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roadtovostok
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Welcome to Public Demo 2 v2

Feel free to leave demo feedback & bugs on this post.

-Antti (Developer)

Welcome to Public Demo 2 v2

Comments

I wrote a feedback on Steam (My real GT is Wanuboi) and questions that have been answered there, so here is just the feedbacks : INTRODUCTION First of all, thank you a lot for this awesome game you are building, what you are trying to achieve, the gameplay, the vision, the universe, i'm all for it! Your marketing direction is on point compare to other games. Devlogs the way you do it is the most authentic and honest way to communicate about a game in development. Following the progress since 2 years now, it is one of my most anticipated title. The loot system itself with the simulation of the loot "grenade" that spread loot around rooms to make this world more alive is awesome! I even made a YouTube video for the French community to explain how good your game will be and how solidly built it is. So i've been playing all the demo and this one is particular because we get the first real taste of the gameplay loop, so here is feedbacks i wrote during my playthrough and few questions at the end. FEEDBACKS What i would like (if it's possible) : - I would really prefer no zoom when we AIM with any scope, just a zoom suitable for scope magnification only in the scope. - If i have a stack of 9x19 on my inventory and i loot a new one, it is not stacking with the already existing stack which is not great - Add a animation and a keybind to check ammo on top of the animation where we inspect the weapon would be great. - Make PvE more immersive (Patrols walking around with little group of soliders, enemies eating together around a fire camp, etc), not just one soldier walking here and there without any purpose. - Add animations when we eat and drink if it is possible. Bug : - (FIXED) When you place an item and it touches something it falls and sometimes the item disappears under the ground. (Only found this, your game optimization is S Tier and works really well) ------------ 3 more questions : - Any plan on coop ? - Does the game gonna be open source for modders ? - Do AI respawns after we kill them ? Or can we clear a map and they only respawn after we come back to the map ? Happy to finally come on board with the supporters !

Deeper Live

Thanks for feedback, bugs and testing the demo!

Road to Vostok

Tutorial: -Great introduction to the new mechanics. It might help to have a pool for learning to swim like in the previous tutorial. AI: -The new AI is great. Some areas were really tense when I knew I was being hunted. Environments: -Love the redesign and expansion of each of the maps! I'm excited for more shelters. -I like the openings cut into the attic entrance and the removal of the brick walls. -Item distribution feels fair and logical. Glitch: -I got stuck when crouch walking and standing up near/under the fuse box by the stairs in the first house on the left. Had to quit to main menu. Unable to replicate. Other: -Mental stat Hover Tooltip shows Body Temp information. -Agree with Sam Hardwater about spawning with a knife and opposite toggle lean returns it to neutral. -No issues with performance.

Kevin Kirkbride

I died in permadeath zone and i press load game, after that i couldnt find batteries anywhere and i tried several hours in two different days. Now after i started new game i found one at the first "raid", and in first try i found several before dying in perma zone.

Olli

Thanks for testing the demo and sorry to hear that there were some hardware issues, it's most likely related to that new engine version. Those item physics issues are hopefully gone with the first demo patch.

Road to Vostok

Hi! Thanks for joining, supporting the project and also testing the demo. Some questions was already answered here, you also had few great bug findings that I didn't know about, like the Aurora thing.

Road to Vostok

Thanks for testing and all the feedback! I do agree with you about the topic "no eye-candy", it's simply just a matter of time since I make almost 99% of the assets myself, so I can't just quickly fill large areas with unique props. This will improve a lot in Phase 2 once the first visual overhaul hits and also a little with one of the demo patches which will include more props, furniture and unlock some of those main POI areas that are now restricted. Also like mentioned in that lore item post, those lore items will have totally custom spawn system, so in this demo are just normal items with normal spawn changes (even though that item has the most rare change to appear).

Road to Vostok

Thanks for the feedback and suggestions!

Road to Vostok

The classic "carpet of sacrifice" has apparently had few more offerings :) This will hopefully get fixed along with many other physics issues with the first demo patch.

