Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
After reading your review regarding notoriety problems and ai that quits after every level, i shall keep an eye out and hope one day they fix it. Bots that quit after every level? Thank you for your review of the game and the issues you brought up. With a little luck, perhaps the devs can make this game playable.
If the dev is listening...
Any tying of meta-gaming mechanics to in-game rewards will always end poorly. IOW, using "time played" to boost game loot. May as well have a system that gives you a bonus item everytime you start the game, in decreasing the value or usefulness with each subsequent start within 24 hours. Sound arbitrary? The effect seems to be the same thing.
The mistake here is DIRECTLY tying this system to mechanics that makes the game playable later one. It sounds to me that the game gets' exceedingly difficult without the advanced loot from these rewards.
I understand wanting to make the game different from the Equipment Quest problem that Diablo-likes usually have. But this doesn't sound like the solution in any way.
Because if this is a multiplayer problem, I rarely play MP, especially with randoms because people suck. How does this shake out for SP players?
Make notoriety bound to a certain party and let it be permanent. So you get a separate notoriety for each unique group you assemble. Make the perks unique by giving perks unique to the challenges the group defeated. This gives a soft pull to keeping a group to grind up notoriety. Make it only rise when you are victorious. This allows you to play with multiple groups and get unique perks for each composition.
It should allow for short play sessions to add up to a group that keeps formation over the long run.
It would also allow forming other groups to allow flexibility between players since some might have more time to play than others and this will vary over time.
I gives you another way to progress.
Very much THIS! I suggest just removing it, and adding some unrelated feature in its place that makes the game better!
I'll be looking to see if you update your review in future, LukeBu.