Gruntr

Gruntr



04 Aug

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Originally posted by Many_Cup_1408

Also i think it sucks that u were forced to put the game on steam. Now if theres ever a dependency that forces a full rework of the engine/main code, its hard to do without people complaining about a lack of frequent updates. So i feel for you having to squeeze changes without being able to rework things to too much of an extent

I mean it worked out for us! So that's ok. But we wont be reworking any core architecture. :)

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We're looking to rework all of the modes in the future, and honestly if it's a level where the mode doesn't seem to fit: it's probably because it's just placeholder while we make these changes.

That said, very true. Great feedback.

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Originally posted by Bomberman3301

The human spider after making fun of Bonesaw’s sexuality.

im gonna put some dirt in your eye

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Originally posted by timbotheny24

The level already existed as a white box test level for several months, and it didn't officially come out until June 29th when the big update dropped. Before the official release of the map, the finished version was playable on the Supporter Branch, and it just so happens that it got pushed to that branch on the anniversary of the Pulse shooting.

I'm positive it was a coincidence. Considering the statements Void have put out on their Twitter about how they want to treat the subject matter respectfully, I can't imagine they would do something like that on purpose.

Absolutely a coincidence! Honestly wasn't much of a PR nightmare anyways, I think most people understood it was purely coincidental. Wild stuff either way, and very unfortunate.

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Originally posted by Stephen1877

The nightclub level was also released on the anniversary of the pulse shooting.

When we found this out we were so surprised. To be fair, we are also all over the world so the date shifts depending on who is asked. But not intentional believe me.


03 Aug

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Looks like fog (possibly volumetric fog) being disabled between versions.

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Originally posted by smokelzax

would love to see an option to ask ai squad to breach without also clearing the room

SWAT AI improvements will address this as well as other things. :)

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Originally posted by zaeviairl

Yes I will. Thanks for the response. Is the performance an actual issue? Or is it a case by case bases unrelated to the game?

This in particular would probably receive a lot of feedback if it was across all players, so it might be unique to your situation but that doesn't mean it's not a bug or something we can fix.

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Originally posted by Many_Cup_1408

Is the next update gonna be meaty? Or the early access list? Cause i understand that the latter being meaty just means more time in EA or cutting things :(.

Our next update is gonna be meaty unless we cut it into a few smaller ones. I know many in the community want this it just depends on, well, code and design dependencies. Unless something catches us by surprise, we aren't gonna cut anything in the game, just improve and add!

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Originally posted by SuperSix-Eight

Oh wow, a dev reply! Hi Gruntr! The Hotel navigation weirdness I mentioned were from tons of less-than-lethal Bomb runs on the upper floor. These navmesh issues aren't usually much of a problem on lethal runs because the AI will quickly gun down suspects before it becomes obvious, but these "hidden" navigation caveats can really mess with less-than-lethal runs.

I drew a terrible diagram for that Hotel room, but basically breaching the left door is a bit awkward because the AI won't throw grenades far enough and they won't advance past that hidden "doorway" or end up moving too far left to shoot at suspects using the table as cover.

Oooohh yeah. I know exactly what you're talking about. Thanks!

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Originally posted by SuperSix-Eight

Yeah what counts as "one" room can be super arbitrary in-game. You get weird ones like how some rooms in the Hotel upper floors count as two spaces so they need an additional order to go in. That U-shaped room between the storage closet is awful to breach from the left because the first half counts as a separate room, so the AI doesn't push all the way in towards the two way mirror.

Then there's the darkroom/photo wall room on Valley which counts as one room even though there's a doorframe to the photo wall. I lost a run there when the AI just waltzed in without instructions and got gunned down.

Rooms are the spaces between doorways attached to the navmesh in-game, so if you have a weird issue actually it could just be a "doorway" that has been placed, and we sometimes place them to make it easier to command your AI. Doesn't always work though!

The darkroom doorway might just be missing a doorway actor -- a likely oversight, I'll have a look. Thanks for flagging it.

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Originally posted by AMSAGENT000

What ever happened to the advanced ballistics system that was advertised a long time ago?

The one from when we first released? Like pretty much everything we had back then, it was just poorly written due to lack of experience and over-complication (thus requiring re-writes). We're working on some interesting stuff with bullets now, and even as it stands it does the job -- anything too complicated would probably yield a very small noticeable change. One of the quirks of game design I guess.

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Originally posted by Many_Cup_1408

I just coomed

Well spoon it back in because it might take a bit of time!

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Can you submit a bug report in-game? We can profile it and maybe find the cause.

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Originally posted by Many_Cup_1408

Is it possible to make it so yelling is proximity based rather than having direct line of sight between suspect and player? You should be able to yell around corners/doors/objects without putting yourself at risk while waiting for compliance

Yeah totally! Yelling in general is gonna get a few things added/fixed. I don't believe this will be for the next update. It's already looking incredibly meaty, but some of the things we came into early access with (like yelling and grenades) are gonna get big reworks that improve their functionality and purpose.

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Originally posted by AWittyNuker

Truth be told, I haven’t had this happen to me all that often, usually because I know to get the hell away from where rounds are coming in. I have had many friends die to suspects through walls however, not necessarily due to poor positioning.

It can certainly be tweaked. I really don't want to lose the firefights through walls since it's a massive aspect of CQB (soft vs. hard cover, specifically). Also worth keeping in mind is if you get clipped through a wall 1 time out of 25 it will probably still feel bullsh*t purely because a lot of people are used to feeling secure in a room they've cleared. Ultimately this game is gonna get plenty of tweaking! So I'm happy to read all this feedback. :)

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I like this concept, and something is planned for it (and general endgame stuff), but that doesnt exist as of now.

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Originally posted by Kadorja

I was messing around on single player at the fast food level and my team was in an intense firefight through about 4 walls with an enemy. I kept circling the building trying to find out where they were at. My team was following me but kept tracking the enemy through multiple walls.

I think I got it on video so I’ll have to see if I can upload it.

Please post it if you can. :)

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Originally posted by AWittyNuker

I definitely appreciate what the devs are going for here because being shot through a wall or door is certainly a real problem in a deadly force scenario, but I agree that it is far too accurate when you start moving. I think they should just fire at the spot they last saw you and maybe in a small radius around it, which would prompt you to pull back.

That's honestly what they should be doing. I've experienced being engaged through surfaces but haven't been hit often. If I did it was because I was static. Still lots of room for improvement.

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Originally posted by DevastatorCenturion

Great, when are they going to fix their reaction times and animations related to shooting players?

Ali is just showing something unique he's working on, I don't think there's much harm since it was posted in a minidev. For example, yesterday we posted an update about turning the club music down, but it doesn't mean that is something we're focusing on at the expense of all other things! As a note, the issues you've mentioned are being looked at. :)