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Αναφορά προβλήματος μετάφρασης
Yeah rename it fingerpring locked and it might work, but they did it because they have the tech, I doubt a pirate band will have the tech and know how to do something like that kid, mainly they are more concerned with killing a person then if the gun gets taken, but then again I ain't no expert in survival. Maybe make industrial down fingerprint locked where it can be undone, but biocoded and up can't be undone.
Corruption, black arms dealers, "making extra on the side" etc is also not unheard of.
From a lore standpoint, it could even be a group of people that started out just like you did, then over "creative differences" decided to start ransacking everyone and everything.
^--- This.
I took the plunge and finally updated to 1.2. Why? Why do that when 1.0 was just friggin' fine? I dunno, I'm stoopid I guess...
Biocoded weapons are what I refer to a "hamfisted" developer tactic. Further, they are in the game for no practical or worthy gameplay or progression reason. None. They "seem to be" there to solve a problem that exists only in the mind of the person who insisted there was a "problem."
I just don't get it...
I do not understand the mindset of someone who decides they are going to fiddle with something that is not "broken." What that sort of person is doing isn't fixing something, but willing to endanger the functionality of something only in order to put their own mark on it or to fulfill some desire that is usually incompatible with the continuing function of said "thing."
As far as I have seen in my few hours of 1.2 play so far, "Biocoded Weapons" have no further functionality in game mechanics other than to increase the threat of Raids. There are no secondary or tertiary mechanics that combine with that item attribute to enhance or progress a different play mechanic. Even capturing a Raider "because" they have a biocoded weapon isn't worth the inclusion of that in the game - It's just another "risk" element added to pump up the drama.
If, let's say, one could use biocoded weapons in another game mechanic to then gain an affix or attribute or unique "thing" that can't be gained in any other way, one could say that game mechanic enhances or adds to gameplay, so it has some justification.
As it is, as I have experienced it in 1.2 without Royalty... it's just a case of someone hamfisting a solution to a problem that didn't exist in the first place just because they wanted to poke something with their own stick.
"Royalty DLC Note:" I have read that with the Royalty DLC, there's a mechanic that allows a colonist to "bond with" a Biocoded Weapon. If so, then that's another hamfisted attempt... This time, at pushing DLC. "Naow u can uz teh kool weepons if u by teh DLC omgolz!" Shameful and desperate.
General: There are issues in 1.2 that I feel are not balanced for new players. And, I feel that the intent is to... make the game more difficult, overall. All that does is push players out to the Workshop. "Difficutly" in Rimworld these days is an outright "choice" that Ludeon can not work around. They'll "increase gameplay difficulty" all the way to alienating new players. 1.0 was just fine as it was in those terms.
PS: Sure, I don't like it when someone messes around with whatever my "favorite thing" happens to be. However, there's an issue here that bears considering and, more importantly, needs some very serious... looking at - How much can a developer continue to wonk around with developing a game after it's release before they get to a point where the game the player originally purchased is no longer that game? And, what are the rights of the consumer in regards to having "their game" changed to the point of it being something they may not have purchased? This is a Modern World issue and needs consideration for all PC/Console games in general, not just Rimworld.
Ten raiders with pistols attack your base. You kill them with your charge rifles and miniguns and the weapons do nothing because you've outgrown them. It raises the colony wealth just a bit. Not much but a lot in the long run.
Ten raiders with pistols attack your base but half of their pistols are Biocoded. They die but half of the pistols are worthless save for being smelted. This keeps the colony wealth low and does address the problem of high level raids bringing high value loot but you don't use them.
You clearly haven't gotten your hand on the player persona weapons and don't understand them. A persona weapon, in the past, was a weapon that bonded to your pawn and only your one pawn. A persona monosword, plasmas word, zeushammer are stronger versions of those vanilla weapons and are, barring a doomsday, the strongest weapons in the game.
This makes the pawn, and the weapon it has, very very valuable. In the event the pawn dies, the weapon becomes useless, and makes it so finding a revival serum much more enticing. You want your pawn back not because he was the colony's best grower, but JUSTICE BRINGER is just there gathering dust. It fits the storyteller goal that Tynan wants.
What you may not know that these persona weapons have personalities of their own. One may give your extra psyfocus after a kill, another makes you angry after a long while without killing. One may bring happy thoughts and another may bring sad thoughts. There's a list on the wiki.
So not only are persona weapons the lightsabers of the game, they also are characters in themselves.
I galk at Biocoded weapons when they were first introduced, but as the game gets patched and upgraded, I came to value them for what they bring.
If biocoding is supposed to serve towards game balance, it seems like a waste of time. "Weapon value" is a very small part of what makes my colony wealthy. I doubt that weapon value has much of an effect weighed against everything else (i.e. tech advances allow the creation of many items far more valuable, and usually not too far into the game).
"Clearly". I have no idea what that is. Not everyone has the DLC... which I have zero interest in because of the subject matter. This is not relevant for a (probably large) number of us.
No.
Morkonan whined and mocked the concept of persona weapons as they have no idea how it worked. If you don't own Royalty, it has no effect on you and is therefore irrelevant. Why are you quoting this, when I am also, very clearly, replying to Morkonan?
Treat biocoded weapon as scrap material. That's all. It's not a big issue as people make it out to be.
Anyone know of a mod that lets us disassemble weapons, preferably also including biocodedones, for part of their components?