Hello, this is Taehyun Kim, director of Sudden Attack Zero Point.
First, we would like to sincerely thank everyone who has been playing our game since the launch of Early Access and who took the time to share honest feedback through Steam reviews.
We are reading the reviews you have left, and the development team is currently working out which items to prioritize.
Today, we would like to share where we stand and how we plan to improve on the feedback we have heard most often since Early Access began.
[Feedback on the Service Environment]
1. Improvements to Service Regions and Environment
Sudden Attack Zero Point launched with servers in a limited number of regions,
and because we are still in the early days of Early Access, we are building out our server infrastructure in stages so that the matchmaking pool does not become too thinly spread.
The development team is currently preparing to open a Europe server as well, and we will do our best to provide a better server environment as quickly as we can.
Once these improvements are confirmed, we will share the specific schedule in a separate announcement.
2. The Absence of a Custom Match System
We fully share the view that playing the maps and modes of your choice with people you know, and gathering together as a clan or a community, has been an important part of what makes the Sudden Attack series fun.
With that in mind, we are working to introduce a Custom Match system — one that lets players create their own room and set the map, mode, number of players, and more — in Season 2.
[Feedback on the Play Experience]
1. Ghost Walk
In Dev Note #12, we explained the reasoning behind removing ghost walk, but since Early Access began, many of you have continued to tell us how much you miss having that movement available.
That said, we consider that ghost walk created too large a gap in combat performance depending on player skill, and that it was never an intended feature. For now, we have no plans to restore it in its original form.
Instead, we will keep looking for other ways to make up for the feel of the controls that longtime players have grown used to.
2. Weapon Balance
We are analyzing weapon performance in detail based on the actual gameplay data accumulated since Early Access began,
and to prevent any single weapon from becoming overly dominant and to ensure that players can compete on fair terms regardless of their weapon choice, we will continue to adjust weapon balance.
3. Concerns About Pay to Win
In Sudden Attack Zero Point, the grade of a part skin indicates its rarity and nothing more; there is no difference in performance or stats based on grade.
Additional options are likewise designed to stay within a range that does not determine the outcome of combat, and through Mastery Crates you can obtain parts with the very same options without spending SP or Key Cards.
We will continue monitoring part option balance throughout live service, and should we determine that anything has too much influence on combat outcomes, we will make adjustments.
4. Feel of the Controls
We have received a great deal of feedback about the feel of the controls, and based on what you have told us, we are planning improvements item by item.
· Hit registration: We believe network compensation may be making some hit registration feel off. We will review the shape of the hitboxes together with the server-side registration logic.
· Sniper rifle handling: We have seen some feedback that sniping feels different without quickscope.
As explained in Dev Note #12, support for it depends on the scope part.
Scope QS supports quickscope (a zoom with no animation), while Scope FS provides a faster weapon swap.
If you equip a part that supports quickscope, you will find the handling closer to that of the original game. We will keep refining the overall feel of the controls going forward.
[Feedback on Stability and Content]
1. Bugs and Client Issues
We have received some reports from players who were unable to get into the game at all during startup or loading.
We are treating these issues as our highest priority and are fixing them in order, beginning with the ones we have been able to reproduce. If you run into a problem, please report it to Support with a detailed description of the situation and your PC specifications, and we will review it as a priority.
2. Limited Content
The development team is aware that the number of modes and maps and the variety of weapons are limited in Early Access, and we understand that this can make the play experience feel repetitive.
With that in mind, we are preparing a range of maps and weapons, including the Vampire Mode that so many of you asked for, and we will keep adding more over time. We hope you will look forward to the content in future updates.
3. Concerns About Abnormal Play
On the anti-cheat side, we are advancing the detection systems currently in place, and we are also preparing to strengthen our detection logic for abnormal play and to improve the reporting feature.
Anti-cheat is also running at all times, and we regularly detect and take action against players using unauthorized programs. We believe a fair competitive environment is fundamental to any FPS, so we will continue to respond without compromise.
We see Early Access as a process of completing the game together with you.
We humbly accept the criticism you have given us where we have fallen short of your expectations,
and we will look at the feedback you send us and prove ourselves through real improvements, one at a time.
We will continue to share our development progress with you on a regular basis.
Thank you.