SCP: CB Multiplayer Reborn

SCP: CB Multiplayer Reborn

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kidd0bleed 8 月 5 日 下午 5:20
Everything Wrong With This Mod - from a long-time fan
EDIT: The dev that browses these forums is a nutter. Uninstalled, will be enjoying the previous Multiplayer mod from now on. :D

Alright, check me out. I really wanted to like this, I LOVE SCP stuff, from the original, to all your ♥♥♥♥♥♥ itch.io versions, and everything in between. Unfortunately, they broke it, and don't really seem to care either lol.

No Changelogs:

You have to join their Discord, (already a horrible decision,) and go to a channel that posts when they make a commit to their Github. (This does NOT tell you what they changed, by the way, it just shows you when they made the commit.) Competent devs put their changelogs in a place that is very easy to access, like Steam LOL. Nobody joining your bum ass Discord server.

Broken Silent Updates:

Again, since we have no changelogs, we have no way of knowing what they've done to the game each time an update drops. Each time an update drops, however, a new item gets broken. Here are the currently broken items that were functioning not even a week ago: S-Nav, Blue X-Ray Goggles, Scramble Gear. S-Nav shows no map, X-Ray Goggles don't show accurate SCP positioning, Scramble Gear shows incorrect / stagnant countdown for 106.

No Saves:

No saves. You can set checkpoints if the server options are configured to do so, but if you leave the game or crash, all progress is gone. Speaking of which-

Crashes:

The game WILL crash before you can make it to Entrance Zone. Obviously, some people get lucky enough to make it there, but the crashes are time-based. Playing singleplayer seems to mitigate crashing, but doesn't negate it altogether. Playing with other people, you WILL experience a crash of some kind that closes the game and deletes all your progress. You will NOT make it to entrance zone, because you will NOT be able to play for longer than 1h30m. (If you want to experience the entire game, all SCP's, decent ending, you won't be doing so in less than 1h30m. You can rush to entrance zone, sure, but that only leaves you around 20-30 minutes before you crash.)

The crashes are purely on the devs, here are the following solutions the devs have offered that 100% do NOT work: Disable bumpmapping (does nothing,) Disable saving textures to VRAM (does nothing, introduces stuttering,) Switch to VgVooDoo rendering mode (makes game run slightly smoother, does not mitigate crashes,) Run as admin (does nothing.)

And last but not least,
The Gameplay Itself:

SCP-1123: Sending a player into the containment chamber of the skull will teleport said player to the hallucination as expected, but upon completing the hallucination, they will be returned to a different version of the original containment chamber that the other players do not have access to, locking them in that room until they restart the game, abandoning all of their collected items. if they bring a keycard in themselves, they may be able to escape, but again, it does not return them to the proper world / cell / room, whatever you wanna call it. They will not be visible to other players upon return.

SCP-012: Screen-pull will "grab" you sometimes, preventing you from pulling your mouse away like you usually can, trapping you in front of the sheet music. You can still reliably get in and out, but after all of the SCP mods I've played, I've never been grabbed by 012 like I have in this one. Maybe it's difficulty, but judging by the state of this game, I doubt this is intentional.

SCP-049: The ring counter-play does not work for longer than 3 seconds. 049's chamber will lock the elevators behind the player, and if you die down there, the elevators will stay locked. Game must be restarted, as progress can no longer be made. Frequently spawns inside of walls in heavy containment, keeping him stuck until he teleports.

SCP-096: Shy guy is kinda stupid in this mod, idk why. Look him in the eyes, the face, the balls, the back, he doesn't care. In the off-chance you manage to piss him off, just head on back to light containment. He'll forget all about you for some reason.

SCP-106: You will never contain SCP-106 because the game will crash before you can progress to his chamber. He works as expected, you just can't contain him before the Bad Allocation catches up to you. It's a bit harder to get out of his pocket dimension, but it seems like they also slowed down the progression of your injuries when stuck in there, so this I don't mind either.

SCP-914: Don't ask me why, but they made level 3's a lot more difficult to get compared to the original, and the other Multiplayer mod on steam. You'll be making a lot of mastercards and playing cards before you make a level 3. I don't mind this too much, but it really slows down the keycard-gathering phase, which ends up in a lot of SCP stand-offs outside the blast door of 914. Your best bet is to make a level 3 as quick as you can, then just leave a bunch of spare cards in front of the machine for when you die later on. This makes for a very boring, slow, annoying meta that can be a huge pain in the ass if your 914 spawns in an unfortunate place.

