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回報翻譯問題
The only people in this thread making any comparison to L4D are you and the OP, whom you seem to agree with for the most part.
There is constructive criticism and destructive criticism. Guess which one your post falls under?
stealth is clunky as the spotter hostiles seem to be 50/50 work as intended or instant spot
guns don't hold nearly enough ammo for how little damage they deal
even if you flawlessly exicute stealth there are parts where the game forces your to fight
enemies have imaculate accuracy and can hit though doors that are closed
I personaly just recived the game as a gift from a friend who got bonus keys with their copy
I won't begrudge anyone being a condescending jerk to the OP. Have you read OP's post? It's nonstop condescension and derision. Some of his points are fine, some of his points are not, but he didn't need to have such a vitriolic bitter undertone to everything. Though I did chuckle at the "I'm not mad tho" comment. He's mixing halfway reliable criticism with antagonism, practically begging for someone to start an argument with him because he's irritated.
No. It doesn't work like that, and OP's complaint about the alarm systems is completely valid. You might not agree with it, but it's still a valid argument. Clearing rooms has no effect on the number of enemies you get attacked by; we know this for certain because enemies almost always spawn from the very first room you're dropped into. You could clear all of zones 10 and 11, it wouldn't change anything. Enemies will spawn and keep coming for as long as the alarm is blaring, clearing all the rooms won't change that. Same with the scouts; if they glow blue and explode, it spawns new enemies, it doesn't simply call a bunch from all the neighboring rooms (unless the doors are open).
- enemies attacking/shooting through doors
- tripping and climbing geometry well above your feet
- triggering enemies red as a result of this
- enemy trigger distance and triggering from inexplicable reasons
- delayed weapon switch time after placing a mine
And these things are going to be fixed (hopefully) and are destined to be non-issues. Then there are game DESIGN concerns. Going into a situation like the one in the game, you're expected to use some common sense and planning to get you through. Well, common sense tells me that:
- simply standing up in place won't alert an enemy more than moving whilst crouching
- slamming a heavy two handed object into the ground will alert an enemy
- killing an enemy 6 feet from another as it shrieks upon death will wake the other
- nothing organic can become magically invincible and take multiple sniper shots to the head (scout)
- I should be able to close a security door (very stupid design and no one would make such a thing. Especially how the handles clip back through the frame into the wall...)
- unlocking a security door shouldn't require me standing in random spots
- flashlights in fog are a bit too exaggerated
- defogger radius wouldn't form a hard defined edge where it just stops working
- if enemies can survive beheadings, they shouldn't die just from losing limbs
- terminal interaction shouldn't be limited in a way no one would allow IRL (not sure if glitched or not implemented though)
The glitches will be fixed, but there are some clear design decisions above that are intentional that remove the player from the intended "what would I do if I were in this situation?" mindset and you're forced the play within the arbitrary rules the devs laid out.
Of course there are others like "why can't I carry more ammo" or "why am I limited to carrying X number of packs" (at least sprint isn't limited amirite?)...some of those we let slide usually as we've come to do in most games. Personally I'd rather go in with a ton of ammo and either have no or rare ammo pickups. When you use it all, it's gone. Is it unrealistic to come across a security door with an alarm on it? No. Why is it only one some? Idk. It should probably be random. But there are better ways of dealing with it than bum-rushing a whole bunch of new spawns at the player. Because if all zones were knowingly cleared, that shouldn't happen. I suppose you can lazily reason it away saying some "confinement zones" have opened up but we never see anything like that even if we backtrack after the fact.
In any case, I get where OP is coming from. I would just suggest concentrating on the actual design flaws than wasting time complaining about bugs.
Stealth being clunky I fully agree with, it's good in concept but a bit inconsistent
guns having little ammo I'm ok with, I'd like if they were a little more punchy with chest shots personally
game forcing you to fight is ok with me, it means that being stealth has a reward but you still need to be good at shooting, and it drains resources so that you never feel like you have enough (which I think is intended)
The accuracy of enemies used to be a bit worse (sidestepping their attacks used to work) and I preferred that to what it is now
I however cannot just accept 1 core design decision that completely ruins everything else the game has. By forcing these numerous Crescendo events (as they call them for L4D) the dev have brought to light all of the other major flaws about the game.
The guns being complete ass and having limited ammo would make sense if you could stealth everything or close to it. Have them being just a fallback in which your team makes mistakes and can awkwardly kill rooms from a distance. I wouldnt complain as much about guns if it wasnt for Sec Doors.
The enemies all having way to much health and being incredibly cheap with the way they damage you. That too would be forgivable if the intention was to stealth kill as much as possible to limit how many resources you use. I get wanting to make these creature tough and deadly which they currently are but thats not okay when you're forced to fight them in massive groups without being able to change that outcome whatsoever from the player perspective.
Any sense of atmosphere or horror the game may build up too by getting sucked in is completely thrown out the window when you know for a fact you'll be fighting a massive horde later in the exact same spot everytime. Theres no tension on "Well if we play our cards right we can avoid the alarm" then someone ♥♥♥♥♥ up and you have to defend yourself.
Its taking control away from the player by not even giving an option to avoid the door alarms, shines a light on how poor all the other systems of the game is, and breaks the atmosphere by removing tension.
something like taking a longer route around the (alarmed) security doors to avoid the horde, but having to pass through more rooms stealthily to do it?
Honestly, as least to me, the guns being bad at dealing with the monsters is a good decision, as long as (as you said) there is a way of getting through the whole area stealthily
It be nice if you need to get to Sector 15 in the north you could go through sector 14 to the west and swoop around into 15 without touching the Alarm Door. By doing that when the mission ends with the alarm blaring and you have to run back through the mission after obtaining the objective youd have a longer route to run around because you didnt open the Sec Door earlier.
It could be a type of choice making that has its pros and cons on both sides. Take the hard fight while pushing through for an easier retreat later or take the longer stealthy route with a bigger room for mistakes that also adds on a harder retreat to the escape.
He's not completely right or wrong. There is a wave that spawns from the start location; but the gunfire and alarm also pulls nearby mobs to the room.
It isn't like clearing rooms is a total waste, it makes returning to previous rooms a lot faster and it gives you a place to fall back to if crap hits the fan. When the alarm goes off or a scout explodes, it spawns new enemies in adjacent rooms; you can see this yourself because 1) you'll find enemies coming from previously cleared rooms and they never come from them otherwise, and 2) after the alarm goes off, you can sometimes go into the adjacent rooms whose doors didn't break, and the enemies you left there are still there sleeping.
Enemies in adjacent rooms will join the fight if the door is broken and they hear gunfire, so it isn't like clearing rooms is bad practice or anything. It just doesn't reduce spawn numbers for the alarms. So I'm just telling you that trying to totally clear zones 10 through 12 of all enemies isn't going to do a thing for you when it comes to alarms. What we HAVE noticed, though, is that if you can keep the doors foamed for a long time and turn off the alarm as fast as you can, the mobs that eventually make it into the room are few in number. Like a dozen or fewer. Not sure why, but it's a pattern we noticed tonight. Refoaming the same doors they were banging on during the alarm = 7 enemies to kill when they eventually broke through.
Can you link me to the games detailed lore and how you know that ammo is abundant in this world/time and these scanner are a rare commodity.
Thanks in advance
Bullets are lost tech in your headcannon apparently.