Write what you think about the 0.8.2 build - suggestions, thoughts etc
Gather unknown signals from deep, silent space · By
It's more so the fact that the box itself is literally just cardboard, that thing is getting carried through storms over mountains at high speeds by a drone with no protection from the elements and the hashcode paper just slapped on top. The next model seems to be a secure plastic crate with foam slots for drives and a pouch for the hashcode paper.
In my opinion, I believe that both, the old and new model of the box be used in the final release. Old style found in storage and bunker, and new style purchased and maybe one free in the control room. But no extra credits for turning in the old style box as they are obsolete and have no value. Oh, and the old style boxes, even though cardboard, they could have been plasticized or waxed to keep water from destroying them. Plasticized or waxed cardboard boxes are still used worldwide in the present day fishing industry. But definitely have the hash report inside the old style box.
Please add an arachnophobia mode for wolfgang the centipede. This might affect a small portion of players, me included, but personally it really bothers me, like I can tolerate it a bit but it really makes me uncofortable. Maybe you can make like lethal company where the arachnophobia mode just replaces the spider with a cube with "spider" written on top of it or something" thank you.
It's not about "the centipede is too scary", it's about "seeing the centipede causes an involuntary physical reaction beyond fear and could have an adverse effect on my physical and mental health." Phobias are not something you can just "get over" or "power through", they're mental illnesses that can be debilitating. The game does not have a focus on centipedes or similar creatures, and the game doesn't tell you it exists, so someone playing would have no idea it's there until they encountered it, triggering a harmful response. This is not about making the game less scary for babies, there's already Ambient mode for that. It's about accessibility.
There's literally also the warning at the beginning too, that should be more than enough to cover it. In which is, if you can't handle playing the game because of a singular aspect, then you probably shouldn't play the game at all. I've had arachnophobia before, but with proper care and therapy, you can overcome it, so there's really no need for such a “mode” for Voices of the Void for Christ’s sake?
What about thalassophobia? Claustrophobia? Maybe even necrophobia? This is already infantilizing what's supposed to be a serious issue and well, like the definition, an irrational fear of said subject. So again, if you can't handle a centipede mother (felt like I needed to point that out) then like, I don't know, don't visit the caves then, or, worst of all, don't play the game. Then potentially, after all that's said and done, you should get some help to sort out that issue.
Edit: There's also the fact that if you were to introduce something like this, you'd have to also count the roaches as part of it, since centipedes aren't arachnids, they're arthropods. So it'd more or so be something akin to an “Entomophobia “Mode”, but even then, if we want to get really technical, shrimps could also fall into that category as well. (Calling back to the famous “shrimps is bugs” phrase)
Edit #2: Also ostraconophobia, but let's not get too technical here
I'm not sure how this is seemingly lost on you and everyone else arguing in the negative. Lethal Company has been rightly cited as one such example and there's a pretty famous, if dated, other horror game with a well-known arachnophobia mod: System Shock 2. And as stated in one 17-year old discussion thread for that:
This mod isn't for pussies who don't like spiders. They should just get over it. This mod is for people who have an abnormal fear of spiders and therefore cannot play the game."
I am in the former camp, but I can recognize the value in supporting the latter.
Exactly, I wouldn't care if the mode was in the game, but people saying it's to "make it more accessible" as if it isn't just them pleading to be enabled is crazy to me. I got my own issues and if I can't handle something in games and/or online, I get off the computer and take care of myself? Crazy concept to some people apparently.
Were this some sort of behavioral or environmental trigger that affects a person's daily life I'd be in agreement here but we are discussing a videogame creature the size of a baker's dozen daisy-chained go-karts, inside of a videogame that does not otherwise have a focus on invertebrates.
Lethal Company had a spider filter, Satisfactory had a spider filter, and System Shock 2 had a spider filter (mod) for pretty much the exact same reason; both spooky and non-spooky games with isolated and fairly common severe phobic response triggers. EDF does not have an ant filter that I'm aware of for equally obvious reasons. I'm not going to say it's something the VotV dev should be obligated to fulfill, but it's not an unreasonable option to bring awareness to and leave on the table, and it doesn't need to be shouted down by people advocating for extensive psychotherapy for the express purpose of being able to play a goddamn videogame.
an option to reset JUST the events and a setting to reset only the majorly changed parts would be nice (like the computer, generators, things like that that undergo a change where continuing an old save keeps the old version, or clips the 2 into each other, that way you can reset those, but not lose your items. and decoration placement, aside from things attached to old things that get replaced of course which would fall.) if like to reset one of my old saves but theres SO MUCH stuff i love that i dont wanna lose them and it would take ages to transfer via mailbox, but i also dont want to miss out on the new things. as it is ive just been transferring things in new major updates and starting a new game. it works but it takes ages.
That said, i love the game so much it still doesnt really detract much having to do that, haha.
Also idk 6ut this jump with computer model just feels.. Odd? Idk, i'm looking at it and i can't tell what it tries to lean into, and all of the screens shoved under metal casing to highlight them harder, very orange num6ers, various screens also 6eing segmented 6y the metal casing. The jump from simple screens and white interface to this is just immense and even though no one will care in a week i just dont think it looks good given the setting of the game with su6sonic (or faster) drones delivering packages while ro6ot cats go around helping you fix servers and collect reports
When you actually look at what systems are used in fields of technology, there are many reasons why old systems are used as opposed to new ones.
Robust: Older vetted systems are quite robust, even if you have to reboot or recalibrate them frequently. For example, Mainframe systems. There are still Mainframe systems that were manufactured and applications created for them during the 70's still in use to handle phone call traffic. Most run 24x7 for years on end without one single issue, and some that seem to need monthly maintenance. Still, just to replace one system may cost 1000x the cost of a single very expensive repair.