SCP-1048: Don't take any of the cute drawings the bear hands to you. Instant game crash. Don't run past an iteration of 1048 if there are other players near the hallway. They WILL die to the scream regardless of how far they are, or if they're behind a door. Epic.

Public Servers: Nobody wants to play the coop mode, everybody wants to play Breach, and if you're older than 13, Breach is obnoxious and filled with kids. Bleh. Public servers are so far divorced from the main game that you may as well just play Secret Labs.

Item Retrieval: When killed, your body stays where you died, and your corpse acts as a container that holds all your items you had upon death. This rarely works, and you will frequently find yourself saying, "I have to wait for my body to despawn," because your old corpse will simply not let you loot it sometimes. The bodies WILL drop the items after some time, but this period of time feels like an eternity when your run progression depends on this broken mechanic.

Desync: Desync. Your friends will be flying around you, spawning in front of you then vanishing, teleporting, and you will 100% struggle to coordinate things like tesla gates, elevators, SCP's, and other checkpoints and doorways.

Again, I really wanted to like this, I am a MASSIVE SCP fan, but it's just literally unplayable. I'll give this game another chance, but it definitely won't be any time soon. I'd really like to see this game succeed, but it seems that the current direction of the game won't see improvements.

And before you mention the free-to-play nature of the game, I will again implore you to look at the previous mods made for this game, their successes, however niche, and question to yourself if this version even needed to be made at all.
最后由 kidd0bleed 编辑于; 8 月 5 日 下午 7:09
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EdwardCuzIAm 8 月 5 日 下午 5:45 
I'm so confused on what you're saying with SCP-1123 since when I played with a bunch of users, they never had issues with 1123.
SCP-012 is intended to take away your mouse controls and teleport you near the paper. You have a sanity mechanic and you can't stay near it for too long. Use SCP-714 to get pass or be quick. Speed of sanity drain depends on difficulty.
SCP-714 was given multiple buffs from the original so I'm not sure why you're acting like it is worse when it so much better?
096 AI breaks pretty often yeah :P
SCP-1048 crashing players is unfortunate but we'll look into fixing it.
What difficulty are you on because level 3 is 100% on Safe from SCP-914. If you are on a higher difficulty, the more likely upgrading a card will fail which is just vanilla game behavior. Not only that, but Level 3's are vastly easier to obtain compared to the original, There's a level 3 in SCP-205 and the server room where SCP-096's cutscene is.
Desyncs usually depend on ping, but teleporting in front of you then vanishing is just them loading their spectator mode which isn't them desyncing.
This is just the first month of the mod's first release and has changed more than the old Multiplayer has in 3 years. I think we'll be updating a lot in the future.
最后由 EdwardCuzIAm 编辑于; 8 月 5 日 下午 5:46
kidd0bleed 8 月 5 日 下午 6:05 
引用自 EdwardCuzIAm
I'm so confused on what you're saying with SCP-1123 since when I played with a bunch of users, they never had issues with 1123.
SCP-012 is intended to take away your mouse controls and teleport you near the paper. You have a sanity mechanic and you can't stay near it for too long. Use SCP-714 to get pass or be quick. Speed of sanity drain depends on difficulty.
SCP-714 was given multiple buffs from the original so I'm not sure why you're acting like it is worse when it so much better?
096 AI breaks pretty often yeah :P
SCP-1048 crashing players is unfortunate but we'll look into fixing it.
What difficulty are you on because level 3 is 100% on Safe from SCP-914. If you are on a higher difficulty, the more likely upgrading a card will be which is just vanilla game behavior. Not only that, but Level 3's are vastly easier to obtain compared to the original, There's a level 3 in SCP-205 and the server room where SCP-096's cutscene is.
Desyncs usually depend on ping, but teleporting in front of you then vanishing is just them loading their spectator mode which isn't them desyncing.
This is just the first month of the mod's first release and has changed more than the old Multiplayer has in 3 years, I think we'll be updating a lot in the future.

