System Shock: Enhanced Edition

System Shock: Enhanced Edition

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Did they fix the reactor bug yet?
No random code = no buy, I ain't buying a buggy peice of ♥♥♥♥.
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It still is the random code.... Can you explain what you mean?
I definitely got a different reactor code from what I got last time in non-Steam SSP (~>2 years ago), so I'm not sure if there's a problem
Also, didn't find any bugs in EE version. It's, basically, updated SSP, which was tested for years, it's quite ok, at least
Zuletzt bearbeitet von OptoNick; 2. Nov. 2015 um 14:32
ytl 2. Nov. 2015 um 19:43 
nope op is right the code is the same each playthrough on EE atleast for me it has been 539579
the original versions running on dosbox should be completely random starting a new game.
Ursprünglich geschrieben von youtl:
nope op is right the code is the same each playthrough on EE atleast for me it has been 539579
the original versions running on dosbox should be completely random starting a new game.
Oh, then it's a problem, indeed
Ursprünglich geschrieben von youtl:
nope op is right the code is the same each playthrough on EE atleast for me it has been 539579
the original versions running on dosbox should be completely random starting a new game.
I can confirm this has been my code too in my gameplay, 539579.
buddy 15. Juni 2016 um 11:00 
I'm really bummed out that the code isn't random like the original version was.

Players these days are going to just give up and look up the code, and miss out on a big chunk of what defined the game: exploration
ShodaN 15. Juni 2016 um 12:36 
Just finished the game. My code was 189030
Osku 15. Juni 2016 um 13:54 
I actually liked the fact they changed it to a static code. I thought the backtracking just to see the codes like 5 floors down was a huge slog and took away from the amazing final moments of the reactor mission. :P
Yes - the backtracking wasn't fun at all. Hopefully they ditch that and that the endless respawning of invisible monsters in the remake.
buddy 15. Juni 2016 um 21:02 
But if you didn't have the sense to write the numbers down, you SHOULD be forced to backtrack.
Being able to look up the answer to everything just cheapens the entire experience. The game gives you all the hints you need through its in-game logs and emails for you to be able to figure out what to do.
If I remember correctly there's a log or a note way back in the very first CPU room (maybe the second?) that suggests the numbers on the CPU room screens are going to be important. If you couldn't take the hint you deserve to be temporarily inconvenienced. It's part of the game.

And the fact that it's no longer random also cheapens each subsequent playthrough. Why bother keeping track of the numbers when I know the code is going to be the same? This change hurts replayability.

If this change was done on purpose, it was a stupid decision. I'm hoping it's just a bug.
ytl 15. Juni 2016 um 22:12 
way to miss the point...
if you want the game to be easier set the difficulties accordingly at the begnining.
Snake 18. Juni 2016 um 12:55 
Ursprünglich geschrieben von Bizcocho:
Ursprünglich geschrieben von youtl:
nope op is right the code is the same each playthrough on EE atleast for me it has been 539579
the original versions running on dosbox should be completely random starting a new game.
I can confirm this has been my code too in my gameplay, 539579.

Thanks. I got a 9 from 3rd flr, 5 from 4th flr and 7 from 5th flr. This confirms yours. I could not find s screen on the 2 nd flr.
yaay, necromancy. anyway, it's fixed[www.systemshock.org] now.
buddy 4. März 2018 um 15:28 
It's kinda sad that we have to resort to fan-made fixes for this. You'd think Nightdive would have the ability to address such small bugs like these. But I guess they either don't care or don't read bug reports. No wonder their SS3 project died, they seem like a very poorly managed studio.
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