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Ideas - Have a cool feature in mind? Want to help develop something new?

Ervin 7 years ago updated 7 years ago 15

Here you can write down any feature-s or developments you would like to see happening.

+2

Potentially some rotate option in the controls for those with the poor minimal setups who can't turn around much. Would likely be of more use to Oculus owner than Vive owners.

We'll continue experimenting with movement mechanics as we develop the game further. In terms of the rotation option, it may be difficult to pull off, cause it may trigger motion sickness, but we'll see what's possible.

+1

im sure this will come but some audio between players would be nice.

It felt like I was playing against AI not being able to communicate with anyone.

Team chat is definitely in plans! In the meantime, we suggest using the Skyfront Steam community group chat, where we'll also try to stay active.

There definitley needs to be an option for a sniper rifle. There's always someone willing to camp and ping everyone off one headshot at a time.

Who doesn't like to camp every once in a while? :)
A sniper rifle is definitely on the project list.

I think the grappling hook needs Tweaking, it would be great if you could steer yourself off the edge to launch yourself somewhere further away instead of sticking to the wall right away. but im quite sure you already had that in mind. 


It would be nice gettings a little bit better noticifications about what is shooting you for how much. 


Cartwheel spinning death animations are the best.

It kinda already works :) You have to shoot the grappling hook at the edge of the building & at the same time use the Speedshifter in your other hand to try and "drift" in the direction to counter hitting the wall, where by releasing the hook you will slingshot your way past the building. But well see what improvements can be made.

We have been working to better players understanding as to where hits are coming from.

Thanks for the feedback!

My Feedback (playername daJhoony)

First of all, the game is fun. Good work. By the way, thanks for joining me as a multiplayer. 

Grappling Hook
The principle with the Grappling Hook is basically a good one. However, it took me a while to understand that it was a transport control unit rather than a third weapon. That's why I would recommend a substantially different design than a weapon for the Grappling Hook. More like a transporter. I didn't really find out the mechanics of the Grappling Hook. It is true that you can pull on walls. But then it stops first and you glide slowly in the same direction on the hook. I would rather recommend leaving the Grappling Hook active for as long as the side buttons are pressed. So you can use it more to build up speed and not constantly crash against walls. It may be that this is already the case. However, I was not really able to determine it. The speed of the pulling is a bit too high. Here I would rather recommend a speed like in Titanfall, so that opponents have the chance to place further shots. I also think the sound of the Grappling Hook is too similar to a weapon. Here maybe more like a Sound FX in the higher frequency range, so you can distinguish it better from bombardment. 
The Grappling Hook's gun has a display with the number 100. What does that mean? I didn't understand that.
Rifles & Guns

I like the riffle a lot. During the recharging phase, an additional effect should be added to the charge process, which shows how long it will take. I couldn't try out the pistol, because I didn't save the selection after selecting Loadout 2. I Like the rocket launcher. The reacting for recongnizing a player is a little bit to spontanious, but for a beta good choice. One time i was able to shot 2 rockets at the same time. The must be a overflow anywhere in the variables happend. 

Loadout

Here I would also like to see a 3D-view of the weapons and possibilities, as well as upgrades with gripper functions like in the game Robo Recall.

HUD
I also searched very long for my HP display. This should not be done in writing. Please do not use beams or similar. In VR I could well imagine a narrowing of the field of vision, how to keep your eyes closed for pain. And before that, maybe a color change of the border or temporarily of the whole picture.

Character
The character is supposed to feel the player. Since you can't walk, you don't need legs. So why not pack the player into a spaceship or at least into a special suit that has other special abilities. But if you want to hold on to the purely human figure, why not let the player run actively? For example, a health icon can only be picked up if you land next to it and run over the icon instead of flying over it quickly. 

The Level
The level was just right for the game in size. No oversized areas and after a while they found their opponents. The levels themselves were boring, though. Here I would like to see accelerators, trampolines, force fields that slow down by themselves and other additional movement changers.
Items. 

When collecting the items I would like to read large central in the middle what I have just collected and which consequence (for example 120 HP) this has for me. 
Movement

I had the impression that I was getting faster, the longer I was successfully manoeuvring through the area. Here I would like to see a clearer speed effect, more speed and maybe a motion blur when the maximum speed is reached.

That's only my first impressions after the first play. I will play it again and give more feedback if you want to. 

Have a nice day.

Daniel! I have no idea where people like you come from, but you're a bliss!


Correct, currently the grappling hook has to be pushed for the second time in order to release during pulling. We have discussed adjusting the controls of the Grappling Hook, that it will only pull you at the time you hold the button down & once released, it'll stop. I'll bring it up again. I also personally feel, that the sound of the grappling hook is a bit overpowering, especially when many players are using it at the same time. But this will be balanced as time goes on. In regards to the Speedshifter's (FYI that's what the "grappling hook" is called :) display with the number 100 - It's an extra boost you can get by pushing the trigger & the top of your Vive trackpad (use the stick on Oculus) simultaneously.


