#gtfo-spoiler-chat
1 messages · Page 314 of 1
darkness is a sort of difficulty in all game
Darkness is a fun little challenge
Do the enemies respawn infinitely on B3 once you trigger the overload by grabbing the cargo case? Or is there a way to stop them from spawning
infinite
dark levels ? R6 ? 😳
that what I'm saying they were not there
i liked the timed objective levels
force people into not sneaking about the entire map
Somehow imagining them made me laugh
The contrast with the ambient luminosity of R6 would've been very cursed
i mean you dont need time for that
see d2
also reactors > timed objectives
i meant the levels like one of the c levels in r6 where parts unlocked over time
I only foam giants in c3 because they scream at the drop of a hat when soloing them
it's kinda offputting tbh
oh also if I bring knife
knifing c3 melee section is hilarious
Disgusting.
if I didn't have to worry about waking a room full of giants and a charger scout, I wouldn't bother with the foam
also if the rooms were like 30% less dense, I wouldn't bother with the foam
I hate every level or rundown that turns off the lights
Both devs and modders on equal
but the darkness is dangerous
Yall givin me eye strain
muzzle flashes are very immersive
r5a2 moment
"Makes player error more likely to happen" my ass
I can still hs waves but im going to minecraft afterwards
Goddam
Rant over

rant continue
you just ass at killing scout
gonna have to learn some from rayalot
you just ass........... thats it theres no more
Black is just a dmr god nothing else 
I like light and dark, but absolutely despise any form of: Color light in fog areas, lights that come on and off rapidly
Dragon be like: very cool optional objective
Terminal command at the end
Put it in, the lights turn off
Dragon: 
Hey i can see incident [2021 ] 🐸
idk what the trick is for R7C3, but damn, these dead ends really do be dead
dead ends?
in the second half
If you're talking about what I think you are they are just there to kill time and give you resources
you went into 169?
there's a few sec doors with dead ends
it should only be 1 with a dead end
Blood door, IIRC
It also has a few resource bags
every zone has
else surviving would be quite the problem
but yeah. 169 is a zone only there so you can waste time in main
that tracks
(it also has a ton of ressources so you can shoot more)
Z330 is the real "dead end" zone in C3.
Saw a door glitch on my last run. Anyone care to explain how a door got smashed up then sleepers couldn't get through the void???
it’s an exploit that makes it so that sleepers can’t cross a broken door
don’t really care to share how it’s done since it’s completely game breaking but it’s been a thing for a while
ey
the split sleeper spawn in E1
at reactor 4. fuck that shit
why is that a thing
Uhh what was the charging or item call when going to the teleporter E1?
wait a minute
wheres matter wave
Im I confused?
you ain't suppose to go there
that was just extra?
that's where "he" comes back
you are just grabbing code 4 then going back to reactor for extract
great now i have to restart all over again
have fun in the snooze fest of E1
It's to prevent people who know the map to already go get the last code ig
fuck that shit lol
could have just made the mother spawns static so its not up to rng if its a complete nightmare or a cakewalk to get the last code, so then they could balance the timer better. but that makes too much sense
static mother spawns would make it even boring tbh
Rather there could be more balancing about how mothers & scouts spawn
this E1 is already the EASIEST E1 to date. just give the free completion to everyone while you are at it 😛
Such that you don't get 3 scouts + pM + mom + 30 babies in a single room and nothing on the rest
happened to me
yeah thats just stupid
E1 is bad anyway, but the 4th code is just one of the problems with it
i think the biggest problem is that the friend you drag along is pretty bad... or that the room scan spawns enemies on the same side constantly meaning you can just avoid the whole fight all together... or that the reactor is pretty easy to a point were you can have people not shoot for the entire reactor... or the fact that your friend comes back in the end but barely matters since the level is over at that point
idk bigger issues that really shows that this E1 is badly made 🤷
yeah that sums it up pretty well lmao
had some interesting ideas but they just don't flow well at all in practice
also no new tiles
the pacing is not existant
for me its just super buggy
What i mean is that this E1 isn't as forgiving as the other E1s
you must be wasting a bunch of resources then 🤷
cause every E1 are more punishing about mistake then this one is
Excluding R4E1's reactor, this E1 still seems more punishing resource-wise imo
Though you're right if you were to collect the ammopacks in the 1st & 3rd code
wanna go back to r4E1 high only were you got a total of 5 uses of ammo after the tank error alarm..
R7E1 is the most resource hungry E1 ever for sure.
This was epic
So epic i never did R4E1 high only
😳
But yeah high only was really unforgiving
If you don't trigger shit on R7E1, you have enough resources for sure
If you were to redo the 3rd or 4th code, that's another story
it was definitely pretty hard and dependent on good team cohesion to kill tanks fast
but you had bc so it wasnt that bad
how would you redo those waves? you have plenty of time to look around considering how small the zones are
I've seen baboons "forget" to input the code
for some reason
skill issue
🙄
how would i contact the mods i got a extremely import message to tell them that i got sent form this server
DM @jaunty hedge
thank you
you were just bad back in R4
E1 main objective still had more than enough ammo
to allow for mistakes
how do you get the scouts are friends role?
i think its usually doc
but maybe other people give it out too
you could ask ravenna
@vestal mountain , can I have the scouts are friends role pretty please?
