Light baking is a process used to pre-render all the lighting information in a level, and apply that on top of the textures. The game is then downloaded with those modified textures with the lighting information, and it allows the player's computer not to re-render all the lighting information again. It allows for better lighting, and faster. One of its drawbacks however is that switching the lighting (for example from day to night) requires to switch to a different set of textures, which : - Increases RAM usage - Increases map sizes - Thus increases download sizes - Thus increasing load times - Requires more artists to work on a single level, to setup more lights - Requires more times for the artists to bake all those textures in the game, thus makes the workload less efficient Overall, it is a great technique, that has been used for decades for its effectiveness. But if VOID wants to add power-switching, they need to practically remake all the existing maps, and deal with all these drawbacks (which will send people complaining for sure). So it really isn't laziness on their part, it is a deliberate choice to deliver more quality content, faster, and with higher standards, at the cost of dynamic lighting. PS : About the custom maps who do that... Well, it was in the mind of their developer from the start, and they decided to tackle the problem from the start. I'm not saying it is impossible, just that it requires a lot of extra effort and more inconveniences for the players.
I definitely understand why they didn't want to have a power box to disable lights. The amount of work they'd have to do would be almost a detriment to everything else they are and were working on. Some will blame it on laziness but they fail to understand why it would be such a setback if they suddenly started working on every maps' lighting, we'd probably wouldn't see any progress on anything else
@@kamaljitbains5735 it's not about resources anymore it's about content that will keep players coming back every update. if Void ignored everything else just to redo lightning, the rest of the game would suffer. If anything, content and AI updates should be priority before aesthetic updates. I don't even agree with map changes that change the entire map.
@@kamaljitbains5735 what you are asking void to do is rebuild an entire two story house that's currently getting insulation put in because the basement isn't as big as you wanted it to be, even though it was purposely designed that way to make the house much easier, cheaper and more efficient to build. on a side note, my father is an architect, and he absolutely despises house owners. I think im starting to understand why now.
One thing I'd really like is media, news coverage, live reporter etc. cinematics based on your performance in the level. If you die, it'd show a semi-sad cutscene where the news reporter would announce you KIA and your team having to retreat, after the "OFFICER DOWN"-screen. (Maybe hours after the incident, not like they'd be on scene, but depending on the level of course)
I think it'd be pretty cool, making it a "REPLAY FOOTAGE" type of mode after completion, it shows all your movements, suspects with a photo and some "commenters" which would be pretty cool.
vehicle infills would seemingly be a relatively easy feature to realise seeing as a lot of games use cinematic movement sequences as a hidden loading sections to cache shaders for new map areas, I'd assume if implemented they'd just replace the current deploy screen n like u say it might be something they decide to only use in SP.
@@Meme-to2qq sounds cool, I can barely remember the early supporter version myself, games come such a long way but they did a devlog showing all the new motion capture for mission infils which should be neat.
the tactical ladder was available for use in pvp builds. it was placed into the game world, then fell with physics or when bumped by a player. this could act as a bridge to cross gaps or ascend steeper angles sierra team was previously playable, and acted as entirely different bodies, not just a scopecam truck deployments were previously implemented in game that isn't full hotel-- hotel was meant to have all 5 floors in one level, a hotel redux is coming anyways
I hate that the devs are just making one update for a whole year, and the worst part is when they released ADAM update they completely broke farm, the shader is just disgusting on the map and the ai is worse than old Brisa, after eight months they didn't even bother to try and fix these issues, instead they focused on making shoes, video contest and the "big" 1.0 update which only comes out by the end of the year, I like the game, I put 333 hours in it with my friends but It gets boring when we play the game without any new official map or features, at least what they could've done is release new maps one by one to keep us entertained and fix the existing issues like farm
I'm curious to know your thoughts after the 1.0 update, I haven't played extensively in the past but I was impressed with what I saw after 1.0 only with having played minimally in the years prior.
Seems like the devs aren't even aware of what's already been done by smart modders. "Children of Taronne" (SWAT4 or Not) already has the ability to turn off power, and "Hot Coffee" already lets you act as a marksman. Are the devs seriously unaware of this???
children of taronne does not use the same lightning system as void does. void bakes the lightning into the map, making it impossible to change dynamically since they would turn off the lights but 99% of objects in the map would be unaffected and still look like if it was lit. i'm not sure why they chose to do this as manipulating visibility is a pretty important part of tactical shooters, and the version of ue4 they are running completely supports fully dynamic lightning, as seen in children of taronne or similar games like insurgency or ground branch. it's weird because i'm pretty sure this is also why their reflections are complete garbage, since they're not 100% dynamic and are rendering completely random baked things it cant be for performance since the game barely runs, so i legit dunno what's going on internally
@@antoniohagopian213 Proof of the issues that occur as a result of switching baked environments mid-game. Mods can do it at a cost of lower level light quality. Void can do it at a cost of using a shit ton of ram, generating lag
There are modded maps that both have day and night. You're right on calling it laziness. Their latest update blog were all about skins. I just wish more devs would focus on real significant content for once.
It's definitely not impossible to have both night and day variations, it's just time consuming. Still... I don't think it'd be the end of the world if they had a handful of maps with different times for each scenario. People like bringing up the custom map with the power disabling option too, but one thing I say is that it's not nearly as dark as it should be even with the power off on that map. You don't even need NVGs with the power off either. So, I'm still assuming there are some more moving parts there.
Skins and customization are good, but unless there's substance then it'll just continue being tactical SWAT Barbie. We need some conversation around new maps, AI improvements, different times of day, laser/light combos, etc. Radio silence doesn't help their situation.
There was also many scrapped animations like instead of bagging all weapons RON had weapon disarmament animations, u can choose dialogue on civilian and suspects, rough combat arrest animation when suspect dont wanna comply etc i saw that from yt channel named scp lewd something
@@Foxtrot19 Dev updates from before the PVE alpha was released isn't under NDA? The discord specifically states any dev log videos posted prior to the release of the PVE build in December of 21 is under NDA. Not sure where you're getting your information but I'd love to know.
