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Shadowrun Shadowrun Returns - Dead Man's Switch Original Campaign

MightyHoax

Educated
Joined
Mar 15, 2012
Messages
93
Location
Purgatory
Project: Eternity
just finished the game as a human rigger - 14 hours. Despite the game being completely on rails I had barrels of fun. Great story and nice combat.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
how powerful is the editor? enough to make an entire new game, maybe with lots more items and skills and a structure similar to jagged alliance or mechwarrior mercenaries?
using xcom as the base of a turn based combat game is not really the brightest idea, but maybe some could pull out of it a decent game with crappy combat.

You couldn't make something with more items and skills with just the editor alone. It's mainly able to make more campaigns like the shipped one and some extra flexibility.
then this is just doomed crap. thank you for the clarification.
What is this then:

http://steamcommunity.com/sharedfiles/filedetails/?id=166129460

Though the editor itself doesn't support modifying items and skills yet I think
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
If anyone is having problems with ambushes in the Matrix, just spawn a program and have your program scout ahead with your decker following.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,165
Location
Platypus Planet
Welp I tried playing a shaman/mage hybrid. Got the nuke spells from the Mage line and then went for spirit summons on the Shaman side. The summons are way too unreliable and I made sure to put extra points in summoning just to be extra safe. In the end they only caused me more trouble than they were ever worth. Honestly this game is just a bland and shitty game. I'm only 7 hours in but I have no more desire to continue. Mods aren't gonna fix this either since it's the core gameplay that stinks.
 
Unwanted

Bobbles

Unwanted
Dumbfuck
Joined
Jul 28, 2013
Messages
143
Maybe the game just isn't for you? If you want something less bland, just wait for Dragon Age 3.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
Playing for the second time you find that you just button-spam and skip everything except the combat. The superlinearity and limited environmental interaction means the only thing to do again, literally, is fight everything with a different build.
 

LundB

Mistakes were made.
Joined
Jan 2, 2012
Messages
4,160
Why is this in Classic cRPG discussion? This game is far from a classic. iOS ports should really be in Mainstream AAA+ section.
 

Absalom

Guest
Why is this in Classic cRPG discussion? This game is far from a classic. iOS ports should really be in Mainstream AAA+ section.
Incorrect. As it simulates a virtual "cyberpunk" reality, it belongs in the simulation section.
 

Multi-headed Cow

Guest
They released 1.0.3 today. I thought that might fix my save game issue. It didn't. Clicking load game still removes all the interface and leaves me with that fucking elf.

Completely lost the urge to work on making modules and even finish the one I started, and am unable to even finish the fucking linear campaign it shipped with. Fucking Oblivion worked better out of the box and had better mod support. :mob:
 

Multi-headed Cow

Guest
9:44 PM - MHC: I fixed it
9:44 PM - MHC: Apparently save(s) got corrupted somehow and prevented the load game UI from even starting
9:44 PM - MHC: But you couldn't delete them because Harebrained has Shadowrun uploading/downloading saves from the cloud, so if you manually delete the files it redownloads them on game launch
9:45 PM - MHC: But they don't list it as using cloud saves
9:45 PM - MHC: And don't give you the option to turn it off
9:45 PM - MHC: Because they know better than you
9:45 PM - MHC: But if you turn Steam to offline mode so it can't use cloud saves, then delete a pile of saves, then launch the game, then go online
9:45 PM - MHC: It worked
9:45 PM - MHC: And now for my prize I am not going to play this shitty fucking game
 

imweasel

Guest
9:45 PM - MHC: And now for my prize I am not going to play this shitty fucking game
dzavia.jpg
 
Joined
Jul 15, 2013
Messages
55
Location
Cleveland Blakemore, Ohio
Playing for the second time you find that you just button-spam and skip everything except the combat. The superlinearity and limited environmental interaction means the only thing to do again, literally, is fight everything with a different build.

The combat's not bad though, at least for a $20 game. I wouldn't mind seeing some mods that are basically just putting together teams of runners and doing combat-heavy missions. An entertaining half hour at least.

I've been reading about random encounters and random mission mods, but all I keep seeing are poorly written amateur attempts at cyberpunk noir so far. Here's hoping.
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
Come to think of it, Human Revolution, which had a largely similar character progression system, did a lot of things better than this game, despite being an action RPG.

