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报告翻译问题
When I'm in combat I can go to the menu and change spell.
It's like pausing the game and I can change from the railgun spell to the healing spell whenever I want.
Is this intended or a bug ?
It kind of breaks the flow of combat. I can just open the menu in combat and change spells.
Thanks for reading this!
windows 11
Ryzen 5700x
Radeon RX6800xt
latest drivers
I start the game, the main menu loads... first press any button, then go to "new game" and thats it... a loading screen appears and after 10min of loading a spalsh is to hear and thats it. It does not go any further and I have to kill the task.
1. First start of the game it freezes on loading screen, need to quit and restart the game
2. Sometimes out of nowhere the mouse cursor will be impossible to get rid of and just stays in the middle of the screen and it's annoying
3. Dodge sometimes is unresponsive, the character is just stays still
4. The sprint toggle hold is also unresponsive, also please make it that if you toggle the sprint on, then it never toggle off unless you manually press it again
5. After a grab attack the boss removes lock on (really annoying)
6. It was annoying that every boss had a teleport on you move not giving you a little respite to heal
I predict that content creators playing your game, mainly speedrunners and achievements runners will start to "menu" during boss fights and regular fights in order to switch to a different spell depending on the situation that they are in. This menuing might happen quite often.
Maybe you could have a system where you can switch spells with buttons just like the shield-parry-dodge-buff abilities of the protagonist's left hand. That system is really nice. On controller you press the L button and then Y-X-B-A and switch to the new ability mid combat. Why not have the same system but different hotkeys for the spells. You could more than one spell (up to four maybe?).
That way, gamers and speedrunners will be able to switch spells during combat without having to open the full screen menu. If they really need more than four equipped spells during a fight then they can still open up that menu and change their equipped spell. That would happen way less often. :)
I've also thought of another option :
In Elden Ring, a well known mechanic in the game is being able to change equipment during battle. Lots of content creators and players do it. It is also very impactful for player versus player. The way the menu is setup in that game, you can see your equipment screen on the left while having about half of your screen still displaying the game and your character. Players have been known to switch weapons and also talismans during combat. Not a perfect system but probably better than having to menu in a full screen menu to change spell during combat.
Thank you for reading this! I really like your game and I will play it on release.
I consider this an issue when it comes to creating beautiful combat scenes for content creation. I do think having an improvement on the spell system would allow for more gameplay flexibility and a better flow of combat.
With DualSense in 'advanced'/'extended report' mode, the 'Press any button' screen doesn't respond to controller input.
STEPS
- Connect DualSense via Bluetooth
- Use Steam to switch the DualSense to 'advanced mode':
Steam > Settings > Controller > PlayStation Controller Support = 'Enabled'
- Turn off Steam Input support: PlayStation Controller Support = 'Not Enabled' or 'Enabled in Games w/o Support'
- Start the game
RESULT
'Press any button' screen doesn't respond to controller input
The controller works fine everywhere else in the game, its just the initial screen.
The issue may apply to the PS4 controller (I don't own one to test).
The issue doesn't apply to the BT DualSense in 'simple'/DirectInput-compatible mode.
1. Sometime hunter of balder's attack sound effects is missing. It happened randomly, so it can't be reproduced freely.
2. Part of destroy-able objects sometime keeps floating when it destroyed.
3. Heavy micro-stuttering after taking death multiple times (this is probably part of the engine bugs).
4. I don't know if this is a bug or a feature; enemies have invisible wall (player can fall off the ledge while enemies are not), which is not fair.
1. some of her attacks seem to reduce her own sync rate:
- stunned without any attack or parry https://youtu.be/zDwI7jNW-0k?si=ueB1X7spxRnFOeaj,
- sometimes she is still moving around when her sync rate is 0.0%, perhaps it's a precision thing that it's not really 0: https://youtu.be/8mxk8Ogur3k?si=St7na1Fzuuu1_zP3,
2. i don't know if this can happen occasionally, she simply walks away from the weapon art... https://youtu.be/7L4eYfG4xP0?si=h72ahJ0foXNk9Q2F
also it seems parry with the spell is a damage in two parts, in the case where the player almost gets the parry but a bit late, her sync rate first drops and returns to the previous value, in this case although the player has got hit, her sync rate doesn't increase from the attack.. i don't know if this is intended too.. (of course in the best case, the player gets both parts of the damage)
Xeon E5 2640 v4
Rx 580 2048sp 8gb
- For me the enemy recovery times are a bit too fast (I had to cheese the bigger beast, by standing outside the door)
- Some attacks are a little bit clunky, like the sewer cleaner forward dash. Maybe it would be a good idea to give that attack a little VFX, like some bootsers from the back, so it does not feel like it is just floating forward.
- When I step into the sewer cleaner arena, it begins the fight with shooting me instantly. That seemed a little unforgiving.
- When I stepped into the corridor with the giant shooting laser beams, I got hit by the beams even though I was seemingly behind cover.
- There was a collectible accross some broken bridge, but I did not manage the jump. I guess there will be a way later in the game, to collect it, but it bugged me a little, that there is some shiny item on my screen and I cannot find a way to get it.
Really nice demo overall, It got me interested in how the full game will turn out! :)