@@OfficialInvictus the live content itself was/is able to be accessed in public builds, making it fair game. I myself have several videos of publicly available scrapped content on my channel, including weapon-clearing pickups, developer menus, and more.
quite literally every aspect of the cut content could have been introduced prior to go live. And considering everyones comments about lighting. As of 1.0 there's maybe, 3-4 levels that would benefit to cutting the power. So it's not as if they didn't have the time. And as theyve already either cut entire levels or remodelled entire levels, they could have had this in mind...but they didn;t.
A common, fundemental misunderstanding shared by non-developers is the idea that because they've seen X in another game, it must be doable and/or easy in Y game. There are always, always compromises and concessions and Void made the right call ditching a basically not that valuable feature (turning off lights) in order to use baked lighting (lighter on the system, bounced lighting can look better).
For Corperations, yes. However this team is much smaller, they don't have the resources and yes, the engine is limited especially when you have to deal with optimisations
On the power turning on/off. They use pre baked lighting on maps, that means that most shadows/highlights, light in general etc. are baked into textures ans shaders when they push level into live game. And only few light sources are dynamically rendered when you play. With current implementation of lighting system they will need to rerender all levels with lights turned off, and then write code that will swap whole map textures and effects when you turn off the lights.
Zero Hour has it. The AI even reacts to it, as they turn on their weapon lights, search for you and try to turn on the lights again. While not perfect, it does a lot of things better than RON. It also has a PvP mode that can get really exciting, but the playerbase is dying...
I'm disappointed regarding the lighting as to me that takes away tactical options but I can also understand why the decision has been made. I might be in the minority but I'm glad to hear that the PvP side has been pushed onto the backburner for whenever they get to it as opposed to prioritising it. Given the most recent updates I can recall relate to personalising your team member as opposed to anything resembling meaningful content or features I'm becoming somewhat apathetic towards RoN at this point. Team personalisation is a welcome and potentially impactful feature but it feels like something that should be lower on the list given the slew of missing features, equipment and content. I can't help but feel as though the overall development progress for Ready or Not has been very slow to the point where it seems as though many people are reliant upon the excellent work being done by the modding community to fill the void between updates (the patrol officer mod looks like it could make a superb full feature adding a new perspective/dynamic to the game). Perhaps there is a reason for the slow progress but ultimately I end up comparing it to Zero Hour. Perhaps it's just in my mind but Zero Hour seems to have made significantly more progress over a much shorter period of time, with future updates and features still to come.
I like the idea of a PVP, however, I would prefer it be like SWAT 4 with one uniform style of player for each side, with minor customizations. The ladder, drone stuff, who cares. The sniper part, I miss that a lot, but it had limitations that were frustrating in themselves. The inability to snipe a suspect you could see, for whatever reason, who knows. I would love a deployable snipe that you could station at various points of the map, that would be cool. The deployment cinematic at the beginning of each scenario would add some real immersion I think as well. Thanks for your feedback and the video...
I wonder if the PvP would be like siege in certain game modes were you defend hostages or defend a bomb site 🤔 (I’m talking about comparing of game modes only not gameplay)
I hope 1.0 isn't going to be a glorified patch, but instead be a feature-complete update for RoN. I get a bit annoyed when inde devs do a full retail / 1.0 release and their game is in no better shape or worse than the early access build.
Fast walk would be cool. Right now we have Low-Ready which is sorta like that. I have to disagree with Prone though. For SWAT operators, the idea is to clear the location and save the day. Can’t really do that in prone. Being overwatch would be interesting but at the end of the day the emphasis is on CQB so it’s all about being fluid.
You have a point but there is no clear position distinction in the game, if someone in the team wants to be overwatch some guns in the state of not laying down the aim is very unstable such as m24, there is really no suitable scene to use it. Of course, I also think it is acceptable to not have prone animation, but this game does need to fast walk to improve the speed of crossing combat zone and pursuit situations, because some bots have very powerful machine guns and walk straight through even if you hold shield, it will be dangerous. Secondly, I think this game can add the setting of knocking down teammates and dragging them, which will further improve the sense of engagement in the battle. Sometime bots will be knocked down and they still hold their guns,but players will directly die🙂
I understand the desire for PVP but I really wouldn’t want a PVP mode. I have enough fun playing even vanilla maps with a full squad and no two runs are ever the same. If I want a hyper-competitive game, I’ll go to R6. This game’s focus on being the good guy will be undermined by enabling players to kill cops and being rewarded for it.
I'm a developer myself, though not in the video game industry. Still, I feel somewhat deceived by the Ready or Not team because they showcased the ability to turn off lights to use night vision, yet when they started developing the lighting logic, they didn't consider it at all.
Zero hour is ran on the unity engine..RON on Ue4.. Zero hour has the ability to turn off the power..They are bullshitting they just dont want to redo all of the levels..
Zero Hour gameplay with the customization of ground branch and the presentation of RON would be my dream game, especially if someone managed to create believable AI and a structured campaign...
Zero hour (who have a way lower budget) had outward swinging doors and the ability to turn the power off, don't really see why RON can't (unless it has somehthing to do with the game engine or something). Even SWAT 4 First Reponders could make swinging doors and that was a mod.
Definitely isn’t an Unreal Engine limitation as it is a dev limitation. I’ve made dynamic lights in mod maps for other UE games, including RoN. I wish it was something that was going to be added
Absolutely maddenning reading comments from ignorant people about how Void are "lazy" or whatever because they cut X or Y, or didn't add Z. The sheer amount of work that went into designing and making this game is incomprehensible. It's not above critique at all, but how quickly people jump to assuming the developers just don't care is kinda insulting. It's always shifting goal posts too, like it's never enough. RON is kinda an incredible game when you look at it but people always have to move the posts back and claim it's half-baked because you can't turn off individual room lights or whatever.
