Ready or Not

Ready or Not Dev Tracker




15 Jun

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Originally posted by mao_tse_boom

I like the idea of the gore, but this isn’t what people look like after blowing themselves up. This thorax looks like it’s been carefully dissected, it should honestly be pretty much vaporized, turned into little bits of bone.

Oh not at all. Our gore system is outside of this to be fair, and once fully implemented we will apply it to every sort of interaction. Basically this exists just to not have some ragdoll with a blood texture appear! And the torso chunk is just there so there’s something to report. We know what the real thing looks like (unfortunately), so this is mostly placeholder. The VFX component will stay the same though. Love seeing the big splat, it feels really gross to see.

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Originally posted by Sheyvan

Not seen a suicide yet and i circumvent fake-deaths by tying up every single corpse now. Cover system is rgeat though. Once alerted enemies are much harder to kill and firefights take 3x the amount of time. This rewards recise engagement of oblivious enemies over ramboing the shit out of a level even more and is surprisingly healthy for the game imo. Biggest issues are bugs and performance issues right now. Most bugs are negligable, but the performance on some of the unoptimized maps absolutely kills my PC. It's not the newest, but i can usually play the game on low. For some maps i now get framedrops to 12-15, when action breaks loose.

Maps and Environmental Storytelling are insane. They went completely nuts with both new maps and seem to perfectly understand what made SWAT4 Maps so memorable. Even older Maps (Dealer / Gas / Meth) got some great updates, to the point where i would consider most maps extremely memorable and rich of narrative already.

...and yeah...

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Thanks for the feedback. Performance should be better this next hotfix. There are also probably too many mirrors in some levels which also cause a lot of problems… we’re discussing them internally.

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Originally posted by razgrizzelontwitch

doesnt help that the ai can now pen through concrete with a 9mm with perfect accuracy if you try to take cover, while you cant even return it with a 5.56 ap round

They shouldn’t be able to pen with perfect accuracy, but if they see you and then you move behind a wall they’ll take some pot shots within a certain distance of the wall. I would think that it’s possible those rounds are just luckily hitting you. Your AP should definitely be penetrating. If you can send a video then that’ll be good since it could be something as simple as a surface that doesnt have the correct penetration values.

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There are some armour bugs related to a legacy armour system on some AI that should be resolved in the next hotfix. Keep the feedback coming

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I’m glad you guys like it. There’s a heap of content related to each character in the world (such as Amos’ travel plans to cities in Eastern Europe, What happened to Janey’s mother, and the family’s relationship with Amos’ private security detail).

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Originally posted by SuperAlekZ

I am a car designer, so I offer my consultation free of charge to VOID :P

For real send me a message would love to have some more custom vehicles made

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Originally posted by CordofBlue

The vehicles are asset packs they have purchased off of the Unreal Marketplace. I have a few of the same assets I've bought for projects. You can scale them larger and smaller ..... not sure why they haven't done that........

Some! Some are also custom made like those trucks. Funny though I spent a lot of time scaling them right but I think we reset the blueprints for vehicles and it broke all the scaling. Amateur moment.

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Originally posted by yeahnobihh

They’re not wonky, our SWAT guys are just 7ft tall that’s it

The swat guys are literally 6’8 😂 they grow em big in Los Suenos

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Thank you!

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Club spawn right side corner past the ambulance, have a look


14 Jun

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Originally posted by ChrisTheRomeo

Have you seen the image for the lockpick gun?

Accurate to real life you ever shot a lock with an M4?


13 Jun

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Originally posted by VotiveChunk2609

It is getting reworked, not replaced. Same overall gist but with changes here and there

For this update it has now been reworked! :)


12 Jun

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Originally posted by maxiimus1

Just wanted to say you guys are amazing. There has been a lot of frustration regarding this update in the community and the communication has been handled poorly imo, but still this is a huge update made by a relatively small group of developers. This has quickly become one of my favorite games and I can't wait to experience this update when it comes out to us regular people. Congratulations and thank you for your hard work!

I’m so glad you enjoy it! Thank you. Lots more to come, I can assure you. :)

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Originally posted by Gruntr

It has begun!

Any issues you guys run into in gameplay please just be sure to make clear reports and we will dive into fixing them. Already got a few on our list (although minor!)

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It has begun!

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I've noticed this recently too, especially with the new pepperball gun. It won't be fixed in the initial update but I will make sure it does get resolved in a hotfix ASAP.

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Originally posted by BlitzFromBehind

That sounds like a hostage mode with extra steps. The problem being that if you give the POI a gun he can just murk the whole entry team willynilly because you have to capture him. And if you're allowed to shoot the POI it's no different from a terrorist hunt style mode.

If someone modded this, they could technically turn up the knockdown chance on this suspect (not really feasible per-ai YET), and then you could shoot him to knock him down, and then arrest. Cool idea though.