@obtuse surge made me, don't smite me 😦
You should ask this in mod mail, but since u already asked here let me just walk you through it lmao. Do you promise to not harm the scout, and devote yourself to protecting them?
Welcome to the scouts are friends gang :D
you rule, thanks! 😄
Anytime homie, thats what im here for
word
To be the lord of scouts there are two paths.
Be their salvation
be the emissary of their end
shoo shoo
wanna wrap myself in that spaghetti like a slimy blanket
well ok thanks
i find it easiest to do either 12 13 17 or 17 18 12
cause the last room is usually the worst for both sides
havent played C1 much tho so feel free to test
Wait what do you mean the last room is the worst?
does opening both doors double the spawns?
wouldn't doing 12-13-14 or 17-18-19 be way better for less spawns
I mean
The spawns increase each time you enter a new zone anyways, regardless of where you go
dunno if its a static increase for each door opened or changes depends on whether its the first/second/third sec door though
So is there a workaround for a terminal softlocking you? Tried leaving it alone or accessing a different terminal, but the terminal we need to progress was still inaccessible. (No prompt to use terminal after someone backed off of it)
or does B2 just have a softlock bug
Was inaccessible for all players.
have someone leave lobby and rejoin
then they should be able to fix terminals
(person who rejoined has to touch the terminal)
nvm someone already explain
lmao
realized that if you're on max stamina your melee charges like 30 percent slower
f u c k e 1
(in a good way)
i reckon r7 e1 is close to r4 e1 which was a g difficulty
No
Only thing that's the same is the easy waves of reactor
waiting for the day where they add a wave that sends a tank with some big chargers at once then 30 seconds later some hybrids and mother
with no checkpoint 
R7E1 is a lot closer to R2E1 than R4E1. R4E1 was consistently hard throughout, R2E1 was pretty meh all the way through until the error started. Resources are tight, but there's not actually much that R7E1 throws at you that is particularly threatening until reactor code hunts and the final reactor wave.
Both R2E1 and R7E1 have the aesthetic of E-tier without being that hard for most of it.
if all 3 doors spawn charger wave, i think it would have been a little harder
There're still doors to delay them even without foam
They would have 5 spawn points
R7E1's difficulty is on its own way.
Kind a unique level, so depends on preference it could be the hardest E1 or the easiest.
I like the concept, but I think the execution was lacking, personally.
They could have done more with it.
the arena scan was a little easy when it only come in 1 direction
the code hunt wasn't too hard (except the last code)
Very beginning without babysitting up until double tank, and last code hunt without spawn block are my fav parts
i didn't even thought about the spawn blocking
Last code usually has plenty time...it's the 2rd/3nd code usually intense more and it's way easier to spawn lock the shadow zone if you want the ammo in fog zone.
Does people really usually spawn block for 4th code? Didn't play with PuG E1s.
I've had no problem with 2nd and 3rd
My group did the spawn block for 4th, it's just easier.
Waves are so easy you leave someone to go get codes
You can kill a lot of stuff on the way, and then when you leave you have a clear path all the way.
we usually pissed off everything in 4th code
it get more intense

*proceed to die on 100% extraction scan
Actually if mothers birth it lags more making it easier
Pissing off everything on the way back is 🧀 confirmed.
ya got me
Is there a way to sneak back in 4th code with Mr X behind?
I thought alert everything on the way back is inevitable.
if he screams once he won't alert
Oh yeah...the funny scream system.
I've only done code 4 once and he screamed right away
pretty sure he's fast if you don't look at him
He's fast if the one he's chasing is far enough.
Even in the same area he'll sprint once he's far enough the the target.
enemy don't really need to scream to alert room
if you have an awaken enemy running around the sleeping room
what do you mean
Charge slowing down
The infinity symbol would turn red and charge slows the more you used melee
really? huh.... never noticed
It barely had any impact
probably why i didn't notice anything
immortal definitely does not have the same ai as tank
tank at least will back up due to intimidation
but immortal almost never backs up
most obvious is when you solo
i mean dont have to be intimidated when you cant be stopped 
Is it more efficient to bring Sniper + Bio tracker or Burst + Bio tracker?
