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Rapporter et oversættelsesproblem
I never felt bad about myself. And the PC is an escaped slave in a dystopian society--of course it sucks, that's the setting. The point is to see if you can escape the suck. You seem to want to start in a hopeful place, but that's not the setting, the story, or the game the dev wanted to make. And that's ok.
Not sure why you think we "should" follow that particular story. I didn't want to work for the mafia, so I didn't, not until I had done literally everything else, and was playing post-credits to finish off the content.
But I never really needed stabilizer after the first 1 or 2 doses, because engineering is too strong.
I might have saved 10 minutes if I hadn't gotten the 2nd vial from farming. It really didn't take long at all. You might look at the patch notes... I certainly could have finished much faster if I had simply made some beeline for a "win," but was enjoying the game and wanted to see all the content.
Again, I liked it, except for how easy the game gets after the beginning. You didn't. You seem to be arguing based entirely on your visceral dislike of a game that you wanted to be a different type of game.
I don't like to repeat myself, but for clarity; I think one minute of actual content stretched over hours by excessive content-gating doesn't qualify for minimum standard in the gaming industry. It's not a ready product. Using a barrage of cliffhangers, alternating with shock-moments to keep players in the loop, doesn't make for a healthy nor a satisfying product. It's a slap in the face for developers who strive for quality, and it's exploiting the customer's reasonable expectation of stories fully told.
Maybe you live in a world where perfect workmanship is a given, and design skills grow on trees ripe for the picking, and that's why all products are the image of perfection, and thus all attempts to make a product better must be void.
You dispute my points about workmanship by showing how you found a workaround, to then ignore my arguments about design, to then present some oversimplified summary: Yes, we could funnel and sort all feedback into the like/dislike categories and forget about the rest, but that would make us simpletons. So, I wonder if we are having a rational discourse, or just sit in our own echo chamber.
What I understand to be your argument, is that it derives the right to be this way from the process of being created, which guarantees its unchanging wholesomeness through divine powers. And because you can use workarounds, everyone should use workarounds, design is not to blame.
Obviously, several of us think the product could be made better. But instead of contributing to that, you just wrote a screed about how much you hate the game, and, as far as I can tell, the setting and genre. Whatever, dude. Stop trying to make it something else. Do you post on idle games about how repetitive gameplay is an insult to gamers everywhere and how little "actual content" there is? You need to understand what a thing is and is trying to be before trying to change it.
If you don't know what "actual content" means we shouldn't even be talking, the knowledge gap is too wide. I don't want to invest more time into this lost cause, and also I gather you are done with arguments, since you resort to ad hominem, which is something I have no wish to escalate.
Here's your little takeaway: Late Game is too easy because there is no Late Game. No amount of tweaking resources and engineering skills will change that.