Hello, this is Taehyun Kim, director of Sudden Attack Zero Point.
First, we'd like to sincerely thank everyone who participated in the Final CBT and took the time to share their feedback.
Since the test ended, we've been carefully reviewing every comment we received.
With Early Access approaching, we'd like to share how we plan to address some of the most common feedback.
[Feedback on Changes from the Original Game]
1. Removal of Ghost Walk
For those who played the original Sudden Attack, ghost walk was likely a familiar part of the gameplay.
During the Final CBT, we received a great deal of feedback from players who were disappointed by its removal.
However, ghost walk was never intended as a game mechanic.
It also created a significant gap in combat performance between players who had mastered it and those who had not, making the game less approachable for new players.
We therefore determined that the mechanic needed to be addressed, and with the launch of Sudden Attack Zero Point, we ultimately decided to remove it.
We understand that this may be a disappointing change for longtime fans who have grown accustomed to using ghost walk.
However, we believe it was a necessary step toward creating a fairer and more predictable combat environment for everyone, including new players.
We hope you will understand the reasoning behind this decision.
2. Sniper Rifle Handling
During the test, we received a great deal of feedback regarding quickscope (rapid zoom switching) not being the default option.
In the hands of an experienced player, quickscope can make sniper rifles exceptionally powerful.
With overall game balance in mind, we chose to make Standardscope the default setting.
However, we also want to support the different playstyles of sniper rifle users.
We plan to introduce two versions of each sniper scope part: one that supports Standardscope and another that supports quickscope.
To give Standardscope its own distinct advantage, it will have a slightly higher Weapon Swap Speed.
Certain scopes will additionally support double zoom, giving players the flexibility to choose magnification levels appropriate for the engagement distance.
Part Name | Default Option Type 1 | Default Option Type 2 |
6x Scope |
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8x Scope |
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These options will be available through Common-grade parts awarded as you level up your weapon.
Choose the part that best suits your playstyle and build a sniper rifle that feels right for you!
3. Movement Speed
We wanted those who played the original Sudden Attack to feel immediately at home, so the maps in Sudden Attack Zero Point were built to match the original game's dimensions, and character movement speed remained unchanged as well.
However, with 16:9 now being the default aspect ratio, the speed of your movement may feel different compared to the field of view used at 4:3.
To account for this, players can select their preferred FOV when launching the game for the first time, and it can also be adjusted at any time through the in-game settings.
Changing the FOV does not affect your actual movement speed, but a wider or narrower field of view can change how fast movement feels.
The FOV can be adjusted from 95 to 120 in increments of one, so try out different values and find the setting that feels best for you.
4. Additional Part Options
As explained in Dev Note #10, all weapon parts offer the same pool of additional options with the same performance regardless of their skin grade.
To be absolutely clear, a part's skin grade has no effect whatsoever on its stats or performance.
The grade only indicates the rarity of the skin and does not affect which options can appear.
The parts obtained from Mastery Crates after reaching the maximum weapon mastery level can roll the exact same additional options. These Crates can also be opened without spending SP or Key Cards.
Just as they were in the Final CBT, Key Cards will still be obtainable as event rewards during Early Access.
We also plan to make Mastery Crates available earlier than they were during the Final CBT and allow players to earn more of them.
Additional options are being designed primarily around effects that do not have an overwhelming impact on combat outcomes, and we are also conducting a wide range of balance tests to ensure they perform as intended.
We will continue monitoring part option balance throughout live service operations, and should any option prove to have too much influence on combat outcomes, we will make the necessary adjustments.
[Feedback on Other Requested Improvements]
1. Weapon Rebalancing
To prevent any single weapon from becoming overly dominant and ensure that players can compete on fair terms regardless of their weapon choice, we will continue monitoring and adjusting weapon balance.
During the Final CBT, the P90 proved effective across a wider range of combat situations than its weapon category was intended for; therefore, its performance will be reduced.
We also plan to rebalance weapons across the board so that each category has a clearer role, allowing players to choose the weapon type that best suits the situation and their preferred playstyle.
2. Weapon Unlock Progression
We received a great deal of feedback regarding the current system, which unlocks weapons sequentially as your account level increases.
Many players found that it took too long to access a wider variety of weapons.
To give players more opportunities to try different weapons sooner, we plan to increase the number of weapons awarded during the early levels and revise some parts of the unlock order.
3. In-Match Loadout Changes
We will make it possible to change your loadout during the preparation time before the first round of each half.
You will also be able to switch your throwing weapon directly from the loadout menu while you are in the match.
We hope these changes will give players greater flexibility and open up more tactical options during matches.
4. Left-Handed Viewmodel Support
We plan to add a left-handed viewmodel that allows players to freely switch the weapon viewmodel between the right and left sides of the screen.
This feature should benefit both players who simply prefer a different weapon position and those who want a clearer view of the right side of the screen for more strategic play.
It was a pleasure to finally welcome all of you who had been waiting for Sudden Attack Zero Point through this Final CBT. Your valuable feedback has been a tremendous help as we prepare for Early Access.
Beyond the changes outlined today, we will continue taking a close look at every aspect of player experience as we work to make Sudden Attack Zero Point a more polished and enjoyable game.
Early Access is just around the corner.
We'll make the most of the time remaining and return with a more polished game.
Thank you.