Sniper is cracked as hell with bio imo so I'd take that in almost every case
burst is still the king for killing small fliers hands down
and is probably slightly more ammo efficient for small strikers
but sniper is just too juiced rn
it's more ammo efficient if it doesn't hit dropoff
at 100% burst can kill 44 strikers/shooters, 269/6 rounded down
but the moment it hits dropoff, it will require one extra burst
then if it's a crawling shooter, then it will almost never hit
both sentries are shit against it
hm XD
sniper sentry will almost never be able to hit snatcher
here's a vid from someone else
i don't know how did it get pass qa but it is what it is
didn't know you could avoid being snatched by going behind an obstacle
Ah yes that stupid site you can't view on mobile without downloading
Keeps getting downloaded on my side
i just click the link if it's on mobile
still a pretty good site for long vids because discord 8mb limit unless you go p2w
Alright so you're not supposed to touch the whole vid part
Honestly not the first time sentries can't aim
I wonder how they decide which part of the enemy to aim at
it should be the head but snatcher head is armoured + janky movement
so i presume that's why it never hits
You'd still get a hit marker on the head
And janky movement doesn't excuse this miss rate
¯_(ツ)_/¯
There might be a separate sentry align on enemies and it's just straight set wrong
Funny how in that case it'd hit more without being aimbot
so yea mine is the only consistent tool that can kill/wound snatcher
4 mines + one choke mod/shotgun/high cali
or just 5
You could try shotgun sentry
And mines should be able to hit armor too
for some reason i placed 5 mines while soloing e1 but it wouldn't kill him
needed one more high cal
but it's w/e
Falloff or hit armor like i just said
doubt it's falloff cuz it's upwards mine
and all 3 snatchers only spawns in tank room so i was kinda spawn killing it
probably armour but it would be weird because the mine would always hit the body as it's usually fast enough to not hit the head
The way mines work they technically don't guarantee any order with several colliders hit afaik
true
he does get intimated despite being 9 km
even on solo
where he just runs off for no reason
Solo has nothing to do with it
And I don't personally like the name intimidation since it gives people the impression they have an active role in causing that
When it's just a check if the player can see the enemy
@prisma zodiac @mortal granite
The end of the survive appears not to spawn much
Which is something I noticed in practice and in vids, too.
There's a lull in the action that's probably the down-time.
is overload also block thing to spawn?
or it's just the survival wave mechanic thingy...?
ok so snatcher strafes for no reason sometimes
Doesn't look it to me.
W8, I read the wrong block. It's just a hybrid error w/ a pretty long delay and not very many of them.
seem like i'm right...
Although I assume it'd stack w/ shadows and charger error.
about 7 minute, it stop spawning for a whole miniute
Hybrid/big mix, maybe.
"EventsOnGotoWin": [
{
"Type": "SetWorldEventCondition",
"Condition": {
"ConditionIndex": 9,
"IsTrue": true
},
[...]
This appears to be what spawns shadows, but not sure how to read it or what it refers to.
there should be something else leading to this
but i feel like this function is not 100% "good for the game" right now
since d1 overload use the same thing?
i guess?
okay so because I'm a moron, is there a trick to fast clearing in C3 from the uplink to the ammo zone beyond just 'get good'?
"alright guys, 4 MACHINE GUNS"
the game should give you enough ammo to messed around for another 20 minutes
oh, I'm talking about during the 10m setup
where you have to push through to the resource room
I'm not great at fast clearing yet so I'm wondering if it's just practice or if there's a specific way it should be done
there are 60 uses of ammo in the entire C3
You can get pretty fast kills if you can reliably duo giants.

you can avoid some of the rooms if you dont trigger the charger scouts
You need to quickly identify the most isolated enemies, whether the scouts are in the way or not, and whether or not it's faster to clear or ignore.
Fortunately the scouts usually aren't in the way unless we really start scumming for resources. Off the top of my head, there's only three charger scouts that are actually in the way.
And even that's dependent on where they're schmovin
knowing how to melee kill a giant by staggering the limb break helps a ton with duoing giants or if one of them wakes up due to long aggro
also knowing how to bait hybrid melee when theyre awake so they dont scream
That's a good question, how do you bait hybrid melee? is it basically just advanced kiting?
you just get close enough to it to get it to start swinging but you can back out before you actually get hit
can do the same with giants, but its more punishing if you fuck up with them
Yeah, it's cringe
Once you become aware of it you always have to wonder now: did I deserve that hit or not?
Is being bitten around corners a thing? Is it normal that the giant 20m away from me was preparing to bite my teammate who clearly triggered him, but he went for my face instead?
yes that happens even without sniper melee lol
.t mods
(the giant thing)
programming hard
Oh, he doesn't like that
a single line and so much trouble, guess it happens everywhere
.t modding
GTFO doesn't officially support mods and we don't allow them to be played in public lobbies or voice channels on this server, and lengthy discussions should also be avoided (mentioning them is perfectly fine). However, we do recognize that a GTFO modding community exist and if you are interested in them, you are welcome to join the independent modding community Discord server. https://discord.gg/rRMPtv4FAh (If you have any more questions, please read rule #12 in the rules channel for more information.)
There we go! They changed the tag
to be fair tho, their netcode is still solid
it's just 1 bug cause a major trouble
Nobody ask for fix neither
Also because without any bugs the connection is flawless and you don't even really notice you're playing client

please don't fix sniper melee because it artificially lowers the win rate
so 10cc can continue calling this a hardcore game
😦
And it totally doesn't feel like my connection is like 200 ms compared to 10-20 in every other damn game i played with my friend
I like how one of versions of the modding server’s sniper melee fix made the bots take no melee damage from giants,hybrids,etc
I commend them for trying to fix it but that was funny af
actually, this was because the fix was extended from 1liner 
For no real reason
gaming would be fun if u fix the game
🗿
you're just like banning all the people who play alot
cuz theyre truely upset
you need to remember
game doesn't have microtransactions or dlcs, so your value towards the game monetarily speaking
is non-existent now
He tried to also make it so hits were only registered client side
Currently if you completely 2000% dodge a hit, it doesn't matter if you still got hit on the host's screen. Results in clients taking a lot of questionable damage.
