Ready Or Not

Discussion in 'Other Games' started by Aspius, Jun 3, 2017.

  1. Aspius

    Aspius Well Liked Hirdman

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    http://voidinteractive.net/


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    Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

    Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

    Incremental lean system
    Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

    Incremental Door control system
    This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

    Modular speed control
    Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

    Simulated and detailed third person inventory
    In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

    Convex collision armour, allowing for precise protection
    Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

    Projectile dynamics, bullets penetrate, ricochet, and deteriorate
    Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

    Responsive damage system and effects
    If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

    Visceral gore
    Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

    Highly detailed weapons, characters and environments
    As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

    Massive selection of items
    As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

    Fully supported competitive servers based on Amazon Gamelift API
    Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

    Plans to support squad competitive play
    Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

    Tactical Analysis
    All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

    We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year.

    For those who haven’t seen it, here’s our reveal.

     
  2. Aspius

    Aspius Well Liked Hirdman

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    Now this is very interesting. I will definetly be following this game to see what happens
     
  3. Aspius

    Aspius Well Liked Hirdman

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    http://voidinteractive.net/developer-blog-02-an-era-approaches/

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    Ready or Not
    has had some frantic last few months since our announcement. We’ve gathered a lot of attention and support, which has cemented our view that people are ready for a complete, authentic, police-based tactical FPS. There’s a fair bit of news to go through, so let’s get started by running through some features.

    FEATURES

    UI
    Contemporary UI design seems to be intent on forcing the player to drag their focus around the screen unnecessarily, instead of their focus being on their surroundings and situation. We aim to fix this with the inclusion of our internally-named “Swiss-Army UI”. This element provides the player with information such as player speed, orientation, lean direction, weapon control and two pop-up radial menus. The aim of the SAUI is to keep the players line-of-focus vertically centric with the crosshair (while not obfuscating view). Below, we have some GIFs of the current iteration of SAUI in action.

    http://voidinteractive.net/wp-content/uploads/2017/07/SAUI.mp4

    Environment Reaction

    New VFX impact effects kick up long-lasting clouds of dust, bullet ricochets spark and sputter, guns kick up particles when fired close to objects, and we’ve added in parallax occlusion mapped bullet holes for relevant materials. These POM mesh impacts add an extra level of “punch” to your weapons, giving the illusion that your rifle is yanking out chunks of wall with every shot. We’re very happy to have implemented this (and so quickly), as it’s an underutilized technique.

    http://voidinteractive.net/wp-content/uploads/2017/07/PoMImpacts.mp4

    Below, an officer fires an MPL into a set of various materials to create a cloud of matter. This showcases how the individual particle effects work together to provide greater visual feedback.

    http://voidinteractive.net/wp-content/uploads/2017/07/2017-07-05_06-51-55-1.mp4

    Weapon Attachments
    The current inclusion of a myriad of collimated weapon optics will give units a greater degree of freedom when it comes to how they want to handle a situation or when it comes to choosing a more comfortable sight picture. These attachments (and all future ones) will only be applicable to weapons with the appropriate rail systems/support.



    Projectile Dynamics

    We’ve included some more information on our projectile dynamics, showcasing ballistic penetration power and material ricochet likelihoods.

    When firing through objects, users will receive a much more predictable projectile trajectory if bullets impact parallel to your position. Higher hit angles will result in larger trajectory offsets or even ricochet the bullet, when the appropriate surface is impacted. The aim is to make combat more frantic and unpredictable when an officer misses his shots, ensuring players consider all options before they engage.

    [​IMG]

    Patch Customization

    Players can now assign an image to their officer’s shoulders by entering any valid URL. This supports files that include an alpha channel.
    [​IMG]

    COMMUNITY
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    Great News
    We’ve received overwhelming support from everybody regarding Ready Or Not, with a lot of individuals claiming they’d be willing to pitch in what they could to help this game grow. This rally of support was unexpected and VOID is glad that we have such an enthusiastic audience.

    However, our company recently completed negotiations with an investor, effectively cementing the ability for us to develop on Ready Or Not in a more permanent fashion.
    Expansion

    We’ve taken to bolstering our development team somewhat: adding a technical animator and an AI programmer to the ranks. While we’re still sorting things out, the plan is to speed up development even more than before so we can get this title to our audience faster.

    More information on this will be posted next devblog.

