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Number 1 is a bug, I will investigate. (2. might be related)
3. is a fair criticism, I'll agree and take note.
4. I have nothing against cheating in games but I also did not want to spend an additional effort to build special cheating tools. For our internal testing we use console and directly edit character - but that's something that can break the game if you don't know the code structure.
As for files - originally, we had human-readable and easily editable save files but those take up around 7x more space than compressed and, since in the later versions we added saving on many story points (stars in the menu), the save file size became an issue in the context of Steam Cloud. Files are now simply compressed with zlib.
1. Why does this game have this random dice roll mechanic if you aren't going to use a better random seed generator on load. Example, I am trying to lock pick a door, it is going to be 50/50, ok so if I save the game before and try and fail, eventually I will load and try and scum my way through right? RIGHT?? No, that isn't how this game works. So if I had to guess, at any point in time, every single interaction point is set in stone what I am going to "randomly roll" because lets face it Mr. Dev, it's not really random because you predetermined it. Here is how I came to this conclusion. So I have my scenario above and I roll the dice and I get -2. Well that fails the 50/50 so I don't pass the check. So I reload, try again. Another -2. This happens 3 times in a row. I move on and dismantle a droid nearby and pass. Decide to try the door again. NOW I get -1, and if I would have saved before (Which I did by the way) and reload, now I get a -1 every single time. WHY? Why did you design it this way? Why do I have to go perform another check to change the outcomes of a check I have never ever interacted with in my characters existence. Why even have the ♥♥♥♥♥♥♥ random rolls if I am pre-determined what my results are going to be before I even get there. Fix your dang random seed, at least have reload change my results so its not so obvious you pre-determined my roll before I even knew I was going to perform a check on a given interact-able...
actually going one step farther than needed. Had you not disabled that practice, those who wanted to embrace your vision, could have simply not reloaded and those who actually wanted to succeed at the roll would have.
To be honest, I was reading the comments to decide if I wanted to buy this game or not and this single thread made me decide not to.
I see your point but have to stand by my decision. I actually was reluctant to add roll persistence but, after testing the behaviour with free random, decided to enable it.
Also, even without these drugs, you can re-roll skill checks; it's a limited number of times, of course, but that's a solution if you have failed an important skill check but you think it was because of a "bad" roll.
Having said that, though, the random distribution has a natural distribution curve, the Bell curve, which is what you encounter in nature. That means, if you got Tinker 3, you'll roll around that value most of the time.
You are drunk. You talk gibberish and your logic is not how probability calculations work. Just because you rolled a 5 doesn't mean that it won't be re-rolled. The bell model is a correct depiction of probability. You don't want proper randomness, you simply want easier skill checks because you don't want to live with the outcome or reload multiple times.
I would even like to see the game add some sort of iron made mode with only saving on exit.
This is exactly what I said - "...most likely won't be a 5 again..." If you look how I describe the behavior he programmed -
"So I have my scenario above and I roll the dice and I get -2. Well that fails the 50/50 so I don't pass the check. So I reload, try again. Another -2. This happens 3 times in a row."
He didn't create randomness, he has predetermined before I even get to that check what I am going to roll. If I wait 1 minute or an hour, If I reload the save one or 100 times, I get the same number. His dice rolling is just an animation that plays to reveal the number he has already determine way in advance that you would roll for that check. That is not the way dice rolling works in real life and that isn't how it should work in these games, look at any popular genres of this game, it doesn't work like that. Thats because they understand every time a dice is picked up and rolled, it could and should be any one of those numbers on the dice. If people enjoy no save scumming, thats a different argument and justification and not one the dev gave. He compared it to DnD and I showed why that is flawed. If you guys enjoy no save scumming, cool, i don't enjoy it as much. Doesn't make either of us right or wrong, I am just stating the dev logic is flawed here for why he did it and doesn't make sense. I would be really happy to see an optional toggle to turn this logic on/off, then every one wins. Anyway, try communicating without insulting in the future is my only note for you @nachtmahr
Yes it is. So basically you're giving this a bad review because you're mad you can't cheat, lol.
It's called a random seed, All those dice are just pre-rolled. They are completely random, (well as random as modern computers can get which is actually simulated but that's another issue, the person that cracks that will a billionaire.) but that's totally off topic. You load up a new random seed and they are all different numbers. Dungeons Of nahuelbeuk launched with a set seed, so people actually had to come up with new strats to solve fights, after a lot of ♥♥♥♥♥♥♥♥ from players wanting to save scum, they relented and added it as an option so people could just Reload till they beat the fight, verse actually coming up with a strat that worked. I'm guessing that is the same philosophy here, Think and figure out another way to beat the objective.
Seeing it's a short puzzle/strat game that can be done with out combat, my guess is it's a way of making people figure things out, verse RE-load till you get the outcome you want which would probably make the game even shorter.
Some games will load a new random seed on Reload so people can "cheat" and save scum. But it's the exact same system as the set seed, only you can't RE-load into a new seed.
Why would the possibility to save-scum ruin the game for someone who doesn't like it?
The implication always seem to be that players are basically not really proper humans, since they apparently have no will of their own to decide not to engage with a game mechanics when it is available. If you don't like to save-scum, but the option is available, basically you're implying that you're forced to use it, because you're not able to decide not to?!