Road to Vostok

Runs fantastic for me. Only one bug I've come across is any automatic rifle I've drop on the carpet in front of the armory wall has fallen through the map. Lost an AKS and RK-95

J

Couple more little thoughts after playing some more: If you have toggle lean enabled, and you are leaning left, if you then press lean right, you lean right, but it might feel nicer if it went back to neutral on the first press. I only mention it because I've found myself pressing the opposite lean key when I want to go back to neutral (instead of the key for the same direction I'm already leaning). - This is first time I've used toggle lean though, so perhaps the way it currently functions is the standard accepted way of doing it, in which case ignore this point. If I have a stack of 250 of any ammo type in my stash, then I drag a stack of anything over 50 onto the 250, it won't add it to the stack (because it would be over 300), it would be better if it it added as many of the stack that I'm trying to combine with it to make it 300 and then reduced the other stack by the appropriate amount. I played abit of DayZ earlier with a friend, it has a custom mouse cursor, as do alot of games, I think this little addition would nice, seeing the default windows cursor in the game detracts from the immersion slightly (for me at least)

Sam Hardwater

This comment is so common. I don't believe in forcing tutorials on people, but could there be a screen that shows you the basic binds when you start a new game?

Mello' Mike

Inventory quick transfer is ctrl+lmb. Alt+lmb is equip. You should really play the tutorial and check the binds.

Mello' Mike

Some key takeaways: Runs extremely smoothly for me, feels better than the dev builds. Maps mostly feel very well thought out now. Shipyard especially is night and day already without the exploreable interior, you can already kind of get lost in the map which makes it feel like a real "complex". Ai spawning seems to work great, haven't seen Ai do anything that weird, but I feel like they really love running up to the towers at the crossing point and in radar. Loot feels way more natural now that I'm not constantly walking out the door to see two KP's on the ground, or finding KAR-21's and SVD's in people's mailboxes. I don't know if you did anything to it, but item placement feels better when stacking the shelves. NVG's got a buff? Some cons For some reason I have to keep Vsync on, any frame limit toggle instantly crashes the game. (This was an issue before this update) Highway upgrades felt just a bit disappointing to me for now, but obv the biggest POI especially is unfinished. Highway's biggest problem also kinda shows up in other maps as well, which is the lack of unique objects. I assume that will change with time, but the map sort of feels like a symmetrical foursquare aside the market. Even in a drab setting there could be a bit more "eye candy" out there, even if it was just a blue bucket next to a wall, or a weird yellow old chair in the middle of a room. Items have always fallen through the floor, and imploded when coming into contact with the shelter table, but somehow that got way worse and way more frequent after the update. Doctor's notes are way too easy to find, maybe they're unfinished. As a closing point, what stuck to me is the amount of people in the community discord stating something along the lines of "I was expecting an update, but not this much." The reception from those who have only played the steam demo seems to be overwhelmingly positive.

Mello' Mike

The tutorial is very helpful. The key binds for this game are a little different than other games as are the gun mechanics.

Harrison Hill

You can hold ctrl and left click to fast transfer items between inventories, or you can hold shift and left click to drop them. You can come out of the inventory when using items like food or meds, but not if you use them from a container rather than your inventory (in that case, like you say, you cant close inventory until the item has been fully consumed). As for the door issue, I'm not sure what a solution would be, I'm used to which doors open inwards and outwards now so I just step backwards if the door opens towards me. The shotgun and bolt action loading is indeed different to other games, but the keybinds and the tutorial I believe both go over it.

Sam Hardwater

Ah thanks for the info! Would have been nice to have a "stop pressing R, press Ctrl to reload manually" message.

Volodymyr Sereda

Shotguns need to be reloaded manually. Ctrl then left click to load shells You lose your stuff on death unless it's stored in the attic. Either sneak around until you find weapons or reload to start with a new kit

Jack O'Connor

So I'm new to this Patreon, but I tried the demo for the first time and it wasn't a great first time experience ^^ * Got the Hunter kit, thought a shotgun sounded cool. Went outside, saw a bandit, tried to shoot... And the gun wouldn't fire. Reloading didn't do anything, checked the keybinds, the shotgun just didn't shoot. Died to a bandit. * Reloaded... Now all my weapons are gone? I guess I can't fight anyone until I get a weapon again. * Explored a few maps. They look nice but are quite small. Got killed by bandits since I've no way to fight back. * When I open a door there's a 50% chance the door will hit me in the face. * I can't transfer items to my inventory by double clicking them like in most games, so I have to right click or drag, making it a bit inconvenient. * Using an item locks me in the inventory screen while I wait for a loading bar? * I turned on the aurora. It was a cloudy day and you could see the aurora beneath the clouds. So I think I'll leave it for now and maybe wait until the next demo ^^

Volodymyr Sereda

Might be a hardware issue on my end but I didn't have any problems with the previous demo or the most recent Dev build. Whenever the first shot is fired in a gun fight the game sort of freezes for a split second. Enough to throw me off but not enough to hinder my ability to play. Otherwise, I am enjoying the game thus far. Great work! Oh another thing is I've come across several loot items outside of containers that are spinning in place.

