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As for FTL, "I love games like x-com and the Binding of Issac where you have to roll the dice and deal with the hand you got" - that sums up what I love about FTL. Even though I often lose, it's because I usually play while doing other things. Distractions lead to mistakes, mistakes lead to death. I can't quite ALWAYS identify what I did wrong, where I failed my run, or why I died, but I'm pretty close to it. Every time I sit down and pay attention - barring that one time where I got all the bad hit rolls and the enemy never missed me with 45% evade - I reach the flagship at the very least.
XCOM (And X-Com before it) is more random than FTL. Particularly true with the older games, where starting stats and stat progression are partly randomised, so if you get bad luck, you can start with guys who have lower health, lower accuracy with all their attacks, who keep not improving with every rank they earn, and when you psi-train them, they suck at that too.
As for the topic, of course there's a lot of randomness in this game. But it's possible to deal with it. Some runs will be easier, some tougher and some might be impossible. But it's everything about odds. About maximize your odds. Depending on your ship's/crew's status you don't explore wildly around, you simply don't trust the Slugs, you don't just use auto-fire and wait for enemies to be destory (for enemies with higher shield and depending on your gear, you'll need exact timing).
FTL is like chess. Easy to pick up once you learned the basics but difficult to master or beat. And sometimes your defeat was already marked 10 turns ago where you wouldn't have known it.
And the games vary in toughness, I would guess along something like a standard distribution, ranging from a super easy milk run where the RNG showers you with weapons, augmentations, and scrap, to a nightmare where you get hit with ship after ship tailored to your exact weaknesses, miss all the time, constantly get hit even with high evasion, never find weapons or shops, etc.
A very, very bad player with literally no skills (think just randomly hitting buttons) would never win any games.
A new and relatively player might encounter an outlier in the super easy category from time to time and win. As your skill increases, more and more of the random distribution falls into the "games you can beat" category, because you figure out how to beat (or avoid) those things that were "unwinnable" to you earlier.
At the far reaches of skill, the "game too tough to beat" still exists, but it is far off to the right of the distribution and much rarer than a newer (or lazier) player might think. The scenario where you almost never hit and nearly always get hit, never get anything that can break down layer 3 shields, as in no weapons, no hacking, and not even any way to escape to the next encounter, etc.
But for the most skilled players (which I am not), those are rare occurrences. Not quite "astronomically low odds" but certainly in the low single digit percentages.
How mature is deleting your posts in a discussion? (probably after realizing how immature it made you look)
If his statement was so ridiculous, then how about you actually argue and put some points against it, instead of just behaving like a spoiled brat? Oh I know, if you would actually engage in discussion with him, you then would moan about him "not getting off your case".
OT: totally agree with OP's conclusion.
There is a long pattern here. Of stupidity or trolling I do not know. I try to help and engage, but there are limits.
In a word, it promotes casual play, artful games, and things of the like. Avoid it, it's cancer.
The game's combat is lackluster with the micromanaging of repairs + stations being closer to just simply foreplay, so you either pass and destroy the enemy ship or you don't. The ship vs ship combat is itself just an inspection of whether or not your ship is up to par for the difficulty of the sector. If you leave the battle, there's a good chance that your ship is not capable of fighting another enemy in that sector unless you get a decent upgrade.
The weapons, augments, and other upgrades are tools that you can use to minimize the randomness but never truly diminish it a lot. The long range scanner comes to mind, where it will tell you if there is a ship on a beacon, but not what class.
It gives the game an extreme amount of replayability, but they aren't wrong about it being random, and taste is subjective anyways.