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- HUD elements are easily washed out in bright light, in NVGs, or when using flashlights. Either give us greater control of HUD opacity and color, or consider some stark contrast outlines so they're more visible.
- Put tablet pings and objective markers on the compass, at least when you're in close proximity to them. It would also help in places like the Bunker, where the tablet isn't usable, but we have a mission to do something like place bugs, jammers, etc. You don't need to give us a full map on the tablet, but at least having markers show up on the compass when within 5-10m would help with navigation and completing objectives. Especially things like that awfully placed 3rd jammer spot in the "offices" that's right next to a loot crate and completely washed out by the concrete background.
- Speaking of the Bunker. There's no reason to not have a map in the Bunker. You can put at the top of the tablet, "No Satellite Signal, opening Bunker.pdf" to give a general reference blueprint map. At the very least think something like the maps for the first 3 Thief games. Does it tell us where we're at? No. Does it reflect all the clutter and changes made by the occupiers? No. Does it give us a general idea we can navigate from and the ability to have objective markers/circles? Yes.
- We cannot nest backpacks. All well and good (and appreciated). That said, please consider making the inventory backpack sizes much smaller so we can loot nice backpacks and bring them back to the hideout. Even with frames I can pack 5-6 ALICE packs into another one, for storage purposes. If necessary force them to be emptied before being able to be placed in another pack. Hell, you already have size-altering tech. An empty pack could be 2x2 in the inventory, and with stuff in it the pack becomes current size.
- Going to hold off on storage unlocks/progression until we get the new UI, but hoping that we can actually do things like fit ADA packs in gear storage. Also hoping cash goes away from taking up stash space. Mission rewards should be wire transfers, anyway. Physical cash gets "deposited" when we return. We're doing all of this through a computer, anyway.
- Solution for early/poverty play: When using a prefab loadout, you still don't keep loot, but success gives 20% sale value of brought back loot from "forced turn-in" if you complete the mission for the faction. It's good to get cash, the tech for tracking loot is already in the game (we know this from the 20k loot tasks), it helps offset the otherwise mediocre rewards for just completing a mission, and it still encourages the looting aspect of the extraction shooter gameplay loop. However, you can no longer use a prefab loadout to just "explore" a map . . . you must be on a mission for a faction.
- Get rid of buying restrictions by faction rank (and maybe faction ranks, entirely). A better system to consider: "Clout". You earn points for a faction by doing missions and tasks for said faction. Each faction has very thematic rosters of gear at their disposal (better to flesh out after you've added a more expansive roster of weapons/gear, but VLF - Russian/Chinese gear, UICS - NATO gear, IGC - Misfit gear). In order to add new items to your available shop, you need to spend your "Clout" to unlock it. New characters start with a small amount of clout for each faction, so you can unlock some basics, or maybe consider choosing a starting "loyalty" where you automatically get the Tier 1 stuff from that faction.
- Why would you ever unlock items you don't like to use? Simple: TASKS. More tasks revolving around different weapons . . . or even weapon classes. IGC wants you to kill VLF troops with specific UICS gear, or any other rock-paper-scissors quandary. VLF wants you to complete missions using some of their low-tier gear to raise morale! Speaking of which, you mention tiers in the shop but don't tag gear with it's tier rating. That's an issue; and would be even more-so if you implement tasks like the ones mentioned.
- Tasks revolving around raw loot cash value should require you to sell the loot and send in the cash to get the reward rep. It's a way to dump cash for rep and keep the economy going. You're bribing for rep/clout.
- More generic tasks could also be used to simplify some tasks while also giving some world items more value. "Food Tasks" could just require selling X value in any foodstuffs . . . suddenly crackers and beer have purpose as loot. You could even throw in similar tasks for alcohol, art objects, military memorabilia (canteens, compasses, etc.), and more. It gives people purpose to hunt for all of those random world objects. You could also throw in ammo types and medical items. Suddenly you have a reason to collect 300 rounds of 9mm and bring it back, or 10 MP5/AK/whatever magazines.
- Mission rewards can remain small-ish, but maybe consider a roster of items that just cannot be purchased, no matter what. Therefore, the only way you're getting them is salvage or rewards. It's an extraction shooter . . . we need more reasons to want to go hunting for loot. Probably don't restrict basic weapons, but better attachments, high grade ammo (example, add .338 Brass Solid Rounds . . . aka the "♥♥♥♥ your armor" round), or other aftermarket goodies. This could also be a place to occasionally put those art items that are worth heaps of cash. Of course the likelihood these items appear in rewards depends on taking harder missions.