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报告翻译问题






-The programming is a huge mess. Mission items don't get added to your PDA properly and I had to go through the dialogue trees several times to get it to work.
-The writing is halfway decent, but you need to set up the dialogue trees to remove options that you've already read so you aren't frantically clicking through them all hoping you find the one that progresses the plot. You need to format it (have a paragraph break or two after a {{GM}} text block).
-The fights were bad and random. Also, set up the environments so there's interesting set pieces to fight in rather than just "take cover behind box/table and shoot".
-You don't have characters refer to yours by the proper pronouns.
-The assault team are called "new actors" - change the default by going into their actor spawner's character sheet and changing it.
I wish entering a room/scene not always show me "New Objectiv".
At the last scene only "New Actor"s beside the mysterious woman. Some categories or stupid name's for them would be nice.
Hopefull awaiting an update and continuing story!
The rating and all the comments people have made will be lost moving over to the new one :(
Gives it the Shadowrun feeling of ever present imminent danger.
Thanks!
[SPOILERS]
I liked the random gang thug encounters, the shakedown of the noodle guy was great, and played out in a funny way (for me anyway).
I got this game in large part for the UGC and I'm glad after so little time with the editor people are already putting out UGC of this quality. Good job!
Looking forward to the next iteration.
I played it a couple of times, and i experience a sort of bug in the final battle. In both ocations my hired runner teleported the first time they moved. One even teleported through a wall reapearing next to the enemies without spending any AP.
Thank you for your work.
Good story, good realisation.
It's clean and effective.
Not too many scripted triggers.
Great job !
I'm looking forward to your next additions :)
Just one thing perhaps, you could add some more junk to the street area and it would be perfect, without falling in the "too much". :)
+1
I do like that fact that killed enemies actually have something. Would love to see some different options in dialogue for high stats.
I would also consider reworking the end. On my first go, my conversation choices hit a bug and I couldn't talk to Spyder. On my second go, I went from kidnapping the girl to fighting by her side. While turning on your employer (or them turning on you) isn't unusual in Shadowrun, there is always a reason why. This was really disorienting and confusing.
Personally, I would also tone down how much info the bartender gives out, and rework that info into conversations. Your fixer is about finding jobs, not holding your hand.
Aside from that, this was a nice street level "first run."
- the stairs in the mall can be sequence broken by going around the back.
- Not clear when you pick a companion that it's a permachoice, especially if you do so before talking to boris.
- Things are too far apart and spaces are too large. While I respect the simulationist tendency to not want to make the apartment "happen" to be next to the bar, that street is really long for no gameplay reasons I can tell. A few flavor buildings are good, but be mindful of your players time in going from point to point.
- Text is a little verbose, especially in the responses.
Was there supposed to be a "the end" sign or something?
Also it would be great to meet with a troll landlord and to have as mission objective to "pay the rent". ;)