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Posted: Sat, 27th Jul 2013 14:07 Post subject: |
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sabin1981 wrote: | Like I said, it looks like they put most of their effort into creating a toolkit for everyone else to use. I have no doubt that, if people really do stay interested in creating content, we'll get our epic 40hr campaigns --- and since a lot of people are proper hardcore SR fans, we can realistically expect the same, and higher, quality too. |
Still, the base game needs to be improved for a proper campaign, there isn't even a solid quest log (you can't select a side quest for a description), no traval map, etc. It rather see a shadowrun 2, based around the core engine with minor improvement then an endless spree of dlc. Fan content can be fun, but modders can't improve the whole game.
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JBeckman
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Location: Sweden
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Posted: Sat, 27th Jul 2013 14:28 Post subject: |
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First of all as a kickstarter backer there was way to know that the game would be 10-12 hours long. Also they never said that 90% of the "game" would be the editor.
So yea I feel pretty damn disappointed.
And also even if it's true that people can create a whole lot of new content that is way better than HBS pathetic attempt at a campaign doesn't change the fact that there is a lot of core mechanics missing and I seriously doubt the editor allows you to add manual saves, new skills, finite ammo, end combat button, more cyberware slots, larger more meaningfull inventory and so on.
I could live with the game just being an editor but right now it feels like it's a very restrictive editor built on a shallow RPG system
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Ashok0
Posts: 1733
Location: Ohio
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Posted: Sat, 27th Jul 2013 15:49 Post subject: |
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New to this franchise... should I start with the this game? Or play the SNES or Genesis games?
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Posted: Sat, 27th Jul 2013 18:10 Post subject: |
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Ashok0 wrote: | New to this franchise... should I start with the this game? Or play the SNES or Genesis games? |
I'd avoid the SNES game entirely, since it's far too linear and simplistic. The genesis game, on the other hand, is a masterpiece and very much worth playing (very different from Shadowrun Returns, since it's completely open-ended).
I really hope someone remakes the Genesis version in the toolset sooner or later.
EDIT:
some modules are already out in the workshop
Either some people had early access to the toolset during the beta or they really have an unhealthy amount of free time in their hands
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Posted: Sat, 27th Jul 2013 18:25 Post subject: |
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Ashok0 wrote: | New to this franchise... should I start with the this game? Or play the SNES or Genesis games? |
capretto wrote: | Ashok0 wrote: | New to this franchise... should I start with the this game? Or play the SNES or Genesis games? |
I'd avoid the SNES game entirely, since it's far too linear and simplistic. |
*splutter* I emphatically disagree. Not every game has to be complex with eleventy billion paths before it's worth playing. To run a thread called "best games" and then tell people to ignore the SNES Shadowrun is just.... So no, absolutely do not under any circumstances ignore the SNES Shadowrun. SRR is more like the SNES one than the Megadrive version, but has more tactical play to it rather than real time. To be perfectly honest, I prefer the SNES over the Megadrive, I have a greater attachment to Armitage's outing
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The genesis game, on the other hand, is a masterpiece and very much worth playing (very different from Shadowrun Returns, since it's completely open-ended).
I really hope someone remakes the Genesis version in the toolset sooner or later.
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They're both masterpieces, but yeah; definitely play the Megadrive version - it's incredible and far more like the PnP Shadowrun than the SNES one. The SNES version plays out like the novels, it's more story and action based, whereas the Megadrive interpretation sticks closely to the source material and has you actually playing like a Shadowrunner would. HBS has said that their upcoming Berlin DLC will play and feel more like the Megadrive, whereas Dead Man's Switch is akin to the SNES outing.
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some modules are already out in the workshop
Either some people had early access to the toolset during the beta or they really have an unhealthy amount of free time in their hands |
As said earlier, those that paid into the Kickstarter at the $250 level or higher gained access to the editor before anyone else, it turned out to be two months prior to anyone else due to the one month delay back in June. Life on a Limb looks great and has a far more open nature, with more interactivity and Shadowrunning than Dead Man's Switch. The sad thing is, SRR/Dead Man's Switch only really starts getting interesting towards the end of the game, when you can actually take on some Runs from a Mr Johnson in order to raise cash, there's more Matrix action too. So I actually disagree with the earlier sentiments of the last part of the game feeling more rushed, because to me it feels more polished and more meaty.
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Posted: Sat, 27th Jul 2013 20:30 Post subject: |
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the matrix stuff felt really rushed to me. I never played past the 1st edition of SR but I was hoping it'd be more like I remembered. But maybe that all changed in subsequent editions.
