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This was the problem is the other Suikodens as well. Viktor in II was better than almost every single Short strong fighter because of his two open rune slots. Characters like Hauser were useless. I can't wait for the Remaster so we can mod and open up rune slots.
OP said to steer away from the localization debate
1. Animation speed (battle animations)
2. Magick way too weak
3. More duels
4. Better story theme? Like more serious instead of lighthearted.
2) Less battles, more engaging battles through variety and depth, look at SMT
3) Deeper features across the game, a lot of features feels like they are in the game, for the sake of it, barely defeloped and have any depth.
4) More deeper characters, yes i know the OG suikoden didn't had all of them be as deep as main cast, nor it is practically possible to have all 100 be as well developed. But it doesn't mean we don't need more.
5) Making sure game can pull the weight not only on the backs of memberberries. My wife had much more fun playing this, because she loved Suikoden, i had much more indifference because it is too much of a "product just for fans". I'll tell you this it can be both. For fans, and for newcomers, if you apply point 1-4.
6) Better localization
2) Keyboard mapping
3) Better balance between characters. (I know it's hard, but here it seems like they didn't even make an effort). At the very least a system that gives me an incentive to switch around and try several characters instead of sticking with the best ones all the time (this would be a form of balancing as well, in a way).
4) An option to replace random encounters with visible monsters on map (so each can have their own preferred system)
5) Better system to visualize the great wars. They feel very chaotic and not very challenging or strategic here. I would prefer a system similar to chess if possible.
6) Some QOL feature to manage multiple characters at the same time at the HQ, for example, level up smith weapons all to X levels at once, make me pay the whole sum, and just level them up. Dont make me level up every single weapon one by one!
7) More accessibility to save (i.e. save almost anywhere), with a challenge option to disable it for those who want an old school experience of saving only at save points.
Yeah I agree. It's very unclear of what's happening until the encounter is okay, S5 would literally say "Strong" or "Weak" before the battle animation would show so you at least knew what was going to happen. in Eiyuden it's unclear why much happens at all.
https://store.steampowered.com/app/2694110/Eiyuden_Chronicle_Hundred_Heroes__Season_Pass/?curator_clanid=40722116
I can understand why its needed on switch or might not matter as much for console players on the couch. But damn its really annoying on a computer screen. Give us a slider or something. Some of us have 4090s and do not need detail changes so close to the camera.
Same. Especially the part about city size. Probably its just me but when I'm in a 'capital city' and its like a general shop and two houses that takes me out the immersion because it doesn't make sense. Like Tales of Vesperia for example, good game but the cities are so small its hard to believe they maintain a functioning economy.
Idk I guess you could consider it convenient from a gameplay perspective. I find it unrealistic from a... believability perspective.... Okay so there's desert sharks w/e its a fantasy game.
Maybe just... faster movement speed could solve this in a way that doesn't also take things away.
Shorter dungeons are sure to piss a lot of people off too.
I guess you just... can't please everyone.
To each his own I suppose, but I don't find it very "believable" when medieval capital cities have passenger roads larger than 5-lane highways.
Japanese games over the last fifteen years or so have fallen into a pattern of trying to make everything huge to try to wow the player, like these are cities made for giants. FFXIV was particularly bad about this, where even everyday houses are made to look like cathedrals with their thirty-foot doorways and windows.
The most important rule when designing a city is to remember that fictional people are supposed to actually live in them.