    Finally, it wouldn’t be a VOID post without a strange promo. We’re aware a lot of people are looking forward to seeing lengthy footage of Ready Or Not gameplay. The next full trailer we release will be strictly devoted to in-game footage.

     
  4. Aspius

    Aspius Well Liked Hirdman

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    http://voidinteractive.net/ready-not-devblog-03/

    Ready Or Not – Devblog 03 – “Going Dynamic”

    Ready Or Not is alive and well. We’ve been very busy here at VOID Interactive, and plans haven’t changed. In fact, they’ve been expanded upon. Now let’s get to the good stuff. As is standard with all of our posts, the scenes are in-game and real-time, using the assets you’ll be playing with when the game is released (By the way, all of the watermarked “Ready or Not” images are 4K. You should be able to download them straight off the page).

    Where have our updates been?
    While the whole crew here are looking forward to showing you all of the content our game has to offer, showcasing this work takes a lot of time. It can prove difficult to put development on hold and focus on a devblog due to the size and specialty of our team. However, despite the size, this year is looking very exciting if you’re interested in Ready Or Not.

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    Artificial Intelligence
    For the last year, we’ve been writing Suspect and SWAT AI that will challenge the player and act realistically. Our suspect AI can be surprisingly spontaneous and very lethal. For example, failure to restrain a suspect may result in them getting up when the SWAT are no longer around, and finding something to defend themselves with. Players will have to be strategic and mindful of their surroundings, and use the tools provided to ensure rooms are safe before and during entry.

    For single-player, players will be placed in the shoes of the SWAT team leader with four officers under your command. The AI for our SWAT needed to be both robust and independent, in the sense that they will act in a manner that conveys a high level of tactical training whilst also being able to act dynamically if needed. This means realistic entry techniques, holding smart angles when waiting for commands, and so on. SWAT will drop chem-lights in cleared rooms, make arrests and collect evidence in their vicinity upon command if the area is clear.

    In the below footage, the suspect falls and rolls behind the vending machine to take cover. As I’m transitioning from my sidearm to my rifle, one of the officers engages the suspect before he has a chance to shoot at me. There are a couple of other features you can see in this (ricochet, shell casings hitting the screen) that were entirely random and not planned.



    As is standard with any police tactical shooter, the player’s team can also employ breaching methods such as C2 charges or door rams, as well as deploy grenades into a room to clear it before entry. SWAT will also start off in a “stealth” mode, where the ROE is shifted to force them to call contacts to the team leader before engagement. The officers keep their voices low in this state to ensure they’re not heard. They’ll also be less likely to initiate combat unless put in danger. During combat, the team will shift to dynamic mode, where the team will become more likely to engage targets if seen, and take more aggressive angles. This mode can also be employed immediately at the element leader’s command.

    A new feature we’ve added to Ready Or Not is the inclusion of go-codes. Players can separate their element into “blue” and “red”, order them to take different entry points on a room (or rooms), and then initiate the breach as the element, known as “gold”. The breach can be initiated on a single group as well, allowing the remainder of the unit to cover a different location, such as a hallway or exit.



    Naturally we also have a civilian AI system will act unpredictable during gunfights. Some will panic when shots ring out. If they find a clear exit, the civilians may try to run away from the combat to avoid being killed. It’s best to get a control of the civilians as soon as possible, by any means.

    Our AI systems also take cover based on object height and strength, and will attempt to confuse the player by peeking out and then re-adjusting to find a better fighting position if possible.

    [​IMG]

    Motion Capture
    We’ve invested in high-end optical motion capture cameras used on titles such as Star Citizen, Metal Gear Solid 5, etc. Our animator has been hard at work setting up all of the necessary tools to record and process the vast amount of animations we require for Ready Or Not. So far the results have proven to be incredible, with a high framerate output and minimal cleanup. The plan will be to use these tools to their maximum ability, meaning we’re planning on also recording facial motion capture and recording some truly long and truly gruesome animations.
    Below we’ve posted an example of the motion capture that we recorded on day 1. It’s short, but it’ll give you an idea of what to expect.



