Zach Karev · Senior Game DesignerRegardless of lighting conditions, the glint is there. And that is because of how powerful these weapons are, and these things are needed to essentially say, hey, there is this incredibly powerful weapon aiming on you. You have time to react if necessary. They have to line up their shot on you and so on and so forth. So it is visible during the night. I'm aware that is controversial. And if anyone has any good alternatives they'd like to suggest, please give feedback. We're more than open to hear it. But this is a very gameplay-oriented thing.
Nick · Systems Designer III, Core GameplayZach and I, we had a playtest the other day with our lead, Torsten, other Torsten, not Nook, Lehmann. And I really want players just to have a go with it, because I think it really adds to the gameplay, especially when we want to make snipers really powerful, especially the .50 cal snipers like the P6-LR. We really want them to be beneficial and really reward that gameplay. But at the same time, it needs some sort of balance. It needs some sort of counter to that. So I think, especially with the angles that Zach mentioned, at first it's a bit like, oh, I'm not sure, but once you give it a go... Like the crosshair: at first, when we were talking about the crosshair, we were like, how are we going to implement it? And then after you've been using it for a while, you're like, actually, this feels great, and we can't imagine not using it now.
Zach Karev · Senior Game DesignerYeah, the key thing is when you look at people, especially in places like Jumptown, where it's very dark, it's very hard to see things, and you have a sniper. And currently, we obviously don't have the most fantastic post-shot feedback for the snipers. For example, we don't have the really obvious tracers, we don't have the really obvious muzzle flash, and the audio doesn't go far enough, and things like that. So we are aware of those things. But it's very hard to see the sniper at Jumptown, and it just leads to this kind of degenerate play style where someone is not engaging with Jumptown, right? They're there to just sit and be a sniper. They're not contesting Jumptown. They're not doing it for their team. And there's a couple of examples of this, and it's healthy for the game.
Zach Karev · Senior Game DesignerOne more thing I will add on this as well. I've seen some comparisons to other games and looking at glint and stuff. Our glint is a lot smaller. Our glint is a lot less obvious. And obviously, we only showed one distance. But you'll see that the glint is not like the light of God itself looking at you.