Official: H3 Freelancer Closed Technical Test feedback Thread (CTT)

Here are my 0.2 Merces.

  • Currently it’s a bit hard to understand what you can keep from what you find in the missions. For example I left Dartmoor as a walking armory, carrying two different shotguns found in the level and I could add both to the safehouse. I left Mendoza with a handgun and a sniper rifle, both also found in the level, but I could only keep the handgun.

  • On non-widescreen resolutions (I’m using 1280*1024) the side of the screen gets cut off when you choose weapons in the safehouse or from vendors. It’s not really that troublesome in the safehouse, but when buying things from vendors, you can’t see the price of the items on the edge of the screen. Maybe the price could be added to the bottom of the screen near the item name?

  • Speaking of vendors, they kinda feel at odds with the timed objectives (you don’t really have time to find them and browse their stuff when you’re fighting against a time limit) and it’s a bit weird to see random people selling weapons in the street everywhere. While I would prefer something like a post-mission screen where you could buy gear instead of the vendors, I understand it would probably be too much work to change that now that the mode is almost live.

  • The mission timer (when activated in the options) in the safehouse feels really odd :thinking: (but that’s only a minor immersion issue).

  • Losing all your tools when failing a campaign feels too harsh, especially when you take in consideration that they’re harder to come by than most weapons and that a lot of optional objectives depend on them being available (“poison a target”, “blind a guard”, “open a safe with explosives” etc).

  • According to this post you can easily identify which suspect is the right one during showdown levels since they can’t be put in containers when KO’d, unlike the other suspects. I think it undermines the whole concept of those levels, since they depend on identifying the suspects with clues, and if possible no living suspects should be allowed in containers regardless if they’re the right or wrong ones.

  • A couple of typos I noticed in descriptions (“it’s” should be “its” in the first screen)

  • Last but not least, I loved what I played and it would be great to see the concept expanded upon in Year 3 (if such a thing’s planned of course), for example options to customize campaign length an settings, like doing a short 4-contracts campaign with only regular / suspect targets, on the same map each time.
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