Ready or Not

Ready or Not Dev Tracker




19 Dec


17 Dec

Comment

Originally posted by kucukeniste13

Wow. I knew it could be bad, but not this bad.

This is a rare occurrence and not the norm. Was due to the suspect bleeding out, we didn't catch this edge case. Has already been fixed

Comment

Originally posted by MachineGunDillmann

This has already been fixed a week ago. There was a bug with a penalty being given when they bled out. At first when you shot no penalty was actually given, but once they bled out a penalty was wrongfully given, which has been fixed


16 Dec

Comment

Originally posted by devin13132

It was a bit of hyperbole but thanks for the answer. It's not a big deal I'm glad you guys have put in the work you have. Also appreciate the activity in the subreddit. Looking forward to this being fixed whenever you guys get to it but glad the team is fixing more important bugs

All good. Current implementation is a bit hacky but yeah hopefully you like what you see in the future!

Comment

Originally posted by BoT_Cheesecake

I’ll have to try that in a minute. Thanks

It’s a chance btw. Not consistent.

Comment

Originally posted by devin13132

Literally all they gotta do is move the gun model up the hand or the hand model down the gun. It's been almost a year and something this simple isn't fixed. I'm glad they're focused on bigger more important things but this should've been in a bug fix months ago. If they can fix third person grips they can fix this

You move the gun up the hand the finger clips into the trigger guard and all of the anims are misaligned. Then other gloves are also misaligned since we have a few types. We’re gonna replace stuff anyway so it doesn’t matter, but it’s not an “all they gotta do” thing.

Comment

Originally posted by MrDedan

This started to happen with one of the hotfixes I think, I have this issue aswell. No mods installed, never had mods installed btw

Not true. Always been this way.

Comment

Originally posted by Herlockjohann

Not OP but I have a video of being shot at but still penalized afterwards

Link?

Comment

Originally posted by Mini_Spoon

I don't mean any disrespect here; but do you guys as a team not read the same repeated sentiments from players and CONSTANT talk about RoE etc and think "maybe we should look more into what the players are asking"?

Adam was a step in vaguely the right direction but it really hasn't changed the sentiments from players very much at all.

Being realistic is great - making you play the same map 40 times in a row because you get penalised for shooting some knife-wielding crack-head that's bum rushing you is just not fun gameplay.

Love the game! Mostly.

i have been looking into roe issues everyday for the past week. there is nobody that cares more about these issues than me, and i will not rest until these are resolved

Comment

Originally posted by RallyElite

i swear bro, i got shot 2 times in the arm by someone and then shot them dead with a glock and got the penalty

that is impossible. any damage dealt to swat officers is absolutely authorized.

Comment

how is that possible?? what penalty did you get? a video would've been nice to see. because there is no way you got a penalty if he shot at you or showed any aggressive force


15 Dec

ROE

Comment

Video pls. Any shot they fire is absolutely authorised

Comment

Originally posted by peanutmanak47

Ahh, was wondering what it was for.

Those guns cost a lot of money!

Comment

they don't really make sense for Data Center

Comment

Originally posted by specter800

Yeah I think it wasn't signaled or a glitch in the accuracy decrease. I've had guys strafe corners and jumpscare me before so they can definitely do it, something else went wrong here.

Yeah it’s a tricky thing. Lots can go wrong, especially when networking is involved (if it is here). There are so many things it can be, but I’m sure we will find it soon enough.

Comment

Originally posted by AxiomSyntaxStructure

So, there's kind of an escalation, per se? I can see that working in some cases, but I see it going the opposite way in others. This is the kind of dynamism needed, I guess, for the unpredictability at the essence of RON being nerve-wracking room to room. I'm only scared this is being diluted from how action oriented it has become - aggression the norm.

I can understand the concern but we do want to make sure the way the suspects perform when aggressive is tuned very well, and then as we introduce mode reworks, they’ll bring different challenges to the player. Such as yeah, the prioritisation of tense split-second decision making happening in a level for one mode, vs. an all out escalated gunfight in another.

Comment

Originally posted by extremelack

You could definitely have this vary from map to map but I think in some cases, sweeping a high percentage of the level's suspects could decrease morale and make them more scared/submissive or maybe so demoralized that they start having a much higher chance of opting for suicide/hostage taking.

Most certainly. We will keep adjusting our AI in any case. The whole system is very adjustable so once modders have it I can imagine levels with their own entirely unique behaviours and ai. we build all of this with the community in mind so that on full release people can just download a mod and hop in a server to get any experience they’d like. Of course, the base experience needs to be fun so that’s why we’re constantly working on it. :)

Comment

Originally posted by DevastatingAdmin

I am no expert on "gang behaviour". wouldn't the cowards fall back and surrender more easily when the bold guys in front already failed?

Depends if you want a game that becomes progressively easier or harder. This is where some of the modes will offer different challenges! Realistically most of these suspects wouldn’t fight to the death except The Hand and the Left Behind guys.