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For sure. The developers are free to do as they please, it's their game. I'm also free to voice my concerns and vote with my wallet.
It's just a discussion
No they don't. Why would they NEED to?
It's understandable that a lot of people went into this expecting Quake, with new levels/enemies. But, it is in fact a new game. And as such, the developers are wanting to build their own mechanics and gameplay style.
So, just because it's on the Quake 1 Engine, players should not expect it to function or play exactly like Quake.
But, Killpixel did say he was working on an answer to the air movement.
Regarding the Quake mod argument, to be clear I am not saying I do not want it to be just like Quake. I am saying the devs probably wanted to change up the feel of the game so it wouldn't feel like a quake mod. But rather, have it's own feel and style to further distinguish it. Yes, they are obviously throwing a big nod to quake fans. But the idea was to make a game with all the best parts of ALL the big shooters from back in the day. I have stated that the current system shows some love to both the Unreal and Half-Life/Counter Strike fans as well.
They could easily bring back the Quake movement. I think a little balancing would be in order though. Like make the blade dash only work when the secondary fire is at full charge. That way, you would still have the benefits of it, but make the Quake style movement more necessary.
But I will add here, that I went back to playing some Quake after putting several hours into Wrath. And I never thought I would have played a game that made Quake feel slow. Wrath did that to me.
I get you. Bad move imo, but it's the developer's choice in the end.
I'm also sorry, English isn't my native language, what do you mean by "answer"?
So here are some trick jumps to try in the meanwhile:
When entering the mourning vale from the initial spawn cave, you are at the top of a hairpin ramp. Above the hairpin is a brown colored ledge that contains a secret. Well, you can jump dash into the rock in the hairpin, bunny hop off it when you do, perform a 180 and air dash back onto the brown ledge. You can also air dash across the valley to the snow covered ledge on the other side off the same rock.
There are some piers down by the waterfall. You can bounce off the rocks with the described method and land in the circle of stones.
Then come on back from the circular stone island, and at the end of the pier on the left, use that rock to bounce up into the waterfall cave.
Follow the stream back, and stay in the water next to the pier in the cave. You can use the bank of the stream to bounce out the left exit of the cave (viewing from the waterfall direction) onto the slope that heads up the hill.
While heading up the hill there are two broken staircases. You can use the hill at the top of the stairs to bounce up both staircases, into the cave with the shrine. All in one big chained bounce session up the hill.
I personally don't think it's a bad move. They are not trying to make Quake, they want to make their own game, and that includes how it plays.
And by " answer" he.means trying to work in a compromise. Something that will satisfy people who want air control, but not hurt the intended progression that Wrath is designed around
As rocket jump/bunny hop in Quake, also Wrath have his "hidden" special movement: blade dash.
With custom weapons binding and a bit of practice (and maybe a faster weapon switch), we have a dynamic and fast paced gameplay.
Probably there's still something to fix and parameter to adjust, but I think the developers have clear ideas. Let's trust them and enjoy the game.
Which is not the case.
Ion Fury was a new Build Engine game, but it does not play like Duke3D. There are a lot of differences between how they play. And the same with Wrath, it pushes the engine much further and they are definitely doing their own thing.