So you're just naive then? They do not listen or interact to their playerbase, Early Access was just a bunch of blog posts of things no one cared about and their 1.0 release made the game worse than it was in EA. Also, many of the things we want from the game is already in cheaper games with way less budget, like Zero Hour. If Void is not lazy, they are incompetent or just do not care about the game their customers - us - want.
If I remember correctly, I think some of the earliest trailers showed dynamically adjusting your stance height (might be shown at 3:35), and gradually opening doors like Rainbow Six 3
Rainbow Six 3 is one of my favourite games of all time. Dynamic stance was more trouble than it was worth and I never use it. Door wheeling is just a clumsier way of doing what Ready or Not does; peek door, open door. Complexity does not equal better game. These experimental ideas proved to be basically clumsy and lacking in actual application back in the mid 00's. We don't need to repeat old mistakes imo
What happened to that side stepping animation suspects used to do. I always thought it was on of the most realistic ones you would expect gang members to do
Theres a lot they need to add to the game. I dislike how NVGs are almost worthless and how you cant shoot out lights.. or turn them off. (Since thats pretty real) Wish there were spawn options for infiltration. More guns and certainly more attachments.
Nah this is you being dumb. Read the mission briefs for literally any mission, you are never "infiltrating", you are always responding to incidents in progress. The problem with the reviews people like you leave is that you don't want Ready Or Not. You don't want a story based SWAT shooter. You want to be Navy SEAL John Wick and clear room after room of generic bad guys. SWAT doesn't shoot out lights, there is an argument to be made for shutting off some lights. But backup generators are likely present at several locations. You couldn't cut power to a hospital, and again the whole point of the missions is usually "WE NEED YOU ASAP THERE'S NO TIME!" So shutting lights off doesn't make much sense there either. There are dozens of weapons, every major military issue assault rifle and sub machine gun is included from a standard M4 and all it's variations to a G36 to an AUG, to an AK, to an FAL. But people like you won't stop bitching till you can put an exact replica ACOG on a hi point in game.
Hmm the movement is so sluggish, and feels run of the mill ... some simple mechanics that could give a heap of CQB : when "slicing" a room from the outside your concealed from guys inside untill your 90° (directly face the room), youd likley pop / snap to beat a potential threat, also to clear the corner youd quickly pop, we have a crap lean + free lean whilst simultaneously moving . A subtle simple thing but gives realistic and Tactical advantages. Also perhaps some hotkeys we can set so we can snap to that direction, left, right,rear face etc in terms of bailing out / reacting under fire . Should the needed AI work be done, no point having classy enemy behaviour if you cant respond effectively. .
It ain't that chief, think about it. If you could sprint, so many people would be bolting around like COD and it isn't that game. You're supposed to be careful with your positioning so you're not caught out in the open, to begin with. It's a deliberate design decision, ain't anything to do with realism.
I think a simple and effective solution would be the thing out of six days in Falluja: when your character is under fire, you get a short boost to your movement speed to get to cover. I think that would be useful in RON too
Zero hour is like a competitor to ready or not, and if you ignore its physics and textures, it is better than RoN in terms of content. it has K9 dogs, you can kill the lights since pre-release, PVP, and you can actually see something when customizing
I am extremely disappointed with Void Interactive. Myself and many others purchased RoN on the promise of tactical ladders. We were lied to and basically robbed. I have been banned from the RoN subreddit and have no other forum to voice my grievance. Myself, and the ladder community as a whole, need an answer from VOID. Shameful.
This is exactly the reason I don't follow videos on games they show off before releasing. Half of the shit portrayed, including graphics, are never up to the anticipation since they always downgrade games before release. It's always an unrealistic "what could be" and never the realistic "what it is going to be."
That's because actually shipping a game involves an awful lot of compromise and sacrifice. When you're showing off early development, you're showing off ideas that might not make the cut. You're showing off the ideal that you're trying to hit. As you add more and more to a game, you need to optimise and cut in equal measure to keep it actually running. A visually pretty map might start to run like ass once all the advanced AI is running around doing this and that. So the compromise you end up making is to lower the quality, so it actually runs.
a swat game where they can't turn the lights out, it just sums up the lazy attitude. You just need to check out the pick lock animation for laziness, defusing a bomb is you standing there while the pliers float about in the air.
The best reason for not being able to turn off the power (other than the stated reason which is enough) is that it would lead to exploitable gameplay and would lead to the mission being played the same way every time. e.g. "Hello? Who goes there? Dimitri?? Are you messing with me again?" "Fucking drug addicts, they forgot to pay the power bill again. UGGHH I'll go check it out." and if suspects indeed would suffer an accuracy nerf from being in darkness, then there would never be a reason NOT to turn the power off, so it might as well just start being off anyway since every player would opt for the most optimal mission parameters.
I don't know if it's really a good reason. Placing the breaker box halfway through the level (where some clearing is necessary before accessing it) or having it only cut power to certain areas could provide enough nuance to prevent it from becoming stale. Could also lend more depth to suspect equipment. Flashlights, etc.
and I'm begging you to the devolopers Please The picartini rail are have four sides of it would you please make it useful !! and I wish I could play in a patrol police uniform as well
Janky zero hour has power cut off and makes a great gameplay mechanic. This game needs an update, its coming up to 9 months wiith nothing at the minute
Those clips on repeats hurt real bad to keep rewatching, big nausea from that, would have been nice to have more scenes or references, or even areas where it would be good to show the use of the iteam. Rather than repeating the same clip over and over.
Dead game. Snail pace development. But at least we get biweekly dev blogs about which type of shoes the art team is working on as they update the game once or twice a year.
I think the real reason the devs do not want to have a light box or something similar to toggle the lights in a building is that it would require the AI to actually be affected by how dark an area is 🤯🤯🤯. These devs are being lazy and need to follow their promises. Their trailers made big promises, and people pre-ordered their game because of those promises.
