate, increase glow time and slightly increase the actual light it gives off
Create Voice system like in Alien Isolation - turn on forever mic, monsters will hear you, if you are too loud so you will need to say everything in whisper. That will add more atmosphere. (It can be in hard mode, or something like that.)
Flamethrower type weapon, low ammo but strong aoe component, contrast with shotty as the close range dingle target .
polearm type weapons (better reach but require more precision) and riot shields, only gas shield bash, reduces turn speed (run speed too?) immensely but allows for nesr imperviousness from the front
When choosing your load out - a graph/bar that shows the power, recoil, or max ammo for example to differentiate the guns. Just less ambiguous.
Nerft the shotgun turret while yes its amazingly good and is needed its alittle strong for a hardcore game.
Player stats after finishing a level. like for example how many kills did someone get with a melee, who died the most, how many failed attempts they did in hacking, revives, etc. Just to brag with friends and see who the MVP is.
Have the Warden bot do a report daily or weekly even monthly if possible.
after killing the a big monster are screamer u can camouflage your self with its blood to be unspotted for a short period of time ...... decoy grenade would be awesome ...... I think a little more health when using a medical pack maybe 40% and shot boosters to give u faster movement speed ......... this game is amazing just like it is I just think that would be perty dope lmao I freaking fell off some steps after my teammate gave me health pack I was like my ankles weak back to 20%lol
Perhaps some sort of mission control role could be added that could act as a guide for the team. They have a terminal reminiscent of the ones on the map, but this one has more functions and can effect multiple zones. However, the amount of zones it has access to is dependent on the team. Perhaps through establishing direct links with the terminals so mission control can hack in or further access is restored over time as the system passively hacks in. Functions could be remote access to doors, lights, IR cameras, and other security systems. Mission control could also have access to the team’s body or helmet cams so they can always see through their point of view to both spectate and guide them more easily.
Expand on the pinging system. For example, being able to ping mobs, or to mark the location you want your teammates to go to. Some people might say, to use your mic, but not all people have mics and some that do, don't use it. You could also say to use your chat, but that takes time, and you might already be dead by the time you type a meaningful sentence. You could also remove the ping system entirely on more significant difficulties.
An alternative to the expanded ping system some are suggesting, which in my opinion would detract from the communicative elements of the game (especially pinging enemies). Instead I suggest quick-chats, predefined (voiceacted or just pure text-chat) messages like "Enemy spotted" and "Found ammo" etc. This in combination with a laser-pointer system as someone else suggested would be a good way to communicate without mic while still keeping the heavy focus on good communication (ie. you can't just ping something and then move on)
In future and later versions of the game, it would be good to add more game modes such as keeping the current one which is Stealth and add more game modes such as Defense as we saw where we protect the reactor in one level but the more maps would be where the creatures actually end up climbing up and penetrating the elevator where the prisoners drop, and they have to protect and not let them escape and destroy other structures if there are any, then there should be a game mode where the creatures took over the planet and the prisoners were sent on an alien planet to destroy the hatching areas and stuff..
Add Lobby ID somewhere in Settings/Pause Menu. Even the Small Splash in the bottom-right corner could include the Lobby ID.
Add a new tier for Tier E being a randomly generated Zone and the players are the explorers, and can "Map" out the zone and it lasts for a week, randomizing the zone the next week.
Add a bit more hardcore realism to this, make switching between weapons take time, putting it on your back, taking out the other one and add heavy view bobbing for sprinting, so it's a bit more difficult to see especially the lower your health, the higher the view bobbing when sprinting.
Show opened Chests on the map in a different Color and show Chests already seen on the map if they still contain items (maybe even show the items that are still in the viewed chests
Initial "loading screen" when we are going down via the "lift" is super loud compared to anything else in the game, Please quiet it down a bit.
let the players choose a color at the loadout screen instead of assigning them a random one for the map/pings.
Option to change the gun's optic aiming reticule, like dot, chevron, horseshoe...etc.
