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Violets suppression is suppose to allow her to use a "brute force" decking style, which we thought was a welcome change to the watcherIC puzzles. The matrix is more or less the Dead Man Switch Era of difficulty, with HKs graphics... So dimension heat (other than in one level) isn't really an issue.
Aware of the cash issue. We didn't actually modify the payment structures from.the original... So that's how much cash was thrown around in the beginning. May look at implementing a cost for hiring your 'friends', or Kubota taking a cut for use of the safehouse...
Some builds really mow through the combat, and some struggle with it. From your ease, I'm gonna assume a cyberdeck Sammy, or some form of adept. Both of those can get really rediculous armor benefits early on, and effectively negate incoming damage.
As for a "hard" balancing pass... What would you suggest?
Yeah I get the need to differentiate him from Coyote, and I get that at this point if he were to change you'd need a new rigger character, but he really just doesn't feel to me like a rigger at all, like that was just kinda shoehorned in. Personally I'd have made him a street samurai specializing in different weapons than Coyote, or maybe a grenade/thrown weapons specialist.
That's an interesting concept to be sure. However, I think your way of implementing it was backwards. I think Violet should SUCK at stealth, and be terrible at reducing alarm level, but be tough enough that when security goes full throttle on her she can actually stand a chance of fighting them off. That's how I would do a "brute force" character, so that there's actually a downside to using somebody like her over a more stealthy character. It doesn't make sense that the fighter is better at avoiding heavy security than the thief is.
Personally I'd just remove the money people give you to hire runners and change the dialogue options to say "I can get some friends together to help" or something, and then reduce the payouts from missions to be more like in Hong Kong.
I'm actually putting everything into body, cyberware, strength and close combat (with some charisma) and doing a pure augmented cyberweapon fighter. From the second quarter of the game onwards composite attack was basically a one-hit kill. But it wasn't just my character who was trivializing the game; none of my runner allies were ever in any danger of dying.
Well I'm no expert at the innermost mechanics of this game, but personally I'd look at what the base games do on higher difficulties and try to emulate that. Failing that, maybe make the enemy teams have comparable stat point allocation to the player's team.
All Hard mode does is increase the enemy stats. That's how it works in the base game, that's how it works in mods. It's possible to pull the difficulty mode as a variable to trigger extra enemies, etc, but it's also just a place to introduce new bugs.
I accept that we overcorrected the difficulty for DMS based on people's complaints about the HK Matrix and Mercurial difficulty. Once we solve the cash issue, I'll look at rebalancing the fights.
Also, I've been giving it some thought, and I thought of a way to make Paco being a decker less awkward:
You could rewrite some of Coyote's journal entries to show Paco having fun messing around with electronics and maybe either being embarrassed by how it makes him feel whimpier, or maybe have Coyote wish he'd do more of that rather than hanging around with that gang of his. It could make the sudden transition more natural if it were hinted at beforehand.
Edit: I just remembered that I was a bit overexcited to test out the fact that you can type out the password if you know it (I believe the original game doesn't let you) so I kinda skimmed through her diary, so if you already did this, my apologies.
I also think it feels a little odd that Paco is a rigger, but a rigger is needed for the team. In an ideal world it might be nice to either swap out Coyote and Paco's roles (with the justification that Coyote's injuries incline her to look for a little extra edge) and continue Paco with SMG and/or melee weapons (since that's what he uses the first time you meet him), or just swap him out for a brand new character. That would be A LOT of work to swap things around and rewrite stuff tough, and there are many other things I would rather have fixed up first.
So here's my thought train. Paco strikes me as the immature boyfriend, trying to hold on to the girl that's out of his league, long past their "fresh until" date.
When she gets injured, and gets the cyberarm, paco sees the chance to reconnect, by also getting cybered and jumps at it without thinking. Now the skills required to pilot a drone, probably aren't that different from piloting a video game... Which would fall in-line with his "immature nature". If the engine allowed for it, I'd have scripted the drone to crash into walls, and knock over lamps... Things like that, and constantly have Paco saying things like "damn it, behave yourself!"
I think it was believable, and I suspect anyone who's been in one of those relationships that should've ended but hasn't can see the line of reasoning. So Paco may be based largely off of a personal experience for me... And feels like a natural fit.
TMI, I'm sure... But that's where his concept came from.
It's a small thing, and I shouldn't complain too much. After all, I take Paco on most missions just because that drone is so darn handy for uncovering enemies and getting into places.