Ready or not devs are my least respected people. They hyped me up and then absolutely disappointed me. The only game I've ever pre ordered and I'm still not enjoying it. **** Void.
"due to engine limitations" Bitch i could go on roblox rn and make a Raytracing lamp with light switch in a heartbeat. But these professional game devs are struggling with simple things like that?
because the roblox engine has a rather simple implementation of raytracing, you expect that from a game made on a completely different engine? The simple answer is they made a decision early on to prebake the lighting on all the maps, you would have to redo all the maps to have dynamic lighting and shocker dynamic lighting probably kick performance down the gutter again. This is an example of tech debt, they made a decision and now its too late to fix it without wasting way more time than it really is ever worth to implement it. Players were already pissed about no updates from Adam to 1.0 (which honestly there should have been a beta patch to hammer out the bugs for 1.0 sans the new content) but do you know how long it will take to get this done when they have 19 maps including that stupid police station.
I honestly would not play this game for the pvp, as there's many more shooter games famous for the pvp. What would be cool is instead a custom map/mission creator tool, where players can create new missions for others to face.
Fix those stupit AI FRIST then go for pvp. Police going lethal cuz they have to. Why police sim game want to make pvp this is not military game bruh. Why update make game even worse. Stop it. STOP IT.
You could use the tactical ladder on crack house if you wanted to clear top down
Where is the ladder?
@@sambosak the back of the house under a window
@@wyk3548 Thank you so much!
Light baking is a process used to pre-render all the lighting information in a level, and apply that on top of the textures.
The game is then downloaded with those modified textures with the lighting information, and it allows the player's computer not to re-render all the lighting information again.
It allows for better lighting, and faster.
One of its drawbacks however is that switching the lighting (for example from day to night) requires to switch to a different set of textures, which :
- Increases RAM usage
- Increases map sizes
- Thus increases download sizes
- Thus increasing load times
- Requires more artists to work on a single level, to setup more lights
- Requires more times for the artists to bake all those textures in the game, thus makes the workload less efficient
Overall, it is a great technique, that has been used for decades for its effectiveness.
But if VOID wants to add power-switching, they need to practically remake all the existing maps, and deal with all these drawbacks (which will send people complaining for sure). So it really isn't laziness on their part, it is a deliberate choice to deliver more quality content, faster, and with higher standards, at the cost of dynamic lighting.
PS : About the custom maps who do that... Well, it was in the mind of their developer from the start, and they decided to tackle the problem from the start. I'm not saying it is impossible, just that it requires a lot of extra effort and more inconveniences for the players.
I definitely understand why they didn't want to have a power box to disable lights. The amount of work they'd have to do would be almost a detriment to everything else they are and were working on. Some will blame it on laziness but they fail to understand why it would be such a setback if they suddenly started working on every maps' lighting, we'd probably wouldn't see any progress on anything else
@@ericinhifi no excuse bro.. zero hour has it and they have way less resources than Void
@@kamaljitbains5735 it's an entirely different engine bro
@@kamaljitbains5735 it's not about resources anymore it's about content that will keep players coming back every update. if Void ignored everything else just to redo lightning, the rest of the game would suffer. If anything, content and AI updates should be priority before aesthetic updates. I don't even agree with map changes that change the entire map.
@@kamaljitbains5735
what you are asking void to do is rebuild an entire two story house that's currently getting insulation put in because the basement isn't as big as you wanted it to be, even though it was purposely designed that way to make the house much easier, cheaper and more efficient to build.
on a side note, my father is an architect, and he absolutely despises house owners. I think im starting to understand why now.
One thing I'd really like is media, news coverage, live reporter etc. cinematics based on your performance in the level. If you die, it'd show a semi-sad cutscene where the news reporter would announce you KIA and your team having to retreat, after the "OFFICER DOWN"-screen. (Maybe hours after the incident, not like they'd be on scene, but depending on the level of course)
I think it'd be pretty cool, making it a "REPLAY FOOTAGE" type of mode after completion, it shows all your movements, suspects with a photo and some "commenters" which would be pretty cool.
vehicle infills would seemingly be a relatively easy feature to realise seeing as a lot of games use cinematic movement sequences as a hidden loading sections to cache shaders for new map areas, I'd assume if implemented they'd just replace the current deploy screen n like u say it might be something they decide to only use in SP.
They were already implemented on one of the maps in the NDA version but I assume he cannot mention it due to the fact that it was indeed NDA.
It worked with coop too (many POVs)
@@Meme-to2qq sounds cool, I can barely remember the early supporter version myself, games come such a long way but they did a devlog showing all the new motion capture for mission infils which should be neat.
the tactical ladder was available for use in pvp builds. it was placed into the game world, then fell with physics or when bumped by a player. this could act as a bridge to cross gaps or ascend steeper angles
sierra team was previously playable, and acted as entirely different bodies, not just a scopecam
truck deployments were previously implemented in game
that isn't full hotel-- hotel was meant to have all 5 floors in one level, a hotel redux is coming anyways
I hate that the devs are just making one update for a whole year, and the worst part is when they released ADAM update they completely broke farm, the shader is just disgusting on the map and the ai is worse than old Brisa, after eight months they didn't even bother to try and fix these issues, instead they focused on making shoes, video contest and the "big" 1.0 update which only comes out by the end of the year, I like the game, I put 333 hours in it with my friends but It gets boring when we play the game without any new official map or features, at least what they could've done is release new maps one by one to keep us entertained and fix the existing issues like farm
Agreed they are borderline fucking stupid. They killed their game.
I'm curious to know your thoughts after the 1.0 update, I haven't played extensively in the past but I was impressed with what I saw after 1.0 only with having played minimally in the years prior.
I personally want to see functional laser/light combos, high/low ready, and the halligan bar!
