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Fordítási probléma jelentése
It's obvious these devs didn't research actual communities of human scavengers. Something is different in this storyworld if scavengers own bases, rather than being exploited by the people who do. And why is there an Old Man - if people are surviving past their 30s that's not grimdark because compared to the real world it's cosy.
I hope they do a complete turn around and make the game into a true survival looter. Now its a casual looter
Sound fun?
Because otherwise it might affect random guys NOT putting in 100 hours in 2 weeks like it's their day job.
I could see difficulty levels "Casual, Normal, Scav, Hardcore".
So people can put an additional layer of difficulty upon themselves if desired.
But then again, in single player games YOU make the choice how to play them.
If you play it like a vacuum cleaner you're bound to end up with stuff.
It's common in most games by the way.
In RPG's (Baldurs Gate, Divinity etc.) it's a basic theme for example that you can just steal EVERYTHING in sight - easy gold cheat. Does it mean you have to? No.
People have literally speed run 40h+ games in 10 minutes. Do you have to? No.
I'm questioning what the effects would be on co-op - so mostly I'd be thinking about hardcore or scav difficulties ending you up with more broken stuff, misfires on weapons etc. to just get you killed if you really want that challenge / realism.
Water is potentially one of the few things that can be taken outside that click-to-steal paradigm: because it's a fluid.
I feel this should be a game where there are loads of gambits the player can attempt to get some H2O... obvious ones being to set up stills or rain collectors on buildings, or corpse-theft, or drilling into weird old containers. Finding the stuff: scan the horizon for plants or insects, carry a biomechanical disembodied elephant's snout around. Disembodied>disembelephanted?
Most of the time you should return worse-off than before. Having real-life penalties was a good idea: once the AI behaves remotely fairly they could try locking players who get shot or die of thirst out of the game for 24hours.
Co-op could let people try more ambitious heists. People could draw lots to see who tastes the funny-smelling snow where the Euruskan Stalker was standing. Getting water out of a hydraulic system could require some valves turning simultaneously. Stills need 2 ppl to carry the stuff while the other 2 defend. More ppl = more complex challenges.
But I'm very biased. I don't think we need FPS games, or Health Points or Loot anymore. It's all been done. So's what I'm suggesting - but maybe a fluid mechanic would throw up some new experiences.
I think at this point you have to create your own challenges if you’re any good at FPS and you put in enough time.
I watched Killpo1 create a new Steam account, share the game through family sharing, and then make self created challenge out of it. No use of vendors whatsoever other than buying rigs, and permadeath. Once each character dies you can’t use them again. In 5 1/2 hours of gameplay he went through 4 of the 5 characters, but honestly he wasn’t playing like it was permadeath, so there is that. It was pretty fun to watch, although I haven’t tried it myself yet.
Really its a trade off in co op...Instead of difficulty lvls its a rating generated by total kills or linked to 'prestige' that gives the player a value that the AI can use to assign the players a rating in the 'Battlefield Hierarchy' right now high ranking units don't really pay much attention to you as they see other units as the threat. WIth a higher rating comes more challenging game play for the players that are "that guy"...back to the Trade off, yes if you co op with a high prestige player the round may be harder for inexperienced players...but who better to have in your squad then a competent player;)
Oh look,. it's Catty once more spreading misinformation and nonsense, having never gotten the memo that the game is early access game and not completed,
That was a really nice challenge he did.
No vendors except rig trader (as can't find in raid or get from quests), everything else found in raid, couldn't sell anything to trader, so questing for anything needed.
Really nicely done and switched how he plays a bit.
Do agree with op in general, but as you say at this stage you have to make your own enjoyment, create your own boundaries and impose your own limitations to create the experience you want or think it eventually will be.
I really enjoy his style. I hope he becomes bigger. He’s a good player but more than that he has really thoughtful commentary and he engages with his chat in a very authentic way.
His video on all the enemies should be must viewing for anyone having difficulties identifying who the various combatants are. But all of his TFW content is really good, IMO.