    Animations
    Our animations have been improved drastically. The team is aiming to make the game world feel even more real with a variety of new artistic features. On the first-person front, every animation is created at 240FPS, and the weapons models have been rigged so that they loosely shake and jolt in the appropriate locations during gunfire. This is inspired heavily by Killing Floor 2 and their first person animations. We’ve also introduced some procedural animations into our workflow. For example, our animations are layered with a randomized node-based system which creates a very realistic and very unpredictable method of shake when an officer fires rapidly. These can be adjusted based on the weapon, its weight, and what attachments have been placed on it, as well as officer condition.

    Third person animations have received similar treatment, with a series of hit-reactions being added for SWAT, suspect, and civilian alike. This is based entirely upon where the subject is shot. This also includes death animations, which are currently works-in-progress.

     
  5. Aspius

    Aspius Well Liked Hirdman

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    Gameplay
    The importance of expanding of our reload system became clear to the combat in Ready Or Not. Players can still swap mags by pressing the reload key, but now also have the ability to perform a quick-reload by double-tapping the same key. This will quickly eject the mag to the floor and allows players to quickly resume combat in the event they can’t afford to waste time replacing magazines in their kit. This reload technique is a lot faster (by about 35-60%), and the dropped magazines can be reclaimed once combat has ceased. On top of this, players can hold R to check their magazine capacity, as well as ammo-type. The magazines will accurately show ammo quantity and type, as well as providing a prompt with the weight of the magazine (whether it feels empty, feels light, feels full, etc.)





    As such, we’ve done away with a lot of the UI shown in the Development Blog 02. Our philosophy is that “less is more”, in the sense that the player should be told this information passively if possible, or know it intuitively. In replacement of this UI, we’ve added a compass at the top of the screen to assist with direction-giving. We’ve also made adjustments to our speed system, which now uses a tiered system to go to certain speeds. This means units will be provided with five paces to choose from with their scroll wheel. While this may sound a little less interesting at first, it helps to coordinate speeds with your teammates, this still allows for a wide variety of movement options during combat.

    We’re including four grenades in Ready Or Not: the Flashbang, CS-Gas, Stingball, and the Nine-Bang. These will all fill a very specific role in an officer’s kit, so choosing the right object for the job will be crucial. Our grenades can be thrown in both an overhand and underhand method. Some grenade effects can be mitigated by devices we’ve provided. For example, the CS-Gas can be negated with the selection of a gasmask during loadout selection. Some of the flashbang and stinger effects can be mitigated if the user has a ballistic shield equipped (this also acts to protect anyone behind the shield).

    The particles we use for the grenades can create a very dusty and smokey environment for the team, similar to real life.

    There are a bunch of other neat features we’d like to show, such as our sniper teams and their ballistics systems, but some of them are quite heavily work-in-progress, so perhaps it’s best if they wait for Ready Or Not’s gameplay trailer.

    [​IMG]

    Characters

    You may have noticed on our Instagram a bunch of new images showcasing our SWAT characters and Suspect characters for multiplayer. With advice from real SWAT units, we’ve developed a new, much more optimized officer with all the gear you could expect modern SWAT to carry. Our PVP Suspects have also been developed with a close attention to kit and wear. Loosely based off of images of masked IRA forces, our counter-operator to the police is apart of a rogue paramilitary organization with sinister motives.

    The beginning of the year saw our investment into scanning equipment, allowing for the high-quality capture of real-world subjects for use in Ready Or Not. These tools have widely been used by industry giants such as Naughty Dog (when working on Uncharted 4). This equipment was immediately put to use making our new SWAT player models.

    This equipment eventually coincided with a trip overseas, where we proceeded to scan a total of 128 men, women, and children for use in the game. This means a wide variety of characters per-level. More than we ever anticipated. You won’t be seeing randomized heads on a small number of bodies, but a massive number of fully detailed and lovingly crafted individuals suited for each level’s environment

    We’d like to thank each and every one of the people who came down to get scanned by our team, it was a great experience for us (and we hope it was a great experience for you too).

    [​IMG]

    Travel

    The core VOID team came together for four weeks in New Zealand to work on the game and bond. We set goals, connected with some associates, and overall had a good trip. One of the big aspects of our trip was playtesting, where we hosted a LAN and had a series of people jump on for some co-op and team deathmatch madness. The results we got from the testers was great. It’s one in a long list of trials we need to put the game through to get it to the standard we are going to reach. While there were numerous gameplay and design tweaks needed to hit the correct pace, we discovered Ready Or Not runs very smoothly on a variety of different setups. That is, in multiplayer expect to get good use out of your 144hz monitor. Note that this may change, but so far so good. The levels are able to easily handle from 50-70 AI as well, which opens up a lot of possibilities for the title and anyone making levels in the future.