High and low ready options are already a feature
@@sefs257 Comment was made before 1.0. Still not entirely satisfied, would like to be able to do either on the fly like Ground Branch.
@@jty1999
Hopefully mods can achieve these features if theyre not implemented to peoples liking
@@sefs257 That would be pretty amazing
Void right now: "Ah, some -idiot- will mod it in for free, why bother. YAAAAWN"
Seems like the devs aren't even aware of what's already been done by smart modders. "Children of Taronne" (SWAT4 or Not) already has the ability to turn off power, and "Hot Coffee" already lets you act as a marksman. Are the devs seriously unaware of this???
children of taronne does not use the same lightning system as void does. void bakes the lightning into the map, making it impossible to change dynamically since they would turn off the lights but 99% of objects in the map would be unaffected and still look like if it was lit.
i'm not sure why they chose to do this as manipulating visibility is a pretty important part of tactical shooters, and the version of ue4 they are running completely supports fully dynamic lightning, as seen in children of taronne or similar games like insurgency or ground branch. it's weird because i'm pretty sure this is also why their reflections are complete garbage, since they're not 100% dynamic and are rendering completely random baked things
it cant be for performance since the game barely runs, so i legit dunno what's going on internally
@@ahzidaljunproof it's laziness
@@antoniohagopian213 Proof of the issues that occur as a result of switching baked environments mid-game. Mods can do it at a cost of lower level light quality. Void can do it at a cost of using a shit ton of ram, generating lag
@@antoniohagopian213Proof that they care about Low specs player. Think before replying.
@@GloriG_C17 People need a face. Do you need one?
6:21 Killzone 3 did this on the Operations multiplayer game mode. That was on PS3, back in 2010. It’s GOTTA be possible
I'm so damn happy that someone else remembers Operations, shit was so damn cool feeling like a "more involved" PvP match
There are modded maps that both have day and night. You're right on calling it laziness. Their latest update blog were all about skins. I just wish more devs would focus on real significant content for once.
It's definitely not impossible to have both night and day variations, it's just time consuming. Still... I don't think it'd be the end of the world if they had a handful of maps with different times for each scenario.
People like bringing up the custom map with the power disabling option too, but one thing I say is that it's not nearly as dark as it should be even with the power off on that map. You don't even need NVGs with the power off either. So, I'm still assuming there are some more moving parts there.
Skins and customization are good, but unless there's substance then it'll just continue being tactical SWAT Barbie. We need some conversation around new maps, AI improvements, different times of day, laser/light combos, etc. Radio silence doesn't help their situation.
The worst is their silence. A year of nothing, a disappointing 1.0 launch and no further updates since November.
There was also many scrapped animations like instead of bagging all weapons RON had weapon disarmament animations, u can choose dialogue on civilian and suspects, rough combat arrest animation when suspect dont wanna comply etc i saw that from yt channel named scp lewd something
Yeah I can't share those though :/ That's all under an NDA from way earlier.
@@OfficialInvictus those aren't under nda lmao
@@Foxtrot19
Dev updates from before the PVE alpha was released isn't under NDA? The discord specifically states any dev log videos posted prior to the release of the PVE build in December of 21 is under NDA. Not sure where you're getting your information but I'd love to know.
@@OfficialInvictus the live content itself was/is able to be accessed in public builds, making it fair game. I myself have several videos of publicly available scrapped content on my channel, including weapon-clearing pickups, developer menus, and more.
quite literally every aspect of the cut content could have been introduced prior to go live. And considering everyones comments about lighting. As of 1.0 there's maybe, 3-4 levels that would benefit to cutting the power. So it's not as if they didn't have the time. And as theyve already either cut entire levels or remodelled entire levels, they could have had this in mind...but they didn;t.
We are at a point in time where it's not the tech limitations holding the industry back, it's the developers themselves.
A common, fundemental misunderstanding shared by non-developers is the idea that because they've seen X in another game, it must be doable and/or easy in Y game. There are always, always compromises and concessions and Void made the right call ditching a basically not that valuable feature (turning off lights) in order to use baked lighting (lighter on the system, bounced lighting can look better).
For Corperations, yes. However this team is much smaller, they don't have the resources and yes, the engine is limited especially when you have to deal with optimisations
On the power turning on/off. They use pre baked lighting on maps, that means that most shadows/highlights, light in general etc. are baked into textures ans shaders when they push level into live game. And only few light sources are dynamically rendered when you play. With current implementation of lighting system they will need to rerender all levels with lights turned off, and then write code that will swap whole map textures and effects when you turn off the lights.
Man im dying for a feature where we can turn out the lights or at least shoot them out… would make it way more immersive and make nvg actually useful!
Zero Hour has it. The AI even reacts to it, as they turn on their weapon lights, search for you and try to turn on the lights again. While not perfect, it does a lot of things better than RON. It also has a PvP mode that can get really exciting, but the playerbase is dying...
I'm disappointed regarding the lighting as to me that takes away tactical options but I can also understand why the decision has been made.
I might be in the minority but I'm glad to hear that the PvP side has been pushed onto the backburner for whenever they get to it as opposed to prioritising it.
Given the most recent updates I can recall relate to personalising your team member as opposed to anything resembling meaningful content or features I'm becoming somewhat apathetic towards RoN at this point. Team personalisation is a welcome and potentially impactful feature but it feels like something that should be lower on the list given the slew of missing features, equipment and content.
I can't help but feel as though the overall development progress for Ready or Not has been very slow to the point where it seems as though many people are reliant upon the excellent work being done by the modding community to fill the void between updates (the patrol officer mod looks like it could make a superb full feature adding a new perspective/dynamic to the game). Perhaps there is a reason for the slow progress but ultimately I end up comparing it to Zero Hour. Perhaps it's just in my mind but Zero Hour seems to have made significantly more progress over a much shorter period of time, with future updates and features still to come.