Harrison Hill

Thanks for testing and extensive feedback!

Road to Vostok

Great job on the demo, the updates to the maps feel really good, much better sense of exploration now, although I think they could still be bigger, would be nice to see some around the size of Cordon in Stalker, or Customs/Woods in Tarkov. Aside from a couple of places where you have to jump to get on geometry that looks like you should just be able to step on to, and some items wobbling when placing them on shelves in the safehouse, I haven't encountered any bugs or crashes, performance is solid, no frame drops so far. Afew suggestions for later in the project that I think would add alot (apologies for any that I have mentioned before, thought it better to compile everything here, I am certain at least some of these are already planned): 1. The ability to vault/climb. 2. Visible player body/legs, much better for immersion, currently it feels like I am a pair of floating arms. 3. A magazine system for the guns so you have to pack your mags in preperation. 4. Make dead bodies stay spawned until you transition to another map, as there is a limit on the number of mobs that can spawn before the map is clear and they stop spawning anyway, I think this shouldn't be too big of a performance burden (hopefully). If this isn't possible, then at least some measure to prevent the body from vanishing into thin air whilst the player is looking at it. 5. The ability to stack meds, and maybe even certain types of food, my stash was full within 5 minutes of playing, and this was after getting everything that I wanted from the traders available stock. 6. Animations for every consumable item. 7. A more realistic neutral animation for travelling AI, they don't look natural at the moment when they are walking around unaggro'd, they have their gun up all the time, it doesn't feel realistic IMO. (Their general behaviour is a million times better than before the overhaul though, definitely big step in the right direction, I think AI is likely the hardest thing to get right, I can't think of any games that really nail it, Stalker comes close sometimes though) 8. A melee attack, and possibly even make it so you always spawn with a knife (because a punch seems like it wouldn't quite fit maybe). Hope you have a good rest man!

Sam Hardwater

Unfortunate events have lead me to not be able to play this demo for another few weeks and I am super bummed. In the meantime, I look forward to seeing people’s reactions and playthroughs in this new demo. It looks absolutely amazing and I think you have done an awesome job at keeping us up to date with this project. Can’t wait to see how you will begin phase 2 :)

Infinity

I will share that info later this week. I had today a sudden mic failure or something that ruined all the voice overs with some static buzz and I didn't have time record new ones and definitely didn't want to delay the demo, so I had to improvise with today's video. Basically those 3 patches are titled Optimization, Content and Balancing. Each one will have quite a lot of important stuff related to "shelf-life" of the demo. I thought that people are so quite busy with this new demo content, so it was okay to cut corners a bit with that video :) One additional note this: This was pretty major effort for me to get this demo out in time, there was so much work needed and making sure everything works somewhat reliably, so I might need a few days just to recover from this and watch some of the gameplay streams about the demo (so far really good response). After this I will, return back to normal development.

Road to Vostok

may i asked where the Information for the 3 upcoming Major Patches is? Think you told us that it will be in that Video?!

SavRoyale

Thank you! And Congratulations on the progress, love being witness to the development!

Ciprian B

Hi! Bolt-actions and shotguns require manual catridge insert this is showcased in tutorial and input settings.

Road to Vostok

Hello - I can't seem to be able to reload the Mosin or the RM-870. Not sure if I'm doing something wrong, but I can reload pistols or the MP5

Ciprian B

Damn, I've been having problems with my video card/driver and haven't been able to run graphics-intensive software for awhile. I guess I'll have to spend some time debugging that problem now.

Anthony Bucci

I think that's a demo specific problem with Steam since from my understanding I cannot force update demo patches since it's not the main game.

Road to Vostok

I had to click "add to library" again. Steam would not auto update the existing demo.

Orbbbb

It could be useful to have a text on the Steam page to indicate that the demo is brand spanking new. I clicked Play and it started downloading. Not "Update" as you might expect. A post to Steam's "What's New" carousel wouldn't hurt either

Olli Ruohomäki

Oh no! Released 30 minutes before I go to work! Lol Leaves all tomorrow for the first play through.

securityCase


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