Hi devs,
I like the game but in comparison to other First Person Shooters (FPS), Generation Zero is not as good as it should be. I mentioned that already a few times but everything is still as it was at the release and therefore I decided to dig a little bit deeper into that topic and explain more detailed what annoyes me every minute I play your game. My hope is that this gets fixed as soon as possible with this suggestion.
And I now that a few of you will not call it a “Bug” but I do and I’m 100% sure that in other FPS every player would call it a “unintended/unwanted behaviour of a game” and thats the definition of a “Bug”. So please just skip this discussion.
Basicly there are two major things:
Problem 1: Inconsistent mouse sensivity in Scopes. (you can find hit in this thread here)
Problem 2: Some Player commands will be ignored by the game during “Release ADS animation”
So this is about the problem that the input commands gets ignored by the game during a certain animation.
The animation is the one that moves your weapons from the ADS position to the hip fire position (HFP).
(ADS = Aim Down Sight, that is when you hold right mouse button and look through the weapons scope/ iron sight)
This image shows how it works if you wait untill the end of the animation:
As soo as you stop holding the right mouse button (RMB) the animation starts and moves your weapon back in the hip fire position (HFP). As soon as it ended you can press the key to switch weapon / slot (here 3) or the key to reload your weapon (R).
And after you pressed the key the respective animation will execute.
But what happends if you press those keys before the animation ends:
Well just nothing.
Even if you give this command several times, all of them will get ignored.
And this is a big problem in my opinion.
It killed me not just once because the game didn’t switch to the med kit even I pressed the key properly.
The players commands to switch weapons and slots should not get ignored.
My suggestioin would be to not ignore our commands but execute it after the “ADS to HFP animation” have ended.
That would look like this:
If this is too much work to programm you could use an easier solution:
The mentioned behaviour is in fact not consistent in the game. There are some animatioins that act differently:
Two of those animations are the “Fire weapon animation” (LMB) and the “ADS animation” (RMB).
These two animations have the right to interrupt the runing “ADS to HFP animation”.
You could just give other animations the same “Right” to interrupt it.
This simple change would reduce the frustration in this game by a lot.
Thanks for you attention and I hope this helps to understand the problem and why it should be fixed as soon as possible.