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Fordítási probléma jelentése
1. "Watch the tutorial XYZ" messages, especially since some of them mention non-existing tutorials.
2. FEnglish. Guys, you really might want to hire someone to proof-read that. You had the time to build all that detail, the music, the armors, the NPC AI, your own spoken language, and then you're too cheap to do a professional english translation? :-/
3. If you have two characters, logging in with the second one destroys the first character's quick action menu (it still appears correctly on the Actions screen, but pressing C shows an empty menu - the only solution seems to be to reconfigure the menu.)
4. Falls to death like the "Falltraps" on the Mars Arena map giving you a Mortal Wound EVERY TIME. That is crazy, especially since it takes a LONG time to even get to researching Biogen1-5, the traps are almost invisible and there is no way to know things like that even exist.
5. Messages that don't appear in message history. There are quite a few on Sulaco which you just will never see if you happen to be re-arming yourself at that moment.
2. I partially agree. You are right the translation is not really fine even if the “French touch” in it has been enjoyed by some people I can perfectly understand it can disappoint and should be better. So the game has been developed with a really tiny budget (self-funded and here no one have many money). So the lack of fund is clearly responsible for that as we were not able to make ourselves a correct job on this point.
3. It is known bug, we have to find a way to fix it.
4. It is intended. Through PVP you can earn many XP but can also lose a lot. It is a kind of bet and you can play with another avatar if you don’t want to bet on your main avatar. Plus there are not many traps.
5. Thanks for the info.
Another thing, when you say “- Yes, sometimes you die for no reason on non-mission-maps. I would say it is a map glitch and I don't know many games where that DOESN'T happen once in a while.”
Please could you tell me more about that, I am unsure to understand.
As for dieing for no reason: actually, I meant to say "on mission maps".
- Sometimes when you jump off things that are otherwise easy to jump off of, in roughly the same spot, you just die with "You have been killed by a mysterious thing". Happened at least twice in Forgotten Center. jumping off the catwalk where the NPC you can talk into suicide is -- but I successfully jumped off it numerous times, as well.
- On Mars I just died _walking_ a couple of minutes ago, at the beginning of the mission with "you have been killed by a mysterious thing" message -- in front of the stairs up to the "Reach" waypoint.
I am sincirely impressed that you could do THIS MUCH artwork and music on a low budget. Would have thought it is a lot harder to find good artists than a native english speaker.
BTW I don't mind the language quirks in the dialogs. Those do add to the atmosphere in places. What I do mind, are language problems on the Information terminals, tutorials, mission texts and instructions, because they make the player's life unnecessarily harder.
By the way of language and instructions: another point of improvement -- some mission objectives are just too short to be usefull. "Kill the deus ex" is perfect. However "Recover the merchandise" only starts making sense, once you've done it at least once and know what to expect -- especially since you need to be close to the guy to see him. I'd find "Find guy X and retrieve the merchandise" more useful. But that's just polish.
BTW hacking yourself back gets rid of the overlay and the energy drain.
And yeah, just noticed ducking/energy stuff a couple of hours ago. Great thing. Helps a ton.
Thanks for the explanation concerning the dying for no reasons, I can see what you are speaking about. In a first time I thought you were died suddenly without any reason. But actually, it is more die for a reason (like falling somewhere for example) and a message told that your death is mysterious.
I can confirm it is also very hard to find good artist. We have had the luck to be able to create a good team for the artistic assets.
Also thanks for your feedbacks concerning the mission objectives, what you said makes sense to me.
I think I am not expressing myself clearly -- I am perfectly OK with the traps being *there*. I am NOT ok with the facts mentioned below, because I think it makes a bad impression on the player, because given the facts below a player that falls into one will think "damn, stupid buggy game engine". Given a warning, all he can think is "well, I've been warned, so it's my own fault".
Here's why I think a warning is necessary:
a) even WHEN you walk into a trap, there seems to be no indication that it is an intentional trap and not a glitch (you have to either die in the same place a second time or actually creep up to it and look down to see that yes, it is a trap),
b) glitches like that actually seem to exist in the game, so the trap _feels_ like exactly that sort of glitch the first time you fall into one -- e.g. on the bandit ship you can die the same way actually _jumping down_ one of the hatches instead of using the ladder. (Or you can just jump down in the same spot five times in a row and be perfectly fine.)
c) they give you a mortal wound every time you walk into one and
d) there is very, very little information on mortal wounds beforehand, especially on how hard they are to get rid of.
In fact you say in several places that "death has practically no consequences", so the way a normal player is going to discover that he IS paying for every death is by getting a mortal wound, and looking them up afterwards (or accidentally stumbling onto the "mortal wounds" screen), ie you cripple your main character first, and *then* find out that you could've avoided it by being more careful. That just feels unnecessarily annoying, especially since there is a very easy solution: A warning like "Watch out for traps, they can cause permanent injuries" or similar. The best place to put it would be in the conversation with the "special missions" guy, which mostly lacks dialogue anyway -- but even in a MOTD it would help a lot
(but the MOTDs are a little too random to put *necessary* information in there -- e.g. the first time I have seen the "ducking recovers more energy" tip was _on the loading screen to the "outer limits"_, ie after finishing every single mission in the game -- which was of course after I had already discovered that on my own...)