NARAKA: BLADEPOINT

NARAKA: BLADEPOINT

Προβολή στατιστικών:
12 Δεκ 2021, 4:59
NARAKA FEST HIGHLIGHTS
Όλες οι λεπτομέρειες του συμβάντος:
https://steamcommunity.com/ogg/1203220/announcements/detail/3109170041981037210
< >
Εμφάνιση 31-34 από 34 σχόλια
事实是永劫根本就算不上格斗竞技游戏 The fact is that NARAKA relies on luck and guessing to determine the outcome of the battle. This design does not deserve to be called a fighting competitive game.
Talking about game design, fighting competitive games are designed for luck and boxing. Isn’t this a joke? Do you think Hearthstone is better than luck? Anyone who has no brain defects will be very sure that fighting games should only be personal reflexes. The game of operating skills should be as high as possible, but the victory or defeat depends only on personal reaction ability and operating skills. It is a good design, instead of guessing the victory by luck like Yongjie. Fighting competition should only be based on operation. Skills play high and low points to win or lose, you NetEase designed the fighting game to win more than luck To tie A, you should make the action of tie A longer, so that when the player is tied by the opponent, he can rely on the observation reaction to make the correct judgment whether he should release the charge, rather than when the player is tied with A. Rely on guessing and luck to determine that the release should be released. If you are lucky, your opponent will hit the opponent without shaking the knife after tying A. If you are lucky, the opponent will hit you after turning the trembling knife after tying A, and the restraint relationship is not written. Does the accumulating force restrain A? Then why the player in the accumulating force is hit by the opponent level A and the player who releases the accumulating force to level A can still have enough time to turn the blade against the accumulating player? A is still equal to A. If the player who hits the Accumulated Force with A equals to the Accumulated Player loses his HP, he can change his tricks and change the Shake Knife and continue to shake until the player releases the Accumulated Slash. The player only suffers a loss. If you don’t release the charge cut, you will lose for nothing and be flattened. If you release the charge cut, you will be shaken by the player. Where is the restraint of the power-storage? The fact is that the obvious energy storage is at a disadvantage in the face of Ping A. It should be the restraint of the power-storing. Can anyone tell me where is the safe release time of the energy storage in the face of Ping A? , There is no safe release time when the force is facing flat A. Even if there is, it is just a theory. In fact, the release of the so-called flat A attack action should be safe and pure nonsense. The duration of the flat A action is almost milliseconds. It is absolutely impossible for a short time to use a human reaction to accurately grasp the moment of the attack. The simplest example is that you charge your opponent to charge up and then your opponent charges to level off. A attacks you, you only have the opponent. Only by releasing the charged slash at the moment when the charge is turned to level A and the sword is released can you be absolutely safe from being shaken by the knife. As long as the charged player misses the safe release of the charged slash for a few tenths of a few milliseconds, you are releasing the charged slash. Then the player who leveled A has enough time to turn the shock knife after leveling A, and the player who made the charge slash will be shaken. Therefore, this theoretically existing safe release charge slash time of a few milliseconds, as long as it is a normal person. It’s absolutely impossible to control the response of human beings, so whether you should use the power cut to deal with the level A. You players can’t rely on reaction and operation skills to make accurate and correct judgments and can only rely on feeling and luck to judge. To put it bluntly, the victory of Yongjie depends on the game of luck rather than the game of reaction ability and operating skills. Popularly speaking, it is really unprofessional. Guess the luck and win. The negative impact is greater than the performance of operational skills and the ability of personal response. It is just a game of luck in gambling rather than a game of personal ability.



事实是永劫算个毛的竞技游戏,不管游戏品质还是设计都缺乏竞技平衡竞技高度根本就没有竞技性说白了就是个挂着竞技游戏噱头的四不像渣游



谈品质游戏优化和服务器都是渣导致游戏严重卡顿,一个招式反应时间极短需要极快反应的游戏出现严重卡顿还竞技个锤子,一顿卡顿下来再牛的操作技术也发挥不出来只能运气分胜负了,卡顿一出现对手啥出招啥动作都看不到了所以根本不可能正确发挥应对,三岁小孩都清楚格斗游戏最怕的就是出现卡顿只会导致没法玩,而永劫还是严重卡顿所以玩个毛啊,学下别人吃鸡的优化吧,别人吃鸡刚出来时也卡顿严重,但后来说优化就真的下功夫优化彻底解决了卡顿,就因为真的解决了卡顿问题所以也没有玩家在抱怨吃鸡卡顿了,而永劫只是靠嘴巴靠水军忽悠在优化根本没有真打算用心优化做好游戏所以才会一直都要那么多的玩家抱怨卡顿,只要有玩家抱怨卡顿网易就让水军发帖说什么我玩非常流畅我玩也很流畅就你不流畅所以是你的问题不是游戏问题这种谎言来掩盖游戏品质差的真像忽悠别人误以为游戏品质好,纯粹就是不用心对待游戏品质只用心玩烂招忽悠玩家骗人入坑的恶心营销策略