Research project funding: Research funding is very hard to obtain on long running projects due to lack of public interest. Some research obtains a lot of funding at first, such as for a deep space radio detection array, but after running the same project for lets assume 50 years and not having any substantial evidence, or high number of disappearances, you are just one catastrophe away from having the entire project dropped. Real life example of no evidence and lack of funding is the Arecibo Observatory and the SETI Project.
Information Secrecy: Have you ever wondered, why you need these hash codes? Why they only want very specific ones, and how they might pertain to the signals you send them? Hash codes can be used to decrypt data. You collect data from space that no matter how you process it, it still sounds and looks like a mess. You could also receive radio signals that the frequency of which fall outside of the range of the playback equipment, so you never see or hear it, but it is still contained on the drive.
Don't update the equipment. Keep it antiquated. It adds to the realism of the experience.
I agree. It's the reason I'm staying on 0.8.1 for now. Screens are less coherent, less readable with 60% of unused space bombarding you with brightly colored metal. It's really not comprehensible. For example why does the ping cooldown now have separate reduntant screen (timer is still there) with fast moving ascii signs flooding the screen. Really distracting and poor for my eyes. Why does signals now have bars instead of percentages? It will make setting them longer and more tedious. Screens are smaller so signals look worse. Resolution on radar is a complete pixelated mess. In short, not a huge fan of new computer stations.
Oh and hitboxes on buttons are wonky.
although there's no way to make the screens less cluttered, you can change the color scheme in gameplay settings, ofc it doesn't improve visibility that much, but making it white seems to help a bit for differentiating if you have some trouble/it gets strenuous to look at orange on black. maybe this has been a feature for a while, but i have no clue lmao
I understand that multiplayer has almost no chance of happening. But if it WERE to happen, I think a way more players could be handled like this:
Player 1 would be Kel obviously, Player 2 would be Ena due to the I don't feel well video. Someone would have to replace Ena in the emails during multiplayer, maybe Ken or Max would be the main person doing emails?
If this game were to be 3 or 4 player however, player 3 and 4 could be Kerfur-o's that you have to build for a player to possess so they can join your game. This would be to prevent the game from being too easy at the beginning.
the fridge should be movable for now until there is an equivalent replacement, there is no freezer and there is no way to see if the mini fridge is actually working which makes the player think its the same as a box with a different texture. also being able to move the main fridge was really fun. i would move it to a place i like and put stickers on it, it made the base in my play-through feel more lived in. i would be fine keeping the fridge as it is, but ONLY if you could buy the large fridge, or until the mini fridge is more developed and theres a movable freezer.
Okay so...
After seeing this, I checked my Votv install folder and I saw what went wrong. Even though the itch.io app had the update button that I hit, and such. It wasn't launching the new release build that it had just downloaded/updated. It was trapped in the classic 7z file in the directory. :')
Extracted, loaded up. Not only are the plugs gone, but the new drive boxes are there too.
Thanks @Bearsjunior 💙💛
Buff the crank flashlight.
The main complaint I have is how awful it is to try and charge the thing.
I suggest making it possible to charge while having the flashlight equipped instead of unequipping it and having to hold it, risking accidentally throwing it away. Also buff the amount that it charges from 0.3 percent battery per click to 0.6 percent per click. I genuinely don't mind the lower battery life if charging the flashlight itself is made easier.
Also, I think making it possible to hold down right click to charge the flashlight would be very good for accessibility purposes.
(Translated by Google) You can add to the game so that it rains and leaves puddles. And make an event with it, so that it rains blood or poison, etc.
There are no wild animals on the street, I think they need to be added and you can make an event with them, for example, mutated animals, etc.
(In my personal opinion, I am not imposing anything)
that would be a fun mechanic but the game is not that greatly optimized so the game will lag massively for lower end users, but its not a bad suggestion i really like that idea
Это была бы забавная механика, но игра не так уж и оптимизирована, поэтому для слабых пользователей она будет сильно тормозить. Но это неплохое предложение, мне очень нравится эта идея.
On one hand, it would be cool, but I feel like it could ruin the atmosphere of complete solitude. I’d really love to see more mysteries and various events, but of course, it’s not that simple(
P.S.: As for aliens similar to SCP-096, to be honest, I don’t feel fear anymore, just disappointment. :(
С одной стороны это было бы круто, но мне кажется это могло бы подпортить атмосферу полного одиночества. Я бы действительно хотел бы видеть больше тайн и всяких разных эвентов, но это все конечно не так просто(
P.S: От пришленцев похожих на SCP-096 я уже если честно испытываю не страх а разочарование. :(
Same problem. At first I thought that I was doing something wrong, but it seems that this is not only my problem. It's quite hard to remember the names because of this. It would be great if you could switch the scroll on the console to the one on the computer. Not only use j and k keys.
google translation
I think old desk panel was better for my taste. It was simplier in design without a lot of details. Plus I personally loved the moment when I could perfect the polarity and frequency to 100% and now it's only color measuring. It's a bit frustrating and lot of details make you a bit dizzy. It's still interesting to look at all of them though.
Stolen from replies under my post (which is essentially just the same as what you said, new computer 6leh)
"The base you are in is decades old and so the tech will reflect that, the stuff you get sent is modern technology as the game takes place around the current year."
"The signals still have percentages, they are on the screen with the signal information.
The console isn't getting any model changes, but it will be made more monochrome and less colorful (beige > white/gray, no colored stripes)."
Please please bring back being unable to pause during an event, every time i went to pause and i heard that little sound saying im unable to pause made it that much more terrifying, now you can pause but its just glitchy, a lot less intimidating in my opinion. I loved how unique that feature was and i miss it so much.
I do like being unable to pause over opening the menu without pausing, but it it is mainly for what you CAN do when you have access to the pause menu, you can change settings and read the help menu which can help you figure out what to do.
