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I agree however, we should be able to unlock weed growing a fair bit sooner like around level 8 or 10.
problem is, at level 8 and 10 we can't really afford the setup costs
So the setup costs could be a little cheaper to balance it for a lower level?
This could work too and actually makes more sense in a way. Coke is supposed to be (as it is IRL) super expensive and as such super lucrative. More of a late-game kind of thing, yet you can unlock it at level 16 which can be reached in just a couple hours which feels to me like mid-game content. I'd say shuffle things around a bit so the really lucrative stuff like coke and heroin start to unlock around level 22-25 minimum. Growing weed could also be moved to around level 12 or so to make the gap a bit bigger and thus make growing it a bit more logical.
this was actually part of the suggestion i put forward not long ago. Unlock pills at level 10, meth at level 25, coke at level 50, hero at 75. Gives the player something to work towards instead of unlocking everything after 2 hours or so
I do not care too much for unlocking (i mean use) pills, for instance, too soon for me and just a problem at the time it unlocks when you don't have a good place to prepare a lab, don't have access to equipment to use the drug, don't have too much credit to spare in too much drugs, etc.
Weed growing seems that unlocks too late instead, comparing to that. But it's true that you will lack the money to start growing it unless you ignore some other tasks and lock some drugs to sell. It's also true that weed growing is a big advantage, so also unlocking earlier will create balance problems even if they nerf it (and i think they will end nerfing it, sadly)
The drugstore comes a bit late, also, imo, and some of the earlier problems with pacing could be solved by allowing us earlier access to the store. It's easy to save for just a 300$ machine to make pills than to wait to rent a good hideout, buy the furnitures, storage and rest of machines for mixing, all too expensive at that point in the game where hideouts and furniture becomes unlocked.
Problem is, we can't move equipment and furnitures between locations, because if not, we could invest in that machine for our main apartment to be able to mix the extasis after it unlocks and then move the equip to the hideout we rent. Another problem is that drugstore is in the other sector, so it won't let an earlier unlock unless they change the order of quests and that will unbalance even more the pacing of the game.
I would prefer to just wait and don't rent anything, even the cheapest hideouts, because i will not use them without money (no laptop, maybe just the table they give to you in the mission, no equipment, no way to mix anything decent yet...) At that point i'm still saving to be able to rent a bigger location (and close to the center and main apartment, where i have the laptop, buying another is too expensive at that moment) and start bit by bit, placing furniture and accesories. Waiting for the drugstore to unlock, ofc!
In general, i feel that some unlocks have a weird order and that drugs are on they own path, unlocking too fast, and somehow misplaced versus the level required for other kind of unlocks (access to affordable hideouts to work, agents like the one that sells you the seeds, lab equipment, etc)
For instance, i probably only use the npc that changes you money at endgame. It's just too expensive to work with, and it's not worth "changing" the 500$ you managed to save and using the agent will leave you with only 300$ of savings. Too little at that point and, in general, until you make much more money, totally unworthy.
I also think that the gang's quest should come later, but the problem with this (and delaying drugs unlocks, etc) is that game could feel more repetitive and that will need more grind if they do that. There are already reviews (and i have seen gameplays at Youtube) where "too much repetitive" is the main complaint about the game.
At this point, a whole re-design of the unlocks, quests and pacing can be difficult, and i doubt they are going to do any of that, because it will probably be a mess and will force the devs to change too much in the game.
The game needs more content (and activities), not for endgame, to be capable of support a more streched progress. But it's what it needs, imho, more content and a more streched progress, and also better balanced in the different unlockings, drugs and other activities/equipment/utilities.
Sorry for the big wall of text...really, it's too long but i had a bit too much to say :S
The game as I knew had slow progress at the start and then starting at aroung level 6-7 it would get slowly fast passed until unlocking Crystal Meth where from that point it felt too fast and too easy to unlock the other drugs to the point of getting confused with so many new options available and a lot of stuff going on. Now this Weed growing mechanics it's awesome but makes that perception from before even worse.
Maybe Weed growing and access to equipment to process them should be unlocked and abtainable sooner like at level 10 or something and besides that all the drugs should jump to about 5 levels above the current ones so it also gives the player some room to experience the growing mechanics in it's full potencial without any other new drug dropping in too soon.
Added to the list of byterunner lies, along with classics such as "coming soon or right around the corner"