Section 13

Section 13

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ysjzjh10 Oct 16, 2024 @ 7:34am
提出一些建议
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【I tried to use ai translation, I heard that it will be more friendly to native English speakers, if you can not understand, I attach the original text below, my English level is limited, I am sorry for this】
【My personal play recommendations will be posted in a separate thread.】
I've played this game, the old version, the group-buff update, the new -demo, the new version, for a long time.
(Play records are attached at the end)
It's obvious that the new version is limiting player strength (you can't directly kill a boss in three seconds anymore [excluding transition time])
But it doesn't seem to be limiting player strength, because the monster's health has also been reduced.
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Let's start with the mixed bag.
1. The demo put effort into player's health regeneration.
The health didn't increase, the monster damage didn't decrease, but basically no healing was possible, one life bar per game (if you pick up a few health packs, it's two life bars).
The difficulty is a bit too high.
I like it, but that doesn't mean it's good.
The players are mostly those who have played before, and some have skills, which may not be obvious, but it has to be released, I don't dare to think about how the players will react when they first play this difficulty level (the achievement completion rate is only 0.1%?).
2. The big monster's hook judgment is too small.
(I remember being hooked used to give a small daze, but now it's gone)【I'm not sure, I basically haven't been hooked.】
Dodging the hook gives the player some positive feedback.
But the negative feedback after death actually increased.
"I was slowly ground down to death by these weak monsters? Designer, can you design? Where's my health pack?"
3. Weapons
Directly start with dual pistols with full ammo and lightning, finally no need to enter the game to find a gun, this designer is a good person!
However
Similarly, the player's interest in trying new guns is weakened, the dual pistols are already in hand before the game starts, and the in-game store is unable to push the player to switch guns (good ones are too expensive, bad ones are unnecessary, and the ones that are similar are why I don't use the ones I'm familiar with)?
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Say bad
1. Increased the damage of melee weapons
You can feel that the developers really want players to use this broken melee weapon. They also gave it some benefits for upgrading.
But it's really useless. The blood volume is even more tight than the previous version. The benefits of melee weapons are only temporary increased damage for a short time. I may lose almost unrecoverable blood.
2. Made a few new maps
You can feel that the author wants to give something new to the players who are waiting for the game.
But that "elevator" map is too bad. The flames on both sides alternate spraying, the damage judgment is not clear, and a brush is half a barrel. Two hits basically knock you out. It's not that it's too hard, but
How about the reward for such a difficult map? Just two upgrades?
Why don't I play the hall? It's simple and has two upgrades.
3. Where's my healing device?
What do I do when I'm seriously injured without a healing device? It's definitely impossible to avoid being killed by teammates in a group.
4. Instant purple lightning?
It's smooth and explosive, and it causes dizziness. Who the hell thought of this? I can't imagine what kind of hellish thing this would be like if it was added to the endless mode.
5. Store
What's in the store now? Weapon activation coins (are they useful?), blood packs (are they useful), a gun that I don't know and a useless grenade.
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Good for last
1.Genre
There are now many more schools of thought than before, which seem to have eliminated the classification of cards, with no more four colors and four types.
However, the diversity of schools of thought has actually increased.
Previous schools of thought were basically "explosive attack," "support," and "skill."
Now, after playing around a bit, I can tell that there are schools of thought such as:
"Effect-based school" - a school of thought built around the core of "30% aftershock for rifles," with core upgrades including "skill upgrade - quantum duplication," "weapon upgrade - aftershock," "weapon upgrade - additional shots," and "weapon upgrade - aftershock + aftershock"
"Critical hit school" - a school of thought built around the core of "a 100% damage increase after two consecutive critical hits," with core upgrades including "critical hit rate," "more critical hit rate," "even more critical hit rate," "even more critical hit rate," "even more critical hit rate," and "even more critical hit rate"
"Skill-based school" - a school of thought built around the core of "enhanced skills in dark zones," which is difficult in the early game, even more difficult in the mid-game, and the hardest in the late game (this school of thought can only be used as a support at the moment)
"Panic school" - a school of thought that does not reduce the field of vision when in panic, has low vulnerability, and gives high damage boost numbers, just by clicking on it.
"Close combat school" (the close combat school is still under development [the current close combat weapons and upgrades are too underwhelming]) ——————
By the way, I'd like to report another bug.【How many have I reported already? Old version, Group Shield, demo, new version, haha...】
In the current version, shouldn't Quantum Proxies deal the same damage as you with the same weapon?
Shouldn't Proxies be able to eat Overshock, too, considering they can eat weapon upgrades' extra shots?