Just sell previous rundown 2€ each and it'll rise
His fix made it so dodges are actually dodges. 100% of the time
Unfortunately it had the bot bug but to be fair bots suicide into giants normally anyway
that got fixed though
it makes sense i keep getting stoners in the lfgs
they the only people that can play as client without getting pissed off
The more you recognize the problem, the more frustrating it gets
I go out of my way to not talk about it if I play pubs so they can dream a bit longer
I find it a bit funny that the excuse for a while was that most people don't notice it.
But it's become increasingly clear that, actually, a lot of people notice it.
yeah lol
Especially now when a lot of non-vets are starting to get properly good at the game.
yep they know enough to think "hey i shouldnt have gotten hit by that"
They start to notice when they're taking BS damage in a situation where they can't afford to take free hits.
Or when they learn good recoil control but enemies teleport out of their crosshair.
Most people kept discussions and complaints about it to private servers and VCs. Just a month ago there were under 10 mentions of the bug to my knowledge on this server
Def not the case.
It was a pretty regular conversation topic.
I've been pretty inactive here so I must've missed most of it
By last month I mean pre-R7
Yep.
True, people kept telling new players that sniper melee makes it impossible to have fun, that's a great way to greet people 👍
Not my job to sell the game.
They should consider fixing major bugs.
not your job to tell new ppl to effectively leave immediately either ^^
I don't feel obligated to hide information about the state of the game from people.
I don't think I even do when I'm promoting it.
The game is in a bad state, it shouldn't be.
and i mean, sniper melee does make it pretty hard to have fun
I fully believe the devs have the ability to improve things considerably pretty easily, but there are systemic problems that prevent that.
And again, I don't need to tell people about sniper melee for them to notice it.
R6 and R7 players that don't actively chat are getting better at the game to meet R7's difficulty curve, and they're seeing it all the same, because it's just that severe of an issue.
But you did. New ppl literally came in here, saying they had the best time playing this game. And at least 2 ppl immediately jumped in to convince them that its actually impossible that they had fun.
regardless of what those new ppl said
?
high-level play is impossible as client
damn, we had a lot of solo clears then in r6/7 I guess
with 3 ppl unable to play right?
nice
that we still clear levels like this
it shows how easy the game still is if you have 4 people with guns
gj
The discourse in this server largely doesn't stray from the facts of the matter. A big reason much of the post-R6 conversation was so negative was because, genuinely, there was a lot to be unhappy with, and not many good arguments against those negative views.
3 of them can be mostly disabled and it's still fine
It's just the reality of the game.
People that want to be positive are limited, because there's not much to say anymore.
you say this as if its not that big of a deal but i have a group i play with where we lose 80% of the time if im not the host
and win 90% if i am the host
it truely matters this much
The only good argument in favor of the enemy positions being horribly desynced is "not noticing it"
The only way to not notice it is to either roll a nat 0 perception or just being too inexperienced at the game
Or both
I didn't even say it wasn't a problem.
I'm not convinced that inexperienced players don't notice it.
"damn, we had a lot of solo clears then in r6/7 I guess
with 3 ppl unable to play right?"
I think they just rationalize it differently.
They assume it's their fault, that they're lagging, that the game is janky, etc.
you are being sarcastic implying that those 3 still being able to play just fine
Which is still a pretty negative impression.
They just aren't going to pick out and blame the actual problem.
i think it's more they do notice it but assume it's the way the game is in general
even then, we made it clear to doc that it was better to revert the change and delay new content, but apparently they thought otherwise. told us they split the dev builds so they were not able to revert it or something like that
Just fine and not able to play at all isn't the same tho? There is quite a bit of room between those two.
like if you join in r6 r7 and just start playing with no one telling you that client experience was way better before, you wouldn't know
well the bug happens all the time but if the enemy isn't behind a wall you don't realise that its a problem unless you know what their range is supposed to be
as client you can only deal with very minor threats compared to the host
I'm sorry if I made this unclear I just had a problem with the overuse of making it seem like it actually stops 3/4 from playing at all.
Which it doesn't.
I remember this response. It clearly had nothing to do with sniper melee. I don't know what that post was about because sniper melee has been the only long standing majorly impactful bug since R6
it nearly does
it has a huge domino effect
Enemies basically have 2 effective attack starting positions since the game checks damage on client and host
So all enemies have 2 attack cones
Pretty regular frustration, limiting your arsenal, certain mechanics or scenarios becoming much worse... it's a pretty big hit on enjoyment.
So you generally can't dodge as effectively. They also stop moving toward you from much further so you get damage fall off so you waste more ammo
Tbh a big reason R6 wasn't so terrible was that chargers were very rare and a lot of the meta weapons were semi-auto and long-range.
also because we got to play launch without the bug
D2 Secondary was painful.