SCP-1123 broke, it didn't happen to you, which is fantastic! It still happened tho. Twice, once to me, once to my friend. Anything that has ANYTHING to do with teleporting players around seems to be very finicky in this mod.

SCP-012 Has never ripped me towards the center, I've run in and out of that room hundreds of times in several different versions. It's cool if you wanna change this mechanic, but we must still acknowledge it has been changed / broken. I am well aware of the sanity mechanic. You should not get TELEPORTED when inside the music sheet room, especially when avoiding your gaze; you are supposed to get *pulled.*

I'm not acting like SCP-714 is worse, it is worse. Killed almost instantly when attempting to use. Again, it's not the changes to the ring that I have an issue with, it is the broken nature of it simply not working.

SCP-096 works properly in both the original game, and the Multiplayer mod from a few years ago. Can't believe I'm explaining this one lol.

SCP-1048 doesn't just crash you, it kills players that are nearby, waiting on either end of the hallway. They die THROUGH the door / wall.

I ONLY play this game on the hardest difficulty, as I have been in every other SCP iteration for a couple years. Level 3's have never been this hard to obtain from 914. Again, it's fine to have a different vision for these mechanics, maybe even accidentally break something, but let's not pretend it's been this way forever. I'm not going to address the bloat of keycards from all the new rooms because I understand this game can be hard on new players, but my god there are so many rooms dedicated to just a keycard.

Desync has always been an issue in a lot of SCP multiplayer games / mods, so that's a fair statement, but the ghost appearing in front of you is brand new and exclusive to this mod. It's horrifying and very clearly unintentional lol. Lag happens in all SCP multiplayer games, I only get jumpscared by my dead friends in THIS game.

It's not a bad game. It is a BROKEN game.

Also, why did you leave out so many of my points? The changelogs? The items from corpses? The S-Nav? The X-Ray Goggles? The Scramble Gear? These are pretty important points that were ignored entirely. You also didn't address the crashing. The game is unplayable, literally. Browse the discussions page for even a minute, you'll find threads of people giving up on the game because of this Bad Allocation crash, which again, has no solutions. My point is not that the devs made the game *worse,* they just *broke* it. That's another common sentiment towards this mod. It's good. I love Ultimate Edition. It's just broken.

The game is not BAD. It is BROKEN, it is UNPLAYABLE.
EdwardCuzIAm 8 月 5 日 下午 6:49 
If you are on Apollyon, the the chances for level 3 are worse than Keter. That is 100% on you for playing that difficulty. You're acting like we need a perfectly working project from the start though. We're at v0.1, not v0.8, not v0.9, and definitely not at v1.0. We are nowhere close to a finished project so get out of here with the mentality that things will work perfectly and assume we will NEVER get a better version on an Early Access game. We're just doing this because we love this game. You can currently dislike that things are broken of course, but that's just how things are until we patch them. I also can't address a million of your ♥♥♥♥♥♥♥ questions in one go. Usually we never read these cause it's just exhausting to read them. We like bug reports, but not when it requires reading the entire Bible worth of words. We are going to soon add keep inventory(For Safe) and delete inventory(For Apollyon) so I didn't feel like addressing this yet :\
Currently messing with SCP-714 and have experience 0 issues with it.
SCP-012 works mostly normal but I noticed it doesn't place your screen near the paper at all. That seems to be the only issue with it at all though and gameplay wise works pretty well.
SCP-1123 also worked fine for me at least just now. I know it worked fine with multiple groups before, but I'll have to check what happens to non-host users for issues.
SCP-096 has entire memes on not working at all in the older multiplayer where he would often kill the entire lobby just by attacking one of the players regardless of how far away the other players were. He would also just get stuck at walls running into them, too. He's broken in every version I have seen him in. SCP-096 probably is least broken in Director's Cut though. Slender managed something there for him to work pretty well.
Mistook SCP-1048 stuff to crash, but it is also something of an issue we have for some players as well.
We're rewriting a ton of code for stuff to work better on the new graphics API so some stuff graphics will break.
Also, you are annoying as hell.
kidd0bleed 8 月 5 日 下午 6:52 
引用自 EdwardCuzIAm
If you are on Apollyon, the the chances for level 3 are worse than Keter. That is 100% on you for playing that difficulty. You're acting like we need a perfectly working project from the start though. We're at v0.1, not v0.8, not v0.9, and definitely not at v1.0. We are nowhere close to a finished project so get out of here with the mentality that things will work perfectly and assume we will NEVER get a better version on an Early Access game. We're just doing this because we love this game. You can currently dislike that things are broken of course, but that's just how things are until we patch them. I also can't address a million of your ♥♥♥♥♥♥♥ questions in one go. Usually we never read these cause it's just exhausting to read them. We like bug reports, but not when it requires reading the entire Bible worth of words. We are going to soon add keep inventory(For Safe) and delete inventory(For Apollyon) so I didn't feel like addressing this yet :\
Currently messing with SCP-714 and have experience 0 issues with it.
SCP-012 works mostly normal but I noticed it doesn't place your screen near the paper at all. That seems to be the only issue with it at all though and gameplay wise works pretty well.
SCP-1123 also worked fine for me at least just now. I know it worked fine with multiple groups before, but I'll have to check what happens to non-host users for issues.
SCP-096 has entire memes on not working at all in the older multiplayer where he would often kill the entire lobby just by attacking one of the players regardless of how far away the other players were. He would also just get stuck at walls running into them, too. He's broken in every version I have seen him in. SCP-096 probably is least broken in Director's Cut though. Slender managed something there for him to work pretty well.
Mistook SCP-1048 stuff to crash, but it is also something of an issue we have for some players as well.
We're rewriting a ton of code for stuff to work better on the new graphics API so some stuff graphics will break.
Also, you are annoying as hell.

