安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









If you didn't know the correlation, it might be hard to notice anything directly, but as soon as you notice patterns, you can't really forget them. And you could do silly things like learning the rough outline of the events you will see across the entire run just based on the moves used by your enemies in the first combat.
The real issue is that once you know it, you can't un-know it. Like if you were playing poker and accidentally saw your opponent's hand. You might want to be honest and play as if you don't know the truth, but you are no longer capable of playing the way you honestly would have because your decisions would have been based on speculating about information that you already have.
Like no player would fold pocket Kings, but if you knew your opponent had pocket Aces, you now have to either "cheat" and play based on the information you now have, or knowingly lose by making a bad play just because you shouldn't have known. And neither option feels good.
Looking briefly at that mod it should work fine. It seems they just changed the weird behaviour of one RNG event calling multiple times, nothing about the RNG itself.
@trottaclovis
The mod doesn't change any RNG, it just unties them from each other. No rarity or chances are different than the base game.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3156775649