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Haemimont_Boian

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Haemimont_Boian last won the day on May 3 2023

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  1. Thanks you for the interesting ideas, this was an inspiring read, as usual! Some of the things work a bit like you expect, particularly regarding enemy alertness (it is not randomized, but affected by range, noise strength and weather) and all the others are fine ideas for the future and for the "ultra-realism mod" I am sure the community would come up with.
  2. Very destructible - walls, floors and roofs can usually be destroyed, but some solid components like concrete columns cannot 🙂 Yes, you can smash something like a crate and go in this position. Larger objects like cars leave destroyed "husk" and will not disappear entirely and also often create secondary explosions. No. An explosion will leave soot and residue, but not dig a crater. Thank you for your enthusiasm for the game!
  3. Nightvision goggles are equipped in the head slot and currently they are an alternative to equipping an armored helmet. There are also various weapon components (sights, flashlights...) that serve a similar purpose, so it is entirely possible to take a different approach there. We haven't changed the AP scale/balance recently - the variation you are seeing is normal since AP depend on character stats, character level, morale, tiredness and other status effects. Enemy sight is somewhat limited when the enemies are unaware (in exploration mode) to facilitate stealth combat. Suspicious enemies, like ones that discover a dead body will have their sight increased. In combat against aware enemies basic enemy sight is no different than mercs' sight, although, once again, it may be improved by e.g. a weapon component.
  4. Excellent question! The short answer is that the weather does indeed affect gameplay and especially combat conditions, both for you and for the enemies. For the long answer you will have to wait for the second combat DevDiary 🙂
  5. Hey Lunokhod, Thanks for the feedback! There is a reason behind the change that might seem a little bit strange at first - the red cross can be interpreted as the symbol of the international Red Cross and its use is forbidden in games. If you are interested in the subject, you can read further on it here: https://earlygame.com/gaming/red-cross-is-forbidden-in-video-games
  6. Yeah, these are not in-game screenshots but rather old mock-ups created by artists, they have never been proofread.
  7. These names are just placeholders we used at the time.
  8. Thanks for the feedback, definitely something to be taken into consideration and perhaps there is a way to improve the presentation as well!
  9. Currently inaccurate attacks may hit other objects or characters but not the targeted character in another body part - this was shielded explicitly, because it created too much confusion, e.g. "What do you mean I missed but I actually hit him? I aimed for the torso, how this became a headshot?"
  10. Ammo management is very much present in the game. There are different kind of bullets as well (AP, HP, etc.)
  11. The shot travels on a different trajectory than intended and may hit other objects or characters on its path (note that even accurate shots have slightly different trajectories as well). The noise from the shot may alert enemies as well. Shotguns combine a close low-damage range area attack with a regular attack. An accurate shot will do a lot of damage but even an inaccurate one will slightly wound characters standing close. It is an accuracy penalty to the entire attack but it is not a flat penalty and depends on distance to the target and the weapon as well. Damage for burst/auto attacks was lowered for balance reasons, the alternative was to make the attack very inaccurate (or with too few shots) and this didn't feel right. I will stop answering questions for now because I was told to keep a bit for the stream, however I will be back after it 🙂
  12. Can't wait to talk more about this in the next combat DevDiary but I can give a short explanation now! We don't use a pod system (frankly we find it too artificial). If an enemy becomes aware (for example hears a noise or sees someone getting wounded nearby) he will get a short reposition phase that allows him to move a short distance or rarely make a single attack without movement, but if your stealth approach is successful, the weapon silenced, etc. the enemies will instead become surprised and not reposition immediately, remaining vulnerable. Basically the reposition phase is meant to allow the enemies to switch from "ambient" to "combat" positions making the encounter more interesting, reward stealth approach and make enemy behavior outside of combat more natural (they shouldn't always crouch behind cover, after all).
  13. Merc loadouts are intentionally somewhat basic, especially for rookies/cheap mercs. More expensive mercs have more attractive loadouts and some mercs have unique items as well. Still we didn't want any merc to start "perfectly geared" so you may improve them during the course of the game.
  14. No, not all stats have corresponding perk lines. We experimented with this on paper but the perk design felt way too forced this way and these stats have other uses as well.
  15. I agree with you 100%. It is a delicate balancing act and we want the players to take the mercs seriously. Overall, we aim for the same balance as in JA2 - some "very quirky" characters but they are the exception, rather than the rule.
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