I feel like it should be some middle ground where you normally can't pause, but there would be some way to open the menu if necessary. Maybe pressing Esc normally plays the deny sound without opening it, but if you hold Esc for a bit it opens the menu. Something like that.
I like the current build. However, I do have a suggestion.
The greatest fear is the fear of the unknown. Most horror games therefore are way less scary on playing them the second time. I believe this game has a great opportunity with the arials and their reputation system to create some unknown on subsequent playthroughs by introducing multiple invisible alien factions. They may have a selection of base areas (like the treehouse, a second one might have something different) and different preferences in their reputation systems. Most importantly, the relation between them could be randomised such that the player doesn't know weather the aliens in question are buddys or have beef between each other - thus making it more difficult to correctly guess how the reputation systems interact with each other.
If more alien reputation systems are added, why not just use the other existing alien factions? They won't probably won't have a "base" but we already have some known relationships between them.
The Rozitals are allied with the Arirals, and they even try to protect the few arirals we meet that are just having a vacation on earth here from a threat.
The Grays are hostile to everyone, so could you even try to get on their good side? (IF they even have one.)
The next faction to show up isn't here yet, so we will have to see what they are like. They do have some kind of relation with the grays, don't know if good or bad.
..Could you even try to reason with an autonomous alien construct that shoots you on sight?
True, that is a good idea, however the relations between these factions seems like it's predefined, so if one wants to combine them (like getting ariral reputation increases rozital reputation but lowers grey reputation and vice versa), it would remain predictable. Though such interconnected reputation between the factions would still be a cool balancing act as long as there's a tradeoff.
Absolutely love this game. Didn't even notice when reached 100 hours. I wonder if it is possible that game will have a full VR support? I know about the mod, but wouldn't it be cool to fully immerse in the process of VotV? Like have hands, push all the buttons by yourself and poop a brickwall bc of sudden knock somwhere inside your base?
Also wanted to share some thoughts about the game itself. For me it is the best simulator of small things and activities. It is the best bc here you do these small unnecessary activities manually in the name of the game's general goal. And somehow it is almost never boring. And that unique detail immerses me more and more. That game feels so complex and deep. Also it makes something ring inside my head. Like man, we really just on a rock in the void. Also wanna mention that I really like the title of the game. "Voices of the Void" - that name makes the goosebumps appear. Maybe it sounds a bit silly, but nevertheless.
All in all, wanna thank you for that great game. It is definetely one of my favourite's. Will buy it at Steam for any price when the time comes. Wish you the best!
This might be a frequently given type of feedback, however in my opinion a quite necessary one. I really enjoy the game for its atmosphere and unique ideas, as well as the amount of detail in practically every interaction. But in terms of user experience, I find some interactions terribly cumbersome.
Some of the basic gameplay user interface elements (for example the inventory and the hotbar) are way to overcomplicated for the simple purpose they are supposed to have.
Also requiring a extensive tutorial with multiple walls of text is a very poor first impression to a game. It would be way more elegant to slowly introduce players to all concepts.
I get that the current way of solving these issues might be a placeholder, to quickly build more relevant features. But I would kindly suggest having a gameplay designer or user experience designer on your team in the near future to improve on some of the said cases.
I attached a few pictures to showcase some very quick and dirty overpaints that clean up a few usability issues I encountered. I tried to keep it as close to the original style as possible, as I found it quite charming and unique. To be very clear: This is in no way a final idea, just a quick sketch to elaborate on why I believe the user interface deserves a few changes.
Original Hotbar
Overpainted Hotbar
Changes:
Original Inventory while Using an Item Container
Unfinished Overpaint (Would Take to Long) of Inventory while Using an Item Container
Changes:
I hope my feedback is of value. If not that's also fine, because I enjoyed working on this for a few happy minutes of my freetime.
- anti
Giving this my 2 cents. I personally believe the hotbar is a hot mess right now, and I have 2 ideas to fix it.
1. You can "favorite" items where you can assign an item to have priority on a hotbar slot.
2. The hotbar no longer automatically gets filled by items in your inventory. You have to manually set what items go into your hotbar and which slot.
Personally speaking I both love and hate that hotbar gets auto-filled. Sometimes, it's very useful to switch to things you've just used, but sometimes, especially when you collect trash - important items get shifted away.
I think that having both - an auto-fill, and an option to "favorite" items would be the best.
I might be the only person who thinks this, but I miss when the ATV was more dangerous.
You had to be careful when driving it. If you got too reckless and hit something at high speeds, it could seriously injure or even kill you. But now, you can drive into a tree at 40 km/h with no damage protection equipment and take only 5-20 damage from it.
It feels like all I am risking now while driving the ATV is just it taking damage, even more so once you get a helmet which makes it even less dangerous.
I love the processor and computers new look. The way the radar works now so much better; I appreciate the bigger font for the numbers, I was having trouble reading them in the previous version. I also noticed the PFP email spam bug is fixed, big plus. I'm psyched for the full release I'm going to buy this game for a big chunk of my steam friends.
Could an option be added to allow the camera to move when opening the fridge door again? I always enjoyed when games had you move the mouse to open/interact with things and the camera not moving somehow makes that feel less satisfying. I imagine most players like the camera being locked when opening the door but it feels jarring to me and might be a nice option for those who like it.
I have an idea for voices of the void. Every 5 days or so you get an email from a scientist saying that they have a unusal object that want dr. Kel to analyze along with other members of the team and they can take you into a new area so that the enviorment feels fresh everytime. That way the environment can feel fresh everytime theres a new object and these objects can clashed ufos, abstact towers, or something scientificly illogical and every time Dr. Kel checks it out there will be puzzles and secrets and bits of the games story that you can find.
Going to a new area sounds too much, but having other tasks other than hash codes and signals - such as analyzing stuff, which could appear out of nowhere, or fall out the sky, or be mailed - seems like a fun idea! Especially if analyzing them would either require specific items, actions, or some kind of new puzzle game.
