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I mean this in the best possible way but if what is effectively a mini-game, requires a 3000 word document to fully explain, then it is too complicated.
Keep most of what is already done, but remove loading ICs, remove 70% of the nodes, remove traps etc etc. Make it be something that is an interesting short puzzle that has a few well signposted benefits that the player can then choose which to pursue. They can achieve one thing of their choice by hacking a terminal. Perhaps have a late game skill that allows agent to hack the same terminal twice (go again the next turn) to pick a different path and reward.
I feel that this game is aiming at the high side, and your suggestion is to move it way to the lower end. The experience is a little rough now, but I think it has the potential to be very interesting.
My only recommendation would be allowing "hack leverage" via favors, money, legwork, etc. If someone wants to have an easier time in the hacking pillar, then let them pay for it the same way you can pay for easier stealth and combat.
Some of the exiting Hacking leverage that is available today in the game, but not for every mission are to:
1) start with the hosts completely pre-Scanned. This is big, and could reveal the path to the CPU right away. This is also something we've considered as a tick box in custom difficulty so that players who want to move through it quickly can.
2) Reset Matrix Host Security levels - this active Leverage nukes the quantum Sec Level of the Matrix hosts back to 0 and gives you basically a fresh start to try it again before all its high level security responses are online.
At the easier end, maybe just highlight the target node rather than whole net as the box tick? If just because the explore, scan and load is the main part of hacking.
https://www.youtube.com/watch?v=5eBtgh4rDOk
This is exactly what I hope this game aims at.
Problem so far: I dont think the data recovered from matrix runs is worth it. I found some personnel files and they're only worth like 2k. Not sure if hanging around to get them is worth it compared to the additional heat you get from taking more turns. But that's a simple balancing issue.
We're fixing prices of looted digital things of all types. They got nerfed and it's not working.
I even super like the flavour of x10 AP in Matrix, plugging in, having all those input speeds - it really feels like hacker is entering a whole new world that isn't achievable for other mortals - doing some cyber magic for the rest of the team - hacker feels like a god in this cyberworld. I think this is exactly as intended, can't wait to see more:)
For disclaimer, I was with Trese Bros for a long long time in gaming, I bought first star trader on mobile, this was first paid mobile game I ever bought :) It was like 2$ then, and since then played star traders 2 for hundreds of hours I think. I bought Cyber Knights as I trust those guys to deliver, and I'm really amazed of what they are going for - this will be another epic game for years to play! (please add sandbox stuff so we can play forever ;).
I hope hacking won't be reduced, I think it's great overall and has this cinematic, epic, sci-fi vibe which game is going for (sucessfully)
It will be coming to Steam soon, also more images added soon.
Spiking the CPU has a few effects today. It runs a scan on about 50% of the nodes in the host, so if you're looking for something like an RCU this can be helpful. Today, it also resets the Sec Level, but effect isn't going to stick around, you'll need to find and spike the home of the Sec AI for that, the APU.
Outside of mission objectives, spiking the CPU is okay but it isn't of outsized importance on a host if it isn't your goal. Finding SCU to disable security, downloading files from Data Warehouses, etc.
We're going to keep working on this as we add more node and IC types.