Even if I was ragebaiting, which I'm not, your replies have grown increasingly unprofessional and unhinged. You were proven wrong multiple times and instead of yielding or admitting shortcoming, you defended vehemently and just resorted to gaslighting, which I gotta admit, was entertaining, but I really do hate to see such a potential-filled game being handled by someone as unhinged as you. I hope you guys take your hands off this game and give it to someone else sometime soon, because again, I really do want to see this game succeed, but it won't with the current team. I love SCP, you clearly do not.
EdwardCuzIAm 8 月 5 日 下午 7:03 
引用自 kidd0bleed
引用自 EdwardCuzIAm
If you are on Apollyon, the the chances for level 3 are worse than Keter. That is 100% on you for playing that difficulty. You're acting like we need a perfectly working project from the start though. We're at v0.1, not v0.8, not v0.9, and definitely not at v1.0. We are nowhere close to a finished project so get out of here with the mentality that things will work perfectly and assume we will NEVER get a better version on an Early Access game. We're just doing this because we love this game. You can currently dislike that things are broken of course, but that's just how things are until we patch them. I also can't address a million of your ♥♥♥♥♥♥♥ questions in one go. Usually we never read these cause it's just exhausting to read them. We like bug reports, but not when it requires reading the entire Bible worth of words. We are going to soon add keep inventory(For Safe) and delete inventory(For Apollyon) so I didn't feel like addressing this yet :\
Currently messing with SCP-714 and have experience 0 issues with it.
SCP-012 works mostly normal but I noticed it doesn't place your screen near the paper at all. That seems to be the only issue with it at all though and gameplay wise works pretty well.
SCP-1123 also worked fine for me at least just now. I know it worked fine with multiple groups before, but I'll have to check what happens to non-host users for issues.
SCP-096 has entire memes on not working at all in the older multiplayer where he would often kill the entire lobby just by attacking one of the players regardless of how far away the other players were. He would also just get stuck at walls running into them, too. He's broken in every version I have seen him in. SCP-096 probably is least broken in Director's Cut though. Slender managed something there for him to work pretty well.
Mistook SCP-1048 stuff to crash, but it is also something of an issue we have for some players as well.
We're rewriting a ton of code for stuff to work better on the new graphics API so some stuff graphics will break.
Also, you are annoying as hell.