I would love a signal easter egg for the game Outer Wilds - a game about uncovering secrets of your solar system - where the audio would play an audio of one, or all the characters that play music to help you navigate (example: the whistling of Esker on Attlerock). Other than that I must say, this game gets better with each update and I am very excited to see more in the future! You have singlehandedly changed my views on horror games, thank you. <3
it's....not good but not TOO bad, new machines look cool but end up being hard to look at
Kerfus-O doesn't have pathing anymore, reseting HAS to put trash everywhere and i'd rather stay on 0.8.1 if it means i get everything i ever did in-game, add a toggle that keeps everything and still change the machines and it'll be good
right now, i'd rather play the old build to just "not lose everything for the sake of new looks and broken pathing"
i will agree that the new radar function is nice but it's the only good point i had the patience to consider, keep the radar but i'd have the older calibrator and searcher modules
i also enjoy the new pausing when you are in danger, feels nice to be able to manage settings despite everything
Please increase nails' "power" and make them work like actual nails, and not chewed gum
There is a lot of potential to create custom stuff, such as upgrading ATV - but nails fall off so easily and ATV driving is so messy, you have to crawl like a turtle not to break everything off it (meanwhile hooks are unbreakable and never detach)
And the last part of the image - Kerfur having a beacon on him would save so many nerves since that idiot loves to stuck in any terrain he possibly can
Also, physics in the game are ridiculously annoying! No, not the falling down as a ragdoll thing. But the heavy things such as cabinets or tables which are impossible to get back in place with your bare hands without using some other tool (like crate or rock).
The amount of events that flip your base upside down is also slightly annoying. Half regarding the previously mentioned heavy items which are impossible to get back in place, and the other is unique player decoration (nailing everything down may work, but it seems silly, and nails barely hold anything, and they are also huge and ugly).
Yes please! And default "calibration degradation" for antennas too, pretty please! It was so underwhelming when I found out that in Ambience mode (or Ambient mode?) servers (in base or at antennas) never break and that antennas never go below calibration 100% ...
The only thing I did notice to still "go down" is transformer power, but I didnt notice if it goes down at a slower rate (than story mode) or not.
i'm starting to think there should be more events that happen at daytime. Most of the events, especially story ones, happen in the middle of the night and it makes daytime feel like a "safe" zone where nothing scary will happen, it makes daytime quite boring because you have no fear of anything happening, especially when there's not much to occupy yourself with if you're later in the game
I also think there should still be some more entities that could be encountered at daytime like those at night, but still not as common since with daytime you can see better
The main room windows should seriously gain dirt way slower or even not get dirty again at all. Even after the rate was reduced in an update, they still get dirty way too quickly.
Give me at least a couple days after cleaning it before I start seeing stains again, not instantly after I fully clean it with a sandbox mega sponge.
I'm curious about certain WIP features, and can't understand if they do belong in the game.
With what the game currently is - no, not its beta state, but the gameplay itself, including things such events and the size of the map - are some of these features necessary? Such as, portable cooking plate - there is simply no need to carry one with you (or keeping it somewhere on the map), as getting to the base takes an incredible short time, even if you travel from the border of the map, on foot. And walls - can't grasp why this would be needed, besides possible addition of swarms of attacking enemies, whom you would build a protective layer of walls against.
Walls aren't just for practical reasons, they are primarily used by a bunch of the community for decoration, could be expanding existing things like adding onto the desk or even making an entirely new structure somewhere out in the world.
You do need to remember this is also a sandbox game where you have the freedom to decorate your base, things like this don't necessarily need an obvious practical reason to exist.
The hot plate was added before the microwave could properly cook raw food and before any of the other ways to cook food were added, so it is kind of obsolete at this point as everything else is better than it, but they also can't really just remove it now because it is a feature that some people use.
With all the weapons being worked on, to me - it seems that walls are mostly for building defensive bases.
I just hope that game would continue to retain its eerie horror spacey creatures style, and not turn into a survival game (with all of these fishing, cooking, chopping trees, farming plants, farming honey, etc features).
Because I have seen so many people having issues with it, have some failsafes for the Skerfuro event to be able to teleport Kerfur-O back if something goes wrong. If something goes wrong and the event doesn't properly end or Kerfur gets deactivated by something (like a Gray's EMP), Kerfur is now trapped far outside the map with no sign of returning any time soon.
Could be as simple as a debug command to force teleport Kerfur-O back as if the event ended, and a prop teleport trigger to teleport any objects in the flesh room somewhere back to the main map for if Kerfur gets deactivated while in there.
Homemade food items should have some kind of benefits over store bought ones, like restoring more food or stamina. The novelty of baking the food yourself kind of wears off after you realize you just spent 65 points in ingredients on 15 points worth of cookies you could have just bought directly.
Speaking of, chocolate shouldn't be immediately consumed by one dough ball to make cookie dough, being able to use it on at least two would make up for it's buying price in the resulting cookies. If it can check, maybe have it depend on the amount of bites left the chocolate has, consuming some when used in the cookie dough recipe.
Why in god's name do televisions need to be reliant on power outlets now Oh yeah, just remove the fun of building cool areas with the wallbuilder if you're not focused on the plasma TV, great change.
Also aesthetically, I do not like the orange at all. The changes to the Radar seem completely unnecessary, adds nothing. Changes to the save system which got my previous save deleted are very unnecessary- what's the point of a branching selection if you have to choose the branch to load anyway- and when you dupe it doesn't ADD to the branch? Needless code.
Buttons on system displays are too small. Aesthetically it works but it's functionally awful.
These are just the beginning of my grievances that will be entirely ignored, but the game is very fun and I've sunk a great many hours into the game once I learned how to play. I would like to see changes that don't ruin things and improve the game as a whole.