The combination of chargers and the shapes of the entrances was just terrible.
I won't even argue with that, I can understand that there are ppl that are super annoyed by that (rightfully). But when you have somebody telling you that they had the exact opposite experience of what you just described and insist on convincing them that the game is "broken, unplayable etc.". That's whats annoying to read. And this conversation happened like every 3 days. It's pretty annoying ngl.
thats a problem for the devs
not for ray
or anyone else in the community for that matter
I guess we have a different view on that
Genuine question, what do you think are the most prevalent causes of low player retention/poor recruitment?
Hm
Yeah
Not quite what I was going for, but sure.
I suppose I mean, unrelated to the game's identity.
Because the hardcore thing is hard to get rid of without probably gutting GTFO as it's existed since R1.
Probably? Whats the point?
The rundown system perhaps? Clearing the content and then getting immersed in something different. Though you could still call that the "game identity"
I personally feel like content drought and general bugginess are both really bad for player retention, personally.
It takes a particular mindset to go again and again for nothing else than the thrill of completing
Most players play a few levels and go to play another game. Then they come back next Rundown.
Like, I think a big reason R7 didn't see the same spike as R6 is because the game just isn't on people's minds after 6 months.
most people don't go past the first three levels
Compared to R1 -> R2 retention.
then try R6E
it's similar to this game
but for casual
0of
R6E seemed okay, but not sure I could get invested in it.
I think I unironically enjoy PuGs a bit too much, and the PuG scene for R6E seems way scuffed.
you need 12 hour
and done
But maybe that's because I'm playing low difficulty.
it's scaled
Pretty sure R6 had more ppl because it was shown at whatever that show was called and it being the release version. If you think we will get the same numbers on a random update you will probably be disappointed.
it has been dying
because of 0 content

same reason R1-R2 was better, because it was still fresh and ppl heard about it for the first time.
*better in terms of that number
R1 had the same advantage, though, and was early access, and still had more people return for R2 as a %. Meanwhile, R6 -> R7 appears (hard to tell because of free weekend) to have been alarmingly close to early access numbers.
thats kind of the problem though I think Duck, and maybe Ray's point. If the numbers do keep dropping off for future rundowns then that is the player retention sort of failing and the game slowly dying
Well yeah, but that is every single game ever, right?
Hoping we magically get more players each update is kinda strange
I personally feel like that retention could have been much higher, like 75%, if they had quicker updates and peoples impressions of the game weren't related to bugs.
And I don't think that would be such a problem if the way this game was being developed didn't put a requirement on the devs to keep producing content
Not impossible it was doomed, but I'm a bit more optimistic than that.
I mean they've upscaled their business and hired a bigger team right? So they must want to see numbers rise, or atleast not drop like they are
it takes a game that's fun to play
And if that isn't going to be the case I guess it comes down to how large of a veteran playerbase they can maintain
I agree , but there's something more to is, since This was a problem way before R5 tho
Tbh I think some of the fall-off is genuinely vets losing interest.
At least in my anecdotal experience in PuGs (and some vague surveying w/ the search bar), a surprising amount of people either started in R6 or R7.
Is it that suprising? considering the peaks there
Which is to be expected when you put multiple thousand hours into a game that wasn't even designed for that extreme playtime.
I think most of the fall is is chargers stopping to attack 12 meters away, most guns have a shorter effective range than that 
thats just every game
some people only play on new content drop
they're not the in the same boat
the game was made just for new content drop
i do that myself for a lot of games too
but if you'd ask me if i "play" those games i'd just say no
gtfo just considers that its gimmick

just leave for half a year and then come back to the game
the intended way
Ok but wouldn't you say thats your problem then? Rather than the devs fault?
What would success look like for this game then?
If its not expected that new players would magically appear at a new rundown drop, and also that people will stop playing after they've cleared the content
Pretty much exactly what happens now, I guess
If we're talking from a financial standpoint, new players joining every rundown, which is what's happening
Ppl play at new Rundowns and then come back for the next.
However when the old playerbase starts being annoyed and become vocal sales will drop. It does not seem that the free weekend did that much either
It litteraly established a new peak of concurrent players
Anecdotally I thought the free weekend did quite well, but I've not examined the numbers like that
which doesn't matter cause they never bought it
these numbers do not mean anything if they cannot make money from it
wonder whats the percentage of players that launched the game and never made pass A1, just installed and quit
Do we even have numbers on that? (Acedia)
sure we got 18000 peak players. if 1000 only bought it. then it did not much. Obv I do not know either, but considering that the average numbers are as low as before. I do not think it did much.
A lot didn't even launch, but I'd say it's the same for a lot of games, if you check achievements stats for example (of other games, we can't have this in GTFO, due to no achievement)
Looking at steamdb the resolution isn't really good enough to tell if concurrent players remained high for long after the free weekend. The players that would return anyway cos of the new rundown are also gonna be mixed in ofc
Looking at steam spy, 12791 for last day of free weekend, 4306 for the day after
Also 18k players peak mean there's a lot more during the whole day, it's just peak concurrent players
I don't think coddling the devs is productive.
