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Das funktioniert nur bedingt. Nach einem Steam-Update sind die Einstellungen regelmäßig zurückgesetzt und es ist wieder Autoupdate angesagt. Autoupdate deaktivieren macht nicht ganz das, was man als DAU denkt. Es schaltet nämlich nur das Autoupdate ab, wenn man das Spiel nicht spielt. Wenn man das Spiel spielt, wird es trotzdem aktualisiert. Das kann man nur umgehen, indem man Steam in den Offline Modus schaltet. Finde ich alles nicht gerade benutzerfreundlich. Es könnte ja darauf hinweisen, daß es neue Patches gibt und mal höflich fragen, ob es jetzt aktualisieren darf.Du musst nicht manuell Patches runterladen, das erledigt das Programm für dich. Wenns dich stört kannst du es in den Optionen auch ausschalten.
kann ich ein bischen (bin vermutlich bei weitem nicht so auf KS aktiv wie Du) nachvollziehen, hab ich auch erst durch.Ah danke
Ich hatte den Link doch schon genutzt und die Daten eingetragen.
(Umziehen wenn man viele Kickstarter laufen hat ist die Hölle @.@)
26 Projekte mit physical Awards. @_@;kann ich ein bischen (bin vermutlich bei weitem nicht so auf KS aktiv wie Du) nachvollziehen, hab ich auch erst durch.
Woran lags?
Was mich dabei richtig ankotzt ist die Lizenz-Funktion der gekauften Spiele. Wenn die Steam-Server irgendwann nicht mehr gehen, siehts mit meinem Besitz essig aus, steht immer hin auch in den Geschäftsbedingungen. Damit einher geht dieser bescheuerte Pseudo-Offlinemodus. Wenn ich wirklich kein Internet hab, oder die Steamserver rumzicken, hab ich keinen Zugriff auf meine Spiele, selbst auf die nicht, die ich hier in physischer Form rumliegen habe.
Was hat das nun mit der Situation um DRM bzw. der allgemeinen Kommunikation zu tun?Teylen, du selbst hast dich anno dazumal über die Abhandlung beschwert. Da gings damals um die Backer-exklusive Bonusmission.
We're crowdsourcing hire-able Shadowrunner names and descriptions for Shadowrun Returns! Wanna help? Click the link to submit your suggestions by Monday, April 29. We need a long list (over 100) of runner names and short descriptions (think Tweet length). We'll match the names and descriptions to our runner portraits so we won't need (or accept) physical descriptions. Enter as many names as you like. Feel free to use characters from your game but don't use any from Shadowrun fiction. We don't want to mess with canon. Can't wait to see what you come up with! Shadowrun Returns Hireable Runners docs.google.com
As you may have heard, our Decker gameplay has gone through a few revisions. More than a few, actually. When we began Shadowrun Returns, we knew that trying to simulate the Matrix as it works in the tabletop game would be a huge task that we couldn’t commit to. So Jordan conceived of a system where the Decker would jack in and see an overlay on top of the physical world that displayed the local area network – what computers connected to others, what they controlled, and that sort of thing. An icon representing the decker’s avatar would then traverse the overlay and do stuff at different nodes. It gave us the ability to do some Matrix puzzle gameplay on top of the tactical combat system we were developing, but when we reviewed the design with our engineers, we realized that it would be challenging to integrate into our level editor, take too long to develop as a whole, and wouldn’t be an efficient use of our budget. So we abandoned this approach and started exploring other design concepts.
The other day, I held my breath and dove past our reasonably up-to-date design document and into the repository that is our OLD STUFF, looking to see how many stabs at decking we took – at least on paper. I found five, plus a sketch, a diagram, and the beginnings of what looks to be a card game. I know there are a few more documents on local hard drives. . .
Some of these designs were written during (what some would consider) normal office hours. But most were written late at night, over weekends, and sometimes during holidays. Each was an attempt by the author to move the ball forward to make decking a satisfying experience.
Finally, this February, we got together to review several other mini-game approaches – all of which were met with silence. (FYI, Harebrained isn’t known for its silence.) That’s when Trevor looked down, shook his head, exhaled his special exhale, and said, “Look, that’s not what Shadowrun fans want. They want decking. They want the Matrix.”
We all want the Matrix.
The issue was (and is) how we integrate the idea of a decker entering the Matrix with the rest of the game AND within the boundaries of our production reality. To do it (at least close to right) it would need its own look and feel. It would need new characters and environments and interface and sounds. It would need new gameplay features for cyberdecks and programs and intrusion countermeasures and Black IC and AI.