Add a Font Slider for Menu and HUD so its changable for bigger Screens on 4k the Sliders in the Settings seem blurry and way to small to make out the actual Percentage
In the Lobby the Chat is behind the Player HUD on the far left, its kinda blocking the Chat and the Chat Font is way to small to make out certain Digits
Map center on you character when open, make it able to drag around the map with the mouse cursor.
Add some sort of autocomplete for the terminal via the TAB key. For example if you type in L, then TAB, it would autocomplete to LIST. If you then write M, then TAB, it autocompletes to MEDIKIT_. Like common autocomplete functionality on command lines, it would try to fill in as much information as possible until multiple possible followup letters are available. E.g. It would autocomplete to MEDIKIT_12, if there are MEDIKIT_123 and MEDIKIT_124. Depending on the complexity of this feature, this functionality would have to be limited to only the known information, either from the mission description or via execution of the (last) LIST command.
Have the entire map layout revealed from the start, but items/boxes/door types hidden in a fog of war. It would make using the terminal easier and planning routes a bit more intuitive.
Being able to scroll up in the terminal instead of having to find what im after (a key for example) and my pea brain short memory span not memorizing what the color/number of what im after and going to type query it pushes it out of view again.
Gameplay idea
-In the lore channel I read the quick overview that had a bit on the characters keeping what the Warden doesn't need. Ideally could this mean consumables that you could then take into other missions to buff your chances of surviving. Perhaps even an inventory system where you could trade up items like combining two three use medkits for a single four use.
allow lights to be broken on vehicles, light fixtures
A way to tell when and how long it'll be before you're revived. The person reviving can tell but the downed person can't and they can't alway see they are being revived.
separate ads sens
unlockable weapons maybe a point system so if you struggle you can save up points to use better weapons or a upgrade system so maybe in 1 area there's a work bench that u can use to upgrade one weapon (ammo capacity, fire rate, reload speed ect) or a single perk system allowing a role (tech more powerfull turret, assault high damage ect)
Making it VR Compatible and any Hud items appear as if they are on the Visor of your helmet.
Dedicated Servers.
Making enemies only attack the people that triggered them. I.E. If your group is split up for some reason, and a group of 3 start combat, the loner is not automatically revealed to the enemies as well.
can the dev make a "exchange move" that we can put back utilties/(ammo/tool/med)packs to an empty locker?
It would be really cool if we could get some kind of reward cosmetic-wise for beating all of the first rundown, all the way down to D. I'm only on C1, and I'd love to have something to look forward to so I can keep going. Otherwise, been enjoying the game very much! Excited to see how this is gonna go down. :nice: :fast: :hypers:
Add a Demo/Trial version of the game (can only be played for X hours) so we can convince friends to get the game (especially those people who missed the BETA)
Consumable makeshift silencers that can only be found in lockers/boxes, they're only good for 5 (or less/more) shots and they are only compatible with certain main weapons.
like the idea above= give keys for exotic crate that gives random exotic item. No microtransactions, only through gameplay or similar to Division 2. Also slow down enemies, aiming is weird I assume no raw mouse input? Its difficult to aim at the fast running enemies.
Since a voicechat is planed in the future, I thought of a disruptive type of enemy beeing able to emit waves creating static on the wavelength with which the players communicate in order to maybe create a dilemma like taking this ennemi out first quietly in order to be able to communicate over longer distances instead of starting a fight directly with disrupted commucations. Beeing unable to communicate can become a real threat in some situations, so having a progressive increase on the static the more you get closer to the disruptive enemy could be a source of anxiousness since while trying to eliminate him, the players will have a harder time speaking to each other.
It would be great to have a profile system to check out player's information e.g. survival rate, times of escaped etc. A small skill tree would be perfect like start with a supply pack, health generate speed something like that. I also hope there will be a weapon customize system (changing the scope, add a laser light).