    Another huge aspect of our trip was finalizing our game’s story. We can’t divulge any information yet, but we think you’ll like it.

    That’s it from the VOID team for now. We’ve got a very busy time ahead of us, but we’ll keep everybody up to date as best we can. Be sure to follow us on Twitter, Facebook, and Instagram for the updates.

    Signing off,
    VOID Interactive
     
  6. Aspius

    Aspius Well Liked Hirdman

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    What is RoN's development status? Can I be an alpha or beta tester?
    RoN has been in active development by VOID Interactive since June 2016. It is currently pre-alpha, but closed alpha is expected to begin "soon." Initially, the test pool will be people known to the developers, and that pool will expand exclusively by invitation on an as-needed basis.

    Additionally, some of the pre-order packs that will be offered in July will include beta access.



    Who is VOID Interactive?

    VOID is an international team of currently 12+ talented individuals with experience at different levels across other game titles, dedicated to work to deliver RoN as a tactical masterpiece able to stand on its own. It was incorporated in New Zealand, but also has members from Australia, Italy, Germany and the USA.



    When will RoN be released?
    VOID's current plan is to offer pre-order in July, and then release in November 2018.



    Will there be a Kickstarter or Steam Early Access? How can I support RoN?

    Neither is planned or desired. VOID has an investor backing RoN who will give the project the support and creative freedom it requires to flourish. Further, VOID does not wish to become accountable to its customer base before the game has been completed.

    Currently, subscribing and telling others about Ready or Not is the best way to support the project. Email, Facebook, Twitter, and YouTube subscription links can be found at the bottom of any VOID Interactive webpage

    Also, the following statement from VOID from an interview with NoFrag is worth mentioning here:

    "We have already managed to expand the team without recurring to outside funding… but a cash infusion would be very useful, thus we are planning to offer the game for pre-order [...] Hopefully this generates the funds required to polish the game to the high standards of our fans."



    Will RoN feature a level editor? What about mod support?
    Modding is totally welcome, although currently planned as a post-release feature. It will, hopefully, include support for user-created maps and missions, along with custom items and sounds.



    What is VOID's plan with RoN when it comes to DLC, content, loot crates and the like?

    The future paid DLC for RoN will consist in new expansion packs with massive amounts of content: the idea is to go all-in and bring a ton of new things to the game with each paid DLC that releases, not just 1-2 maps and a new character. It has also been stated that "it's highly unlikely [VOID will be] allowing players to buy skins and the like with credits or points. The same goes with crates. Not happening."

    There are also plans for unpaid content along the way; there's plenty of room to expand on the setting and world of RoN so the developers are hoping they have the option to do so as well.



    What gameplay modes will RoN have?
    RoN will include singleplayer, co-op, and PvP game modes.

    Co-op involves you and your friends playing against the AI while you progress through the single player story, while multiplayer involves you and your friends playing against another group of players.

    Currently, there are three multiplayer game modes being tested: barricated suspects (TDM), VIP escort, and bomb defusal mode. The doors open, nonetheless, for other challenges based on fan feedback.



    Can we expect a realistic solo campaign with missions that refer to real and very impactful events?

    Earlier this year, VOID stated they had “a clear commitment to deliver high quality, impactful content that other developers may shy away from”. Also, more recently, they've indeed claimed to have a single player campaign mode with very realistic scenarios, and while these campaigns won't be mirrors of actual "real events", they will be highly reflective of real events. Alongside this claim, came this second statement:

    "Given the graphic nature of the game and the gritty realism it portrays, the game is for mature audiences, but can possibly be adapted to meet the needs of some of our more regulated target markets. We will also strongly recommend that people who have experienced personal traumatic events from criminal violence, hostage situations or terrorism refrain from playing. At its core, the game honours the work of dedicated law enforcement officers across the world and in no way intends on glorifying cowardly criminal acts."



    Will there be mission briefings and planning in RoN?

    All missions begin with a tactical analysis and planning phase, along with a situation overview, briefing, known suspect/civillian bios, and will be able to select teams to shut off power grids, blockade entrances, create or choose new entry points, coordinate strikes with a map drawing, choose personnel to help assist the players (such as snipers, floodlights, and negotiators) and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

    Further, missions will begin with 911 calls and briefings, among other things.



