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Fordítási probléma jelentése
Death by vending machine...
https://www.youtube.com/watch?v=CvqYb4LNkB0
2. Less useless weapons. Like the plasma rifle, end of the game weapon that you really don't get a chance to use. Laser rifle was nice but the ammo was way too rare.
3. Refund option for like 1 minute. Sometimes I buy the wrong upgrade and its annoying having to sell for half of the price.
I honestly went lethal guns blazing my first run through, but as for a non lethal game play i would want:
4. Tranquilizer rifle should just knock out almost immeditaly, it feels cheap when you launch a needle to someones stomach and they just stand there like nothing happened for 10 seconds. Or atleast add an upgrade so that the tranqulizer becomes more potent and knocks out faster.
5. Invisiblity too overpowered. Sometimes you really need it, but I think enemies should be able to have some kind of detection if they know you're invisible, just so you can't abuse it.
6. Silent steps were kind of useless, seeing how invis did the trick, didn't really care if they heard me and got alert.
For augmentations:
7. More activatable ones, like in the original deus ex. I assume the sheild from the trailer will be one of the new toggleable spells. Hopefully not too overpowered.
8. Less useless augs, self explanatory. It would be nice if all the augs had uses and not leveling it would result in minor punishments.
9. Takedowns on citizens should not require any energy bar.
For AI:
10. Police should not go ♥♥♥♥♥♥♥ shoot you for punching a citizen. Then again I don't know if all the police will be hostile like in the trailer, that would add a nice stealth element if you had to avoid them.
11. Make enemies close in on you. Flashbangs were just an annoyance, it should be a chance for them to close in on you, not just stand there and wait for the effects to go on.
12. More conversation with citizens, letting you decide what kind of character you want jensen to be.
Maps:
13. Great looking skyboxes are great, but I actually want to be there. Like in the upper city of China, it was a great enviorment of course but really just made you want to be there.
14. More places around the world, Russia would be great, or Germany.
Other stuff:
15. Customizable Jensen. Silly but could be a nice feature.
And fix frame rate drops, that really kept me from enjoying the game to its fullest sometimes.
Would you really prefer a non-standard Game Over with a SWAT team shooting you down in a cut-scene? Or 'super cops' that amount to the same thing? Every time even one of your bullets nicks a civilian?
Becuse I'll be honest, I've never quite gotten the school of thought that it's the game's fault your versimilitude just got ruined, becuse you did the equivialant of...
Well, a spree killing or a drive-by, to be blunt.
We don't have freaking holo-decks yet, that the game simply ignores such off-the-wall actions frankly sounds like the best compromise of immersion/playability and use of development resorces to me.
It's like those 'whacky' players at table-top games that desided to shiv the king in broad daylight to 'spice things up.'
Sure you could go the simulation route and have actions to such an action... or you can ignore that it ever happened, annoying one player but actually allowing the game to continue for the other 3-4 players around the table.
Not a perfect anology, but I hope you got what I meant, at least.
1. The game awards you with the most XP for stealth runs. For a game that suppose to gives you freedom of choice, it sure coaxes you into playing stealth only runs if you want the most XP out of every mission. The amount of XP for stealth and loud runs, or even mixed should be the same. Find different ways of awarding the player for choosing loud or stealth.
2. Going on a stealth run, knock someone out, go to pick up the body to put it in a hiding spot, somehow the game glitches out and I end up unintentionally killing someone. Please fix this.
Actually there is a third problem.
A silenced pistol is OP. Give every weapon a chance to shine, given the situation in game. Thank you.
Oh my god, I had forgotten about this. PLEASE fix this for the next game. I'm not exactly an achievement ♥♥♥♥♥, but there's still something extremely infuriating about playing through the entire game non-lethally and then not getting recognized for it at the end because some guy you knocked out died in a locker for no reason.
EDIT: For example, when you have to knock out Double-T for a sidequest in HR, theres a guard that gives you a cutscene of him warning you if you get too close. He pretty much always dies if you tranquilize/tase him IIRC.
[1] One of the peeves I experienced when playing Human Revolution was the fact that you are rewarded with significantly higher XP when you play through the game non-lethally, in comparison to playing the game lethally. It was because of this that I felt more inclined to play the game with non-lethal tactics in mind, not because I wanted Pacifist achievements, simply because you are rewarded with higher XP for doing so. For a game that encourages freedom of choice, I feel that this was a bad move. I'd suggest making the XP gained from lethal and non-lethal tactics exactly the same, or perhaps find a way to reward the player for lethal / non-lethal in a way that suits the player's playstyle. However, "Ghosting" a mission, like in Human Revolution, should still reward the player with a higher amount of XP as it is ultimately more difficult to achieve than both lethal / non-lethal tactics, if that makes sense.
