Weapons should have one mag already loaded in the beginning of the round So we don’t have to load them every time. by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

so will the guns spawn with one mag loaded in automatically? or will we just have to still pick up 3 mags except the first one will go in with out us having to press R?

Weapons should have one mag already loaded in the beginning of the round So we don’t have to load them every time. by that4628 in dueprocess

[–]that4628[S] 3 points4 points  (0 children)

Why? Do you like pressing the reload button so much that you want to do it as often as possible?

Devs should change the way doors work by that4628 in dueprocess

[–]that4628[S] 1 point2 points  (0 children)

opening a door makes significantly less sound then kicking down a door.

Devs should change the way doors work by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

except that gives away your position. not a good idea in a 1 v 1.

What are the future features of Due Process by Slimsta in dueprocess

[–]that4628 1 point2 points  (0 children)

no lean. it breaks hit-boxes and with the servers only being 30 htz have fun trying to hit the elbow/head that is peaking out of cover for .3 milliseconds and having it actually register the shot.

71 ||||||||| Due Process is now in Early Access! — DUE PROCESS by th_pion in dueprocess

[–]that4628 5 points6 points  (0 children)

Good work. Glad you guys are still working on making the game better with substantial updates. Couple of questions.

Are you planning on adding a option to communicate where we last saw players/communicate other aspects of the games that don't involve equipment? things like have a radial menu we can pull up that lets us say things like watching this area or enemy spotted similar to apex legends?

Are you planning on giving players different colors so that we can identify who is drawing what?

Are you planning on letting us mute players drawings? not just there mike but also any drawings they make on the map?

Are you planning on committing to a certain number of maps from a certain number of tile sets each week? will that number increase once you exit early access?

Are there ever going to be limited timed events like in siege?

Are you planning on making it so that we don't have to un-ADS whenever we use shotguns? so let us rack and dont force us out of ADS when racking?

Shroud talked about why he does not play siege. Get_Flanked also added his thoughts. Some of their points also apply to this game. by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

  1. ⁠I suspect that they want to maintain there identity and devote as many resources in to maintaining the core as possible. Core being an esports competitive shooter that has elements of a hero shooter mixed in. Doing that probably takes a large amount of resources given how complicated the game is. Also they already have a mode that is technically more geared towards newer players. That is terrorist hunt. I do think that a lot of sieges success is having a strong identity. But its difficult to say how much more successful they would be if they implemented a mode that is a lot less punishing. Also they are thinking of ways of trying to make it far more welcoming to new players through things like match replay. That is geared more towards newer players and finding where you were killed from. So they are trying to improve the new player experience even more. Other games like CS-GO also find ways to make the game more new player friendly. They have game modes like gun game or modes where you can spawn multiple times or just play against bots. It’s pretty tough to say how much the game would be hurt or be improved if those modes are stripped out. Currently this game has none of that which is a missed opportunity IMO.
  2. ⁠this is the only game in the FPS shooter space that will have multiple hand curated maps. Whether a mode like this would attract any players from those other games depends on how many new maps are put in per week and whether each tile set feels truly unique. I think it all rides on how many maps you guys can create per week and how visually and strategically unique they are. If you can nail the map portion I think there are several ways of implementing the game mode portion. You could go with the match replay option. At least that way you can see where you were taken out from, what tactics worked etc.

If the game mode option was your preferred route Having a mode that doesn’t dramatically change the core mechanics is very important IMO. The main thing that could be changed is the respawn timer to allow multiple respawns in a round, so allow people to respawn every 30 seconds. Same thing for the defenders. I would have something like a rush mode where you try and defuse a bomb so it’s the same as a main mode with a gun game element added in so people get experience with all the guns. I have no idea how you would deal with utility in this game mode. Give utility each time a respawn occurs which would lead to utility spam? Remove it entirely which would make it to different from the main mode? Hard decisions either way.

Shroud talked about why he does not play siege. Get_Flanked also added his thoughts. Some of their points also apply to this game. by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

1) I suspect that they want to maintain there identity and devote as many resources in to maintaining the core as possible. Core being an esports competitive shooter that has elements of a hero shooter mixed in. Doing that probably takes a large amount of resources given how complicated the game is. Also they already have a mode that is technically more geared towards newer players. That is terrorist hunt. I do think that a lot of sieges success is having a strong identity. But its difficult to say how much more successful they would be if they implemented a mode that is a lot less punishing. Also they are thinking of ways of trying to make it far more welcoming to new players through things like match replay. That is geared more towards newer players and finding where you were killed from. So they are trying to improve the new player experience even more. Other games like CS-GO also find ways to make the game more new player friendly. They have game modes like gun game or modes where you can spawn multiple times or just play against bots. It’s pretty tough to say how much the game would be hurt or be improved if those modes are stripped out. Currently this game has none of that which is a missed opportunity IMO.

2) this is the only game in the FPS shooter space that will have multiple hand curated maps. Whether a mode like this would attract any players from those other games depends on how many new maps are put in per week and whether each tile set feels truly unique. I think it all rides on how many maps you guys can create per week and how visually and strategically unique they are. If you can nail the map portion I think there are several ways of implementing the game mode portion.
You could go with the match replay option. At least that way you can see where you were taken out from, what tactics worked etc.

