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报告翻译问题
add in deadlock movement being the "press button to dash" kind of movement and i can think of a landslide of shooters that are mechanically more complex, literally all source shooters already are, even the single player ones.
people that played like 100hrs and already feel good enough to say "skill issue" to other players or people criticizing the game are the kind of people that jerk off in front of a mirror
too much power gained from souls rn,
and the map should be smaller.
maybe just 3 lanes and 5 players.
This is a strong critique, because it's what put my friends off the game just looking at it. Wildstar had this issue trying to be an action game and a MMO at the same time, using ground paint to telegraph attacks only for PvP to be a framerate monster that killed Alienwares.
Valorant can get messy, which doesn't help when your characters are so slow, but it's a colourful game with reasonably readable surfaces, so it's ok.
Overwatch, despite having readable characters, is also a bit brainvomit, but for the opposite reason; there's almost no telegraph of anything, you basically have to mind read when the enemy ultimates are up or die.
Deadlock... I don't know why, but I actually like that the visuals go crazy. Because of character mobility and espionage features like Veils and Sneaking and the loud AF footsteps, being caught indoors is chaotic. It's something you want to avoid, but it's also inevitable, since fleeing enemies will go there to try and throw you off, too.
Fighting indoors well is more about finding the door outta there, or slinging grenades in to frag n clear, it's juke opportunities agogo, the blind spots and cramped quarters make for really intense scraps and scrambles, different from a normal fight.
Those things I don't think will be that fundamentally different, they're not really "core", though they are big things to change.
What I think they should add 100% yesterday is a shoulder swap button. Just do it Valve! Add a shoulder swap! DO IT!
On tp depth vs fp depth, that's a pretty good point, actually. Third Person was chosen here for the movement and better viewing of the local area (it needs a shoulder swap, though). First Person doesn't give that viewing range, you don't get to peek from safety.
For the movement, the other Source games by and large didn't intentionally have that movement in mind.
When HL2 updated to the new Source, Bhopping was fixed, except not, because now just do it in reverse.
TF2's Rocket Jumping from Quake wasn't planned for crazy pogo rollouts even if the engine did technically just allow for that, the early TF2 Maps had invisible walls and low ass invisible ceilings, a ton of area breaks by means on doors or tunnels, etc. Gravelpit was the roomiest map on release besides that one point on Hydro maybe, and it still limits Rocket Jumping super hard.
That, and more complex movement doesn't always mean better. In your example, it does, sure, I'd be crazy to deny that, but (I say this as a fan of the game I'm about to mention) GunZ: The Duel movement isn't good because it causes RSI and Carpal Tunnel and dislocated fingers. It's good because it's fast, precise, and has multiple stages toward getting it down, making it easy to figure out how to get good at it, as well as being optimum skill, genuinely fun, engaging as hell, etc.
Deadlock's movement ain't GunZ, it ain't even S4 League (my favourite game), but it's movement is good because there are a lot of techniques to learn, a lot of optimisations to master, and a learning curve that makes it easy to figure out which technique to learn next.
HL2's movement tech teaches you how to skip 90% of Water Hazard. I appreciate it, but by definition this is less game.
i dont mean that harder = better, i am saying that the classic "git gut" response is especially asinine with the game in its current underdeveloped state, the meta is by default underdeveloped and players are obviously still learning and people that think they are already at the peak are either delusional or the peak is extremely shallow
anyway to expand a bit on your post, i simply find deadlock movement uninteresting, never in source games we had something this plain imo
it's the classic hard coded "advanced movement" bound to a key that you can find in any other hero shooter of the past 10 years and i'd really rather have something more grounded than something that pretends to be complex
In the first days of the open (not open) test, Seven was OP and the best character in the game, and yet without any real significant changes to the character his Ult went from being far too good to being bad enough that new functions were added to make it at least serviceable, because it took time for everyone to realise that yes it was just bad all along.
I think, out of delusional players or shallow peak, it's probably delusional players more. The game being unfinished will naturally leave it with a more shallow peak than what it ideally should have too, though.
I can see where you're coming from, but in most Hero Shooters, the advanced movement is 99 times out of 100 hero specific. In Deadlock, it's every character.
And because it's every character, 1v1s are a lot easier to manage than in other MOBAs, or even other Hero Shooters.
Shift ctrl F is a good example of my argument. Because the Dash is quite fast and silent, with the third person camera's aid to see around the corner and cover, you can potentially steal back a lost lane with a kill. In that way, it's almost like a Fighting Game. It can go horribly wrong for you, too.
There are also Zipline zooms using strafe movement and wall-kicks to cross the map really fast, and methods of getting onto buildings with a ledge drop wall-kick that improves the height of the jump so much you don't have to use any stamina, I think that's pretty neat.
Maybe I don't get what your issue with it is here, can you give me an example? What other multiplayer Valve game does movement better (Besides TF2 Rocket Jumps and Demo Trips). I'm secretly down to agree with you, my favourite game is S4 League, which is a slower sports edition of GunZ the Duel.
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22k<- THIS WEEK
I admit defeat, Deadlock is saved.
But seriously, as predicted (last month or before) we are in the expected Christmas bump period. People with more time to spare are playing games more in general. Also the loss is not quite 2k. As the numbers are getting smaller the rounding becomes more significant. It's something like 1.7k drop. So we're still bleeding.
Merry Christmas.
1. The average weekly drop before this week is 11.79%
2. This week's drop is only slightly lower than that, keeping the decrease withing margin of error
3. Holiday period and skin event did nothing to prevent further loss of players
4. Dips happening at morning EU hours are getting consistently lower every day, 8.8k today 24h low
The 3rd point is crazy to me, everyone went on holiday and no one decided to come back to the game, even more players dropped it
Merry Christmas as well
January: 12k peak hours
♥♥♥♥♥♥♥ insane how people are still toxically positive about Deadlock specially on reddit
https://steamdb.info/app/583950/charts/#1m
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22k (-1.7k)
20k (-2k) <- THIS WEEK
I wasn't aware of the introduction of seasonal skins(?) until after last week, so it's not unfair to assume that screwed with the player retention to some degree. The drop this week was larger than last week, although not by much. Next week should tell us what standard to expect going forward with the end of the vacation days across Americas/Europe.
Worth mentioning for the first time I this week read about the alternate modes in the game files with smaller maps, different objective types. We'll see if they introduce them before the end.
This week's decrease: 9.13%
Expect 19-18k next week.