And, and, and. All the reasons why we said we couldn’t do it. . .
But we felt like we HAD to do it. It’s as much a part of Shadowrun as spell slinging.
We worked fast. We worked longer and harder. We brought in an old friend to help. We found issues we hadn’t anticipated. We got frustrated. We kept going.
So after all that, here’s how decking works in Shadowrun Returns. Throughout much of the game, your decking skill will allow you to hack computers in the physical world and gain information others can’t. The sort of hacker stuff you’d expect.
But several times during our story, you’ll jack in and enter a node of the Matrix that looks like this:
Among the people who created our visuals for the Shadowrun Returns Matrix is Dave McCoy, the artist who created the 3D Matrix art for the VIRTUAL REALITIES book published by FASA Corp.
To be clear, runs centered around the Matrix don’t occur often and you can’t jack in whenever you want to and travel the vastness of cyberspace. Nevertheless, Matrix runs should be quite a ride.
A Decker’s Matrix avatar is automatically created based on his or her “meat-world” appearance. Every three turns a decker’s avatar takes in the cyberspace equals one turn the rest of the party gets in “meat-world”. (Things moves faster in there!) While the decker’s consciousness is running around cyberspace, his body is inert in the real world and the rest of the party needs to defend him until he returns. To exit a Matrix LAN, the decker needs to leave from the same portal he entered or eject and suffer dumpshock damage to his physical body.
As the decker’s avatar navigates a Matrix LAN node, it will encounter Intrusion Countermeasures (IC) which will attack him. To fight the IC, the decker uses computer programs and deploys ESP – Expert System Programs – which are “independently operating artificial life simulations”. ESP operate under the player’s control and each has its own abilities.
The decking skill is used to derive the decker’s “to-hit” calculation and the ESP subskill determines the power of his ESPs. The decker’s cyberdeck determines how many and what level of programs can be taken into the Matrix. There are a variety of different programs for attack, defense, buffing, and debuffing. The cyberdeck is also the decker’s first line of defense – damage the decker takes is first applied to the deck which has its own equivalent of health points called IP. But Black IC or attacks from enemy deckers can damage the decker directly.
Every Matrix LAN has an alarm threshold and every action the decker takes within the LAN moves him closer to that threshold. When an alarm is tripped, it might trigger the arrival of Black IC, an enemy decker, or bad things back in the meat-world.
With all the danger inherent in cyberspace, why go there? Because the Matrix LAN nodes can control things in the meat-world like doors, security cameras, automated turrets, security clearances, and even poison gasses flooding into room. And, of course, the Matrix holds the most valuable thing in the 6th world – information.
Although runs in the Matrix are rare, when you get to play one, it’s pretty cool! We hope that the work that went into it pays off for you. Plus, the work we’ve done gives you even more building blocks for you to play with when you create your own stories.
http://harebrained-schemes.com/post/mitchs-dev-diary-theres-something-about-decking/
Many thanks to everyone who submitted SRR Hireable Runners over the weekend!! We had 2134 total submissions!
MOST: Human Street Sam (236) LEAST: Troll Decker (16)
Decker: 17% -- Mage: 16% -- Phys Adept: 16% -- Rigger: 12% -- Shaman: 11% -- Street Sam: 29%
Dwarf: 13% -- Elf: 21% -- Human: 39% -- Ork: 15% -- Troll: 12%
Most popular combinations by race: Human: Street Sam -- Ork: Street Sam -- Troll: Street Sam -- Elf: Decker --Dwarf: Rigger
Least popular by race: Troll: Decker -- Ork: Mage -- Dwarf: Phys Adept -- Elf: Shaman -- Human: Rigger
(Now we just gotta sift through them and find the ones we like the most!)
http://harebrained-schemes.com/post/chris-dev-diary-characters/That psychological diversity compliments all the physical diversity in your portrait options. In addition to covering the basics of the ten possible gender and metahuman combinations, the portraits cover a wide range of ethnic backgrounds and etiquettes. Animator and character artist Hollie Mengert has curated the portrait set, putting some final touches on each and adding a number of variants- including cool piercings, arcane tattoos, painful scars, and cutting-edge cybereyes (though your portrait’s cybereyes are cosmetic and not tied to gameplay). Many of those variants are meant to support more magic focused or tech-centric characters, and some are simply opportunities Hollie saw to add something cool to the game and give you one more option that might spark your imagination.
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