The main console texture is going to be made more neutrally colored at some point, with most of the orange removed and the beige becoming plain white. You can also customize the screen colors in the settings, under Game.
The radar changes can be useful, like compass targeting any specific location on the map with the press of a button which is great for entity hunting.
The save system changes are for the new backup system, works similarly to quicksaving but it saves as a separate file. The key should be in binds.
Here’s some changes and additions I thought of that might improve gameplay/quality of life.
I personally feel like a major part of the radar is how you only know exactly where an entity is when you are inside the base, and have to go off just an approximation when you are outside it.
You can target the location of a radar dot, but it doesn't live update, and I do know that annoying feeling when the entity dot you just went after is nowhere to be seen when you arrive.
My idea would be having the handheld radar (sandbox item) actually function like the radar and not a metal detector, so you can see entities X meters around you on the fly, but no further than that. Would help in seeing if the entity is actually still there.
Kerfur will not stay out of the river! It has gotten to the point that I cannot bother to send kerfur out to fix distant servers as he will always get stuck in the river. Even with manual control I cannot get him to get out of the river as the terrain is too steep. It is faster for me to note down all servers needing reset and just fix them myself which takes up time on finding new signals to start downloading. I have yet to upgrade download speeds but I am already getting requests for 5 drives. I barely have time to get 4 by staying near the console to find another signal after the last completes.
Noticed that there are no lags on any other small levels:
For me it's 44% screen size, every other graphic setting is disabled - still occasional freezes in campaign world
100% screen size, all kinds of graphic settings - no freezes on tutorial/debug/etc levels
Of course smaller levels have much less objects, but it's GPU that spikes up in main world, not CPU. My bare guess is that game renders many things that potentially could be unrendered (things you can't see, things that are far away, etc)
Most things do seem to have proper culling, you can see objects or entire chunks of the map unrendered for a split second if you whip your camera around or open a door.
Distant object rendering is decent too, low view distances hides pretty much everything far away if it isn't directly a part of the map or something giant that you should obviously see.
Please, PLEASE clean up the lights and shadows and other effects. My weak computer can't handle it all (I'm stuck with 13 fps now inside the base). I would love to play the game more (I do enjoy it a lot) but right now it is unplayable for me without making it look like a 2D NES game (at which point I still only have about 25 fps in the base). And it isn't like my computer is that bad, cause it can run games like Space Marines 2 on max graphic presets.
its not you everyone has this problem, dev doesn’t really optimize the game at all (not to be mean to dev but pwease get someone to optimize your game) i have a pretty good laptop that can run movie graphics in warthunder but struggles getting a stable 30 fps.
When 1.0.0 is near the dev will optimize his game for the steam release (im not sure but this is from what i have heard)
Please add better mouse settings I have to set the DPI of my mouses to 200 fucking 200 for the in game sensitivity to not be to high but now my mouse unbearably slow in menu's I currently can not play the game when the lowest in game mouse sensitivity is still 10x faster that what I'm used to.
Please add better mouse settings I really want to play this game.
I genuinely cannot see a point in the new crafting object size limits if it isn't for technical reasons, this is just putting crafting certain items (like mushroom seeds) behind a fully random chance to just not allow you to do so.
Found a rare mushroom and you want to farm it? Whoops, the mushroom was slightly too big/small to craft with, better luck next time.
Random but you should be able to interact with things when ragdolled. I recently turned off ragdoll autostand because i like sliding around on the ice and i was rolling around the floor of the base, i decided to try to make it all the way to the bed from main room. Well after about 10 minutes of rolling around i made it to the door and was devastated that i couldn't open it while laying on the ground.
кто играет с модами на новый год даю подсказку как избавиться от крампуса, нужно купить буханку хлеба, сахар и хотя бы 8 пустых баночек, берём в подсобке ведро, наполняем его водой неважно от куда, ложим в ведро буханку хлеба и сахар, через 5 минут реального времени у нас будит бухлишко, наполняем 2 баночки, на дне ведра останется чуть чуть, берём это ведро в руки, НЕ В ИНВЕНТАРЬ, А В РУКИ нажимаем ЛКМ по источнику воды пару раз и вот у нас опять полная полное ведру бухла для пополнения баночек от крампуса
why can i have only 1 plasma tv? I want to be able to just hang a buch of big tv everywhere for funny but it says “this object is already on scene” now i have a tv that i spent alot of points on the doesn’t work and the other tv doesn’t work anymore too so bacisly both tvs are now useless i can’t sell the tv because of inventoryspace and i won’t have enough to even get close to buying a sellgun
You can't have multiple TVs of the same type anymore, additional ones just don't function. You can have a medium TV and a Plasma TV, but not 2 Plasma TVs.
You could originally have multiple TVs of the same type, but the extra TVs were extremely buggy and basically non-functional, so they now simply just removed the ability to use multiple of the same TV.
There is no speech in the game, but there are many sounds, the source of which is interesting to search for. The presence of subtitles, for example, "somewhere in the distance a strange noise is heard" could not have allowed me to miss the arrival of one guest, who was quite audible, but I was focused on something else at the time and missed it.
By the way, I love the new aesthetic of the terminals; it shows its age and fits the game so well!
There should be a way to keep doors open like it does when the power goes out. Maybe holding ALT and the Use key would lock the door open and the light on the keypad could become yellow or blink green? I'm mainly suggesting this because I like to keep the door to the break room open and it's annoying trying to keep it open with a prop and/or putting the prop back when loading into the game.
Souhlasím, to mě tam taky štve že nejde některé dveře nechat otevřené. Proč někam strkat glowstick když to jde udělat jednodušše.