I like the idea of a PVP, however, I would prefer it be like SWAT 4 with one uniform style of player for each side, with minor customizations. The ladder, drone stuff, who cares. The sniper part, I miss that a lot, but it had limitations that were frustrating in themselves. The inability to snipe a suspect you could see, for whatever reason, who knows. I would love a deployable snipe that you could station at various points of the map, that would be cool. The deployment cinematic at the beginning of each scenario would add some real immersion I think as well. Thanks for your feedback and the video...
I wonder if the PvP would be like siege in certain game modes were you defend hostages or defend a bomb site 🤔 (I’m talking about comparing of game modes only not gameplay)
I hope 1.0 isn't going to be a glorified patch, but instead be a feature-complete update for RoN.
I get a bit annoyed when inde devs do a full retail / 1.0 release and their game is in no better shape or worse than the early access build.
Well ain’t you going to be happy now it’s released? 😭
It's a glorified booty stinking update
wrong@@PandemicGameplay
@@dylancounte1448 1.0 is great, give me a break
@@dylancounte1448 you people are ridiculous. Lmao
Hotel XXL map was one of the best, hope to see it again soon.
It's gone...
They need to add fast walk and prone animation
Fast walk would be cool. Right now we have Low-Ready which is sorta like that.
I have to disagree with Prone though. For SWAT operators, the idea is to clear the location and save the day. Can’t really do that in prone. Being overwatch would be interesting but at the end of the day the emphasis is on CQB so it’s all about being fluid.
You have a point but there is no clear position distinction in the game, if someone in the team wants to be overwatch some guns in the state of not laying down the aim is very unstable such as m24, there is really no suitable scene to use it. Of course, I also think it is acceptable to not have prone animation, but this game does need to fast walk to improve the speed of crossing combat zone and pursuit situations, because some bots have very powerful machine guns and walk straight through even if you hold shield, it will be dangerous. Secondly, I think this game can add the setting of knocking down teammates and dragging them, which will further improve the sense of engagement in the battle. Sometime bots will be knocked down and they still hold their guns,but players will directly die🙂
@@supirritogai1820 agreed!
@@supirritogai1820yeah current game it's hard to use the speed part of speed surprise and violence of action.
I understand the desire for PVP but I really wouldn’t want a PVP mode. I have enough fun playing even vanilla maps with a full squad and no two runs are ever the same. If I want a hyper-competitive game, I’ll go to R6. This game’s focus on being the good guy will be undermined by enabling players to kill cops and being rewarded for it.
one thing u missed is a haligan bar its a tacticool crowbar they showcased an animation and model after one upfate havent heard of it since
Yeah I remember that. Haven't been able to find the post they made.
still hopping it comes thogh its a super unique tool dont see it in a game outside of cutscenes almost at all
@@OfficialInvictus
I'm a developer myself, though not in the video game industry. Still, I feel somewhat deceived by the Ready or Not team because they showcased the ability to turn off lights to use night vision, yet when they started developing the lighting logic, they didn't consider it at all.
They did but the cost is higher than the benefits so they scapped it altogether
Zero hour is ran on the unity engine..RON on Ue4.. Zero hour has the ability to turn off the power..They are bullshitting they just dont want to redo all of the levels..
They should go back to the lighting, as sometimes the current lights fk up the shields pretty bad.
im okay if they dont add any of these but it would make the game more realistic or whatever but all i want is the swat ai to be reworked
100% this, better swat, civilian and suspect ai, maybe some new maps and more modes are all I care about at this point.
Features present in a trailer but dropped later are not simply "unfortunate" it's called false advertising :).
Ladders are still considered, but they were more intended for the PvP mode back when that was a focus.
I miss the laundry mat in 213 park homes
It would be really cool to have rappelling ropes like in Zero Hour.
Zero Hour gameplay with the customization of ground branch and the presentation of RON would be my dream game, especially if someone managed to create believable AI and a structured campaign...
Zero hour (who have a way lower budget) had outward swinging doors and the ability to turn the power off, don't really see why RON can't (unless it has somehthing to do with the game engine or something). Even SWAT 4 First Reponders could make swinging doors and that was a mod.
Definitely isn’t an Unreal Engine limitation as it is a dev limitation. I’ve made dynamic lights in mod maps for other UE games, including RoN. I wish it was something that was going to be added
Im sad about the sniper feature getting taken out that is a cool concept and idea
Absolutely maddenning reading comments from ignorant people about how Void are "lazy" or whatever because they cut X or Y, or didn't add Z. The sheer amount of work that went into designing and making this game is incomprehensible. It's not above critique at all, but how quickly people jump to assuming the developers just don't care is kinda insulting. It's always shifting goal posts too, like it's never enough. RON is kinda an incredible game when you look at it but people always have to move the posts back and claim it's half-baked because you can't turn off individual room lights or whatever.
So you're just naive then? They do not listen or interact to their playerbase, Early Access was just a bunch of blog posts of things no one cared about and their 1.0 release made the game worse than it was in EA. Also, many of the things we want from the game is already in cheaper games with way less budget, like Zero Hour. If Void is not lazy, they are incompetent or just do not care about the game their customers - us - want.
PVP? Mate I'm still waiting for that campaign mode, if it doesn't get scrapped like it happened with Ins Sandstorm.
whats the game size and install size for RON ?
One thing that is in almost every trailer but isnt in game is tight masks and balaclavas. I would love to see them.
They have been in the game for a bit, and they were around before 1.0 (Where they got removed, weirdly)
Gotta use the bottom 3 operators!
@ i had mo idea this was a thing, lord 97 hours in and i never thought to look.
If I remember correctly, I think some of the earliest trailers showed dynamically adjusting your stance height (might be shown at 3:35), and gradually opening doors like Rainbow Six 3
It was a nice feature but Codkiddies thought it was too slow and cumbersome.
