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You're supposed to live with your decisions and its consequences.
FWIW, Hints seem seem to either be tied to the NPC "exp" potentional they can fully get if you decide to feed on them, or they have to do with dialogue trees. If it's just an exp debuff from the total possible for feeding, wouldn't worry about it.
Also, for example, the (OK steam censorship, whatever it's a ♥♥♥♥♥♥♥ profession in the game ) "lady that sleeps with men for money" from Romania or whatever, I had found her side quest quest item before even finding her. Upon talking to her, I saw the green dialog option to complete her side quest with it, and upon doing so, it completely killed 2 hints, one for her, one for the guy near her. Doesn't seem to be a big deal.
Yes it's lame though. Stuff you need to be careful with though is it IS possible to accidentally mess up some quests by other means, so you definitely should back up manually to be safe. I've encountered at least one side quest where I killed the enemy (miniboss) before Reid was even finished talking after entering the miniboss area, and it didn't register he was dead.
The same old tiring excuse. You want to live your consequences, fine, just don't save-scum.
For the other that don't like having their save corrupted and losing 15 hours of game because of a power shortage, that just is not enough an excuse (and yes the backup save can corrupt itself as well when it happens). Every game that does that scare people away (Kingdom Come Deliverance is the last example that comes to mind), but developers still feel like they have to impose their view on how to play their game to people.
Fine, I just won't buy it, and I know of two other people that won't (partly) because of that.
If somehow this is some common occurence for you the problem lies somewhere else.
He says it scares people away when there is literally no evidence for it. It's just his opinion. He doesn't own the game and just needs a reason to whine about something because that's what they all do in here.
If you don't like playing the game how it's designed, don't buy and play it. The game's main theme is choice & consequence so having one savefile without manual save makes sense.
No one in here has had a corrupted savefile by now and i imagine no one will.
You have an option to circumvent this manually if you are really that desperate to always make the right choice but then i am wondering why people like you guys play RPG's with choice to begin with if save scumming is so freaking important.
You should play on rail shooters if making decisions is something you dislike.
Yep. It's pretty much like asking for a save game in a rogue-like game.
Sure this isn't a rogue-like game - but one of the major points in the game is that you can't predict the outcome of your decisions (esp. in case of those regardng a district). The decisions itself are pretty much very basic - it's just about a good vs a bad solution and it's up to the player to try and predict what would be best (if he cares about it). And the point about making your decisions would be redundant if you could just revert to a previous savegame.
And in that case: why should a developer even implement decisions in the first place? Obivously people don't care about making decisions, but just about the best outcome.
Did you think about your decision before making it? If that's the case, why is it a mistake? Just because you didn't got a clue or something like that? That's not a mistake - you don't need to have 100% all the time...
I have already but i didn't accidentally click the wrong choice since that's pretty much impossible unless you just randomly click on whatever without reading anything.
I am not only talking about that. If anybody wants to save-scum, why would you forbid it? I tend to only ever do one run for any game. Because I don't play that much, and I don't have the time to do all those 50+ hours game that come out. I never finished The Witcher3 for that reason (even though I enjoyed the 1 and 2).
I like to save before key decision and see the impact of those. Plus when you have badly designed choices if you somehow choose the wrong one, you are locked. Take in example that Vampyr game when either you have the right answer or you lock out some content: what's the bloody point? There's no impact here apart from preventing player to see some content without any counterpart or differing content. You just purely removing stuff for to people to see, even though you spent time creating it...
So let people play their own way: I like to save, I like to cheat, and if you think I'm ruining my own game, good for you, I don't care. If you want me to play YOUR way, then goodbye, I'm out of here.
No I'm saying that because I have two friends who told me the same thing. I don't if there are more out there, but that's already a big part of the gamers I know. I wouldn't know every single gamer in the world, so I'm doing what humans do: using my own experience to form an opinion. Seeing that I've read many complains in comments out there, I''m guessing I'm not the only one bothered by it.
Why the hell would that make them redundant? I care about making decisions and seeing the impact.
If the decision has no impact and you're preventing me to save and load, you're just hiding that you did not implement meaningful choices.
If the decision has an impact and you prevent me to save and load, you're locking me out of enjoying seeing what changed. Because I'm not the kind of person that has 100 hours to spend on single game (or maybe 60 if I rush it), I will not be able to see it EVER. Well done creating content and preventing people to see it.
The fact that some people wants to be restricted when saving should not be FORCED on everybody. Give a choice to do a Iron Run or something to the player. Like that YOU would be happy and not be able to savescum and brag about it, and I would be happy to save and reload.
And anyway that kind of stupid decision will be void when somebody will mod it (and it already has been). And that again is a proof that people feel strongly against that one save, since they spend free time coding it OUT of the game.
I've already found 3 quest items before being given the quest, 1 without even meeting the character. This itself wouldn't be a problem since it's common in very open-ended games, yet it skips over the quest being given to you and straight to your choice in how to hand it in or whatever.
I found the knife in the hospital area and handed it in, without any dialogue beforehand, got the XP and a line or two from the character. 30 hours of playtime later that character gives me the dialogue that is supposed to open the quest.
And that isn't even the worst. The scarf quest entirely ruined my ability to fully complete side quests. I found the scarf, handed it in to the woman, lost 2 hints forever. I actually had a backup but I decided not to lose like an hour or two of gameplay and keep going. I'd heard that the fortune teller later allows you to get hints so I thought no big deal.
Anyway 15 hours later and I get to the fortune teller. He gives me a few hints before getting stuck on the hint that's supposed to tell me the two people in the scarf quest are supposed to be in love. Now this doesn't actually give me a hint, probably since the game considers the entire quest done since I handed in the scarf and didn't investigate further. I wouldn't even care about this single quest but I failed a few other hints and would rather pay anyway at this point because I want to get stories and finish the game, not run around a dead city collecting rubbish. Now I can't get any more hints from the teller because he's trying to give me the hint for the quest I supposedly failed, but the game doesn't register the hint itself and give it to me, nor does it just skip over this branch and let have the other hints.
There are some really interesting stories in this game and I'd have liked to have seen them all, but there is no way I'm going through the awful gameplay and clunky mechanics again. This game would probably have been better as an interactive story, since the devs apparently can't figure out how to make an open world RPG without knee high barriers and unironic sewer levels or how to phase quests without tying them to the quest objects.