Shadowrun Returns
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friketje




Posts: 1903

PostPosted: Sat, 27th Jul 2013 14:07    Post subject:
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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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 27th Jul 2013 14:11    Post subject:
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 Wink
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JBeckman
VIP Member



Posts: 34694
Location: Sweden
PostPosted: Sat, 27th Jul 2013 14:17    Post subject:
Come to think of it while the editor is powerful how does say model importing and other things outside of the core game framework function?

Different architecture (Or tile-sets.) and stuff like custom monsters and so on, texture modifications seem doable however. Smile
(Custom resources can improve the experience quite a bit.)

Although from checking the workshop content there's some custom props already like this woman-in-bed placeable. Razz
http://steamcommunity.com/sharedfiles/filedetails/?id=164023530&searchtext=
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trucane




Posts: 1300

PostPosted: Sat, 27th Jul 2013 14:28    Post subject:
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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dannofdawn




Posts: 2227

PostPosted: Sat, 27th Jul 2013 14:40    Post subject:
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 Wink


From what I've been able to tell, you can do custom props, texture, and maybe portraits. That is about it.

Which is hardly relevant to the problems I have with this game. The assets look fine as is, and I wouldn't mind user-content reusing them. What I do mind is the lack of editing mechanics or just items in general. You can hex edit item stats, but only for DMS. Doesn't seem to have a way to edit the RPG ruleset at all.

I don't believe modders can make story campaigns that are so good that it vastly improve the game. Not with the current limitations. Right now the weapons are limited for DMS' length (10ish hours). So there can't be any good 40h campaign when the progression system and enemies themselves run out of new assets a quarter way through it. I don't want to use fireball 2 for the rest of the campaign, I want fireball 3/4/5.
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Ashok0




Posts: 1733
Location: Ohio
PostPosted: Sat, 27th Jul 2013 15:49    Post subject:
New to this franchise... should I start with the this game? Or play the SNES or Genesis games?
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capretto




Posts: 521
Location: Italy
PostPosted: Sat, 27th Jul 2013 18:10    Post subject:
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 Surprised

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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sabin1981
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Posts: 87805

PostPosted: Sat, 27th Jul 2013 18:25    Post subject:
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.... Crying or Very sad 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 Very Happy

Quote:

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.


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.

Quote:

some modules are already out in the workshop Surprised

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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dodger2020




Posts: 3537

PostPosted: Sat, 27th Jul 2013 20:30    Post subject:
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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SpykeZ




Posts: 23710

PostPosted: Sat, 27th Jul 2013 20:43    Post subject:
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 Wink


Says the modders of every Bethesda game after Morrowind ever.


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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 27th Jul 2013 23:39    Post subject:
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 Very Happy

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
PostPosted: Sun, 28th Jul 2013 00:26    Post subject:
Say what you will about this game, but its start up time is out of this world fast Smile

Whats the most fun skills in this game? (dont care about power builds etc, its pretty easy for what ive seen so far). I am just walking around shooting shit with my rifle, I can do some conjuring magic but hardly uses it :/


There are two kinds of people I can't stand in this world. People who are intolerant of other people's cultures, and the Dutch.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 00:30    Post subject:
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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randir14




Posts: 4950

PostPosted: Sun, 28th Jul 2013 01:10    Post subject:
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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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 01:12    Post subject:
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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dannofdawn




Posts: 2227

PostPosted: Sun, 28th Jul 2013 02:37    Post subject:
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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dodger2020




Posts: 3537

PostPosted: Sun, 28th Jul 2013 02:42    Post subject:
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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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Sun, 28th Jul 2013 02:55    Post subject:
Could someone who played trough answer please?

 Spoiler:
 


Last edited by BettyShikle on Sun, 28th Jul 2013 02:58; edited 1 time in total
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dannofdawn




Posts: 2227

PostPosted: Sun, 28th Jul 2013 02:58    Post subject:
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
VIP Member



Posts: 34694
Location: Sweden
PostPosted: Sun, 28th Jul 2013 11:16    Post subject:
Finished it, those last few areas were great though the game itself was a bit too short. Smile
(The ending was pretty nice although also rather brief.)

Hopefully the Berlin campaign improves on those various shortcomings but we'll see, wasn't it planned to be released rather quickly after the main game was released?

Will be interesting to see what third party scenarios and full campaigns the mod community can come up with in the next couple of months.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 11:24    Post subject:
JBeckman wrote:
Hopefully the Berlin campaign improves on those various shortcomings but we'll see, wasn't it planned to be released rather quickly after the main game was released?


Yeah, an interim story that ties together Jake Armitage from the SNES outing and the Quentin 'Quinn' Harlech (Harlequin) from the Megadrive one. This was meant to come out shortly after the launch of the main game Smile
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lolozaur




Posts: 26310

PostPosted: Sun, 28th Jul 2013 13:15    Post subject:
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
PostPosted: Sun, 28th Jul 2013 13:21    Post subject:
Couple of excuses for the savesystem,

http://www.shacknews.com/chatty?id=30546075#item_30546075
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lolozaur




Posts: 26310

PostPosted: Sun, 28th Jul 2013 13:23    Post subject:
so i guess they dont plan to implement it, well fuck them again
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Interinactive
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Posts: 29312

PostPosted: Sun, 28th Jul 2013 13:28    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 03:13; edited 1 time in total
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 13:42    Post subject:
Their excuses about the saving system is definitely a pile of shit, I completely agree. If saving during combat is so hellish, then simply bar save during combat like most every other game out there. Hopefully HBS will listen and implement it later, because the current save system is nonsense. Though, to be honest, I only died three times in the whole game -- and one of those was during the final Run \o/

~edit~

Apparently "Life on a Limb" is around 10-12 hours long. For a fan-campaign! Very Happy Lots of combat, lots of text, more open, more interactivity. Great stuff!
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Sun, 28th Jul 2013 14:12    Post subject:
sabin1981 wrote:

Apparently "Life on a Limb" is around 10-12 hours long. For a fan-campaign! Very Happy Lots of combat, lots of text, more open, more interactivity. Great stuff!

let me guess,only available via workshop?
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 14:16    Post subject:
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;

Quote:

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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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Sun, 28th Jul 2013 14:20    Post subject:
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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r3dshift




Posts: 2739

PostPosted: Sun, 28th Jul 2013 14:53    Post subject:
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?


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Shitass games are ruining piracy.
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