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Posted: Sat, 27th Jul 2013 20:43 Post subject: |
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sabin1981 wrote: | friketje wrote: | Fan content can be fun, but modders can't improve the whole game. |
Who says? I'm not even going to bother listing the thousands of games where mods have vastly improved the base game  |
Says the modders of every Bethesda game after Morrowind ever.
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Posted: Sat, 27th Jul 2013 23:39 Post subject: |
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SpykeZ wrote: | Says the modders of every Bethesda game after Morrowind ever. |
They say the games can't be improved by mods? Then they're petulant brats... and clearly wrong
I finally finished Shadowrun and I have to say, never have I been more glad to be proven wrong. Yes, my fears about the game being predominantly a toolkit more than a full-fledged campaign were accurate, but the gameplay itself was still great. RPG lite, absolutely, with XCOM-EU levels of basic combat, it was the atmosphere that made this such a joy to play. The audio, the writing, the visual style, the attention to detail and, as an SR novel fan, the story was incredible and felt just like "playing" one of the books. The last quarter of the game was by far the best, it had the best pacing, the best feel of the books and the tabletop game as well as really ramping up the interactivity and pathing! Awesome.
There's a lot of potential here, I just hope people take the ball and run with it - I also hope that HBS unlock more of the game for modding and tweaking, because their stance on "no creating custom weapons/magic", "no importing audio" and "only triggers, not scripting" will kill this game faster than loss of interest will, that's for sure. HBS needs to work with the community and they need to make sure people use this for creating their games for years to come. It can easily be magnificent. Let's just hope modders can keep plugging away, fixing the issues we have with the game and expanding the interactivity, the role-playing and the questing.
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Sun, 28th Jul 2013 00:30 Post subject: |
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To be honest, I didn't bother with many exotic skills. My team usually consisted of me, a shotgun-Decker, a buff-focused Mage (Heal/Accuracy/Defence/Fireball), a melee Street Sam (2x and 3x attacks with 3AP and buffed for accuracy is quite lethal, as fisk said) and then the fourth member would either be a Shaman or, usually, a ranged-focused Street Sam. I simply went for most damage output, with the Mage buffing when needed.
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Posted: Sun, 28th Jul 2013 01:10 Post subject: |
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dodger2020 wrote: | the matrix stuff felt really rushed to me. I never played past the 1st edition of SR but I was hoping it'd be more like I remembered. But maybe that all changed in subsequent editions. |
I think it was rushed. They said it was the hardest part of the game to get right, but that they would include it one way or another.
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Posted: Sun, 28th Jul 2013 01:12 Post subject: |
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There just wasn't enough Matrix runs, it took until pretty much near the end of the game before it finally started being meaningful.. and when it did, it was insanely fun, like a mix between the SNES and Megadrive implementations. We just need MORE.
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Posted: Sun, 28th Jul 2013 02:37 Post subject: |
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sabin1981 wrote: | There just wasn't enough Matrix runs, it took until pretty much near the end of the game before it finally started being meaningful.. and when it did, it was insanely fun, like a mix between the SNES and Megadrive implementations. We just need MORE. |
The matrix bores me to death. The first decker vs decker in the game was good. It was optional, but meaningful. The rest are mandatory. It just doesn't have anything interesting in its mechanics. You go in, you clear the room to access the node, then you backtrack out. Backtracking in a turn base tactics game is probably one of the worst thing ever. You are literally doing nothing but clicking on the edge of your movement range, and repeat until you reach the end. There are no danger, no random factors, no real urgency because you know roughly how many turns before your decker can leave, and there are no way of speeding that process up. So whatever danger you have in the meat world is purely the concern of whoever is left in the meat world alone.
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Posted: Sun, 28th Jul 2013 02:42 Post subject: |
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dannofdawn wrote: | sabin1981 wrote: | There just wasn't enough Matrix runs, it took until pretty much near the end of the game before it finally started being meaningful.. and when it did, it was insanely fun, like a mix between the SNES and Megadrive implementations. We just need MORE. |
The matrix bores me to death. The first decker vs decker in the game was good. It was optional, but meaningful. The rest are mandatory. It just doesn't have anything interesting in its mechanics. You go in, you clear the room to access the node, then you backtrack out. Backtracking in a turn base tactics game is probably one of the worst thing ever. You are literally doing nothing but clicking on the edge of your movement range, and repeat until you reach the end. There are no danger, no random factors, no real urgency because you know roughly how many turns before your decker can leave, and there are no way of speeding that process up. So whatever danger you have in the meat world is purely the concern of whoever is left in the meat world alone. |
That's why when I finished a run in the matrix I just dumped the connection. It warns you about a 5AP penalty or something but I didn't seem to suffer any ill effects. I was right back in combat. It wasn't worth the BS of backtracking all the way back to the start in turn-based mode since the devs didn't see fit to actually fucking end combat when there were no enemies left.