Both HR and SRR are linear. But at least in HR, there were hub areas full of optional missions and a surplus of additional and more rewarding ways of completing the same mission. So the game's XP system actually made a difference. You got more XP/skill points for doing more things and thus got rewarded with a stronger character.

But the XP/skill points in SRR, or Karma, are pretty much points you get for progressing to the next point in the game. Apart from being very linear, Shadowrun Returns has simply very few alternative objectives and sidequests, such that the amount of Karma you have largely depends on how far you have gotten into the game. It can never be possible that you must work with a weak character later in the game because you missed side quests or that you work to obtain a strong character early in the game. Any two players with the same amount of progress have the same amount of karma.

In short, Shadowrun Returns' character creation and progression system is utterly bottlenecked by the linear nature of its campaign, which makes skill points just a token feature for giving it RPG credentials rather than something that actually has a role in the game. The game may as well just have you pick a class that goes on autolevel up after each mission.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
But the XP/skill points in SRR, or Karma, are pretty much points you get for progressing to the next point in the game.
That's what experience is.

Any two players with the same amount of progress have the same amount of karma.
Holy shit like almost every RPG ever. Why would people doing the exact same thing in the exact same way have different experiences? Regardless of it being linear or not, the order you do things shouldn't change that too much.

That you seem to think exp is some sort of resource you go hunting is just consequence of the retarded mission strucuture CRPGs tend to have.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I don't even understand what is the issue here, because the karma gain actually varies depending on which options you pick, and even if it didn't what's important is how you spend the karma and that is where the game fails, you basically just pump a handful of stats in a linear fashion for an almost unnoticeable benefit or an ability unlock here and there.

All I can do is agree that the way the game shoves you around is incredibly annoying and it could benefit greatly from being less linear, but if you had lots of ways to earn experience beyond the average it would be like TES which by endgame everyone is playing the same character
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
I am actually disappointed by you two's reactions.

In BG2, the sort of player who takes the pain of taking care of Firkraag, Kangaxx, and the Shade Dragon in immediate early Chapter 2 itself, while perhaps also doing it with a smaller party, is rewarded so much experience (and equipment) that Irenicus becomes a petty non-encounter. Whereas the player who goes for more even progression and delays some of those encounters is going to find a much more difficult Irenicus. Both those players, at the time of confronting Irenicus in the asylum, would have very different XP levels and very different experiences.

In Fallout, killing the Master before blowing up Mariposa or perhaps even before finding the water chip gives you so much XP that confronting the Lieutenant of the mutants becomes a cakewalk afterwards.

And in my favourite case, doing full open world exploration and doing all sidequests in Betrayal at Krondor at Chapter 1 itself gives you a richer party with higher skills and the best equipment, such as a Kahooli blessed Greatsword. A Chapter 9 party in Chapter 1 itself. Only, it requires you to survive encounters where you are outnumbered threefold.

This is one of the most common trade-offs many RPGs have you make - do you undergo intense difficulty early in the game for a much much easier time later in the game? That's why experience points matter; because they distinguish between players who took that pain and players who didn't.

How can you call this basic element of RPG design to be "farming for sidequests" and "retarded mission structure"? What is wrong with Shadowrun Returns is that you don't have this tradeoff. Your character will neither be stronger nor be weaker based on how much exploration or sidequests you did early in the game.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
It's a rather mondblutian way of playing games, you're just exploiting that the game doesn't acknowledge the passing of time. You spend a month solving every problem in the sword coast but not a second passes for Irenicus and the world patiently waits for you to advance to the next step of the main quest.

It's a retarded mission structure because games frequently put you on an urgent quest but the urgency is basically just larping (or a ticking clock which is about as bad)

It's an strange thing that you get rewarded for getting sidetracked instead of being punished for it
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
But it is possible to punish lack of urgency in games.

The mutant army keeps growing bigger and bigger in Fallout, for example. Go to the Cathedral too early and you find very few Master's Pets to fight. Go too late and there's a swarm of them.

Either way, that's not relevant. Because you do get punished for side-tracking. And that in the form of the greater time, cost, and effort involved in side-tracking. You have limited consumables in your inventory for which you paid much money. Do lots of sidequests and those consumables run out. Why shouldn't the player be rewarded for this?

Besides, this is nothing like - say - Skyrim where you cast Soul Trap on your horse endlessly till your Conjuration is 100 and you can summon two Dremora to win all fights in the game.
 

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