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Greetings, Agents!

Since every game could be improved, we're really looking forward to your opinions on Phantom Doctrine. If you have any improvement suggestions concerning game features or mechanics, as well as potential requests for future additions, please discuss them here.
Post edited August 14, 2018 by CFG_Hitch_
I only had 1 issue before i even got to install it, that is skin color change. How do people change their skin color IRL? I mean i get small changes like getting a tan but full on skin color customization shouldnt have been part of a new identity in the game. However, on first time hiring i very much appreciate the choice of skin color for my operatives.
Hello,

Reviewers seem to be really dissappointed with the weird line of sight system which allows characters to shoot through obstacles when they should not be able to. And this leads to lots of quick loads of savegames.

Is this a known problem ? Do you intend to correct it ?
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Wirb: Hello,

Reviewers seem to be really dissappointed with the weird line of sight system which allows characters to shoot through obstacles when they should not be able to. And this leads to lots of quick loads of savegames.

Is this a known problem ? Do you intend to correct it ?
I heard about that before. Didnt have issues with it yet but it sure seems weird and unusual.

PS: What this game really needs is stackable upgrades and crafting. Going to the menu all the time to set something new up isnt effective.
A feature that would be helpful is to see what language is spoken the cities you send your agents into
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CFG_Hitch_:
I have two big ones.

The biggest one - I'd LOVE a way to pan the camera with the mouse. Maybe hold the middle mouse button? I enjoy playing turnbased games "one handed" at times - it's a bit jarring to have to keep a hand on WSAD to pan the camera (without moving to the edge of the screen). I like to lean back in my chair and pan around a bit at times and being able to move the camera with middle mouse held down is a big help.

The second one is general tactical map stuff. Maybe it's just me getting used to the map, but open doors could be a bit clearer. It's a gorgeous map view, but sometimes a lot of realistic effects (fog, dim light, etc) can make it a bit hard to see something as simple as a room that has an open doorway. It might be just me and my eyes getting used to the UI in a new game, but I'd like to work a bit less to see things like ways into a room, "chests" I can open for loot, etc.

Or maybe it's your intention to have the user really have to parse a map to get to things like this, in which case I can respect that and I'll adjust accordingly.
Being able to freely zoom in and out (analogous to camera rotation) would be quite the improvement, as far as I'm concerned.
The current default zoom is a bit too close for my taste, and having to press and hold down 'V' for the more zoomed out view is anything but optimal.
In my humble opinion, you NEED to disable endless waves of enemies or at least set timer for waves for 10-15 rounds.
In the first part of the game (level 1-10) character simply cannot win against enemies. I had to lure enemy agents near evac sites, then time their death so evac arrives exactly as enemies close on my position. Endless waves of enemies completely kill any reason for firefights in your game.
Post edited August 15, 2018 by Yunipuma
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GumbaMasta: A feature that would be helpful is to see what language is spoken in the cities you send your agents into.
Didn't have much of a problem with this to be honest.

In fact, I really do appreciate a game (or any game for that matter) that respects the player's intelligence and capability to figure out things for themselves.
If at all, this should definitely be optional.
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SarahAustin: I only had 1 issue before i even got to install it, that is skin color change. How do people change their skin color IRL? I mean i get small changes like getting a tan but full on skin color customization shouldnt have been part of a new identity in the game. However, on first time hiring i very much appreciate the choice of skin color for my operatives.
Brainwashing people, turning them into sleeper agents and (re)activating them via trigger phrases isn't exactly a commonly accepted or scientifically proven thing in real life as well.
Post edited August 15, 2018 by Swedrami
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SarahAustin: I only had 1 issue before i even got to install it, that is skin color change. How do people change their skin color IRL? I mean i get small changes like getting a tan but full on skin color customization shouldnt have been part of a new identity in the game. However, on first time hiring i very much appreciate the choice of skin color for my operatives.
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Swedrami: Brainwashing people, turning them into sleeper agents and (re)activating them via trigger phrases isn't exactly a commonly accepted or scientifically proven thing in real life as well.
So skin color being equated to mind control? New levels of racism right there.
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Yunipuma: In my humble opinion, you NEED to disable endless waves of enemies or at least set timer for waves for 10-15 rounds.
In the first part of the game (level 1-10) character simply cannot win against enemies. I had to lure enemy agents near evac sites, then time their death so evac arrives exactly as enemies close on my position. Endless waves of enemies completely kill any reason for firefights in your game.
Youre not a soldier, youre an agent. Youre not meant to have long drawn out firefights...I do agree on the endless reinforcements issue tho, that is kinda bad. They should run out of people to send at you at some point or at least take a lot longer to get there.
Post edited August 15, 2018 by SarahAustin
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CFG_Hitch_: Greetings, Agents!

Since every game could be improved, we're really looking forward to your opinions on Phantom Doctrine. If you have any improvement suggestions concerning game features or mechanics, as well as potential requests for future additions, please discuss them here.
I think you should add a percentile chance to miss mechanic for both for friends and enemy. It`s a good game, but the fact that the enemy can shoot from halfway across the map and is guaranteed to hit you is becoming a game breaker for me.

I also miss the tension of that mechanic too.

Other than that the game is quite good so far.
Post edited August 15, 2018 by Socratatus
Anyone who says you should add rng, or percentiles to hit is wrong. In the real world unless you're a really bad shot you hit what you aim at, maybe turn down rifle damage at extreme range especially through full cover.
My issues are I had an event happen where one of my agents became depressed and when I paid for the specialist and paid to let her go she took all of the gear she was equipped with, she had just been in my tac team so I lost so very good items, either a warning or simply a bit of code that takes all her gear away before she leaves would be nice.
Also I agree that it would be nice to see what languages your agents speak before you send them out on missions, I dont really need to know the languages of the area I'm sending them too. I mean I have gone through basic geography classes; but being able to see their languages makes it easier, right now I'm just giving them passports from countries that speak similar languages.
Edit: i forgot one thing that i have had a bit of an issue with. When you have those little side screen conversations, maybe either give us a *skkrsh* noise or move the subtitles to the middle of the screen or down by the action bar. i've missed the first sentence multiple times and its really frustrating, especially when its in russian, or maybe make it so that you have to click to activate the conversation.
Post edited August 15, 2018 by uuddlrlrbas
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Swedrami: Brainwashing people, turning them into sleeper agents and (re)activating them via trigger phrases isn't exactly a commonly accepted or scientifically proven thing in real life as well.
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SarahAustin: So skin color being equated to mind control? New levels of racism right there.
Not sure where that connection and conclusion came from, was merely pointing out that no matter whether something's possible in real life or not, as a game designer you can put into your game whatever you want and, within the game world's context, "make" it a thing that's actually possible.


As for another improvement suggestion:

Probably a shit ton of additional work for the animators but are a few more varied animation sets specific to gender and body type too much to ask for?

I'm all for equality and all that but think a line should be drawn when it comes to both male and female agents sharing the exact same animations. It's just odd to see female agents doing the same very unfeminine kind of straddle-legged half-squat running animation (during combat) that, in my opinion, should be exclusive to male agents.
Post edited August 15, 2018 by Swedrami
I would like more details in general. For example on perks leveling up "improves damage treshold" is nearly useless information. Some are easy to save and test and then reload if you don't like, like the perk that buffs HP by 20. Others are much harder to know if they are any good. It's practical to keep this kind of info vague during development since numbers are changed all the time but now that the game is released some details would be much appreciated.

Also as I mentioned in another thread. I don't know if this is intended but not having access to save files while offline is a huge dissapointment for me with a single-player focused game.