There's not really much the players can do for the game if the major factors going for or against it are up to decisions the developers make.
And?
Agreed, that's not even what I said.
I would indeed
But I play this game even when there's no new content
that's why i'm upset now
because the game is broken and it's not so fun to replay
That's kind of the vibe I get from you. Feels like you'd defend the game to the ends of the earth, even if it's the worse decision.
Not really
Hasnt this guy done this before
Glad we could agree
In like r4
I dunno, you seem pretty salty over Discord negativity.
Is this a doc alt? Genuinely
What?
the epic fail of free weekend during broken game
Yes because I can't understand people actually harassing someone for multiple years and then celebrating when the person leaves their own server. Don't you see anything wrong with that?
It wasnt that bad
what exactly happened i wasnt there when it was a thing
u right they were all complaining about the checkpoint carry item bug instead of the sniper melee!!
litteraly all of the new players ? lolololol
all is exaggerate
As far as I'm concerned, I haven't seen the actual harassment, nor does it seem like most of the talk rn is in promotion of such.
but it was pretty common here
Wdym? I've seen people complaining about him all the time
Regardless of how relevant it actually is to the state of the game.
complaining about someone is harassment
That's not harassment, that's just the general attitude about him.
You can't magic that away.
Are we even on the same server?
i would like to report frostty for harassment because he is always projecting
Doesn't feel like it
Yep
The irony is lost.
hey guys, me and my friends been stuck on C1 for a bit, we are noobs, how do you get to door 18 after u need to gather glp canisters? it needs a generator but we dont know where teh cell is
Besides, nobody deserves to be harassed and complained about 24/7
This is a doc alt
Part of me does. Especially since I do not trust the word "harrasment" these days. It's too vague.
If what was happening is that people kept reporting same issue with increasingly high degree of frustration and no progress was being made except for the guy participating in flame wars... I can see how some people can see that as a win.
the definition for harassment its literally just bothering someone
Oh
Pretty sure you read even more reddit posts and discord messages than me so I would assume you would read even more stuff that what I'm seeing.
List the cells, you need 4
They should all be in the same zone
pretty sure harrassment is actually a legal term. More likely what people are talking about is bullying. Not that those semantics matter that much
we only found 3
i wonder if that has anything to do about it him leaving the server
harassment has a huge range of what it could actually be
Guess i got muted for "bothering" people i'm part of
😳
but i think it probably was pretty serious for doc
And I haven't seen any. It sounds to me like most of the bother was (1) Discord negativity during the vacation and (2) people pestering D0c to be more transparent.
💀
I think harassment generally has to do with picking on a protected characteristic. So probably not what happened to Doc
No, that's a horrible definition
The tone I get from you, though, is that you think the harassment is something akin to berating him or even something more serious like threats, which I'm simply not privy to.
Because fuck protected characteristics
Doc was not harassed as they call it
People have been insistent (for good reasons) and doc didn't give a shit
based 😎
did you get muted earlier ? lol
Yeah
me? just making sure before I answer
Yes.
Mods muted me 30 min after it occured
And these monkeys don't even know i'm part of the said minorities
OOF
I hate to see Ray and Duck clash like this 😦
Good thing to know these guys can't handle anything
Some dude pinged them several times while insulting them
no mute
epic
Anyway no point in me continuing talking about that nonsense 😳
The image of a man just pouring jet fuel into a bonfire just doesn't leave my mind
Lmao
This server was dead 2 hours ago
The server : 💤
Calle : says literally anything
The server : 💥
well its what he said :p
UwU
Yall didn't realize strikers were male what do you think they attack you with
Wrong channel bud
what is the correct channel
none. but also #gtfo-chat
#rp-furries ?
notices your spear OwO
Aside from the fact that ppl were definitely berating him and accusing him of stuff that I won't even repeat here, I don't think you are being really honest when you say you haven't seen that same stuff. A bunch of it was in the comments below your own reddit post after all.
yo move on please. people seemed to have moved on
or take it in dm
i do not care
We are just busy in gtfo-chat
Can't wait for people to make a real RP
give it time
Not really sure what you've invented there. Especially at the time, the attitude was absolutely pretty reasonable. I guess you weren't there if you were mostly active starting in R4? Even some of the more extreme allegations I personally believe have some credibility based on what I've heard from people that were around at the time.
Honestly I don't think it's purely about the allegations, two wrongs don't make a right
Parsley 💀
Anyway
I do agree calling devs "thick-skinned" and "egocentric" is personal attack.
How so ?
Afaik people aren't talking about their person
But about their role as a dev
And as a dev they act like total ghosts to me
They'd be a good competitor against CIA when it comes to non-existent com
Legit everything can be seen or not seen as a personal attack
They are following the trails of PUBG, yes.
a lot of the dev hate was specifically against doc
Correct
I'd say that's personal
Wasn't he the one that was very anti-modding ?
