When are your plans to implement new/locked skills? For example prone movement seems like a rather simple addition because we already have covert movement.
we want to add most of remaining skills after 0.12
When are your plans to implement new/locked skills? For example prone movement seems like a rather simple addition because we already have covert movement.
we want to add most of remaining skills after 0.12
Where are all the scavs gone?
its seems like on shoreline numbers of scavs are quite low. need to check
Will night become properly darker?
For how long reshade will be still permitted?
good question. it will come with graphics overhaul later this year
Maybe its bugged then? I had an instance on factory a couple hours ago where a player scav gunned down an AI, and when I killed the player all ai scavs became hostile
we will double check
Bullet fragmentation seems not working for low-penetration bullets (as /u/NoFoodAfterMidnight tested), is this gonna be fixed soon? Love ;)
yes
I guess something like in XCOM - you initiate the building process of a module and wait a set amount of ingame time until it's ready.
yes
mostly its initialization of different kind. Animation system for example. It all can be fixed. unity 2018 give more abilities to do it
but its a pretty fragile process. Fixing stuttering/freezes issues usually requires deep and legacy code changes/ It always lead to unpredictable bugs
my question is about the flea market, has there been considerations for item max prices as they relate to the items price at a vendor.
people selling Salewas for 300k or balaclavas for 30k. selling an item at 10 to 20 times it's nominal price should not be possible.
in that effect is there a possibility of for market bans or restrictions for gross misuse or API bot injection. there was a guy with 22 trader rep in the first 6 hours.
I love the heart and passion BSG as a whole has for this project. i just want to thank you on behalf of the community. your effort has not gone unnoticed.
selling an item at 10 to 20 times it's nominal price should not be possible
i disagree with that. free market its a free market. its free for you not to buy with such prices. BUT! intelligent regulations are always needed
What do you think about altering the find-in-raid requirement? I saw one suggestion that would require you to only find one of the items.
So instead of needing to find all 10 graphics cards for example, you only have to find one in raid and you could buy the other 9 off the flea market or perhaps use the ones that you’ve stored up over the course of the game.
This way people can still sell quest stuff on the flea market, but you can’t just buy your way completely through every task.
there will be some changes really soon
Any chance we can get one (just one) screenshot of the game running on the updated Unity engine?
not yet. and don't think that new engine=new graphics. its a separate task
Last 2 questions from me Nik:
- Will the sliding stocks, for example on M4 or M1A EBR and every stock that can do that, be "slideable" or lets say foldable in 0.12 or later?
- I remember of Your devs saying that in the future we will freely move attachments on the rails. Is it coming soon or later?
Why are you awesome?
you are too kind
Hey! Awesome that you're doing this.
Is there any plan to take another look at the recoil system in tarkov? Being unable to control your recoil as actual player skill has lead to a meta where it's best to just spray full auto and dump mags, rather than taking accurate burst fire/etc.
as i said many times - we tested it without autocompensation and it was pure sh*t. but we will make a test somehow for you to test it
Dynamic prices when?
we will have a test run soon
In your opinion, why would anyone use bolt actions like the m700 and DVL? Semi automatic weapons of the same caliber are available cheaper for .308
precision in general. reliability later when we implement jamming
3 questions from me, that had been bugging me for several wipes:
1) Nikita, what do you plan to do to make economy much harsher, accumulating wealth much harder and forcing people to scavenge for supplies instead of rushing hot loot spots and making tons of money the easy way, which encourages aggressive zergling rush style game and discourages slow tactical playstyle?
2) Which leads to my second question - squashing hatchet runners for profit problem. How do you plan to get rid of hatchet/melee running for profit, which has no disadvantage at the moment, whatsoever?
3) Will scav AI ever receive more natural idle animations/stances instead of looking like cyborgs that drone around with their weapons raised all the time?
Cheers
Edit: ahh, shite, I just saw that "one question per message". Sorry.
Can we have a special сеточка device for GSSH, for the very important ergonomics +1?
Can we have Tetris theme playing in the stash, if the player sits there for 3+ mins?
we removed this setochka cause its clipped with head :)
What’s your opinion on the progression system currently?
edit:rephrasing
it needs to be tested more
.45 ACP + weapons, possible for 0.12 or later?
possible, but low chance
Oh another one. Is there any idea when we can see AK handguards seperated into their two pieces like real life for more modular modding?
not sure about it yet. its possible, but we didnt plan it