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回報翻譯問題
example, trinket that give deadeye shot exploit charges. like you have to know what dead eyeshot is, you don't know that unitll you find a sniper, and you have to know what exploit does.
then there is the stuff that doesn't work, or the stuff that works only some times due to bug...
and then there is the stuff you don't know about, like the second arch-type, and the examplar talents
how do you build you character if you don't know what skills and talent you will have next!!!
and then you also never know what weapons you will find. oh want to go with force melee using phs power, sorry there is only 3 force weapons in the game and 1 of them is lock behind alliegment wall
wanna use melta instead of bolter oh sorry there is only like 4 melta in the game so there are entire chapters where you wouldn't get a new melta or plasma
and then there are ♥♥♥♥♥ like pascal where his character unique talents are lump with class talent instead of common talents.................. and the fact you can only up any stats a max of 6 times in the entire play though, and that psy character has a tone more talents with different talent for each different psy power.
it is like ♥♥♥♥ the game is forcesing you to replay it because you first character will not be remotely functional. and optimal character are magnitudes better than your non functional ones
I wasn't too far into act 1. Took me longer to figure out how to use Adelvard to heal me in the prologue than it took me to realize that what I had in mind for my character wasn't how it was playing. Being a huge fan of crpgs I knew I had made a mistake with my build.
Still learning the difference between weapons and which weapons are best for which characters. Whether Argenta should have a bolter, a sniper, a flamer or a laser weapon, that sort of thing.
Ahh, one of the best things about CRPGs - the suspense towards finding out whether or not your character sucks.
I love the game and it is easily my GOTY, but the original P&P system just sucked and it shows why it doesn't have a major fanbase.
Or maybe dividing the list into tabs (class, common, background)?
The fact that characters like Cassia or Pasqal get an insane number of background talents (some of which are only available when you get a class talent) just makes it more cumbersome and confusion-prone.
Everything is building untop of the next one.
So I got to read multiple paths and all the talents to get a real picture of the situation.
That was just a little too much for my attention span
---
I hardly can get my head around words, I need it depicted.
And here I see one line following the next, scrolling through all those different talents or what ever.
1.)
Colorcoding
represent related talents etc in the same color
Everything shown on one screen, like little labels with lines. All the stuff on one screen and the possible connections visualized with lines in between.
For Example what works with Fel (yellow), one line to activate or deactivate, what works with Agility (green) on so on
2.)
Next at the level up, tell me with a more prominent outline what is rarer, how often can I pick suck a Talent, give me a number next to it, so I see okay, one more time and I'll never be able to pick it.
Like the science tree in a 4x game.
Because at the beginning you just don't know, what you don't know.
Or make a skilltree like in path of excile
(Joking)
On first "route" you're picking your main specialization - melee, guns, special ops (sniper, psyker, debuffer) or officer (pure buff machine). Those classes are optimal for their roles so mostly no-brain pick.
Third "route" also fixed for every character.
So only real choice is on second "route".