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Fordítási probléma jelentése
My reaction when that happened for the first time: OK, let's restart.
My reaction when that happened for the 2nd time: Screw these sadistic optional objectives
My reaction if that happens for a 3rd time: Screw this garbage game - I have better things to do than wasting 15min of my time because you can't be bothered to implement an undo button.
The fundamental issue here is one of identity: what kind of game is Train Valley supposed to be?
A puzzle game like, say, a Zachtronics game where you spend hundreds of hours tweaking your solution to find the best way of doing things?
Or an arcade action game like, say, Cat Mario, where you memorize the basic moves but are primarily judged on your ability to meticulously execute steps?
Because right now Train Valley is firmly in the latter category - e.g. if you fail an objective by accidentally stopping a train you need to restart, redo all previous steps from memory until the point where you made the critical mistake, and only then do you get the chance to make interesting decisions.
Part of this is by design (dispatching trains in real time makes it impossible to tweak strategy and observe the results) which is why a rewind/undo option is the only thing stopping it from becoming Cat Mario.
Great plan - let's delay critical kernel updates until I have a chance. Also, everything's a file - I can edit the money in memory just as easy as I can edit the money stored in a text file. The fact that you don't realize how computers work doesn't mean that it will stop "hackers".
It has happened to me 5 times or more (16 levels finished so far) that trains collided or entered a wrong station because I simply forgot to click a switch and send the train on a different path. In the last two cases I pressed ALF+F4, because these little mistakes make me replay the whole level. I do not know how long I will be able to tolerate this obvious design flaw... but in the end it will become clear in my game rating.
And why the hell can I stop a train in build mode!
If you can simply undo everything, why play at all, there would be no challenge whatsoever.
Clicking an arrow on the screen to send the train to another location is just micromanagement and not a puzzle.
Punishing the player for small mistakes, one wrong click, by replaying the whole level is not a good decision imho, this looked like a relaxing game and in the end its very frustrating for me.
I was about to start a discussion for this and then I noticed this thread. It is unbelievable that this feature wasn't implemented after so many requests and that it wasn't part of the evolved game design; evolved at the point where certain levels in the campaign and otherwise were given a target of upwards of 25 mins to achieve a star. Clearly not everybody will be able to complete those levels within 30 mins as so many people give as an excuse to not have the save function.
Cheating and save feature have little to no connection. A foolproof way to cheat would be to cheat by manipulating in memory data - which of course doesn't bother anybody in an offline single player game. If global statistics are a concern then a straight forward solution is to disable / disqualify that attempt from being ranked globally where a player saves their game. If an user decides to save they will not be considered for the global ranks in that attempt. There are games that do that.
Save scumming is meant for games where every instance when the game is loaded from save file regenerates something basis random seed generation. It is sad that the developers let a thread pivot on this point without intervening or clarifying that save scrumming is barely possible here, if not impossible even if save feature was implemented here.
For those who don't like saving - they have a simple resolution - just don't use the feature if you don't need it. Why ruin it for those who need it. The game is very punishing and video games punish people by making them lose time. A single unintentional action like clicking/selecting a track tile while having demolish mode on, or creating a track while not being zoomed in enough in an obscured spot thanks to the isometric view, deleting something that you didn't intend to delete, putting the track on the wrong spot because you couldn't know ahead that you would need another connection at that exact spot next to a slope - there are many reasons to go wrong and restarting the level after 20-30 mins is not fun. Do that a few times and you put the game away. There is a very strong case for having a save feature. The case to not have it is simply that certain people enjoy playing without it. Can these people enjoy their game even if the save feature was present? Yes and they can do so by not using it because it is an optional feature unless we talk about autosave feature.
Now coming to exciting bit.
Don't get me wrong. It is an absolutely lovely game. I was considering buying it on Steam (Got the game on Epic, kept crashing, utter waste of time and efforts and after exhausting my gaming session time I was left with no fun and all frustration, now fixed with an update, thank you) and I am still considering to buy on Steam for the level editor but the added filter of only being able to play short levels reduces the value proposition because I have come to realise that some of the later levels in the campaign are exorbitantly complex and long. No way to play them whenever I can't afford a long session. However, the topic has actually been put away in a very clever way by the mention of "fundamental code change" and possibility of breaking the code. If it is the case, I know it is not an easy task nor fun, rather frustrating. I know because I was a professional programmer, still a hobbyist/freelancer, just that I moved to other roles and yet very much involved in software delivery. But just so you know playing the game without save feature and having to restart levels is equally uneasy and not fun, rather frustrating. I can only hope that the development team / producer / designer or whoever makes the decision at this team considers this in the next iteration of the game.
It is an optional feature so it doesn't break the gameplay for anybody but a must feature for many to enjoy the game. A feature that many would use and appreciate even if it means their attempt is not counted towards global ranking as a trade-off because people play the game for fun and not always competition. It is a casual genre right.