Ready or Not Devs - AMA

The replay feature desperately needs to be fixed. It was perfect before. Is it something that the devs are also concerned about and prioritizing now that the DLC has been released?
 
After the Home Invasion DLC, what's the next thing that VOID wants to focus on? And how long until we can expect the next major update? If you guys can answer that would appreciate it!
 
can you improve the damage numbers for ALL semi-auto pistols? i swear sometimes i hit targets 6 or 7 times before they go down.
for the revolver, can players just get an adjustable slider for fire speed? irl revolvers shoot MUCH MUCH faster than the in game revolver. feels like whoever designed revolver fire speed hates revolvers. should be able to shoot 6 rounds in in 2-3 seconds.
also requesting faster fire times for the pump action shotgun. the gun WILL fire faster if the user pumps the action faster (making the weapon ready to fire quicker), its just the player character moving painfully slow.
can you give players the option to customize the amount of enemies on a map? a lot of players used mods to add a hundred suspects, it was a lot of fun.
can we get the option for waaaaay more slots? and a quick deploy key for AI squadmates to throw a flashbang or CS gas.
can we get the option to change AI squads specific talents/squad effects? and the option for players to turn off AI stress. its a cool gimmick but it gets old fast.
and finally, can we get the different modes from before for all maps? hostage situation, defuse the bomb, active shooter. can you add the option to all maps to have door traps? and an option for players to select how heavily armed and armored suspects will be.

its a long list i know. thank you for your time.
 
Hi there!

First off, let me just say: Thanks for creating one of the best gunplay-systems in the tactical shooter genre. It's been a blast.

As much as I want to ask about gameplay features and revisions you plan on introducing, I thought I'd ask about something I haven't seen a lot of other players ask about:

Cosmetics!

1. I have nothing against the high-speed, modern options for plate carrier systems and head-borne stuff currently in the game, as a matter of fact, I'm glad you went that route and included things like the Crye AVS and FCPC as options for us to use, but why haven't you introduced some of the older assets used in trailers and promotional material for player-use? Things like the old heavy armor, Ops Core XP, and MICH 2000's with comtacs are seen in promotional material, but scarcely, if at all, in the game.

(S.W.A.T. Officers not in D-Platoon just outside the precinct wearing aforementioned kit)
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2. Do you guys plan on adding modularity cosmetics? I.E: Magazine pouches change according to what weapon your using, or possibly even reworking second-line equipment (plate carriers/vests, belt/webbing) into actual plate/soft-armor coverage and load capacity?

3. Clipping

(Ballistic Mandible/Mask is the most egregious example.)
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(Doesn't fit on Team Wendy, or ARC rails. It is also noticeably misaligned from center of goggles and helmet)
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It. Is. Everywhere!

Some level of model-clipping is inevitable; I totally get that, but the worst of it has been in the 1.0 release for a long time now. Chances are you guys already know about this stuff, but how far up on the totem pole of, "Things to fix/implement" is this sort of thing?

Thanks for reading!
 
During the current climate of the games industry, would you recommend aspiring devs to into game development or pursue other programming fields?


If yes, then would you say its better to join small indie team/publishers or giant AAA teams?
 
My question is for Sterling:
WHERE IS PVP!!!
Ok sorry for shouting 😂 but the game was advertised as having PvP at full release and there is still no sign or mention of it.
I know a lot of the player base may not want it but they don't have to play it, a good PvP could see a lot more players picking up the game.
Thanks,
BoomerChris
 
As a player who's suffered through a Hermit run, thanks for doing this!

First, I think these are the most outstanding bugs that most players encounter regularly:

1. The community has complained about this for years: finding the last NPCs is extremely tedious and can take longer than the actual level does. The "Search and Secure" command is often broken, with officers assigned to it getting lost or simply standing still. Many players (including me) have not even seen the trailer units at work months after they were implemented. Is there a reason why rescuing all the civilians is mandatory for soft complete when SWAT units aren't usually in charge of this duty in real life? If so, is anything being done to fix this?
2. SWAT AI pathfinding breaks on larger maps like Relapse or Hide and Seek. Officers get stuck and don't respond to commands or react to the environment (for example, yelling at the player to get out of the way instead of taking two steps to walk around them). Any plans to address this?

For other questions:

1. Props to Void for paying out bounties for UE5 open source modding tools. Has this made RON easier to mod? Does the planned modding SDK include only level design tools or more access to the underlying engine and mechanics?
2. Ragdolls often glitch out and/or clip in to the world geometry, and NPCs clones are often seen on the same map. Will this be fixable by the devs or by modders?
3. Is there a reason why the hotel and the hospital levels are so dark in some areas?
4. As other posters have stated, Commander Mode is very shallow and for a campaign the levels aren't even in chronological order. Any plans to add some depth to the squad members or other features of that mode (revives, xp, more squad/weapon progression options, etc)?
5. In a game about room clearing, human officers and suspects/civilians can still open doors telepathically. Is there a plan for more advanced environment interaction (e.g. a system like Advanced Warfare) or at least a left hand animation (e.g. Tarkov, Outlast Trials, or most games)?
 
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Is there any plans to model more police cruisers for scenery of new and existing maps? Such as SUVs and other type of squad cars. And would they feature a similar system such as the randomized or character specific licenses plate, except it changes the livery of the squad car, such as a K9 Unit livery, Gang unit, and other roles in the LSPD, As well as other types of police agencies, such as FISA, and so on. Also when will heavy armor model get a revamp, it's model is definitely dated and needs some love.
 
I've been playing RoN for nearly 3 years at this point, so i thought fit that i might ask 3 questions.

1: Are any of the Early Access map modes expected to make a return? I loved the extra game mode options (especially hospitals modified map boundary for bomb threat and active shooter). These modes added a lot of replayability, challenge and communication for appropriate loadouts in our unit and I would love to see a sliver of them return, even if only in a mod pack.

2: What prompted the vast rework of Port Hokan and Cherryessa? The new maps are phenomenal, but they're so different that they could have been stand alone maps. The OG Cherryessa nighttime map was a beast, i loved that spiral staircase approach.

3: Any plans to bring a difficulty option into the game? I know a lot of people believe the game is too difficult, but you can't make it much easier without compromising the integrity of a realistic shooter focusing on textbook SWAT police work.


PS - Phenomenal work on the DLC. The visuals, soundtrack (Narcos is ridiculously good), map layout and environment are terrific. Can't wait for more. Thank you guys for this project.
 
Any plans to bring back the old Early Access maps such as Wenderly Hills 2022 pre-Adam and Nighttime Cheryssea Farm to the game? Not even as official campaign/story relevant maps, but even just for quick-play and multiplayer. Those maps were amazing and I still dream of them when I sleep (I really do)