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Fordítási probléma jelentése
on the graphical aspect, something of nowadays. There are many different video engines at the moment (not necessarily the Cryengine or some other top engines) that can show the "visuals" not like a 10 yo game.
I purchased the game yesterday and have only been trying to make it look not like console game, but UE3 is the same ugly ♥♥♥♥♥ of always.
Regarding gameplay and such, I have to advance in the game. A thing I'd like to see, not only in Styx, but in ALL GAMES is a MANUAL; at least a pdf one, not only containing the "controls", but an old day's manual.
Also, for example, giving the option to use more than 1 key for a "command" or just split commands. I mean the "use/turn corner" "command". Usually in K/B+M configurations (classical PC config) the "use" button uses to be "E" (or "F") key. In this case, in Styx Master of Shadows, if you use the "common" E or F key you cannot "turn corners" because you use same finger for going right and for "turning", making (me) using another different button for turning corners and at the same time using THE SAME key for "using", what makes me a mess, just when I want to quickly "use" something, as I tend to press "E" key (that I have had to quit and give no use at all).
Regards.
Anyway a second playable character.
2 Well don't make map repeat, I mean it was like you play the game and than you play it again, but go just backwards, lol
3 Why does Styx never use bow,bombs or crossbow ?
4 Why can't he just bribe the guards.
5 More different enemies like dogs.
6 Smart guards.
7 Lay Traps.
He used amber bombs in Of Orcs and Men, but he's never been an archer. Knives for melee, knives at range - that's always been consistent. It's really unlikely they're going to suddenly give him crossbows, it's not his style.
Styx isn't really meant to be much of a combatant, so I doubt much will change w/r/t combat.
Though one thing I would like to see change, or disapear even, is how he ends up locked on target when combat does initiate.
They already let you have both quicksaves and saves in multiple save files. What would more checkpoints do? :O
Ranged noise making - throw an utencil, small rocks, whatever you can find basically to lure the guard to his death or simply make him turn away.
Crossbow - with special ammunition available such as explosive bolts, igniting bolts, armor piercing etc.
Bombs - smoke, shrapnel, incendiary, poison gas - make me feel like an ugly commando!
Custom gear - climbing claws, rope with hook
Traps - not just the typical put on the floor for kaboom, but also more intelligent ones - put a thread by the staircase and watch the knight roll down to his death, spill some oil near the cliff and have someone make a slide of his life, cut the rope bridge so it will break under someone heavy.
AND MOST IMPORTANTLY:
The City. A huge city that lives it's own life - something Thief tried to accomplish but didn't quite get. It's no longer needed to split everything into tiny little areas so make use of it. Large city with people going on about their business, guards chase thieves, thieves steal, assassins murder - the entire underworld structure where Styx can earn protection of the underworld by getting some jobs done (a bit like it was in Thief 3 :Deadly Shadows) - getting in good terms with those groups would also lead to access to extra equipment and missions that in turn bring in profit.
Since Amber would not be that available anymore, I'd just say *certain* event in Styx infused Styx with amber to the point where his body generates it constantly - finding a rare amber vial would now boost his power by little bit for good.
Let Styx use more incaptivating stuff. Now that he is out of the tower, he should be able to get stuff easier.
Things like sleep powder or poisons to coat your knives to cause sleep or dizziness.
Darts would be cool. Just something that could stop guards without arousing too much attention.
Stinking bombs.
Smoke bombs so you can get away.Or just throwing sand to blind enemies.
I disliked using Amber, there should be an alternative (if you have not enough), since Styx is really bad at fighting.
Traps sounds like a good idea too, this could be implemented into level design, so you can choose to set up a trap and lure the guards there if you get seen accidentally.
Ropes.
Grappling hook.
Little spies (like Amber controlled bugs or something like that to spy out the area)
More ways to go through an area and to interact with te area.
More NPC/creature factions like Nevasith said above.
More variety throughout the levels.
An easier way to distribute skillpoints (maybe the more checkpoint idea has merrits...something like the campfires in Tomb Raider)
A way to upgrade your pouch (to carry more knives and stuff). And I mean MORE!
And...a companion, that is easier to controll, so noob-me can play this game.
Sorry for my bad English...
Or a fullscreened mode that doesn't minimize the program when you alt+tab.
THIS !!!!
This would be far more logical, and it would improve the gameplay markedly.
In the current game, having carefully tricked gurards into an area full of Roabies, I was supprised and very dissappointed to discover that the Roabies did not attack and kill the lightly-armoured guards, and equally that the heavily armoured knights did not dispatch the Roabies for me.
Instead, the humans and Roabies currently wander about in the same area like best buddies, which looks utterly rediculous. Equally, orcs do not reach out and grab human guards or Roabies. Why???
The abillity to 'kite' guards into coming into conflict with Roabies or orcs using Styx's make-sound ability would be a great strategic addition to the game.
As a second suggestion, I think Styx is the sort of character that would place ingenious and sneaky mechanical traps for unsuspecting guards. These could be constructed from materials found in the dungeons. e.g. Wire, String, Rope, Sword blades, wooden pressure plates etc.
Tripwires could be used to trigger various effects from swinging blades, to falling sandbags (for a silent knockout)
Even putting a puddle of slippery lamp-oil on the floor at the top of a stairway or by a ledge over a big drop would be a sneaky way to do away with a roaming guard.
There also have been very small crossbows - approximately sized like a large pistol. Their penetration power is lowish and won't ever be able to pierce heavy armor, but they might be used as means of delivering special projectiles to the destination - anchor bolt + rope, igniting bolt, bolt with attached smoke/gas/fire bomb, etc.
I personally see Styx as an assassin/commando type of character and in every mission I try to kill everyone with no allarms triggered (unfortunately there are places with too many people to pull off.
It would be nice to have some creative ways of killing people in large groups with good deal of effort - for example place a bomb somewhere undetected, hide where you can't be seen and use your clone to lure everyone in the room towards the bomb. Use clone to trigger it or fire at it/trigger by trap.