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Сообщить о проблеме с переводом
Some of the issues i have had.
- sometimes, droo a character from your oarty in camp then you cant interact with them at all (not clickable). Leave camp and return and theyre fine.
- a couple times i went to camp and a party member was missing. Nowhere to be found. Reload the gane and theyre back.
- Interact with a world feature like a crack in a wall or a broken roof, and if you have to camp or resume the game next day the feature is no longer ineractable or has been magucally repaired and you cant detect it again.
Not often. But enough to be annoying when it happens.
It would actually be a 9/10, but unfortunately not in this unfinished state.
The game was released too early, that is now clear. Cut content and lots of bugs make Act 3 a 5/10...
... we can only hope that Larian will close the story and quest gaps in the coming weeks and gradually fix the bugs.
As it stands, it's a 7/10 for me as well.
Outside of maybe Underrail (and maybe Outward if that is even an RPG) they're always miserable to me.
Even alchemy was more than I wanted really
Truth. Crafting is overused nonsense mechanic that doesn't improve anything about the game.
For what it's worth I usually use all the pouches/bags/sacks etc to turn the camp inventory into basically inventory tabs in the traveler's chest in camp to further narrow it into just that type of item.
In short I put all the weapons in one bag, all the armor I keep in another pouch, all the food? I steal a supply bag from one of my weaker characters strength wise (Gale comes to mind) and dump all of it in that bag in the camp as well. It's not the *best* solution but it is effectively an organization system in your camp so you can quickly switch between each without having to sort an ungodly massive chest with all the stuff you take that ain't bolted down in your adventures.
Its one of thise things that should either be in properly, or not at all. The alchemy thing is ok just mediocre.
And the insert/combine thing is stupid. You end up guessing or head scratching over what is to be inserted. The most annoying to me was the book for the spear (which is totally contrary to the clue shadowheart gives you). She specifically tells you it needs a 'visage of her lady shrouded in dark'. I had long since sold the book and had to troll through multuple vendors to find it again. How about clearly marking things as quest items? Same for the masons log.
Strange thing with this game is thew more you play it the higher your personal score goes up. Usually this is the opposite.
My system such as it is to use multiple backpacks. A soldier pack, a mage pack, a rogue pack, and so on. So when i swap a character out i can just move that backpack to the next character. Also have a coatings pack and a arrows pack, and a pack for suspected quest items.
So if I swap Laezelle for karlach i just put all laezelles stuff in the soldier pack and move it. Same if i swap Gayle for Halsin or Wyll. Or if i need the current active player to use a scroll or arrow or coating i just move the scroll pack to his inventory
Throwable items i spread through all group members and just leave out because you cant throw from inside a backpack.
Junk/wares i keep in the chest of the mundane until i get to a vendor.
I usually keep 1 or 2 explosive barrels as well on a random character.
The game would benefit immensely from a global inventory here. The fact that you can access all player inventories and move items from one character to another in combat to make use of say a barrel or fire arrow or poison or scroll is a pain. Just have one global inventory for this stuff.
Generally you get both complaints too much trash loot and from others too many empty containers - so finding the right balance is likely impossible. ;)
but with herbs(recipes),metals in addition to camp supplies, wearable items, books you get some additional loot that you can place thematically and which is of use.
The biggest problem is fitting crafting into the narrative of a story driven game. Here ejected into the wilderness and the overall time frame being measured in days, it is harder to fit in easily than in a story with longer stretches of downtime and a homebase were you can accumulate materials and tools.
- alchemy works somewhat under the pretense of extending the abstraction of an inventory system to "mixing potions is just combining inventory items"
- and smiting is given an outisde location requirement
do you need crafting in this game? mey, not necessarily for the end products it produces, but from my perspective of generating a better loot table it is worthwhile.
in particular potions are so common that I often forget I can generate some more ;)
PoE was definitely a very underrated game, they should have made the first one turn based too.
I saw you mentioned Planescape Torment masterpieces unlike this lame story.