Nebo ještě jednodušše přidat možnost na dveřích s nápisem STOP nebo DVEŘE/STOP pro ty méně chápavé,
a nebo DVEŘE NECHAT OTEŘENÉ ale tato možnost má zbytečně dlouhý název
Mohl by mi prosím někdo vysvětlit proč je v nastavení : Zahodit předmět písmeno R které nefunguje jak má?
Zahodit předmět u mě znamená zahodit předmět!A né že držím kufr v ruce zmáčknu R a napíše mi to nedostatek místa!!!
To tlačítko R funguje jako přidání do inventáře co jsem tak pochopil, když nemám místo,a né žadné (zahodit předmět)!
Když hra vyšla vše fungovalo skvěle,ted sem to vypnul po 3minutách hraní jen kůli ovládání které evidentně nefunguje jak má!
Zkoušel jsem všechny tlačítka,a ani jedno tlačítko nezahodilo předmět z ruky apsolutní Bullshit za mě.
A už vůbec nechápu proč je nastavené na pravé tlačítko myši inventář.
Nechápu proč všichni dělají složitejší ovládání když to jde jednodušše.
Co znamená pojem svázat své věci? Ikdyž nastavím v nastavení ZAHODIT PŘEDMĚT na jiné tlačítko pořád hlasí NENÍ MÍSTO !
Možná se blbě chápeme,tak se zeptám jinak. Jak položím kufr když ho automaticky drží v ruce? Za mě je tam jediná možnost a to, ZAHODIT PŘEDMĚT písmeno R. Když zmáčknu písmeno R-ZAHODIT PŘEDMĚT dostanu odpověd není místo. Nevím jestli je blbě nastavený český jazyk ale zahodit předmět u nás v České republice známená ZAHODIT a né že mi vyskočí ikona NENÍ MÍSTO a kufr drží pořád v ruce
would be nice if there were a protractor to mark and measure angles
also improvements to the measuring tape. it is very annoying that you cant see the current length while drawing it out (also weird that it uses right click while other point-a point-b items similar to it like the red ball of thread & christmas lights use left click)
Do you mean the parts of Kerfur-O or Kerfur-O itself?
For the parts, you need the recipe book to craft them. Check the kerfur document binder for the recipes if you still can't craft them to see if you are missing something.
For the Kerfur, you need the head, chest, pelvis, 2 arms, and 2 legs. You do not need the recipe book to assemble it.
I think there should be a whitelist of things keffa-o can cary while on the jeep. containers i understand why balance wise but i think she should be able to hold things like the radio while driving
(edit) Also, unsure if this is already the plan, but the different trash bins with lids should have storage capacity bonuses to the scrap type their texture represents. IE the grey bins for metal cuts the volume of metal scrap inserted into it by half or 2/3rds or something.
as it stands right now storing large amounts of scrap (in ways that doesnt obliterate the tickrate) is rather annoying
I don’t know whether to put it in bugs or feedback but I say it’s a QOL feedback anyways. When in the camera tab inside the computer when changing the name of the camera make it just the left click to edit as both left click and right click function differently (left clicking capitalizes while right clicking lower cases). Also having multiple cursors editing different cameras (probably a bug).
Just left click to edit the camera name and right click to apply changes to selected camera.
Radial menu is not working on new computer.
About colorfulness of new computer model - you (or Monique) can make it dirty and cleanable like bedroom shower.
Rain goes through base roof but don't go through roof of cabin in the woods. So I suggest you can copypaste whatever collision box is in it and scale it into base roof under textures lol.
Maybe UE feature, so it's unfixable, but if manequin is hooked to generator's wind blade - result is kinda odd.
Also, one time I get off ATV in front of garage on the ground without handbrake, near drone pickup point, and it's went underground while it was offscreen. Somehow it went through river "wall" and stayed in river, so I picked it up. Couldn't repeat this bug though.
Given that the main computer now needs to be powered by the breaker, I feel like the Radar should also need power.
No event that turns off power really needs the radar for the experience as far as I am aware, and it also makes fixing transformers scarier due to not being able to know what could be around them.
Ok so I do like the most recent update, however there are 2 issues I have with it currently.
1. kerfur omega struggles to navigate around the lake and rivers, and regularly gets stuck trying to go to satellite dish Tango
2. ALL crafted scrap sells for 1 credit making crafting scrap almost entirely pointless
creator of votv, and you can add another update (servers that have a dynamic timer and when the servers are loaded to the maximum, they will quickly break down and the internal servers also work, but there is also a dynamic timer in processing and many servers can download a piece of information and load balancing is applied and the load is also distributed to many servers and you can speed up downloads and for this the data will not be clogged in the cables that connect to the network and make another point in the improvements is to increase the power of the servers and you can add there is a lot of load on the server and you can expect that the server will not break down so often under load and make a stolas picture in the servers well, it's not fair that the servers will be equipped with equipment in 2009 when stolas equipment in late 1989 or 1979 and make the servers update the texture when you buy an improvement in server strength and the server could become very modern but this stolas is our favorite stolas) and that's it
My suggestion regarding the graphics of the game: an option for weak PCs (my PC does not have such a powerful fps of 30-35, and the temperature is too frightening for me +80 °), shadow optimization (after I set the shadows to 0, the fps became better than it was 50-65, and the GPU did not heat up above 70-78°C)
it may be helpful if getting the achievement for finding something out in the world told you where it is, because i've gotten two of those achievements now without actually seeing the things & have no idea where they are. this may just be my own problem; i may just have a shit sense of direction, and the low visibility from having to set the graphics basically to minimum to get a half-decent FPS probably doesn't help with that; but i thought i'd mention it
Since people seem to have problems with forgetting to manually make Backups (or just not knowing they exist), an Auto-Backup feature could be neat.
Functionally the same as Autosave, but it makes Backups on a longer timer instead. It could have a (customizable?) max backup limit before hard deleting the oldest one, maybe with something to differentiate them from manual backups to not have them get deleted.