Add a mode if you play single player the enemies are easier
Faster option in the HUD to see the ammunition/ tools of your teammates (mark the lowest red)
More different types of enemies in Future
and a Enemy Scanner which can show the behavior of monsters (Heartbeat means there more sensitive etc.)
More Terminal Interaction you can hack doors with the terminal (activate lights - remove fog - open several doors without keys etc.)
Allow consumables of the same type to stack up to 100%. If I have 2/4 fog repellers and I find another one in a locker it would stack up to 3/4 rather than just swapping me to the 1/4 Fog repeller
Itemdrop for your Mates.
Add a Loading Bar if someone is healing you or using a tool/ammo refill kit
Update the Map into a 3D Version with Layers, maybe something like Star Wars Fallen Order but simpler so its not that confusing.
Rather than several specific, blunt two-handers with identical stats but slightly different appearances, create one profile for a melee weapon and the option to customize it cosmetically. Parts of the weapon could be customized individually, such as heads, handles, pommels and grip texture. Color as well, perhaps. Options could be available from the onset and perhaps obtained via completing rundowns or other assigments. Nothing too outlandish or clashing with the aesthetic of GTFO. Weapon damage, reach and speed would remain the same regardless.
In the future there will obviously be a few more enemy models & variety among enemy types, in the deeper levels it would be interesting to see enemies that would focus more on the ranged attacks that are currently implemented. if this ends up being lore friendly then something like two torsos attached to one another with heads on each side that can both shoot at the player squad & scurry around on 4 arms, sounds horrifying, though this may not be lore friendly at this point in time. Either way enemies that take advantage of the long range or that focus on long/mid range attacks during deeper missions or security defense waves.
'Option' to have environmental detail shown on the characters mask, blood, dirt, dust and water. with a simple button to wipe it. Also small cracks could form on the mask at 20% health.
Have the controls for moving down and up the ladder not affected by where you're looking.
BRING BACK 2017 Teaser HUD ( First GTFO Trailer )
Middle Button Ping Wheel similar with Apx Lgends
Show Invitations as a List in the Lobby, so you know whom you invited already
An improvised silencer for some of the weapons that breaks after a couple of shots and can be equipped as a gadget or something.
hotkeys for in-game character sayings. example F1-Need ammo, F2 Need Meds and just random saying from the ingame charecters like F3 for ''what the fuck is that!''
While picking someone up you should be either able to look around or make it animation that you are forced to deal with. Right now it feels lackluster because you have to look at him doing nothing.
Make glowsticks attract nearby enemies without triggering them, gives another use to this tool and allows players to perhaps control the field a bit better.
Aspirator C-foam on the laucher
Two quick suggestions! A) The sentry guns should click when they're out of ammo. Not click forever, but at least right as it ends. Gives off that Alien vibe. B) Have the map show the temperature of the room for more immersion. It's just fluff, but it'd be nice to know how cold/warm it is.
Leave match making like this or have an in-game lobby system similar to how the players are using discord. Voice chat will make or break this game. Allowing random match making with no-mic players or people that aren't using a mic despite having them can be catastrophic to this game.
Offer spectating when downed (switch back to your character when the revive process is completed) that way you're not just looking at the floor and can see what's going on.
Show other player animations when charging melee, or alternatively, have a way to tell players when they are charging melee so its easier to coordinate attacks.
your suggestion here If there were ever to be a "leveling" system in the game I suggest it be like deceits. Where its a progression of points that you earn by playing the game but would reset with each rundown, as well as making it so you would have to pick between two or three different perks per tier. The perks wouldnt be entirely game style altering but could be stuff like "start out with a 2/4 charge medkit." "Have 10% more health" "Start with 15% more primary ammo" and other such things where it either gives the player a slight buff in base stats or they are able to start out with things that are already within the map.
the ability to drag friendlies and continue to shoot so you can revive in safety behind cover or something. the baddies dont like pushing forward all the time and will just range attack will youre trying to get to a team mate and it just holds things up in my opinion.
Have the long range flashlight be deployable like the sentry is