Even if I was ragebaiting, which I'm not, your replies have grown increasingly unprofessional and unhinged. You were proven wrong multiple times and instead of yielding or admitting shortcoming, you defended vehemently and just resorted to gaslighting, which I gotta admit, was entertaining, but I really do hate to see such a potential-filled game being handled by someone as unhinged as you. I hope you guys take your hands off this game and give it to someone else sometime soon, because again, I really do want to see this game succeed, but it won't with the current team. I love SCP, you clearly do not.
I think you just want to act like you're on the higher ground. I understand you don't like that there are bugs in an Early Access game, but what are you expecting? A flawless game? Acting like you're always right and I am always wrong? Bugs can happen. Whether they for some reason happen to one player and not the other is possible. SCP-714 might be broken on your end due to a certain action before hand, but has worked for me so far. I am still checking for things around SCP-714 for issues. Regardless of how things go. You're acting like only you can be right. I can definitely be wrong and I even admitted with SCP-096 being broken, that with SCP-012 the screen being stuck was definitely not right, and that SCP-1048 does have more issues to like dying + crashing it as I was skimming your message. Stop pretending you aren't being a nuisance to the developers and wait for the hotfixes or not. It's up to you to like this project or not. I'm not your mom going to priorities you over other player's issues. We'll eventually have patch notes for players once we finish the next major update.
该讨论串的作者已表示此帖子解答了原先的主题。
Zombie-Splicer 8 月 6 日 上午 12:36 
Womp womp
я 8 月 6 日 下午 8:56 
any mod or game that forces you to join their discord to get any info is always a red flag for me.
Pyro 8 月 10 日 上午 11:50 
引用自 kidd0bleed
引用自 EdwardCuzIAm
I'm so confused on what you're saying with SCP-1123 since when I played with a bunch of users, they never had issues with 1123.
SCP-012 is intended to take away your mouse controls and teleport you near the paper. You have a sanity mechanic and you can't stay near it for too long. Use SCP-714 to get pass or be quick. Speed of sanity drain depends on difficulty.
SCP-714 was given multiple buffs from the original so I'm not sure why you're acting like it is worse when it so much better?
096 AI breaks pretty often yeah :P
SCP-1048 crashing players is unfortunate but we'll look into fixing it.
What difficulty are you on because level 3 is 100% on Safe from SCP-914. If you are on a higher difficulty, the more likely upgrading a card will be which is just vanilla game behavior. Not only that, but Level 3's are vastly easier to obtain compared to the original, There's a level 3 in SCP-205 and the server room where SCP-096's cutscene is.
Desyncs usually depend on ping, but teleporting in front of you then vanishing is just them loading their spectator mode which isn't them desyncing.
This is just the first month of the mod's first release and has changed more than the old Multiplayer has in 3 years, I think we'll be updating a lot in the future.

SCP-1123 broke, it didn't happen to you, which is fantastic! It still happened tho. Twice, once to me, once to my friend. Anything that has ANYTHING to do with teleporting players around seems to be very finicky in this mod.

SCP-012 Has never ripped me towards the center, I've run in and out of that room hundreds of times in several different versions. It's cool if you wanna change this mechanic, but we must still acknowledge it has been changed / broken. I am well aware of the sanity mechanic. You should not get TELEPORTED when inside the music sheet room, especially when avoiding your gaze; you are supposed to get *pulled.*

I'm not acting like SCP-714 is worse, it is worse. Killed almost instantly when attempting to use. Again, it's not the changes to the ring that I have an issue with, it is the broken nature of it simply not working.

SCP-096 works properly in both the original game, and the Multiplayer mod from a few years ago. Can't believe I'm explaining this one lol.

SCP-1048 doesn't just crash you, it kills players that are nearby, waiting on either end of the hallway. They die THROUGH the door / wall.

I ONLY play this game on the hardest difficulty, as I have been in every other SCP iteration for a couple years. Level 3's have never been this hard to obtain from 914. Again, it's fine to have a different vision for these mechanics, maybe even accidentally break something, but let's not pretend it's been this way forever. I'm not going to address the bloat of keycards from all the new rooms because I understand this game can be hard on new players, but my god there are so many rooms dedicated to just a keycard.

Desync has always been an issue in a lot of SCP multiplayer games / mods, so that's a fair statement, but the ghost appearing in front of you is brand new and exclusive to this mod. It's horrifying and very clearly unintentional lol. Lag happens in all SCP multiplayer games, I only get jumpscared by my dead friends in THIS game.

It's not a bad game. It is a BROKEN game.