Shift+ ALt+ S or W. This let you ajust your height
Rainbow Six 3 is one of my favourite games of all time. Dynamic stance was more trouble than it was worth and I never use it. Door wheeling is just a clumsier way of doing what Ready or Not does; peek door, open door. Complexity does not equal better game. These experimental ideas proved to be basically clumsy and lacking in actual application back in the mid 00's. We don't need to repeat old mistakes imo
The ladder was available in the game in either alpha or beta. I also remember a battering ram.
battering ram is in 1.0
What happened to that side stepping animation suspects used to do. I always thought it was on of the most realistic ones you would expect gang members to do
man, ladders would be so fucking sick
i don't think ladders would change much unless they remade a bunch of maps or added like 10 new ones where the ladder wouldn't be useless
@@nextinventions8412 Most levels don't even need them tho. Only one I can see it working would be Twisted Nerve, End of the Worlds and A Sinous Trail.
that's what im saying@@Aurora-bv1ys
Theres a lot they need to add to the game. I dislike how NVGs are almost worthless and how you cant shoot out lights.. or turn them off. (Since thats pretty real) Wish there were spawn options for infiltration.
More guns and certainly more attachments.
Nah this is you being dumb. Read the mission briefs for literally any mission, you are never "infiltrating", you are always responding to incidents in progress. The problem with the reviews people like you leave is that you don't want Ready Or Not. You don't want a story based SWAT shooter. You want to be Navy SEAL John Wick and clear room after room of generic bad guys. SWAT doesn't shoot out lights, there is an argument to be made for shutting off some lights. But backup generators are likely present at several locations. You couldn't cut power to a hospital, and again the whole point of the missions is usually "WE NEED YOU ASAP THERE'S NO TIME!" So shutting lights off doesn't make much sense there either. There are dozens of weapons, every major military issue assault rifle and sub machine gun is included from a standard M4 and all it's variations to a G36 to an AUG, to an AK, to an FAL. But people like you won't stop bitching till you can put an exact replica ACOG on a hi point in game.
Hmm the movement is so sluggish, and feels run of the mill ... some simple mechanics that could give a heap of CQB : when "slicing" a room from the outside your concealed from guys inside untill your 90° (directly face the room), youd likley pop / snap to beat a potential threat, also to clear the corner youd quickly pop, we have a crap lean + free lean whilst simultaneously moving . A subtle simple thing but gives realistic and Tactical advantages. Also perhaps some hotkeys we can set so we can snap to that direction, left, right,rear face etc in terms of bailing out / reacting under fire .
Should the needed AI work be done, no point having classy enemy behaviour if you cant respond effectively. .
Im still upset that they removed sprint. What kind of SWAT officer refuses to get to cover quickly when under fire???
It ain't that chief, think about it. If you could sprint, so many people would be bolting around like COD and it isn't that game. You're supposed to be careful with your positioning so you're not caught out in the open, to begin with. It's a deliberate design decision, ain't anything to do with realism.
I think a simple and effective solution would be the thing out of six days in Falluja: when your character is under fire, you get a short boost to your movement speed to get to cover. I think that would be useful in RON too
9 bangers in basegame would be nice, not just modded
"engine limitations" sounds like a hard cop out tbh
Yeah, it's rubbish. They use Unreal Engine 4 for christ's sake. There are no limitations, just laziness.
@@dingickso4098 They're moving the whole game to UE5 now too.
Sounds more like developer limitations
Big thumbs up for the Deus Ex: MD - TF29 Soundtrack in the background :)
I just want the haligan bar to come back, its already animated idk why they wont add it
coulda sworn the breakers used to be interactable in the past, could just be my memory mixing up RoN with Zero Hour :/
Zero hour is like a competitor to ready or not, and if you ignore its physics and textures, it is better than RoN in terms of content. it has K9 dogs, you can kill the lights since pre-release, PVP, and you can actually see something when customizing
"Better than RON in terms of content" it still has no SWAT AI so no, fucking lol no.
@@0lionheart it's pvp not pve lol and when you play ready or not with friends there's no swat AI anyway
@@seyrow6748 If it's purely PvP then it's not a competitor. People want RoN to focus on PvE.
They removed masks, didn't they?
I want back the balaclavas from the trailer.
I am extremely disappointed with Void Interactive. Myself and many others purchased RoN on the promise of tactical ladders. We were lied to and basically robbed. I have been banned from the RoN subreddit and have no other forum to voice my grievance. Myself, and the ladder community as a whole, need an answer from VOID. Shameful.
That game website looks super sus. Farcry 7, Outer worlds 2, COD slipstream ? How many viruses are in there lol.
I think PvP would just kill the whole point of the game
SWAT 3 and 4 had PVP, though. Even if it weren't promised in initial trailers, some would feel disappointed by the lack of it.
Exactly pvp is possible just make a real version of r6 siege. If other dont want to play pvp dont.@@TheTimoprimo
When do we have a sensitivity slider for aim down sight? Please we are a lot to ask this
What i see and what i get feels like a scam
I am getting a wiff of a smell of vaporware..
0:13 Far cry 7??? I know for a 100% fact that isn't released nor has it been announced so I'm guessing that's a scam
yeah lmfao and call of duty slipstream, battlefield hardline: criminal activity.
I just wish they kept the IFF for red/blue/gold
So basically the devs dont care is their excuse for lack of content lol
Mission creator?
Is the gameplay in the background an upcoming update?
This is exactly the reason I don't follow videos on games they show off before releasing. Half of the shit portrayed, including graphics, are never up to the anticipation since they always downgrade games before release. It's always an unrealistic "what could be" and never the realistic "what it is going to be."
That's because actually shipping a game involves an awful lot of compromise and sacrifice. When you're showing off early development, you're showing off ideas that might not make the cut. You're showing off the ideal that you're trying to hit. As you add more and more to a game, you need to optimise and cut in equal measure to keep it actually running. A visually pretty map might start to run like ass once all the advanced AI is running around doing this and that. So the compromise you end up making is to lower the quality, so it actually runs.