I think so
Afaik that was a personal opinion
Not something that the other devs wholeheartedly agreed on
He was technically the dude, who did everything. Positive and Negative. Ludvig existed sure, but that was all. He was going against veterans. So it makes sense alot of frustration and hate goes against him. Not that I think it is all justified
And that is something even R1/R2 BH can say
Given what the community did to doc, I wonder why
it is easier to target a single person then a group of people
Again, I'm not defending him but jesus
I mean, the ire for Doc isn't unearned, right? Some of the things that he has done indicate that he may not be the nicest guy, or at best made some poor decisions? But then I suppose its a personal attack to mention that so the alternative is just silence? 🤷 (Not saying people haven't taken it too far, its the internet so ofc people will)
Whereas other devs just be devvin, which people may or may not be happy with, but thats all business and not personal
I recall him having wacky views which would have punished people not running four-man
Thats a new one to me
like iirc not wanting a certain bug with s1 scans fixed that made soloing/duoing so boring on expeditions with it back in r4
Isn't this game specifically designed and marketed for 4 person teams though?
I don't think it was a bug
just something they eventually changed
I remember these were incredibly slow with solo and duo.
yeah but that doesn't mean "go out of your way to target people who aren't running 4 person teams"
i would hope its a bug and not something intentional LOL
It could just be a poorly thought out decision. They probs were thinking of 4 man teams rather than people soloing
Scan progress is dependant on number of players though
S1 scans were just the nature of scan scaling
Of course it would be slower
no they weren't
S1 scans don't progress if everyone is not in so why should it scale by number of player
people just had to kite in solo duo runs
they used old scan code
Realistically? Because it's copying code from other scans
no reason not to
It's efficient
or lazy
It makes it impossible for solo players and impacts their experience
You don't need to remake everything
yes they were
Tbf originally solo runs were thought to be impossible so they weren't balanced for or accounted for
small s1 scans in solo runs were like x10+ more than four players
Originally? I mean the ones I recall complaints about were in R4 so surely they knew by then people were soloing stuff
I'm talking like r1
And around early access launch
There weren't S1 scans in R1
But we are talking about scan progress with number of players and balancing
For S scans, no?
Ik
with four players, a small s1 scan takes 10 seconds
back in r4 it would take 140 seconds solo
then its probably intentional
it wasn't and was an oversight on their end
if that was intentional thats even worse
but you just said
do you know or dont you
it was not. I know
it was a joke
they've said before it wasnt intentional
but if it was that would be kinda shit
S1s had a miscalculation on the dev's end of the scaling speeds. Scan speeds are manually set per player
It went from 10 seconds 4-man to 90 seconds solo
That does not follow any pattern of normal scans at all
it was 90 solo? oops
Yeah
dont know why i was thinking 140
It was
Or 140
Either way it was just a miscalculation
You basically to 1/X, X being the amount of seconds you want
Is it because S scans have a natural factor working against the scan progression (why it decreases when not everyone is in), and one player would only contribute a quarter of the progression that a full team would?
So a 6 second scan is calculated as 1/6, so you get 0.16667 scan progression rate
They just calculated it very very wrong
The regression is only enabled when not progressing, it does not change by team size
They just calculated the stats wrong
They probably did 1/140 instead of 1/14
Since that would go from 14 seconds to 140
I've made like 25+ different sets of base scans so I'm intimately familiar with accidentally butchering calculator inputs 
I feel like there is something wrong with the snatcher's IA system. There were four people and the snatcher headed straight for the guy in the back-
During our whole C1 run, it only went for the two only korean players XD
racially motivated-
shit man...
wait until one snatcher take over your control but actually snatch someone else...making it basically snatching 2 people
very fun 🙂
:DDD

Does anyone know if in C2 if you can hold off doing the overload objective until you have the last 2 cells from the last room that way you can do the overload objective without the constant alarm?
yes
its much easier
remember to clear ovl after doing the 3rd and 4th cell though
@midnight marten
okay thank you
Or you can be not cringe and do it on the 3rd cell like a normal person
ok but i do it with the 4th cell
So, finally made it through C1
I don't know if this is a bug
But I had the biters and shooters literally spawning in the air where I was looking,dropping to the ground, then activating their AI
My teammate was pushing deeper into GPL-2 territory, while I held position on the entrance one zone away
Is that just intended behavior or?
Whats with rng lowest drop of aggressive have supply efficiency and tools. I didnt get any drop of those.
wish they made the artifacts work STALKER style
Imagine having a artifat shop instead of random drop
"Warden Processing"
Standby : Warden assessing retrieved artifact
this happen when you're splitting up
expect to get one out of 15
What is this
Ran out of function marker allocation moment
the game not having enough spawn locations
Pretend it's not there
Ah gotcha thanks haha
Yo?! 
Yeah same here
Couldn't be opened, there were like 3 in the same room
Was yours in one of the dead end loot rooms that chargers spawn in during the room scan @lofty elm?
