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报告翻译问题
How does it work when I squad up with a player that has lower GS?
Also, how does it work if say, I take endgame gear and go to the swamps, but am the only one that does this. Will I be alone?
Is it based on the gear tier, or gear score alone?
While I understand some of these questions might seem better to keep secret-ish, I think it's important to understand as a player, so I know how to gear up to achieve what I want to achieve.
Like how would that work? If im 100 gear score higher then a friend? Then i can't play with him? or am i stopped from doing dmg to low players simply? If so can the low tier players still kill my low tier friends? Or wont they even exist in my world so i cant see them at all?
Like how does this actually work? Cause if it allows friends of low and high to join then people will just use smurf friends to ♥♥♥♥ things over anyway? If i cant join low tier friends that mean i need to have a character locked at each tier if i want to play with friends? And if I can't even see them then ain't we just splitting the community and removing any need to play with friends or squads until late game?
To answer both your questions, from what Ive seen: it heavily involves server instancing (unsure if the number of the instance indicates the tier of players generally or if it varies per area), higher end players end up getting mostly gravitated to one instance and medium to low tier in others (with some room of error when it comes to highish mid players). If a high tier and a low tier set of players party together, it offers to shove the low tier player into the high tier player's instance temporarily for the session. While this does mean tougher players, it also means generally lower traffic and thus less enemies to worry about in a fight (typically in high tier instancing of Swamps and other areas, I noticed still a good chunk of players stopping by the base but it wasnt a music fest gathering amount like before and my party ran into less groups of PKers while helping bring new players up to speed under our protection than when we were lumped with new and mid tier players alike at the begining of our normal play).
Now whether this server instancing factor scales off gear, collective rep, area rep, or those mysterious "parts" you get as reward sometimes but never get to use, im not sure. I will say though its pretty funny that dunking a new player friend into the deep end in High Tier Player instancing is somehow much safer than playing the game as intended. Especially once everyone and their mother has Shaman's Mosin or better rifle wise as a single HS invalidates all but the best armor (putting them at low health) and AP rounds just turn the rifles into practical railguns if you land the HS.
I will say though, getting to Blue in the demo was kind of lame because I had no pvp whatsoever, so i just stopped playing after that as a whole since I maxed everything out.
Hey, downloading this game now to give it a try. Just a quick suggestion to possibly solve this concern. If you create a second "layer" of statistics for PvP separate of PvE it will be much easier to balance. So for example PvP weapon damage and armor would be scaled universally no matter the level. This would allow you to still have PvE progression based on gear but fresh players would have a fair chance vs. end game players as the gap in gear stats would be much smaller.
It would take a bit of coding but with a few simple checks of "if player" kind of statements you can have a much more balanced PvP experience that relies on skill/positioning tactics rather than gear score.
Maybe something to pass on to the dev team. :)
Agreed as currently the only "equalizing" factor in guns is the bullet caliber stats that are shared per gun using that caliber in the mag: base stopping power, base pen (low, mid, and high), bonus armor pen value (usually a percent bonus), and such.
Hes likely asking for a seperate stat system or a clearer stat system that makes it so new player can still fight back against earlyish-mid tier players (such as the ones who go to cordon, get some better gear, then come back to swamps to punch down with serviceable gear vs rookies' starting gear) while still having a gradual progression for all stats related to PVE (much like the game has now). Unsure how viable what he wants is as maybe tiering alt-types for ammo akin to how armor plates are tiered would allow for early PVP ammo to be more available (with prices scaling up or down the more north you go as another balance measure)... that or adding more weapon attachments or ammo types that could influence weapon performance beyond damage/armor pen (examples for ammo types specifically being such as lower recoil but less damage, better damage fall off but lowered rate of fire or higher recoil, better armor durability breaking but worse damage falloff, etc). Hopefully this comment helps clear up what he meant for the first half of it and helps provide potential remedies for the latter with my feedback on potential ways to help prevent early pvp problems and add depth to later game pvp.
Correct that to "Doesn't" prevent players wit higher Gear Score than you from joining your sessions.
I figured that I'd just gone insane or something but it seems I'm not the only one running into the problem of some lovely individual from the opposing side a full 3 tiers above me putting me 5 feet under.
Trying to figure out what Full Red gear +10 had to do with me while I'm at blue tier gear +5.
https://imgur.com/PSNZhQ7
So you may admire both him and your balancing system in all of their ineffective beauty.
Is this still the case? As I have full green gear and keep getting killed by people with blue guns and purple armour, that just rinse me instantly hit a guy with an AP round out of shamans boomstick and it barely even scratched him then he melted me in literally milli-seconds despite my lvl 2 composite plate and wearing the best combat armour I have access to
I was in garbage trying to plant transponders for a daily quest, I literally cannot make progress because i keep getting killed by players with full blue gear if not purple as well