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Happy hunting, all!
~Matthew Griffin, Yeti Trunk
Have not found the right solution for it and that's why I think you should fix it.
PS
Love your Wanderlust of Rebirth Game
Some idea in my mind:
The classic X - CHEST game: Where is the loot? 3 or more chests are in the room, and only 1 of them, have the loot. The Prize box is show before the puzzle start, and then, its scramblem in speed (the speed is set for each dificult, being fast in normal, and OMGIS♥♥♥♥INGHARDTOSEEWICHONEISREAL on Epic, and, to spice up things, the scramble speed will speed up for each move!).
Lufia 2 Puzzles: Its hard to me to say wich puzzle. I like much the Linning Colors, the classic "Triangle Puzzle"... i know some are hard to implement, but hey! Why not?
MINI ARENA: It would bring the Crawl from WR to WA, but with some differences. It would be just few waves (5, for even less), in the same area (no, no transitions of arenas, better stay in only 1).
And... thats all! Sorry for putting just this, but please, if you have more ideas for puzzle, BRING IT ON! \o/
What id like to see is some sort of boss crawl where you have to take on various bosses at the same time!
Re-coding the game from scratch, for mac, is not really an option for us.
1. Change the story NPC talk boxes from white into something semitransparent (shadow tone) or faketransparent (chess-dot pixel matrix), or at least change it's color / design.
Reason: The big, solid white box hurts my eyes. Really.
2. During story NPC conversations, make it so that the camera doesn't change focus abruptly between interlocutors. Making the camera not move at all during those conversations would be very nice.
Reason: The way the camera shifts from one NPC to the other now, in small instant movements, make it look like a "visual hicup" and is really distubing / makes me dizzy.
3. Add the possibility for diagonal normal attacks (NW, NE, SW, SE).
Reason: most of the time it's just lame that you have to realign to make a normal attack connect, as you can only attack W, N, E and S (L, Up, R and Down).
4. More music. Just ask / make an event at OverClocked ReMix and get more tracks.
Reason: There are no epic battle themes on fights, and the normal music gets boring very fast - even if it's good. I found myself turning the music off, but that was bad as some event sounds come from the "music" track (some monster yells before boss fights, for example).
5. Add more classes. As it seems by the room left on the character screen, there's room for another 4 female and male classes at least; just run a contest for ideas and sell it as DLC (yup, I would totally pay $2 for it).
Reason: No real reason, but it would be nice to have more classes like a short-range bowmaster, a timemage (slow / stop)...
6. Add the option to run / move 2x faster, at least while not fighting.
Reason: moving around when there are no monsters is too slow paced.
Hm... I think that's about it for me. Those changes would make the game way³ more appealing to me.
The game difficulty in this game is very uneven. At times my character was too powerful, and I blew through levels without having to try, only to find a few chapters later the game avoiding death impossible, and a few chapters after that, the game going back to being fairly easy. I thing that this is in part due to the fact that you expect people to start playing earlier chapters on harder difficulties before playing later chapters on whatever difficulty they are 'on'. This is not a good design decision, as it violates what the gamer thinks is expected of them. (Most games want you to play though hard mode only after beating the normal game, and you don't state anything in game to indicate otherwise.) I didn't touch hard until I had beaten chapter 10, and at that point the hard mode earlier missions were a joke.
I've gotten to chapter 10 on hard mode, but I don't think I'm going to be going any further. I'm at the point where I need better gear to progress (I only have 1 blue so far), but I have found very few recipes, and none that are worth crafting. I have tons of mats and tokens, but nothing to use them on. I don't feel like going through a ton of grinding, just for the chance that my next recipe drop might be worth crafting. I would suggest changing the way that gear progression is handled in the next game so that this kind of situation doesn't happen.
Some other ideas:
Remove toughness, and make it so a character's total health is based on their lifetime earned cp. This will eliminate having to respec a bunch to find out what the 'right' amount of toughness is for a given part of the game.
Also, investing in toughness isn't much fun. One of the rewards of doing well is getting more cp and getting new/better abilities to play around with, and toughness is boring.
We're addressing ALL of your concerns in the sequel. We agree with the majority of your points. =D
The Toughness idea is intriguing. We'll discuss it, for sure.
@Magikarp, i feel that hard mode has ruined the game for you which is a shame as epic mode is the fun difficulty. Its actually hard (if your new at least) and when your group dies its game over. You get cool items to craft drop from the bosses.
Hard mode is pointless, you should just remove it and give double cp to epic mode!!!!!
I usually play soley as a Cleric though.
I'm glad to hear it! I've invested a lot of hours into wanderlust, and it's been a ton of fun. I'll be picking up the new game when it's finished for sure.
One other quick idea: Steam cloud saves. With a game like this, character progress is important, and it's always nice to have some extra security making sure it's not lost in some accident. (My friend formated his machine yesterday, and backed up the wrong folder and lost his character. Very unfortunate.)