    Will it be possible to use only non-lethal weapons to complete the game?
    Yes. More points will be awarded for non-lethal completion.
     
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  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I was kind of on the fence about this game until I started watching videos about it. Game is still far from release, but this is definitely something to put on your radar. Video is a little harsh towards Rainbow Six: Siege, but I understand that the author was making the point that the two games have very little in common.

     
  8. Aspius

    Aspius Well Liked Hirdman

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  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  10. Aspius

    Aspius Well Liked Hirdman

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    No problem, the search function can be weird at times with what it shows. This is the game i'm most excited about so i try to keep track of what is being said about it.

    That is an excellent video. Explaining alot about their plans and goals. While Rainbow Six Siege and Ready or Not are covering the same subject of police vs criminal, they are delivering very different experienses.

    On the topic of release. In their FAQ which was last updated on 23rd August. They are aiming for a release of the gamplay trailer somewhere between August and September. Alongside the release of the trailer, they will make pre-orders available. The game itself is scheduled for release in November.

    During the meeting i did mention that the trailer had been delayed but that is because we were originally intended to have it in July but it's been changed to what is now most likely September. The release still seems to be set for November but it's not a fixed date and might change if they run into issues.
     
    Last edited: Sep 9, 2018
  11. Aspius

    Aspius Well Liked Hirdman

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    From one of the developers about trailer and release

     
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  12. Aspius

    Aspius Well Liked Hirdman

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  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I have no idea what is going on with the Ready or Not project, but I keep seeing this meme pop up in its discussion circles.

    [​IMG]

    From what I can tell, the game's community is upset over something, but I don't understand what. Anyone care to explain?
     
    Last edited: Feb 8, 2019
  14. Sardonic

    Sardonic Well Liked Viking

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    Basically tremendous amounts of radio silence from the devs with some tidbit of info or short teaser bullshit every 5 blue moons.

    To give an example- their last devblog was posted in March of 2018. Prior to that their last devblog was posted in July of 2017.

    Most recently they finally showed a whopping 30 seconds of gameplay footage... to literally one person (a youtuber) exclusively.
     
    Last edited: Feb 8, 2019
  15. Aspius

    Aspius Well Liked Hirdman

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    I follow this project pretty heavily and do spend some time around its community.

    The big thing in the past is with how much the trailer have been delayed. At first it was just a new dev studio overestimating how much they can do (This we see all the time with all kinds of games) but then they have just been saying "soon" and that they want to get everything as perfect as they can before they release the trailer. It's understandable as they are trying to revive a genre that have died.

    They have only released a little bit of information here and there with the occasional teaser picture since the last devblog but they have also said that they are not gonna release much info until the trailer is released. However, once the trailer is released. We will pretty much get everything.



    The thing that you seem to be refering to is something that have popped up overnight and i had missed it until i started writing this. It's basically what Sardonic mentions, they showed some gameplay to a youtuber. The youtuber have a very small channel (5k subs), he is very disliked by the RoN community even before this. He have usually been late with about half a year on the information he spreads and in a couple cases he have done alot of misinformation aswell. So, the RoN community is in a riot because of this. Even the RoN reddit and RoN discord communities which normaly don't like each other (don't know why) have been able to agree with each other about this.
     
  16. Tzeentch

    Tzeentch Bigfoot Hirdman

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    Why the gay blue cotton candy padded british hell would anyone ever do something like this?
     
  17. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    What a mess.
    :unamusedwhale:
     
  18. Aspius

    Aspius Well Liked Hirdman

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    Well, things have calmed down a little bit.

    In a conversation about it, fans started talking about an exclusive trailer and a dev responded.
    If i understand everything correctly, the clips themselves are meant for Leviathan Group who are meant to help the devs with getting licenses for the guns and so on.

    here is the video in question that the youtuber posted that started this.

     
  19. Aspius

    Aspius Well Liked Hirdman

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    The Ready or Not twitter went really active over the past couple of days and then they finally announced it. Gameplay trailer will be released on the 7th March.
     
    MostlyHarmless and Lardaltef like this.
  20. Tzeentch

    Tzeentch Bigfoot Hirdman

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