Also, why did you leave out so many of my points? The changelogs? The items from corpses? The S-Nav? The X-Ray Goggles? The Scramble Gear? These are pretty important points that were ignored entirely. You also didn't address the crashing. The game is unplayable, literally. Browse the discussions page for even a minute, you'll find threads of people giving up on the game because of this Bad Allocation crash, which again, has no solutions. My point is not that the devs made the game *worse,* they just *broke* it. That's another common sentiment towards this mod. It's good. I love Ultimate Edition. It's just broken.

The game is not BAD. It is BROKEN, it is UNPLAYABLE.
did you put 714 in 914? because one of its variants kills you
EdwardCuzIAm 8 月 11 日 上午 1:45 
引用自 Pyro
引用自 kidd0bleed

SCP-1123 broke, it didn't happen to you, which is fantastic! It still happened tho. Twice, once to me, once to my friend. Anything that has ANYTHING to do with teleporting players around seems to be very finicky in this mod.

SCP-012 Has never ripped me towards the center, I've run in and out of that room hundreds of times in several different versions. It's cool if you wanna change this mechanic, but we must still acknowledge it has been changed / broken. I am well aware of the sanity mechanic. You should not get TELEPORTED when inside the music sheet room, especially when avoiding your gaze; you are supposed to get *pulled.*

I'm not acting like SCP-714 is worse, it is worse. Killed almost instantly when attempting to use. Again, it's not the changes to the ring that I have an issue with, it is the broken nature of it simply not working.

SCP-096 works properly in both the original game, and the Multiplayer mod from a few years ago. Can't believe I'm explaining this one lol.

SCP-1048 doesn't just crash you, it kills players that are nearby, waiting on either end of the hallway. They die THROUGH the door / wall.

I ONLY play this game on the hardest difficulty, as I have been in every other SCP iteration for a couple years. Level 3's have never been this hard to obtain from 914. Again, it's fine to have a different vision for these mechanics, maybe even accidentally break something, but let's not pretend it's been this way forever. I'm not going to address the bloat of keycards from all the new rooms because I understand this game can be hard on new players, but my god there are so many rooms dedicated to just a keycard.

Desync has always been an issue in a lot of SCP multiplayer games / mods, so that's a fair statement, but the ghost appearing in front of you is brand new and exclusive to this mod. It's horrifying and very clearly unintentional lol. Lag happens in all SCP multiplayer games, I only get jumpscared by my dead friends in THIS game.

It's not a bad game. It is a BROKEN game.

Also, why did you leave out so many of my points? The changelogs? The items from corpses? The S-Nav? The X-Ray Goggles? The Scramble Gear? These are pretty important points that were ignored entirely. You also didn't address the crashing. The game is unplayable, literally. Browse the discussions page for even a minute, you'll find threads of people giving up on the game because of this Bad Allocation crash, which again, has no solutions. My point is not that the devs made the game *worse,* they just *broke* it. That's another common sentiment towards this mod. It's good. I love Ultimate Edition. It's just broken.

The game is not BAD. It is BROKEN, it is UNPLAYABLE.
did you put 714 in 914? because one of its variants kills you
It's possible they did that, but I think they would have mentioned upgrading it to the coma inducing ring. Another possibility that it is a hard to reproduce bug where 714 doesn't work against the doctor sometimes.
LozoTrioxide 8 月 11 日 上午 8:58 
I agree that the game has problems, but i've played a decent amount when it came out and while there are game breaking bugs (Gate A crashing, S-Nav not working, inventory collection issues and the new keep inventory options not actually showing up)

It IS playable, mostly.

I do agree that there should be proper changelogs on steam, but having a discord isnt a bad thing.

Some of the points you mentioned though, i know they've fixed, for instance all the general crashing doesnt happen anymore, just the one i mentioned.

EDIT: I do think they should also open up their github publicly so people can post bugs properly
最后由 LozoTrioxide 编辑于; 8 月 11 日 上午 9:03
EdwardCuzIAm 8 月 11 日 上午 9:23 
引用自 LozoTrioxide
I agree that the game has problems, but i've played a decent amount when it came out and while there are game breaking bugs (Gate A crashing, S-Nav not working, inventory collection issues and the new keep inventory options not actually showing up)

It IS playable, mostly.

