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报告翻译问题
Thank you very much for your kind words!
I entirely agree that sales are currently the weakest point of the model as far as exposure (and revenue) goes.
With the upcoming Steam sales on the horizon, we'll see how much of an impact not participating will have, though I'm afraid we can already foresee what will happen. That's definitely something I'll have to reconsider for my future uses of the model!
A "fun" alternative during sales periods would be to rework/increase the base DLC's prices so they "appear" on sale, even though with the sale reductions they'd en up being the exact same as they were at first (that's usually a very frowned upon practice, though, which is why I'm not doing it for now - I'd like to make it a clear understanding between us if it were to happen).
My other current alternative will be to post news/announcements alongside the sale, which I definitely plan to do. Other than that... well, we'll see :-D
I think you can still do it. During sales, you could discount at -75% the "impulse tier" so that it matches the "sales tier". It would make a lot of sense, since every tier would be static except the "impulse tier" which would have to match the "sales tier"... during sales. Otherwise it is not "impulse" purchase anymore, right?
That's definitely another option! If others voice support for the idea, we could try it for the next Steam Sale, see how it goes?
I think it's a great idea!
Well, I'm sold :-) We'll try it, and see what happens! Thanks a lot for the idea and support, everyone!
Don't worry, I completely understand (and I'm sorry if I gave the wrong impression)! What saddens me most isn't what you rated it, which is absolutely fair - it's that it failed to engage you enough for you to want to finish it in the first place, which is definitely a problem from the game!
Thank you so much for choosing to purchase some tiers (and for suggesting the sales idea in the first place, that was fantastically helpful!), and I hope if you come back to the game at some point to finish it, you'll have had an interesting experience overall!
Yes, progress occurs relative to thresholds - just because there is no "visible" progress (and in fact, there is: you always have arrows pointing up when a stat increases) doesn't mean there is no tracked progress. The whole point of that design was to get players to persevere even when there are no clear visible and tangible rewards, though I'll admit it's a very specific mindset to get into! The aim of the game, overall, is to get players to overcome that apprehension and make choices towards what they believe in, not based on pure statistical gains (basically, carrots on sticks), but through determination that they're doing the right thing, and will operate change in the long run.
So a portrait will change color only after some time spent "training" the corresponding stat, as the thresholds are far enough apar that they all require a number of sessions between turns - in daydreamer mode, it's usually 2-3, in ropewalker it's anywhere from 5 to 10, and challenger can go even higher - but they're all entirely possible to max out when needed, and I actually highly recommend playing once in challenger mode from scratch (but with knowledge from previous playthroughs) and to try and ace each test and beat every match on the first try, it's quite a thrill!