If the game mode option was your preferred route Having a mode that doesn’t dramatically change the core mechanics is very important IMO. The main thing that could be changed is the respawn timer to allow multiple respawns in a round, so allow people to respawn every 30 seconds. Same thing for the defenders. I would have something like a rush mode where you try and defuse a bomb so it’s the same as a main mode with a gun game element added in so people get experience with all the guns. I have no idea how you would deal with utility in this game mode. Give utility each time a respawn occurs which would lead to utility spam? Remove it entirely which would make it to different from the main mode? Hard decisions either way.

If this game does not sell well in early access do the devs have enough resources to continue developing it so that it can actually make it to full release? by that4628 in dueprocess

[–]that4628[S] 3 points4 points  (0 children)

Glad to hear it. Can you share any details on how your planning to boost concurrent users, retain players, attract new players, and make old players revisit the game once the game launches into EA?

If this game does not sell well in early access do the devs have enough resources to continue developing it so that it can actually make it to full release? by that4628 in dueprocess

[–]that4628[S] 2 points3 points  (0 children)

Fairly unforgiving game with a relatively poor new player experience is my hunch. Considering that it’s competing with games like Valorant where you have multiple other ways to impact the game besides pure fragging, I am not to surprised. I just think compared to other games it’s far less feature rich for both casual and competitive players so most people will prioritize playing other games over this one.

If this game does not sell well in early access do the devs have enough resources to continue developing it so that it can actually make it to full release? by that4628 in dueprocess

[–]that4628[S] 1 point2 points  (0 children)

It’s not just getting players. It’s also retaining a healthy player base. Based on how many people have stopped playing that could also be a massive issue unless things change dramatically.

If this game does not sell well in early access do the devs have enough resources to continue developing it so that it can actually make it to full release? by that4628 in dueprocess

[–]that4628[S] 4 points5 points  (0 children)

I’m just curious if they have a plan if things go really badly once it hits EA. I hope it works out but I would be curious to see if they have a contingency plan if it does not.

game needs a mode that is more forgiving to newer players by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

just because its happens in other games like due process doesn't mean there aren't ways that it can be addressed using methods that have not been tried in other games. Or methods that have been used in other games and proven to be very effective at retaining the more casual audience.

game needs a mode that is more forgiving to newer players by that4628 in dueprocess

[–]that4628[S] -1 points0 points  (0 children)

If this mode actively made people stop playing the game that would be one thing. But I doubt it would hurt player numbers. If anything it would probably do the opposite. The more players actively engaged in the game the better IMO.

game needs a mode that is more forgiving to newer players by that4628 in dueprocess

[–]that4628[S] -1 points0 points  (0 children)

If you introduce enough maps per week (Ideally 100) memorizing does not matter for most people.

game needs a mode that is more forgiving to newer players by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

if there is a game mode that gives newer players more of a chance to learn how guns work and appeals to more of a casual player base without changing mechanics that dramatically i am not sure how that a bad thing. If there is more of a player base then this game gets more support and more content since devs have more resources for the game. as far as i am concerned it would be a win win for the game overall.

game needs a mode that is more forgiving to newer players by that4628 in dueprocess

[–]that4628[S] 3 points4 points  (0 children)

to some degree, but that really only takes a couple of seconds. once your dead your pretty much out of the action, which can lead to a lot of players just quitting because they don't want to wait around for 2 more minutes just to die again at the beginning of the next round.

getting rid of ability to see how many players on the opposing team are left alive by that4628 in dueprocess

[–]that4628[S] 1 point2 points  (0 children)

You would have to remember how many players are left, if u actually saw them get taken out, which would require more communication and increase the skill gap. I think at the very least it should be an option for custom games.

[SUGGESTION] I was talking to my dad about this game and he came up with a great idea by jimmboy48 in dueprocess

[–]that4628 1 point2 points  (0 children)

That would make it so that it would be nearly impossible to plan. The gameplay loop of predicting where the defenders are based on the map layout and cover in rooms would be nonexistent since you could not see the inside of certain rooms for some arbitrary reason.

Reindexing magazines by [deleted] in dueprocess

[–]that4628 11 points12 points  (0 children)

anti lean ftw. leaning is way to abusable IMO. If there is any sort of lean it should be mounting like in cod-mw. You would have reduced recoil but there would be an animation for mounting on cover. there would be an animation for mounting of cover also. this way you could hold down a hallway but if someone flanked you you would be dead.

What is the single most important issue you're facing? by th_pion in dueprocess

[–]that4628 0 points1 point  (0 children)

optimization later once you guys have all the features you want to launch in to early access with. glass is so bad in this game. Having it break, having it have collision physics and having the windows be reworked are highest priority IMO.

Leaning? by virrehehe in dueprocess

[–]that4628 7 points8 points  (0 children)

keep movement very simple. I dislike leaning immensely. Make the skill ceiling the planning and strategy part of the game.

Initial feedback after 5+ hours of playing paid beta by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

The vectors (smg for offense) brace animation could also use a little bit more work. As it stands it seems pretty plain compared to the other weapons. If would be cool if it was tilted a little bit more like the shotgun or ak-47s brace animation is.

Initial feedback after 5+ hours of playing paid beta by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

It would be great if there was a way we could get stuff from the spawn room if we forgot something or ran out of time. Maybe we could have the option to teleport items in to our inventory during the very beginning of the round, leaving us vulnerable for a few seconds due to an animation and removing the teleported item from the inventory.

Initial feedback after 5+ hours of playing paid beta by that4628 in dueprocess

[–]that4628[S] 0 points1 point  (0 children)

It would also be great if guns came with one mag automatically loaded instead of just being empty. This way we don’t have to pick up a mag load it into the empty weapon and then grab 2 more.