I do agree that there should be proper changelogs on steam, but having a discord isnt a bad thing.

Some of the points you mentioned though, i know they've fixed, for instance all the general crashing doesnt happen anymore, just the one i mentioned.

EDIT: I do think they should also open up their github publicly so people can post bugs properly
The GitHub is private to keep the game secure. Much easier to hack the game when the code is available. We also haven't probably looked at GitHub itself at all. I think last time I ever opened the website was a year ago to log in. We use the direct GitHub desktop app that just let's us see and send commits. Keep inventory isn't in the public build yet. Only in-dev. I'll show it off at some point how it works for different difficulties.
LozoTrioxide 8 月 11 日 下午 3:26 
引用自 EdwardCuzIAm
引用自 LozoTrioxide
I agree that the game has problems, but i've played a decent amount when it came out and while there are game breaking bugs (Gate A crashing, S-Nav not working, inventory collection issues and the new keep inventory options not actually showing up)

It IS playable, mostly.

I do agree that there should be proper changelogs on steam, but having a discord isnt a bad thing.

Some of the points you mentioned though, i know they've fixed, for instance all the general crashing doesnt happen anymore, just the one i mentioned.

EDIT: I do think they should also open up their github publicly so people can post bugs properly
The GitHub is private to keep the game secure. Much easier to hack the game when the code is available. We also haven't probably looked at GitHub itself at all. I think last time I ever opened the website was a year ago to log in. We use the direct GitHub desktop app that just let's us see and send commits. Keep inventory isn't in the public build yet. Only in-dev. I'll show it off at some point how it works for different difficulties.


Whoever announced keep inventory had been added probably shouldn't have done it yet then! Lol

I get that about the GitHub, just personally think the way bugs are being reported at the moment, via the discord isnt very efficient, but thats just me. At least you have somthing :)
EdwardCuzIAm 8 月 11 日 下午 5:37 
引用自 LozoTrioxide
引用自 EdwardCuzIAm
The GitHub is private to keep the game secure. Much easier to hack the game when the code is available. We also haven't probably looked at GitHub itself at all. I think last time I ever opened the website was a year ago to log in. We use the direct GitHub desktop app that just let's us see and send commits. Keep inventory isn't in the public build yet. Only in-dev. I'll show it off at some point how it works for different difficulties.


Whoever announced keep inventory had been added probably shouldn't have done it yet then! Lol

I get that about the GitHub, just personally think the way bugs are being reported at the moment, via the discord isnt very efficient, but thats just me. At least you have somthing :)
I think modern bug reports have kinda died off into Discord since it's much easier for devs to organize it. Wish people creating Wiki's for the smallest things didn't die off into Discord cause finding every 1000 result from 914 is going to take a long time :P We had to manually create parts of the wiki in the time being. Russian fans have helped though :D
LozoTrioxide 8 月 14 日 上午 5:19 
引用自 EdwardCuzIAm
引用自 LozoTrioxide


Whoever announced keep inventory had been added probably shouldn't have done it yet then! Lol

I get that about the GitHub, just personally think the way bugs are being reported at the moment, via the discord isnt very efficient, but thats just me. At least you have somthing :)
I think modern bug reports have kinda died off into Discord since it's much easier for devs to organize it. Wish people creating Wiki's for the smallest things didn't die off into Discord cause finding every 1000 result from 914 is going to take a long time :P We had to manually create parts of the wiki in the time being. Russian fans have helped though :D

I didn't realise there was a Wiki lol, i would be happy to help with it, do you have a Link avaliable?
EdwardCuzIAm 8 月 14 日 上午 10:47 
引用自 LozoTrioxide
引用自 EdwardCuzIAm
I think modern bug reports have kinda died off into Discord since it's much easier for devs to organize it. Wish people creating Wiki's for the smallest things didn't die off into Discord cause finding every 1000 result from 914 is going to take a long time :P We had to manually create parts of the wiki in the time being. Russian fans have helped though :D

I didn't realise there was a Wiki lol, i would be happy to help with it, do you have a Link avaliable?
https://scpcbultimatereborn.miraheze.org/wiki/Main_Page This is the wiki. It is very unfinished.
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