@@0lionheart So in short, you might as well show them Duke Nukem 3D. Doesn't matter. Like I said, I don't follow early builds and shit of any game.
Fuck the ladder… gimme a damn sniper mission 😢
a swat game where they can't turn the lights out, it just sums up the lazy attitude. You just need to check out the pick lock animation for laziness, defusing a bomb is you standing there while the pliers float about in the air.
Ready or not isn't a triple A game, and the game just released. Give it some time and im pretty sure alot of things will be more polished.
Wait, PVP was cancelled? What the hell? That was half the reason I bought in early access!
Ready or Not is starting to look like a big disappointment
It is not
Do you have an update on the patrol officer mod ?
I haven't heard anything. Last I checked it was done.
Thanks for the update, greatly appreciated @@OfficialInvictus
Honestly given the devs use AI art in the game, half of these features probs just got dropped out of laziness lmao
So basically all these games are a waste of money since they are not willing to do what is necessary to maximize the game.
No?
Ready or not isn't a triple A game, and the game just released. Give it some time and im pretty sure alot of things will be more polished.
The best reason for not being able to turn off the power (other than the stated reason which is enough) is that it would lead to exploitable gameplay and would lead to the mission being played the same way every time. e.g. "Hello? Who goes there? Dimitri?? Are you messing with me again?" "Fucking drug addicts, they forgot to pay the power bill again. UGGHH I'll go check it out." and if suspects indeed would suffer an accuracy nerf from being in darkness, then there would never be a reason NOT to turn the power off, so it might as well just start being off anyway since every player would opt for the most optimal mission parameters.
I don't know if it's really a good reason. Placing the breaker box halfway through the level (where some clearing is necessary before accessing it) or having it only cut power to certain areas could provide enough nuance to prevent it from becoming stale. Could also lend more depth to suspect equipment. Flashlights, etc.
@@dawdle2774 that would make more sense
@@dawdle2774 actually i’d be cool with that for sure
and I'm begging you to the devolopers
Please The picartini rail are have four sides of it would you please make it useful !!
and I wish I could play in a patrol police uniform as well
Janky zero hour has power cut off and makes a great gameplay mechanic. This game needs an update, its coming up to 9 months wiith nothing at the minute
I feel like they should add a riot level. We have tear gas launchers and most people probably barley use them
I feel like you should just keep dumb opinions to yourself.
I just want to know why the game is fucking 92 gigs? Re4 remake was only like 45
They haven’t optimized yet it’s not a finished product yet
@@JustmeIguess bruh its been out for years now
@@burtbiggum499 it’s still early access
Those clips on repeats hurt real bad to keep rewatching, big nausea from that, would have been nice to have more scenes or references, or even areas where it would be good to show the use of the iteam. Rather than repeating the same clip over and over.
This feels like what happened to rainbow six siege
Lost all hope for this game. The really grabbed the bag and ran.
It seems like these devs do a lot of talking.
PvP is not for this game.
It can't handle a 5 player network.
And the OG SWAT community doesn't care about PvP.
You want PvP, go play R6S.
Dead game. Snail pace development. But at least we get biweekly dev blogs about which type of shoes the art team is working on as they update the game once or twice a year.
link
Omg calico gun HI!!
I think the real reason the devs do not want to have a light box or something similar to toggle the lights in a building is that it would require the AI to actually be affected by how dark an area is 🤯🤯🤯. These devs are being lazy and need to follow their promises. Their trailers made big promises, and people pre-ordered their game because of those promises.
The game needs PVP and ranking system to get continuous players for years. This game has potential to became realistic R6 Siege.
pvp lol..
The lighting just sounds like laziness to me
Yeah like old build was better than this poo which we got now, really, swat stories are now better, atleast u can control sniper lol.
Ready or not devs are my least respected people. They hyped me up and then absolutely disappointed me. The only game I've ever pre ordered and I'm still not enjoying it. **** Void.
Lmao and yet ea realizes battlefield 2042
@@JustmeIguess I never had high hopes for new battlefields 😁
hi
pre 1.0 was much better.
K9
Embarassing. Even zero hour got more content than this.
"due to engine limitations"
Bitch i could go on roblox rn and make a Raytracing lamp with light switch in a heartbeat.
But these professional game devs are struggling with simple things like that?
because the roblox engine has a rather simple implementation of raytracing, you expect that from a game made on a completely different engine? The simple answer is they made a decision early on to prebake the lighting on all the maps, you would have to redo all the maps to have dynamic lighting and shocker dynamic lighting probably kick performance down the gutter again. This is an example of tech debt, they made a decision and now its too late to fix it without wasting way more time than it really is ever worth to implement it. Players were already pissed about no updates from Adam to 1.0 (which honestly there should have been a beta patch to hammer out the bugs for 1.0 sans the new content) but do you know how long it will take to get this done when they have 19 maps including that stupid police station.
maybe because roblox and ready or not are on completely different engines and roblox has less input required?
I just want the M16
(I like the retro gear)
I honestly would not play this game for the pvp, as there's many more shooter games famous for the pvp. What would be cool is instead a custom map/mission creator tool, where players can create new missions for others to face.
ah yes pvp, pretty sure it'll be rainbow six again
EXCACLY WHAT DID HAPPEN TO THESE FEATURES THEY RUG PULLED THIER FANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I make my own pvp.
You join a lobby and just friendly kill everyone? XD
@@penedrador Yes, and i throw cs gas when nobody but me has a gas mask!
Fix those stupit AI FRIST then go for pvp. Police going lethal cuz they have to. Why police sim game want to make pvp this is not military game bruh. Why update make game even worse. Stop it. STOP IT.
You point all this out but still go on to shill them once 1.0 releases, Invictus.
I'm not sure where you got this idea from.. but this video wasn't created to diminish the quality of the game.