Ready or Not

Ready or Not Dev Tracker




30 Mar

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It's likely we'll add a tutorial of some measure to the game eventually. Early on when we released the community would help new people out, and I think as the dust has settled, this occurs a little less. Which is fine. But that communal teaching aspect was so cool to lean on while we didn't have one.

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Originally posted by AlessGr

Imagine Tarkov, in development since 2012 and still doesnt have a tutorial

I imagine a tarkov tutorial would take 5 hours to complete

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Very very very early on we actually had a way to select and load ammo into your shotgun in-game. It was really cool, though a very cumbersome system. We have some plans for ammotype selection, and it will likely extend beyond just buckshot and slug, or FMJ and JHP.

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Great thoughts across the board here.

We will probably introduce a rule that once the suspect threats are neutralized, the game will end. This is mainly because yeah, the cleanup in active shooter kinda sucks. Alongside this, civilians fleeing for their lives in certain situations would be ideal, cause I'm sure there will be a lot of jumpy players who will need to learn a lesson on threat identification!

The goal of the mode is to make the suspects really difficult, and ensure that civilian casualties will be guaranteed if the player doesn't clear smoothly and attentively.

If they're killing everyone and you're way too far away, well, that's a failure on our part to make an engaging mission variant. That said, we're always thinking of ways to improve our modes. So this is great reading.

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Originally posted by jacknifejohnny

In some cases yes, but not when you hear hostages being executed on the other side of the hotel.

Honestly, probably just level design that isn't ideal for the mode on our part. Hah.

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9 bang wasn't actually meant to be in the update! Currently, it's just a big flashbang but the logic for what it's ACTUALLY supposed to do isn't implemented fully yet.


29 Mar

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You can disable it in the settings!

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Originally posted by XxDerZerstoerer69xX

So just an old concept and they never were ingame? I'm just curious, gonna ask one of the supporters who played it since it was possible in closed Alpha and stuff...

EDIT: ye, that's really just concept, I revise my comment.

We have these fully completed as meshes. Just currently unused. We don't have contextual traps yet and these were built specifically for the hotel in an earlier version of the level. As such, we're just using placeholder traps for now.

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Appreciate the kind words - we read as much of the feedback as we can and try to apply it where we can.

The community has really been a bright star for us since dropping the updoot so we thank you for how awesome you are. Each and every one of you. All the video clips, memes, hype-building, critique, praise, feedback, all of it goes into the melting pot of a better game at the end of the day.

Cheers, and thanks for playing... More soon!


28 Mar

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Nah they’re static - the idea is cool but from a performance standpoint, picture in picture is incredibly expensive in unreal engine - getting the mirror + team cam to run as performant as it does was some dark arts by Ali and Ryro

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I like this format a lot. Reminds me of those A Jolly Wangcore videos from Half Life 2.

Thanks for your feedback and video!

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So close but so far.

Intentional though i believe she played a line for a civilian, that response doesnt add up.

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There is a plan for this though we need to figure out a few things first.


27 Mar

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What on earth

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Hell yeah! Hows the deck?

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Originally posted by [deleted]

  • Gunshot stereo width is no longer as thin as Zack’s hair

Anyone knows what this means?

  • Volume balance across tons of sounds

Thank you! The main reason why I can't play the game as much as I want. Everything else being too quiet except for gunshots and C2. I'm fine with gunshots being loud for those who want it, but dragging the SFX volume slider in the settings a little bit down shouldn't make everything else silent. Hopefully this allows me to play the game again without taking away the loud gunshots for those who want it.

My brain is too farted out to fully breakdown stereo width, but in essence it means that the sound will now spread across both ears more realistically now

As for the second thing you mention, what sounds are you finding too quiet? I'll make note of this for the future


26 Mar

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This is great 😂