We'll see what we can do to make the reloads more pronounced in terms of the time it takes. The loadout issue should have been fine now with the Hotfix 1.0. Here's another tip for you: By pulling the trigger half-way, with the Rocket Launcher in your hand, you will be able to send 2 or 3 missiles simultaneously, dependant on the time you hold the trigger.


Loadout menu displaying weapons is absolutely in plans! The same goes for animations & other visuals (like the HUD & Character).


Agree with creating obstacles in the map, it will make a more engaging & fun experience. At the same time I can tell you, that the next map we've started building is gonna be bigger & more awesome.


There is a max speed of movement, but you get there gradually, as this limits motion sickness. Visuals, as mentioned above, are definitely in plans.


We couldn't think of anything of more value to us, than the input you guys give. Do keep 'em coming!

ooooh, reading his post. a helmet with all display things on it would be beast.

health, maybe people shooting at you as a indicator on the display :O Yuuuushhhhhhh

I finally figured out the grappling hook and like it more and more. If you shoot 2 walls ahead of yourself at the same time and release both before reaching, you will launch a good ways. Very fun to launch from one side of the map to the other once you get the hang of it. It does seem somewhat wonky at times though, where the grapple goes behind where you shoot or in a strange direction. Sometimes the grapple will also get stuck in a wall, pulling you not to the location you shot, but instead into a wall in-between where the grapple grabbed and yourself. I do not know if this makes any sense, but its hard to explain. You should also add into the options the ability to turn on/off a "press to release" system for the grapple. Some players may like the fact that you click once to shoot and click again to release, others may want to hold the trigger until they are done and just let off. Both options are good, but more customization for controls would be nice.


Sticky surfaces are a dislike for myself. If you could find a way to make it more glossy, where when I'm boosting, I don't just stick to a wall or ground. That was my biggest dislike about the entire time. 


HUD needs some adjustments. I feel like you could add a lot to it and make it feel more like a helmet. Everything can be pretty transparent.


Maybe I missed something, but I couldn't find a reload button for my weapons. If there is not one, could you add one? No one wants to go into a gun fight with 5 shots left.


Some cool character animations would be a nice touch, possibly optional rotation/spinning and the ability to toggle this off or on in settings to avoid motion sickness. (taunts or hand gestures would be a fun addition also)


A LOBBY!!!! The start screen is nice and loads VERY fast. The only issue I see is that its lonely. If possible, I would really like to see an interactive lobby that several players can "hang-out" before jumping in a game. This would also give people the ability to gather multiple players before attempting to join together. I felt very lonely leading up to a match and in VR, I have very much thrived off of the multiplayer experience.




Over-all, I love this game, and sadly did not get to test against a player. More customization for controls would be a huge benefit for this game though. You already have the game running where there is little to no motion sickness, so now you have the ability to add "options" that may increase the chance of it, but please give the ability to turn them back off!

Hey Jeremy!

Thanks for taking the time to check out the game & post your feedback.

I personally haven't used the grappling hook in the way that you described & that's what makes it even more awesome for us, we get to see how players engage with what we've developed, thus helping us to improve the game. As I wrote @Daniel above, we'll look into the possibility to change the grappling hook to be active only when the button is pushed down.

Sticky-Tricky surfaces do have a reason behind them actually. We implemented collision dampening as a method to reduce motion sickness when hitting objects. We'll discuss this with the team, there may be a better balance to be found for our solution, as long as it doesn't have overwhelming negative effects.

We actually have a new version of the HUD in works, but it isn't in a form of a helmet. We have talked about creating a HUD that display's information on the "helmet's" visor, but strayed off the idea, because we felt it may harm your vision of the surroundings within the game. This doesn't mean we've scrapped this idea totally, we just put it in the "something to think about" cabinet.

The reload button is the same as the one you use for the Grappling Hook.

Animations are a must, we agree & it's definitely something we have in plans! Possibly even some Easter Eggs :)

One of the main priorities we plan to work on after the Beta test is to better matchmaking. As there's a limited amount of players it can be difficult to find a match at this time. Try logging in around 8-10 PM (your timezone) to better the chances of finding a match. We'll also be logged in every day between 6-9 PM (CEST) if you fancy a game :)

In the meantime, we also suggest to use Beta Discord created by a @NathMorr on Reddit.

It's great to hear there's a lack of motion sickness whilst playing the game, it means that one of the main aspects we set out to test in the Beta is proving to be successful.

The menus should always appear in front of you, I was always looking around trying to find the menu and score board.


Also, I'm not sure if I'm the only one, but I feel like the guns are aiming downward from where I feel it should be really aiming. I guess it was to make it feel more realistic in a way, but because of the way the triggers are placed it just feels like it's not aiming where I'm pointing.

Heya Tommy! Thanks for reaching out with your feedback.

I believe the reason that the menu & scoreboard appear at a certain place, instead of right in front of you, has to do with the lack of the tracking system's capabilities.

The positioning of your hand plays a crucial part in aiming obviously, that's the cool immersive part of VR! We'll definitely continue to perfect the aiming system as we go along & hopefully the developers of the headsets will also continue to release more ergonomic controllers.