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Posted: Sun, 28th Jul 2013 02:55 Post subject: |
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Could someone who played trough answer please?
Spoiler: | Im entering the UB,please don't tell me already trough 75% of the game |
Last edited by BettyShikle on Sun, 28th Jul 2013 02:58; edited 1 time in total
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Posted: Sun, 28th Jul 2013 02:58 Post subject: |
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dodger2020 wrote: | dannofdawn wrote: | sabin1981 wrote: | There just wasn't enough Matrix runs, it took until pretty much near the end of the game before it finally started being meaningful.. and when it did, it was insanely fun, like a mix between the SNES and Megadrive implementations. We just need MORE. |
The matrix bores me to death. The first decker vs decker in the game was good. It was optional, but meaningful. The rest are mandatory. It just doesn't have anything interesting in its mechanics. You go in, you clear the room to access the node, then you backtrack out. Backtracking in a turn base tactics game is probably one of the worst thing ever. You are literally doing nothing but clicking on the edge of your movement range, and repeat until you reach the end. There are no danger, no random factors, no real urgency because you know roughly how many turns before your decker can leave, and there are no way of speeding that process up. So whatever danger you have in the meat world is purely the concern of whoever is left in the meat world alone. |
That's why when I finished a run in the matrix I just dumped the connection. It warns you about a 5AP penalty or something but I didn't seem to suffer any ill effects. I was right back in combat. It wasn't worth the BS of backtracking all the way back to the start in turn-based mode since the devs didn't see fit to actually fucking end combat when there were no enemies left. |
I had no idea you can do that, thanks lol
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JBeckman
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Posts: 34694
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Posted: Sun, 28th Jul 2013 13:15 Post subject: |
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is there any word from devs about manual save? i deleted this crap , cant stand checkpoint shit. Died 4-5 times in a mission in a row, and everytime had to do some shit for 10-15 minutes just to get to the spot where the actually mission starts; fuck them.
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Kaan_
Posts: 71
Location: Turkey
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Posted: Sun, 28th Jul 2013 13:21 Post subject: |
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Posted: Sun, 28th Jul 2013 13:23 Post subject: |
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so i guess they dont plan to implement it, well fuck them again
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Posted: Sun, 28th Jul 2013 13:28 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 03:13; edited 1 time in total
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Posted: Sun, 28th Jul 2013 14:16 Post subject: |
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Nope! Most of the big devs are publishing to both Workshop and DRM-free;
https://docs.google.com/file/d/0B0AVRei80HDyU1JHREpiM01kLTA/edit
http://www.shadowrun.com/forums/discussion/27185/shadowrun-identity-life-on-a-limb-progress-thread/p1
You may want to wait a day or two though, apparently the launch build of SRR broke the mod quite a bit and so Opifer is working on it. He posted this yesterday;
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Hmm. Well, I tried my own Life on a Limb UGC again now that full game has been released and found out the new release has introduced truckloads of bugs into my game. sigh
I got Caryards front gate working again but not sure why Capitol Hill won't load. This will take some time. I'll work on it all day tomorrow and see how far I get. Thanks for trying it out despite all the bugs (old and new)!
Yeah, I tried validating the content pack and got 25 errors. Mostly, HBS added a bunch of stuff, renamed stuff, and moved stuff around, so now my UGC is full of these art bugs. That screwed up the loading etc. Will try to fix it all tomorrow. We'll see. Thanks for playing! |
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Posted: Sun, 28th Jul 2013 14:20 Post subject: |
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thanks for the links man,good to see that there will be new content to play until i can shell out some $ to get it on steam
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Posted: Sun, 28th Jul 2013 14:53 Post subject: |
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Erm...so, where exactly do you download LoaL from? Apart from Steam, ofc. I haven't seen any d6/ links on the webpages you linked above.
Edit: or am I supposed to download each and every file separately from the doc.google site? That just seems absurd. And where do I copy those files, anyway?
Frant wrote: | Shitass games are ruining piracy. |
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