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Een vertaalprobleem melden
This excellent game is noticeably missing some mechanics that increase the difficulty as you progress. Thanks to Sync disks and memory system, it gets easier and easier as days pass in-game. It's the complete opposite of a typical game.
i think you dont understand the point of the Echolonzone
you are not suposted to be there until a certain social credit lvl
and when they so easyly bypassed then why remove them?
they are new in the game and maybe sidemission there should be mared as that
but if there is a murder and you are not the right social credit lvl than use ure brain to solve the problem
it is suposted to be an obstackle, lear to deal with it
Please re-read my post. You have ignored every gripe I have with the system and replied with what is essentially 'if you don't like it, don't play it'.
If a murder takes place in an echelon zone, nothing happens. You sneak past the police and walk around the apartment just the same. They are redundant.
If they are meant for when you are a specific level then they should only spawn when you're at that level. Poor design.
I do not need to "use my brain" to bypass them. I can walk in the front door. Again, redundant.
Echelon zones are redundant, bloat the game with needless mechanics, and fail to even be an obstacle in any sense of the word. Your ignoring of my entire argument only further proves my point in the last paragraph. You don't understand what I am saying nor do you choose to try.
May I ask how it's bias?
I agree completely, I feel like Echelon zones could be awesome, but right now they suck ass. The game as a whole has a very grindy game-play loop in general, so I can see where you're coming from in terms of it being made to play in short bursts.
Also did you mean to say "its better if a players' misdeeds are easily forgotten"? Not trying to nitpick just making sure we're on the same page.
The way the game is played, the actions you can do and the way you interact with your surrounding implies the affect of a sort of reputation system, but the game does not actually have any such mechanic so it gets very jarring when your social standing should reasonably affect the situation you're in but it doesn't because there just isn't such a thing in the game.
The social credit system is kinda just a glorified exp and level bar, which honestly I think is fine that one doesn't really need to have much depth to it. What the game really needs is a more general reputation system that affects how the people around you act and react to your actions and presence. It's ok to have certain things sort of like the echelon system be affected by the social credit system, like laws, restrictions and expectations you have to follow to underline the class divide but there should be a separate reputation and NPC personality system that affects how much the individuals around you actually care about upholding the status quo or whether they turn a blind eye for you.
Maybe social credit should have a small effect on people's initial impressions and how easy it is to improve your relationship to them, but it should be more focusing about the laws and rules of the ingame society rather than your interactions with individuals. Those two need to be two separate systems with only a small overlap.
Also kinda extra side note, I feel like the early game social credit stuff is kinda lacking. Like the first thing you get is the ability to rent an apartment, but you wouldn't even have the money to buy one before that anyways so its completely redundant. I feel like buying an apartment should be more like the third perk you get, with the first one being the ability to rent a hotel instead.
However, the other way around, you being forced to go to a specific area without an invitation (for example to attack someone or investigate a murder), then being allowed there would be nonsense. Just imagine you're investigating a case on floor 19, then you go down the stairs and suddenly be allowed on floor 17, telling you directly, that this is the floor where the thing or person is you're searching for. Since many cases play within the same house, that would become an easily exploitable solution.
For one, when a murder happens, you just have a slightly bigger "zone" where everyone is suddenly a cop now. It's negligible and as long as nobody's walking by nobody will care. Just gotta find the right time. I think something like a thing that speeds time up a bit while waiting for ♥♥♥♥ to clear out would be nice. Maybe like some pills or a cigar perhaps? Also reading your point, you not being able to talk to a client to turn in can be heartbreaking, but I would wait them out for them to go to work, or drop the case.
but for now yeah, I can kinda see making echelon zones easier by things such as talking to a citizen that you are running an errand or you're a friend of this person and they'll ignore you being there for the purposes of the zone, or allowing the people you need to talk to you to talk to you.
I see it as a nice challenge. Cuz keep in mind, you're just some regular old dude and the beat cops are corporation employed rather than government like it used to. Detectives like you are supposed to be "not required." so seeing you up near the doors on the 9th story of a building is considered taboo against the hierarchy.
tl;dr "Echelon Zones" are just one small area of an area where you're no longer allowed until you're good enough. You didn't know and neither did your client. I personally like it a bit because it adds into the counter for making the game unfun for yourself.