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The winner is usually the one who shoots better

Witalias

FNG / Fresh Meat
May 10, 2024
3
3
Hello! I really like this game and I invited my friends to play it together. Having played a hundred sessions, unfortunately, I can't help but share my indignation at one point. Apparently, a lot of players notice this on forums and in reviews.

Although Deceive Inc. positions itself as a spy game, no matter how cool your deductive abilities are, in the end, the one who shoots better still wins. It doesn't matter that you attack an unsuspecting opponent first - if you don't shoot well, it won't help you. And it is impossible to win completely without fighting - one way or another, any session ends with a fight with opponents. I'm not good enough at shooters and regularly run into players with the highest AIM, probably coming from other shooters, who kill me before I even have time to do anything or even hide, and against this background, the espionage component looks second-rate.

I have often noticed that players who are excellent shooters feel comfortable and allow themselves to behave carelessly (run, jump) because they are confident in their shooting abilities.

I would really like a careful stealth-based game to be better encouraged and give advantages. Many devices and abilities allow you to detect an opponent, but what's the point if, after shooting at him, you lose your disguise in the same way and immediately become a target for him?

In addition, I would like to note that recently the search for a game during the day has been going on for a long time. And the lobby for a two-person or three-person game may not be found at all, and because of this, I can't play with my friends on the team. I suppose this is due to the insufficient number of players playing at the same time. I would really like to get any information about this, because a game with such an original idea should be known to more people! My friends and I had never heard of this game before, until I accidentally saw it on a free weekend.
 
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Thank you for the feedback.

The team is continuing to work on the game and make improvements we hope the community will enjoy. Part of that has been Operation Overhaul part 1 (which dealt with trying to fix up clunkyness in both UI and gameplay) and Part 2 (upcoming which will start coming out with Cat 4 and post cat 4 updates) which hope to focus more on improving the stealth/trickery aspect of the game.

Your experience with matchmaking can very much happen depending on the time of day and other matchmaking settings you have set.

As work continues on the game, we continue to look for opportunities to share it with new/more people like the free weekend you joined.
 
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The best strat against this type of players is not engaging the fight, and waiting for them to be in a bad spot, or waiting for them to engage another team, and 3rd party.

Hans is a good choice to get rid of them without allowing them to escape and use their ability

Sync your shots with your teammate and focus on one of the players. It'll be easier this way.
 
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Someone reminded me about this game and I decided to check the forums to see how it's doing. Given the top thread is about the lacking prevalence of stealth/spy tactics and the continued success of trigger-happy fps gameplay, I doubt much has changed in that regard.

That said, I logged in and am posting because of this:
... and Part 2 (upcoming which will start coming out with Cat 4 and post cat 4 updates) which hope to focus more on improving the stealth/trickery aspect of the game.

I just want to give a vocal support to supporting more stealth-based gameplay and am excited to hear what changes are in store for this part 2 update.

I love the concept, art style, and characters of this game, but the lack of stealth-based characters, gameplay, and general rewards were a large enough deterrent to push me away since May of last year. If there are actual, tangible, real benefits to stealth-oriented gameplay coming that make it competitively viable to utilize for less fps-oriented gamers, I would absolutely love to return!

Also, this has absolutely nothing to do with anything, but I still refuse to call Red a Scoundrel given her kit's functionality relative to other two.
 
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Yeah I would love more traps or maybe just a trapping character, the most you can do it tripwire with a turret but the turret's damage is negligible. I was thinking Vigil's Proximity Mine might be what i was looking for but it applies bugged with 5 damage. like an explosive charge or something, it would be to powerful to be a gadget or as an expertise it would make sense, or maybe a weak version of it to mix up current gadgets I'm not sure. maybe even rework tripwire to take longer to set up and no longer do traced, but give weakness.
 
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