Hey everyone! Here is the second community feedback answers from the development team. Enjoy!

Takumo Nagasaki

-It would be good to have a radio station in the game, and the radio-Dj reports about the various abnormal changes or warning of radiation emission, and players can make the radio receiver manually, or buy one (expensive).

-This idea is not compatible with the current game concept.

Valentin Kirdan

-If a player uses a program to cheat, you should ban the account, ip-address, and preferably by the number HDD.
We believe the ban of the account is enough. If a player has spent a couple of months on the development of his character, the ban will affect him very much.

-To ban the ip-address is not the best idea it may affect innocent players.

-If a player is banned, he can buy an unban option, each time the amount is increased for example to 200 rubles and his forum account should also be banned.

-If a player is banned, he is banned. No unban, even for money. Cheaters will not be accepted.

-Ability to learn 2-3 secial skills: technician, medic, storm trooper, sniper, guard, guide, barman, trader, hunter, killer, etc.

-There is no limit to the number of fields the player can "study"

-Ability for clan leaders (teams, groups) to give a job to search for an item, weapon, ammunition, artifacts. Or to murder: mutants, players. Destruction: the mutants lair, leader of the clan, the whole clan or a group.

-We do not have such plans.

-Ability to send players a warning via PDA: sos, the emergence of a unique product on the market, the emergence of a new job. Such messages can see friends and neutrals.

-Interesting idea, we'll think about it.

-Remove sight-cross, everyone should aim at the sight of weapon, and while shooting from the hip, bullets fly randomly.

-In our view, this is too hardcore. But for those who wish, we can add that optionJ

-Ability to attach a device to a weapon: scope, silencer, laser, thermal imager, anomaly detector, the system “our and others'”. But they can only be applied if a technician applies the appropriate mount.

-We are planning something like that.

Artemiy Proskurin

-To add a system of classes, but the player can't choose a class. From the beginning of the game, he is just a "Newbie", but during the game he uses some weapons more or less, and this forms an idea the player. For example: Sniper prefers sniper weapon; Storm trooper – rifles; Thug - shotguns and barrel-attached weaponry, grenades; Master of the cold steel - knife and pistols. This should not be a class itself.

-Unfortunately, our system is different from this. And we do not plan to change it.

Denis Vovk

-Make 2 types of voice chat.
a) Normal Voice Chat: Talk into the microphone and you are heard on a certain distance, depending on how loud you speak. 5-10m
b) Make radios, different portable radio sets that will have different range of reception and transfer of signals (from 2 to 100 km for example).
We will have their own radio frequencies that can be configured, they can be heard by the other players.

-Answered above.

-Make options of a weapon such as weight and mobility.
-Make it possible to break an arm or leg. (various injuries)
For example you broke one hand so you can't normally use weapons where we have to use both hands, if you shoot with a machine gun in one hand then the rebound is much higher.

-A System of damaged body parts is planned, we'll see how it is received in the playtest, and then we will make the final decision about it.

-To scatter details to improve the weapons and costumes throughout the map. In every city there is a mechanic who will improve armor and weapons for currency and your items.

-The idea is interesting, but we are planning a slightly different mechanism of improving things.

Stanislav Strigunov

-Setting traps (stretching, traps Vietnamese guerrillas for example).
-Alternation of day and night, and revolution of the seasons if it's possible.
-Injuries are applied separately to each part of the body (torso, arms, legs, head), not the whole character.
-Modular system of equipment, for example, the horns of the AK are in pouches, not in your backpack and the number of stores are limited by the number of pouches and their capacity for shops.
-Modular system of backpack, for example, you can attach additional pouches / bags to a backpack.

-Traps are in the plans, there's alternation of day and night, there's no revolution of the seasons. About equipment, we've come up with a similar system, which, in our opinion, is the happy medium between playability and realism.

Misha Vasiliev

- Running is limited, you can't run away from enemies infinitely, there is fatigue, which increases due to the leveling of skills (for example, if you upgraded endurance skill, you run longer, possibly you can increase your speed with the help of your skills).

-That we will do.

-Kick (by leg), knockes down weak enemies (probably does damage), pushes more powerful enemies (or slows them down for a few seconds), no effect on the strongest enemies. Kick requires 'recharge', it means that the next time you can hit again after five seconds.

-No kick function will be added.

-Monsters can grab the opponent and you need to press a button 'E' over and over again (for example), and if the monster is strong, it still causes damage; if there is a good knife (or upgraded skill) it's possible to knock an opponent and cause damage (script element).

-We don't think that the mechanics of button mashing will benefit our game.

Mark Nepomnyashchikh

I would like to see "independent" anomalies, I mean some elements of the new world, The player can't see or know their reasons, but he can find hints of their origin. Example. There's a ruined house without a ceiling on the location, 1st floor is littered, it's not possible to pass to the 2nd floor, there's no roof. But the light is on and you see the shadow of someone on the second floor. Possibly there are some footsteps, whispers. Naturally the player will search the house from top to bottom. Then the player passes further according to the plot and finds a mention about a "House of the ghosts", which upon entering there is no return.

-We'll try to please you. J

Nikita Petrov

- To get various abilities and knowledge when a player upgrades (avoidance of anomalies, weaknesses of mutants, etc.)

-The player will receive abilities after an upgrade. But knowledge of the subtleties of the game mechanics do not depend on your leveling, but depend solely on you.

- You can create a group of mercenaries, which will join only experienced players. A group will do ordered tasks: delivery of valuable equipment, artifacts, contract murders and other hard work. Of course is not free, but for a decent reward/price.

-The clans of players will perform the role of the goups in our game. If you wish you can create a clan, make up a story, give tasks and pay for them.

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