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Patchnotes
"- New Event: Games can now become a "Commercial Flop" depending on the difficulty level.
This is to raise the difficulty level slightly. The chance of this event occurring is between 0% and 4%, depending on the difficulty level.
On very hard and legendary others might have to comment as I don't think Im ready for that just yet
But two thoughts - when I initially saw the patch note I wondered if you had seen my 'evergreen title' suggestion? If there are going to be commercial flops (which I agree with) I think even more so there should be 'breakout' titles.
Second - depending on the feedback if it's negative maybe this should be tied to out of trend genres? That way if you're developing a game and the genre falls out of trend, you either have to shelve it or risk it flopping. Gives the player *some* control over it.
I haven't read through it carefully, but I think I know what it's about. This would be the opposite of the "Commercial Failure" event. Would be a good idea to add the event as well.
@Second:
True. Good idea. I make a note ;)
Also We should be able to throw money at it to fix it or at least get a chance to do so either by marketing or patching/add ons.
Of course just my 2 cents .
Rather than "by difficulty," just make it another optional feature. More games need to have difficulty mechanics be completely optionals. "How many more games need that?" you ask? "Well, 100% of those not doing it" would be my final anwser. ;)
Some people want to set the world on fire, some people want to be set on fire instead. We can all get along, right?
One such event in 10 years
A good feature in my opinion. Without such events, the game becomes extremely predictable for a while. I agree that such an event at the beginning of the game can cause a lot of trouble, but there are also events that can bring a lot of benefits (e.g. a drop in real estate prices). Life...
PS
I am trying to imagine a reverse event, i.e. a game so weak that it is good. In the sense that it becomes a sales hit despite dubious quality;)
While I understand the desire for some players to play however they want, you also have to allow the developer to create the difficulty curve and vision for the 'base game' that he wants the game balanced to.
If it's something you optionally turn on rather than off, it will likely be used by less people and you will still get complaints about the late game being too easy.
For a lot of players you get one chance to 'challenge' or 'impress' them, once they do a playthrough and 'win' they aren't going to go back and tweak difficulties etc to do it all over again if they feel they already accomplished everything the first time.
I'm neutral to this, actually, as I don't see a radical difference between "having to turn off everything" and "choosing what, if any, I want to turn on." Just a bit more time spent in menus, for a game that's already making me spend far more hours in menus than actually advancing time (my fault there for semi-fast game releases, I know.)
I also don't see "randomness" as difficulty. Luck is not difficulty, it's just luck. I've never called Yugi from YuGiOh a "game/card master" in a non-joking way, as his special power was luck, and luck's not a skill. No strategy can defeat RNGesus' favorites.
You mean, like Goat Simulator, a game that looks like trash, plays like trash, but everyone loves for some unfathomable reason? Yeah, those do also happen in real life...
The existence of bad events that cannot be avoided by the player's actions and have a fatal effect is unacceptable.
It should only occur under the condition that "hype is 40 or less". If that is not possible, delete the "Commercial Failure" event now.