[2] Side quests. I commend the devs for putting in side quests, however, there were some issues I had with them personally. Firstly, whilst I was more than happy to do the side quests, I did not like the way in which they were delivered. What I mean by this, is that the side quests were (for lack of a better term) simply shoved in your face as if the devs were telling the player, "Look at us! We made side quests!" as you were carrying out your main mission objectives. I noticed that one of the tips from the loading screen mentions something like, "Talking to the right people in the City Hubs can activate side quests", unfortunately, that wasn't the case at all. Secondly, the side quests felt a little generic and most of them didn't tie into, or influence the main story at all. Suggestions? Make it so that side quests are unlocked by actually adhering to what the loading screen tip suggests, from actually talking to the right person within a City Hub. This will encourage exploration of the amazing world you create. But why stop at simply talking to the "right person" at a City Hub to activate side quests? To go even deeper, you could make it so that side quests can also be activated through reading intriguing/suspicious emails. Again, this encourages exploration, as well as hacking into random places/computers and actually taking the time to read emails, and rewards the player for doing so. As for the side quests being generic, the simple suggestion there is to make most (not necessarily ALL) the side quests tie in / influence the main story, that encourages players to actually do them.
[3] Exploration. The world of Deus Ex beckons me to explore every nook and cranny, which I did in Human Revolution. Self-satisfaction for exploration was there, however, it was short-lived. I hope to see much larger City Hubs in Mankind Divded, if that isn't too selfish of me to ask!
[4] Boss fights. I think I can speak for most people who have played Human Revolution when I say that the boss fights were disappointing. I understand there were time restraints with development and you were forced to outsource the boss fights, and that you nice folks over at Eidos Montreal have acknowledged this - I thought I'd mention it anyway. If you're rectifying the issues that the boss fights had in Human Revolution by making it more challenging, interesting and defeatable through various means of approaches and tactics, you're doing the community good.
[5] Oh, you're still reading my drivel? Good, there's one more thing I'd like to mention! And that is balancing within the game, more specifically, augmentation balancing. Now I can't remember / speak about every augmentation in Human Revolution, there are a couple I have concerns with and suggestions I'd like to see implemented for Mankind Divded. The first augmentation is the one that allows you to see and track enemies through walls - Smart Vision I think it's called - this particular augmentation, in conjuction with your radar just made things a little too easy, at least for me anyway. To balance this out, I'd suggest that when you activate Smart Vision, your radar gets disabled for X amount of seconds, or something along those lines. Now anyone could simply tell me, "If you find the game too easy with Smart Vision, then don't use it", while that is a good point, the truth is I think Smart Vision is awesome and I want to use it, but it almost seems completely irrelevant when I have the radar to keep track of my enemies. The second augmentation that I feel is a little too powerful is the Cloaking aug, especially in conjuction with those movement augs that allow you to walk/run/sprint in total silence. To balance this out, I'd again suggest that your radar gets disabled for the duration that you have the Cloaking aug activated, and also give security cameras, turrets and robots some kind thermal / heat vision so that you can't simply run right past their field of vision undeteced with Cloaking activated. You could also give random enemies the same thermal / heat vision to make things interesting. I understand balancing is a difficult part of any game, and I'm by no means an expert, but I believe these balancing suggestions for those particular augmentations are fair. But my overall message I want to convey is that I hope there are some balancing implementations for a few of the augs that were in Human Revolution that I can only assume will also make it into Mankind Divided.
Cheers for reading. Sorry, no TL;DR. xD
A way to tone this down would be to add a bonus if you finished a mission after having killed every enemy on that level. A bit like the "ghost" bonus you get in HR for going through the level without being noticed but the other way around. Maybe they could call it the "house cleaning" bonus, I don't know...
How do they plan on letting us get away from the final boss?
And if you want to not have it, at least, put an option to enable it, because some people find the visuals better with it.
To expand on that, adjustable difficulty would be nice. I suck at the combat part, so I don't want to play on ultra-difficult, but I DO want that find-out-where-the-codes-go-yourself and such. Make the difficulty options independent, so I can choose medium combat difficulty, and high difficulty on everything else.