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Current Playthrough Records
Old Version: Single Clear Room, Single Clear on Normal/Hard Difficulty, Double/Triple Clear Campaign (harder than single clear, often killed by teammates or killed teammates), Group Defense cleared wave 26 (can still play, but tired and no save file), Demo cleared one-cell, New Version cleared three-cell
Character: All use Red
Weapon: Step + Sniper
Skill: Attack Speed turned to purple damage
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【尝试性的使用了ai翻译,听说对英语母语的人会更友好一点,如果看不懂的话,我在底下附上了原文,我的英语水平有限,我对此感到抱歉】
【我个人的游玩建议会另起一个帖子】
这个游戏,旧版本,群御更新,新-demo,新版本,我都玩过了很长一段时间
(游玩记录附在末尾)
明显能感觉到,这个新版本在限制玩家强度(不能直接三秒一个boss了【转阶段时间不算】)
但又好像不是在限制玩家强度,因为怪物血量也一起削了
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先说好坏参半的吧
1.这次的demo在玩家的生命值回复上下了功夫
生命值没上升,怪物伤害没下降,但基本不能回血了,一管血玩一局(中间要是捡到几个血包就是两管)
难度有点太高了
我喜欢这样,但不代表这样就好
现在的玩家多是一些之前玩过的,也有一些技术,看起来不明显,但总是要发布的吧,我都不敢想初见玩家打这种难度的关会有多坐牢(通关成就只有0.1%达成?)
2.大怪的钩子判断小了
(我记得以前被勾到好像有个小晕眩,现在也没了)【记得不清楚,基本没被勾过】
躲过钩子的时候会给玩家一些正反馈
但死后的负反馈反而增加了
“就被这些弱怪给我活活磨死了?设计师你会不会设计,我血包呢?”
3.武器
开局直接双枪满雷,终于不用进局内再找枪了,这设计师好人啊
但是
同样的,玩家试新枪的兴趣也弱了,开局前双枪都拿到了,局内商店也无力推动换枪(好的买不起,差的不需要,差不多的我为什么不用我熟悉的)
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再说坏的
1.提高了近战武器的伤害【血量降低了伤害没降=提高伤害】
能感觉到制作组真的很想让玩家玩你这个破近战武器,也给近战武器设置了一些收益升级
但他真的没什么用,血量比上个版本更紧张了,近战武器的收益只是一段时间的增伤,我可能会损失的可是几乎没办法回复的血啊
2.做了几个新的地图
能感觉到作者想给等上线的玩家一点新东西
但那个“货运电梯”图也太烂了,两侧交替喷火,伤害判定不明确,蹭一下加上就是半管,两下基本就被打出复活,不是说他太难,而是
这么难的图,我奖励呢???就给两个升级????
那我为什么不打大厅,简单还也有两个升级
3我回血器呢?
没回血器重伤咋办啊,多人被队友打死那绝对是少不了一点
4.瞬爆紫雷?
顺爆,还带晕眩,是那个**想出来的?我不敢想这种鬼东西加入无尽后,无尽会变成什么鸟样
5.商店
现在商店里有什么?武器激活币(有用吗?),血包(有用),一把不知道什么枪/一颗没什么用的雷
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好的放在最后
1.流派
流派比以前丰富了很多,看似把牌的分类删了,四色四种没了
但流派丰富度反而提高了
以前的流派说白了就是“爆攻”“辅助”“技能”
现在我粗浅的玩了玩,就能判断出有
“特效流”——以“步枪30%余震”为核心构建的套路,核心升级有“技能升级-量子分身”,“枪械升级-余震”,“枪械升级-额外射弹”,“枪械升级-余震+余震”
“暴击流”——以升级卡片“连续两次暴击后伤害提高100%”为核心构建的套路,核心升级,“暴击率”,“更多暴击率”,“更更多暴击率”,“更更更多暴击率”,“更更更更多暴击率”
“技能流”——以“黑暗区域技能增强”为核心构筑的流派(前期难熬,中期更难熬,后期最难熬,这个流派目前只能做辅助)
“恐慌流”——恐慌不减视野,没多少易损,恐慌增伤数值给的反而很高,点一点,离光远点,直接乱杀(就一点视觉扭曲而已,和数值比起来一文不值)【4细胞+紫条回复变慢?好欸!】
“近战流”(近战流有待开发【现在的近战武器和近战武器的升级都太废了】)
2.武器平衡性调整
新手武器,突击步枪,最强武器,没有之一,升级泛用性好,无充能时间,弹匣容量狗用,装弹快,基础伤害尚可,射程良好,扩散上限不大
狙击枪,射程获得史诗级提高,单伤在新版本也算最高之一,就是这个装弹时间和射击后摇这两点太差了
【其他武器我使用不多,不做点评】
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顺便再报个bug【我都报多少了,旧版本,群御,demo,新版本,哈哈】
现版本量子分身不是和你用一样的枪打一样的伤害吗?
余震能吃,为什么分身吃不到枪械升级的额外射弹
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目前游玩记录
旧版本:单通房间,单通单人双难度,双人/三人通战役(比单通难,动不动被队友打死和打死队友),群御26波(还能打,但是困了,没存档),demo一细胞通,新版三细胞通
角色:均使用红
武器:步+狙
技能:攻速转紫伤
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Showing 1-2 of 2 comments
ODS Kangaroo  [developer] Oct 16, 2024 @ 10:13am 
Thank you so much for sharing all of your feedback regarding the game. We really appreciate that you've been playing the game every step of our development, and we do hope that you see improvements.
We'll make sure to share your thoughts with our team. We hope to continue to improve the game further!
ysjzjh10 Oct 16, 2024 @ 9:30pm 
Originally posted by ODS Kangaroo:
Thank you so much for sharing all of your feedback regarding the game. We really appreciate that you've been playing the game every step of our development, and we do hope that you see improvements.
We'll make sure to share your thoughts with our team. We hope to continue to improve the game further!
good luck for you
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Showing 1-2 of 2 comments
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