Ready or Not

Ready or Not Dev Tracker




06 Jul


05 Jul

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Oh we can add that. Might have slipped through.

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Is that the street on club? You shouldn’t even be able to get out that far

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Originally posted by GoreScream

Turning DLSS off seemed to fix the blinding IR flashers on the teams helmets, but standing in front of the situation table results in a flare that whites out the screen. Anyone know anything about this or how it could be fixed?

We’re working on it but it’s a weird one. Not sure why DLSS does it.


03 Jul

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That’s awesome


02 Jul

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Originally posted by GallopingGepard

The amount of content you guys have been pushing out since my friend gifted me the game a few months ago is positively refreshing.

I also like that you're able to play test map builds that are not fully completed. It's fun to experience the changes yourselves in each iteration.

Thanks. Be sure to give feedback on the test maps too if you’re interested. Our designers pay attention to feedback especially in that early stage.

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Originally posted by jontech7

I was testing this a lot specifically to get footage. Here's what I've found:

  • The AI is shooting randomly when they wallbang, with maybe some idea of where you are. If they hit you, it seems to be fairly random. The problem I think is the frequency with which they go for wallbangs. Pretty much every suspect attempts to shoot you through cover if they lose sight, which seems unrealistic and leads to a lot of death and injury from things you can't see. Which leads me to...
  • Windows. I think they're an important gameplay mechanic and shouldn't all be covered, but they certainly pose some problems. It seems like suspects have perfect visibility through them, while for the player they range from "somewhat clear" to "fully opaque" and so they to give the suspects a huge advantage. This is really obvious on Valley of Dolls where just getting close to window while you're inside can instantly draw the fire from guards outsid...
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Overall very comprehensive. Thanks. We’ve made some pretty considerable changes to the ai obviously with cover taking and valley is a very glass heavy map so these issues become more apparent. My biggest concerns right now are ai shooting through walls without player input.

Either way we’re working on improving the experience. Just takes time and a lot of the guys are taking some well earned time off. Hotfixes are inbound. Hopefully we can nail most major problems asap.

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It’s possible although our lighting is mostly baked. So you can’t really enable or disable that at runtime. But we may be able to figure something out.

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Originally posted by TheUltraNoob

Check out swat 4 if you want to see the inspiration. Also it already a thing, data Center -> agency -> valley of the dolls. Car dealership -> port. Meth -> fast food. It to sure where the other fit in yet. I know hospital and most likely school are gonna be linked and maybe club.

Well done.

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Originally posted by FrostyVacation2035

ignore ratings. They are f**ked and will be f**ked for years.

Years? I like to think we work pretty quick. But it’ll probably be something that takes time since most of the modes we wanna push towards being more unique. Right now they all feel like slightly different flavours of the same game mode vs being their own unique challenges.


30 Jun

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Originally posted by DangerClose567

Oh for sure I don't doubt this is something they'll address, fast even.

I just don't recall it being like this prior to the latest content drop. The AI overhaul doesn't surprise me that it made some things wonky

We will be working on it for sure. Thanks for the feedback.

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Originally posted by PhysicsIsWhyIDrink

Back to square one boys…

I don’t know how they managed to screw this up again. It was an issue in the past, now it’s back. They should give just give us AI sliders at this point.

Need footage because we’ve set ai up to only do this in certain instances.


29 Jun

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Originally posted by bockclockula

I like the new one but I wish there was an option to save presets, like in Insurgency

Planned! We just got the backend set up. :)

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Originally posted by vonTrepka

I, personally, would much rather have many small maps, than few large maps. There's something off for me, when a small 5man team have to secure an entire farm or hotel floor.

Farm is gonna be made a lot smaller in the future. :)

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We’re looking to make it smaller for barricaded and larger for raid.

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Glad you like it!

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Game development

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Originally posted by ostrichual

wasn't this update delayed like 3 months to to fix things like this

You can’t “fix” rendering twice.