Abandoned Kerfur should have an alternate way to deal with it, even if it is just running away. All other combat threats have some non-combat way to deal with them, but Murderfur is an exception, which is sort of a problem due to how it can still spawn even without Extreme Combat enabled.
My idea is simply just running away from it, where it will eventually lose interest in you and leave if you stay far enough away.
Okie Dokie! Loving everything so far, but it could be better!
A few ideas I have in mind for QOL and/or little improvements:
1. Selecting images for custom posters could be similar to the TV: select a file and display it instead of cycling through every single one.
2. Make running/sprinting a toggle, like I can change if I want to keep holding the key down to run or press a key to switch between running and walking.
3. A marker to draw on stuff. Hold LMB or RMB to leave a trail that eventually fades on an object if you're close enough to it. Can come in different variants and maybe a permanent version.
4. Make a sandwich, the food value could be some mix of the ingredients put in it and it takes a few bites to fully eat. Even if Kel doesn't like some of the ingredients thanks to food tolerance, he can still eat it thanks to the other stuff in it, or it makes the tolerance drop slower than usual.5. A configurable alarm for the digital clock that wakes you up at a certain time. If you're already awake, it just makes some beeping noises for a few seconds before automatically turning itself off or by manually interacting with it. (Edit: Already exists, whoops)
6. Connect any of the TVs to a camera, or even have multiple cameras connect to a single TV. The maximum amount is how much detail the player is willing to sacrifice, or maybe 4 cameras.
That's it for now, might have some more ideas later.
Edit:
7. Make posters remember what image they were. I added new pictures, and now every poster is different.
this is the first version i have played and i am very very impressed, i already would pay money for this, i am surprised you would call it pre-alpha. it's a fantastic horror game and i absolutely love its direction, it's very cleverly designed and the scares are fantastic -- most of the time, i'm just scaring myself!
when it comes to feedback, the broadest area i think could use improvement is making gameplay more intuitive, so LESS tutorials, less reading is needed, so people can play the game more than they look stuff up and potentially get spoiled.
as a #hardcore #gamer i could absolutely imagine much more casual players being turned off by not being able to figure out how to do important things.
i could not understand how to put an item in/out of my hand for a very long time despite looking it up. which is very important because you can't ride the ATV if your inventory bar is full.
some interactions such as putting a CD into a server or a gas can into the cremator requires you to specifically drag a physics object, not use it out of your hands, which fails quietly and is not obvious at all.
some hints towards core gameplay features such as "bagging trash for huge amounts of money" and "sv.target" could definitely use some ingame clues.
the compass being reprogrammable with sv.target is HUGE, and immediately made going outside comfortable as opposed to really stressful and slow. perhaps it could be a good idea to have a command on the satellite consoles that explains functions, such as typing in "help sv.target"
it's not obvious that bagging trash is one of the very best ways to make money because that's certainly not true in real life, and i'm sure most people would think that trash is for the cremator, which seems to produce no fuel at all from trash. perhaps your initial emails could allude to this; that the "outside team" would appreciate and reward you for cleaning up trash piles for them, if you sent it back. drop an item box on day 1, perhaps?
these are important things it took me several hours of play to learn, because they just are not intuitive or explained at all... and unfortunately, a lot of people will just skip over games if they dont get completely hooked in an hour or so. and the core gameplay is stressful enough!
as much as the design of VOTV is brilliant, this is its biggest weakness, that it could use some more help in being easier to learn without having to sit down and read, which i really don't think is all that necessary. the hints and tips menu is a crutch for that for now, and in this aspect I would agree that it could be considered a pre-alpha.
other minor things I most personally found annoying:
most of my "i can sense something" or broken pause menu events were just nothing. multiple times i just could not find out what was going on at all. which is a shame! if i am brave enough to go look around, i would like to see something happen.
also, i found cleaning the windows to still be a fool's errand. the fact they get dirty again isn't so bad, but the problem is that the dirt reappears quickly, and in the WORST spots: directly in your line of sight, as huge smudges which immediately draw my attention from the outside.
for how expensive the pressure washer is, i found it to be a very bad purchase, since it barely holds enough water to clean one section of wall, and requires you to run to the shower every single time.
i also never noticed the camera outside the front door at all. never ever after weeks of playtime. had to have it pointed out to me. why not have it active by default?
a tiny bug: deer and the.... sun creatures, do not appear on IR at all.
The tutorial could definitely have some work done on it. Some stuff is badly explained; explained decently, but there is enough other stuff around it that people just gloss over it; or just not explained at all.
I feel like it does expect the player to check the Hints menu, which is somewhat valid, cause it actually has a ton of useful info when you read through it. Only issue is, it doesn't tell you to, and nobody actually checks the Hints menu when they need help.
0.8.2b added an Item Box to the storage room above the garage, with a little note telling you how to use it. Selling the trash should probably be at least hinted at, rather than directly telling the player to do so. It does have more uses than just selling it, and directly telling the player to sell the trash will probably just make them not explore any of its other uses, like turning it into useful crafting materials that actually sell for more than the bagged trash.
The tutorial in the English translation is worded in a way that made it very difficult for me to figure out signal finding-- I believe I have the mechanics down, but I cannot lock on to the frequency. Does it have to be a very specific number? I've seen it spike twice, but immediately vanish again. I am unsure if this is a glitch or something I am not getting.
Let's imagine that setting the frequency is a game with cars. One car can drive in a straight line, from one side of the road to the other. The second car moves in a circle. Somewhere on the road there are points where the car must stop. The regulators that you turn are the gas pedal, only it works like the volume knob on an old radio - when the louder, the faster the speed.
Your task is to stop the cars at the specified points, which are designated by numbers. You turn the knob, increasing the speed to find this point, but you need to slow down to stop in time. Stop the car at the right point. If necessary, back up a little.
