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Personally, I never use Mask because it is very situational. The most powerful programs occupy the stealth slot and some networks have natural counters against moving slow (which Mask certainly makes you do). Such as Sundrop ICE, timed missions or System Operators . Mask doesn't do anything for me in missions that have these elements. In Mask's defense, I think it might be a solid stealth choice in those situations if you allow it to be broken from time to time but somehow I never want to allow that to happen :).
I usually try to build around a playstyle and I think Mask is just a tad too situational and slow for me.
Maybe I just haven't gotten far enough (only done the SysOp training mission, haven't run into SunDrop or timed), but I could see someone refunding in the 2 hour window after getting Mask, it's that much of a show stopper for tedium.
Of course there's the argument of "just don't use it", but I'm in the player camp that will optimize the fun out of a game, or at least be tempted to (or be frustrating if I'm forced to play suboptimally to make my own fun).
Important to note: depending on your game choices, Mask might become available at a different time for you than other players.
Probably just appeals to Shaper players or something. Or maybe it was just the 2 scorpions and 2 ice walls I had to tediously chip through that made Mask a memorably bad first experience.
I'll definitely edit later about Mask if I run into situations where it's not as good, or the flipside if I find more missions that are trivial & boring as a result of it.
Well, you know what they say, listen to a user's complaints but not their solutions :P
But fundamentally Mask removes a key, fun part of the game (the pressure of Trace) and further promotes a dull playstyle by discouraging movement and rewarding creeping around the map at a snail's pace. The core design of it is the problem, and although it can be limited (by time, slices, whatever) the issues of completely ignoring Traces is still there. Saying the Sundrop/timed/SysOp missions are supposed to be bad for Mask...but in that case just don't use Mask...so it doesn't balance or resolve the big pile of missions where Mask IS good.
I think some of the problem is comparing to Cloak, when Cloak itself doesn't present a ton of interesting decisions, it's more a "turn on, keep as many slices allocated as possible while still achieving goals, and hope the RNG change to skip a Trace is in your favor".
Mask doesn't really have downsides, and with slow and careful (not even THAT careful...it's pretty easy to do) play, you can breeze through missions. I just wrapped up Kraken boss fight and Astrid's house digging for dirt last night and Mask meant both were done with 0 trace. The first one even had a SysOp. I'll still report back as I play more over the coming weeks since I still have at least 15+ hours left in my runthrough I think.
So anyway, Mask needs to be changed to bring the tension of Trace back. Maybe Mask:
- Has a realtime component and only lasts for 4 minutes. Injecting pseudo-realtime elements could be cool, since the "not intended for play" realtime mode is quite fun and less tedious than typing "end" every 2 command.
- Used progressively more slices over time/turns/when certain things trigger
- Can't be activated for the first bit of the mission
- Utilizes another resource, like draining credits
But all seem kind of bleh, so I'm hoping the devs can brainstorm a better idea, considering how cool TheNoose and poison mechanics are. Hopefully Mask isn't one devs pet project or darling that they don't want to change :)
To be completely honest and blunt, after playing a bunch yesterday with Mask (~6 slow missions in a row without a problem), if my first exposure to the game was watching a video of someone using Mask I wouldn't have bought it, and it's made me hesitant to recommend to friends with (what feels like) such a glaring balance/design problem.
If you've passed the game, what percent of missions do you think you could cheese/sleep through with Mask?
Thanks for the info.
I had Mask since the Sealife mission, after you optionally leak aQui's algorithm, and go back into the server to dig deeper. It had 2 scorpions and 2 ice walls. So before I even did the Kraken boss mission.. Not sure if that is early to unlock (SEEMED early), or if it was from White/Gray/Black hat reputation, but yeah.