We had one in the center of that room on the ground, and another box that was half inside a wall so we couldn't even see if it was a regular box or another of those
Yeah they were there
Weird as hell
that box is just nothing
Is there any way to fix bugged terminal ???
what is the factor on how many pouncers spawn from D1 overload ?
its seems like random between 1-4
Clear overload with everyone, have everyone but host leave, host puts in commands, wait a bit and have the others rejoin
Or take your luck
will see if that works, thanks
only 1 spawn
it's client issue, the more ping your teammate has, the more pouncer you get
do you have the gtfo drip video z
The music one?
ye
It was recently posted, want me to link to the message?
ye
give me some time I lied
It wasn't posted recently it seems
Unless im ret4rded
me sad, me dumb, me find it later
Story of my life
if i drop in alone i get exactly 1 on the first drop, 2 on the next, then 3, and so on
So it's the script not resetting properly?
the fact that people have to guess how the quantity of snatchers is affected is amazing
well, the stream i linked sometime ago (after the patch), have me in the team and got 3 snatchers, after reset, i left and someone joined, and then they only get 2
i also have some desync issue
maybe you dropped in once more than they did before
im pretty sure if i've dropped in 4 times already and raised my count to 5
i can then join a lobby and they will get at least 5
its why it really sucks because ALL of you need to be on your first drop if you want things to go as intended
which is also why your technique of just having the host only will kind of work as you've removed 3 possible people that may not be on their first drop anymore
and the limit on the spawns you guys seem to notice makes sense because people simply crash due to the new environment never unloading and the game just loading more instances of it everytime
which may also be the reason for the multiple snatcher spawns
is the one Bishop voiceline with the biotracker when there's no enemies supposed to be "not today, you sausage" or "not a sausage"
not.. a... sausage <- that's how i hear it
are the locations for the code terminals in E1 constant?
some vc members have asked if I knew where the terminals are so I assumed they're in the same place everytime
moving terminals only exist as a bug for now
whenever they put too much items in a zone
like D2 this rundown
I cannot find the terminal for the error alarm in D1
where.... tis it
after the alarm door within it, where do I go-
probably upstair
is it right after the alarm door?
it's in zone 199D? and it's upstair
full resolution map from RandomKenny
hmmm alright thank you!
i was thinking
would it be better if we do all 6 cells for main first in C2 and then go for overload?
like, every time you get a pair of cell, you go back to the main as fast as possible
Unless you bug-dupe it
i'm not finished
The TL;DR in layman's terms is that the terminal command objective event is bugged for client and gets continuously called until the host's game recognizes the command
So D1 overload will "complete" multiple times and repeatedly trigger the waves
Hence why when everyone leaves and there's no longer clients to cause the bug, it only finishes once and you get 1 pouncer
from my perspective, it seem desync are also the culprit
i watched fireblade video
and he has only 1 spawn
since everyone in his team are in the same region, so connection was pretty smooth
Yeah gets much worse on latency
i got 3 because of desync
when i hop out, a more stable player joined and they (the streamer) got 2
It's similar to how doors will shut themselves
so it's corrected
anyway, follow my c2 masterplan
if you do everything, and save the last 2 cells
you could do overload with those 2 cells
So like... Take both?
That's the easy method but the chad method is more fun if you have a good team 
Open the optional door, get key, then go for overload?
ye
save 2 last cell
I mean... You can, but it's a lot of extra work and backtracking between places.
nobody forced you to do it on the first 2 cells
Putting in the 5th main cell completely eradicates the fog despite the objective text
i didn't get that bug as well...
It says to put in 2 to shut off alarms and fog, but for some reason it's just 1, so you trigger those at 5 instead of 6
I fucking hope so
well, you already got infected when doing the 5th and 6th cell
Objective text says to bring 2 cells but events get called at 1. I believe it's probably not intended due to the objective text contradiction but who knows
while for 1 2 3 4th cell, you need to race back and potentially get less infection
It's preference I suppose. There's no real advantage to it. Just awful lot of backtracking.
and i feel that was easier
just the long walk from the last 2 cell zone to 1st 2 cell zone
and then go to overload
It's like go all the way from cell room to the opposite side of generator, clear the area to find the key, then go around generator again to overload door.
if we do the way i just presented, i think you use less resources
Hm, maybe. Maybe not.
but it just a lot of backtracking
Depends on how bad the fog will be too.
Overload @5 strains resources, but Overload @2 is hella brutal
Yeah you can see but you progressively get health capped at 1% and you have chargers
but you will have fog repeller
And you have to not have team mates screw up holding the wave while you deal with the cell zone
i remember charger zone isn't that bad
First attempt at the level my team kinda got trashed in overload lol. Second attempt when we came back the next day went pretty clean though. Just gotta be ready for it and have the right tools
i got a clear i think, second try
the first try was people trying to melee charger scout and miss
The fog going down on the fifth cell is just a checkpoint bug I think?
and then 1 of the guy start panic shooting IN the room, triggering the second scout
i have a log file for regular cell bug
the "heavy item bug"
i read the log but doesn't seem to pointed out anything
with bug:
without bug:
i don't know why the first one is so small
i did the same thing like the second one
It's honestly probably another desync issue lol. Not sure though. Either way doing it at 5 means no fog or error alarm, so the charger zone is as slow paced as you'd like. Zero risk if you just play red light green light