Sorry if the text looks a little strange, I am not in a position to check the translator right now.
hey mrdrnose. I enjoy your game obsessively alot. However, my pc is potato and I have no choice but to lower the resolution down so that the game could run at barely 14-29fps. while lowering /disabling other graphic settings are fine to me (i.e volumetric light, shadows, draw distance etc), The problem with lowering the graphic screen resolution is that I cant see the text of the computers because they are so pixelated.
It would be a huge game changer if there is an option where you can lower the screen resoulution that doesnt effect the resolution of the computer screens and others.
Thank you
I don't think anyone is going to be really expecting multiplayer to be added that much if they actually read the literal first FAQ entry on the game's page, stating that multiplayer is unlikely to be added.
"Q: Will there be a multiplayer in the future?
A: Most likely not, due to the lack of networking experience and lack of foundation for net in the game."
heya, i have a request! i'd really appreciate a windowed mode, because when i play games in fullscreen i get easily nauseous and dizzy. it's okay if it's not possible though! i just felt like mentioning it, since it's been on my mind for as long as i started playing...
though, if there is already a way, someone please let me know! i've already tried CTRL+F and ALT+ENTER but they don't do anything sadly. i also see there is a resolution option in settings, but when i lower it, nothing really happens?
regardless, thank you for making such a wonderful game mrdrnose, it's genuinely one of my all-time favorite games and i'm looking forward to what's to come in the future with bated breath! ♡
"Why do people post about multiplayer every day? The dev has said he doesn't plan on adding it. If you want it there is already a mod being made for it because the game does already have mod support. The multiplayer mod was working with the one of the last versions i believe but it was buggy."
-A reply to the literal previous feedback post that was also about multiplayer.
TL;DR: dev doesn't plan on official multiplayer, but there is a mod for it in the works
So a suggestion that kind of came up in my mind. What if a mirror was added somewhere in the base? A fun idea once Kel's animations are more fleshed out, is if his appearance dynamically changed. So his clothes could be soggy after being in water/being out in the rain. Maybe Kel could grow a beard slowly over time. If you patched yourself up because you bled, you could have some kind of wraps on you. Maybe Kel's hair could grow at an extremely slow rate to the point where you'd only see it get really long if you spent a lot of time on an infinite save. But if you use the syringe the Arirals give you, your hair and beard grow at a ludicrous speed.
If a mirror is added to story, it should probably be an optional purchase. There are functioning mirrors in sandbox (one with a proper model, basically seems ready for the normal game) and one in a secret, but they are pretty laggy.
I remember seeing potential stuff about alternate Kel outfits and damage textures, so those would likely come with the mirror and better animations.
Haven't played the previous versions so I can't say what's new and interesting compared to the previous ones but as far as I can tell its an incredible good build! I haven't had any issues with ctd's, FPS problems or instability problems. Fantastic game, by the way and as for suggestions: Perhaps make the crafting system a bit more intuitive, at the moment, at least from personal experience, its one of the more difficult systems to engage with initially.
A second suggestion is to go into more detail on some mechanics, making them even more accurate to how it is in real life and adding to immersion.
I'm hoping I experienced a bug, but I spent 4.5 hours experiencing nothing in the game. By nothing I mean I had completed tasks for multiple in-game days and not a single scare happened. The most that I can say that occurred was random mannequins appeared at one satellite, a little car appeared, and some floating jellyfish. I am hoping that maybe my run through was unlucky/bugged but I can't say I had a single scare happen.
However, suggestions on how to improve gameplay would be: Allow the ability to have power reset from building (keep external buildings but have them be linked via radio tower or something like that), Have a few scripted scares to happen no matter what to keep people interested in case something like my play through happens again, in the tutorial, explain the trash/selling system to include where to place the cases to sell and bagging/selling garbage or burning it, and don't start the download speed so slow that it takes multiple in game days for them to download (I had one take legit 3 in game days to complete).
This game is a slow-burn ambient horror survival job simulator, where hours can go by with little to nothing happening.
A ton of horror exists in this game, and a lot of it is scripted to happen, but don't expect to be immediately thrown into it. Things start to pick up pretty much immediately after week 1 of Story Mode.
The transformers are meant to be something to maintain that forces you to go far outside, so adding a remote way to reset them would pretty much defeat the entire point of them.
The tutorial does explain selling items in the Interactions section, saying to put the box on the delivery point. Item boxes are further explained in a note inside the base, next to one.
Downloads are far from that slow, even at minimum upgrades and max power consumption. If it is taking several days to download one signal, you are severely neglecting something that affects download speeds. Could be broken servers, or you have not calibrated your satellites in a long time.
может я что-то не правильно поняла или что-то делаю не так, но я не могу найти сигналы. Я прошла обучение несколько раз, продала все что было можно и купила улучшения, обошла все точки на карте, несколько раз удаляла мир и создавала новый, перезагружала игру, но я все еще не могу найти сигналы.
Я навожу курсор на мигающий сигнал от него исходят лучи к ближайшим точкам и сигнал сразу же пропадает) в игре уже 5 игровых дней и все еще ни разу не отправила диски с сигналами
Зайдя в панель для поиска сигнала, по нажатию Shift появляются стрелки, указывающие, где есть доступные сигналы, к ним нужно двигать курсор. Сигнал может пропасть, пока ты двигаешь курсор, это нормально, потому просто ищем следующий. Когда найдёщь пульсирующий круг, наведи курсор радара ближе к его центру и нажми Enter. Через пару секунд прозвучит один из двух сигналов: положительный или отрицательный. При отрицательном сигнале нужно снова искать сигнал. После положительного ты сразу услышишь, как тарелки начинают разворачиваться в сторону этого сигнала. Это всё, что требуется сделать на данной панели. Жди, когда все тарелки наведутся на сигнал, после чего переходи к следующей панели с настройкой фильтров.