Ready or Not

Ready or Not Dev Tracker




27 Jan

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Originally posted by _Apprehensive_Fish_

If I remember correctly, TAC ladder was a huge technical challenge and wasn't working properly, so they removed from the game ( don't know if temporally or permanently). But I'm pretty sure it is outdated info

Correct. However, we will probably re-approach the ladder in the future, hopefully sometime this year. I like how Modern Warfare handled their ladders in the campaign, and in Ready Or Not, ladders would probably work better as a climbable object vs. a walkable surface (the latter being how our ladders have worked for a very long time).

I find that with these sorts of features, we can introduce them and see how you guys use them, and then use that to drive our creative process.

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The game is in an early state (though in my very biased opinion it is a lot of fun, and runs quite well) but we are working to release monthly updates filled with content (as well as patches outside of this), so if you're interested in playing the title and seeing the game grow over time, I would recommend jumping in. We have a pretty dense playerbase with lots of people willing to help newcomers, as well.

That said, there's nothing wrong with making a purchase, trying it for less than two hours, and refunding if you don't think you enjoy it yet.

As a player in the game's current state you can help shape the game in a sense, too. We actively monitor feedback and improve features + levels based on reception (of course, we have our own vision for the game which we are following).

Hope the responses here have helped to inform you.

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There's a mod out that does this now. Worth a look: https://www.nexusmods.com/readyornot/mods/476

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Wait til a suspect comes out of a tight space with a knife (or a 2x4).. gonna be crazy!

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Originally posted by aCommonCrow

I mean most of the guns we have are the same weapon platform, so it makes sense they'd behave very similarly. I honestly hope the devs keep the realistic vision of firearms in this game instead of making them have wacky abritrary differences.

Bluntly, this is our vision. If we made a weapon function differently for the sake of differentiation alone, then what we would do is alienate individuals from using those guns.

We've done this before, where a gun would have more recoil but a faster ADS purely for the sake of being different, despite the fact they were the same platform, same round, just with different appearances. It just felt wrong.

The big differences come with weapon size : caliber, or rate of fire. Of course a lot of the guns perform slightly differently, but our intent is to let players enjoy the weapons (especially if they own one themselves)!

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Originally posted by Tac0qvy

Thanks for the reply! You guys have a great product and am looking forward to seeing how much better it gets!

Anytime! I want to do right by you guys and the situations we're representing in the game, however long it takes to become the best.

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This is really nice. Would love to see some 16 player matches HA

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Thanks for your feedback. AI being prone and taking cover is something we're working on, alongside more world-oriented animations.

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Originally posted by Hazzadog28284

I saw this idea a few days ago on this sub which I think would be a better alternative to traps on all maps: barricaded doors. These would be doors that force you to use loud breaching methods and be applied to appropriate maps. Things like flashbang traps on the failed holdup on gas station don’t really make sense, but some shelves being pushed across the main entrance that require explosives or tools to get through is a lot more appropriate.

Edit: still keep traps in game, but save them for certain maps like farm, and remove them from the active shooter game mode

Barricaded doors are something we will explore. :)


25 Jan


24 Jan

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There are a couple of bugs and then boom, should be out. Thanks for the feedback though!


22 Jan

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Originally posted by Jackattack1776

Yes! Longer hate to, a bit faster but longer and more head bob. It looks and feels horrible. I would much rather have the old shuffle compared to this.

Yep reverted


21 Jan

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Originally posted by Tumble85

What about the blood texture that shows up on bodies, to make them something a bit more realistic?

You would have to find the blood texture. I can probably find the name on Monday.

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Originally posted by Oh_Gaz

I would be onboard with this. PQ was AMAZING. And well, we all love SWAT. That said, I suspect that Msoft wouldn't want to touch Police-content, given the US climate etc.Too much noise for a big publisher - and something that they could easily avoid by leaving Police Quest and SWAT in sealed boxes in the basement. Also, Kotaku would have a year's worth of articles lined up if Msoft dived into those franchises.

That said, thank god for companies like VOID - able to make the things we ACTUALLY crave.

Also good luck getting mods on AAA titles (don't screen cap this post)


20 Jan

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You would need to access the itemdatatable if possible.

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Originally posted by ProximityM4

sheesh, and it went on sale in July 2020.

Perhaps that dude was there selling it, would explain a lot. We were there in Feb.

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Something we are looking into for sure.

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Originally posted by TheFourthSurvivor

The physics being enabled or whatever is causing some bad glitches. Bodies immediately disappear for anyone but the host, barrels/boxes cause teleportation/ loud noises. Glow sticks fly all over the place when you drop them

Ah crap. Working on it. Sorry about that!