再谈游戏设计,格斗竞技游戏你设计为运气猜拳这不是笑话吗你以为是炉石是德州扑克呢比运气是吧,真是只要脑子没缺陷的人都会非常肯定格斗游戏的战斗应该只是个人反应能力和操作技巧的博弈,应该是发挥上限尽可能高但胜负只取决于个人反应能力和操作技巧高低才是好设计,而不是像永劫这样靠运气猜去分胜负,格斗竞技是应该只以操作技巧发挥高低分胜负才对,你网易把格斗游戏设计为比运气分胜负你是QQ大乱斗吗,真是但凡有脑子的都不会把格斗游戏设计为运气大比拼,就像蓄力克制平A你就应该让平A的动作时间更长,让蓄力玩家被对手平A时可以依靠观察反应做出是否应该释放蓄力斩的正确判断,而不是蓄力玩家被平A时只能靠猜靠运气去判断释放应该释放蓄力斩,运气好对手平A后没震刀就打到对手了,运气差对手平A后转震刀就直接把你震到了,而且克制关系写的不是蓄力克制平A吗,那么为什么蓄力中的玩家被对手平A击中后释放蓄力斩平A的玩家还能有足够时间转震刀反可蓄力玩家呢,那到底是蓄力克平A还是平A克蓄力呢,平A打中蓄力玩家让蓄力玩家损失了血量后还能变招改震刀继续震到释放蓄力斩的玩家等于说蓄力玩家面对平A玩家就只有吃亏的份,不释放蓄力斩就白白吃亏被平A一下,释放蓄力斩又会被平A玩家震刀,也就是释放不释放蓄力斩都是错那么蓄力克制平A的克制体现在哪了,事实是明摆的蓄力面对平A咋整都吃亏应该是平A克制蓄力才对啊,蓄力面对平A的安全释放时机在哪有人说得出来吗,蓄力面对平A时完全就没有安全释放时机,就算有也仅仅只是理论实际上那个所谓的平A攻击动作中释放应该安全纯属扯淡,平A动作的持续时机几乎是毫秒是多么的短暂以人类的反应是绝对不可能准确把握住攻击动作的瞬间释放蓄力斩的,最简单的举例,你蓄力对手也蓄力然后对手蓄力转平A攻击了你一下,你只有在对手蓄力转平A出剑动作的那个瞬间释放蓄力斩才能保证绝对安全不会被震刀,只要蓄力玩家错过了那个零点几几几毫秒的安全释放蓄力斩瞬间你在释放蓄力斩那么平A的玩家就有足够的时间平A后转震刀必能把出蓄力斩的玩家震到,所以这个理论上存在的几几几毫秒的安全释放蓄力斩时间只要是个正常人都能完全肯定以人类的操作反应是绝对不可能把握得住的,所以是否应该放蓄力斩来应对平A你玩家根本不能依靠反应和操作技巧准确正确的判断只能依靠感觉和运气去判断,说白了永劫的胜负取决于运气的博弈而不是反应能力和操作技巧的博弈通俗讲就是真不专业,运气猜对胜负的影响都大于操作技巧发挥和个人反应能力了那就只是赌博的运气博弈而不是个人能力的博弈比拼了





不需多说不必争辩只要有脑子懂得依据事实性明辨是非对错真假的都只会非常肯定我说的都是对的这就够了,而水军孝子的那些什么我玩着丝毫不卡你乱说永劫就是最好的游戏等等各种谎言扣帽子诋毁污蔑误导性说法也没必要搭理,因为只有憨憨才会信没有明确事实依据证明的屁话,明白人随便找个事实都能证明说不卡顿流畅的说法纯属屁话,就像上面说的真要优化好了流畅了就会和吃鸡一样不会有人在抱怨卡顿了,而且通过观察能明显发现永劫大主播的直播里玩着都卡顿严重这也足以证明只是永劫游戏品质渣导致的卡顿,别人大主播靠永劫混饭吃的别人会不知道可以流畅的办法别人电脑配置会不好吗,所以别人大主播玩着都卡就足以证明卡顿只是游戏本身的问题是没办法解决的,而且咱还问过好多大主播为何卡顿,结果大主播的回答都是游戏优化差了没办法解决,所以水军孝子们还洗个毛啊洗真把大众都当你们随口咋说就咋信的傻子了是吧,而且永劫这也一个卡顿严重连正常玩都困难的游戏里却尽是可以不受卡顿影响极致发挥操作出色的反人类高手,这个反常离谱的现象都足以证明永劫里尽是作弊玩家,因为三岁孩子都清楚只有作弊器可以不受卡顿影响但凡是个人就不可能在严重卡顿下还能自如的发挥出色的操作水平,明白人都懂如果缺乏事实性的话都可信那么街上疯子的胡言乱语都值得相信了,只要没人可以用事实性反驳咱说的就完全可以证明咱说的都是对的,所以只要是没事实依据如同街上疯子胡言乱语的说法不搭理就对了,因为没人会搭理疯子乱叫
Dude is worried with fest while the game is slowly dying, it take ages to find a match, and when you do find one, its against some chinese dude with 500+ ping, no region lock, no SA server, shame such a good game was made by a crap company like this.....
Bruce Lee was an incredible man. Great actor, philosopher ahead his age and time and master of his own new martial art with so little age. Cinema would have been different if he hadn't passed away so young. But his legacy stays.
< >
Εμφάνιση 31-34 από 34 σχόλια
Ανά σελίδα: 1530 50