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tl;dr Bring back the old seeding system.
In theory I don't think it should be super hard (maybe something like : if the seed entry of the savefile equals 0, then generate a new seed on load. Else, use that seed. -- or a combination of a boolean and a seed value, with the boolean set to true or false depending on whether a new seed should be generated or not when loading). In practice, you never know how hard can it be, it depends a lot on their software architecture.
Yeah this. When reading Tyr's post I was like "Did I ever encounter an unfinishable game before because of the seed being kept?". Even if I did, I don't think it would be a big problem. I mean, compared to being locked ad-vitam-eternam on Jail space because it got terraformed when the space is not supposed to, it is nothing.
My point being that there are so many other things that need to be addressed. No one asked for this "problem" (if it posed problem to people? I am subscribed to this forum, I see tons of threads about AIs and semantic bugs, I don't think I saw one about not being able to finish a game because of the seed?) to be solved, and yet this decision was taken without asking the playerbase what they would prefer between possibly unfinishable games (the way it was before) vs not being able to redo your actions.
Why?
as in...
why bother cheating it?
I seriously don't 'get' it.
It's a game... losing lives / getting bad results is part of it... part of the fun.
I really don't understand all this hate on the dice seed due to cheating... if people want to cheat then they must be loving it - for those of us that just want to play the game - we're loving it too = win win right?
People are not that black and white. If a game is too easy to cheat than those who wouldn't otherwise think of cheating may be tempted to. Reloading a save until you get a desired result is not fun for a lot of people yet they might find themselves doing so. It's just not great game design.
And then sometimes I just want to dink around and have fun. I remember I used Cheat Engine one time to give my Gambler character something in the range of 50 Fate and dumped them into a Lottery roll. To the game's credit, it did pay out the obscene amount as expected. And yes, I do know I could have just used Cheat Engine to give me 50 gold, but I wanted to experience the ridiculous event of 'winning' an insane amount of money. In my head I was trying to think of the lottery officials in the game world going "He won how much? We don't even have that much gold to begin with!"
Anyway, regarding the different rolling/seeding methods, I did think of another reason to at least have the option for keeping the same seed through an entire game, and that's debugging. If a problem happens and you want to find out if it was just a one-time thing or if it's an actual bug that should be reported, you'd need to be able to reproduce it. The devs also I think would want to be able to have reproducible turns for their own debugging/QA purposes.
Regarding the dragon tokens, I think that actually is a bug. I remember a while back that the spell deck would get reshuffled or cards drawn during a turn would still be drawn if you reloaded the turn or something. Glad that was fixed.
Yeah, we demand it and Nomad is ignoring us.