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번역 관련 문제 보고
Probably that's simply a subjective thing =)
i don't see how you have so much issue with the beats. maybe you didn't do calibration right? i've had no issue with them at all really, and only had issue with custom songs when they had a tempo change in them. the beat analyzer handles tempo shifts VERY poorly. and, sometimes, it places the beat in a place that is weird for me personally in a song, even with constant tempo songs. but it's all in development anyway. and, as said above, a good number of players get satisfaction from figuring out items on their own. i also like how the game uses materials that are found in other rpgs and crpgs, but does them their own way. a lot of my love for this game is putting a rhythmic, dance-kiting spin on old roguelike tropes. i think the wiki being there is fine enough, youre not denying anyone the discovery or the information if they so choose.
And of the materials, I feel bored when I see that Wood, Gold, Obsidian etc pattern, I just don't get why anybody would fight with a sword made of gold, not practical. But other than that the mechanics of Obsidian is awesome, just don't get why it has to be obsidian, feels like a too overused cliche. Anything that fits music theme would sound better, I'd say: strengthens the setting of the game and removes these associations and weird weapon material choice. I suggested "Resonant Sword" to replace the name "Obsidian Sword", I'd be happy even with "Groove/Groovy", maybe it's a poor suggestion but shows what I mean in general.
Wiki is good, yes, and I don't mean you need to put the info right at the player's face, just give an option to see that information in game, I prefer to know how things work so I can use them properly, no matter what game. I think it's best when you aren't oblivious of what you can do in a game. I don't mean spoil secret rooms and such, but tell how items and shrines work, I'd never use Rapier if I didn't know that it inflicts doubled damage if you hit from 2 tile distance, now I pick it whenever I can =)
I don't mind not being able to train with different weapons though, but I can see how some people might like it.
I also agree with the consumables rebinding. It'd be pretty easy I'm sure to just make it show the rebound key instead of left+up or whatever.
I don't agree with the rest of the OP's suggestions
As for the "Obsidian/Gold" thing, I find it quite silly that you are arguing this. It's a game about a Necromancer that forces people to dance to the beat. The fact that you are using a weapon made of gold shouldn't bother you.
I wholeheartedly agree with the Beastmaster thing. It's very annoying to return to the lobby. :/ Not sure about the different weapons thing.
I'd like to stress again, that blood weapons and that crown with throns need to show the countdown till next life regen.
Rebinded keys being displayed would be very convenient, plus it would probably be better if certain types of items would always use same key binding, because sometimes Up+Left is food and sometimes it's War Drum.
Also a curious question, I believe you can carry unlimited number of food with that golden backpack, War Drum and a Gun, are there enough hotkeys if you manage to get all of that?
As for the "Obsidian/Gold" thing, it's mostly not that I find it weird to use gold to forge weapons but that it's so much minecrafty terrariac and I think this game deserves something more unique to it, at least Obsidian I wish was changed to something related to beat/music, I think it would fit the lore more then.
And realism, I still think people dancing because of necromancer is more realistic than golden weapons, because the necromancer has the power to force people to dance and that is explained to be so in the alternative reality of the game, while gold seems to be just the standard gold that is very soft and unfit for a weapon material, I would be fine if it was whatever other material if it either was hard. Often argue on that kind of things with people, many seem not to see the difference between the two "unrealistic" things, but alright, screw it =)
It seems majority wants the things and their stats to be a subject of discovery, but I'm unsure how long it would take to me to realize rapier has double damage if strike is delivered from afar, and I still struggle to even remember different armor's parameters, not sure if I would even be able to figure out them without wiki, because I wouldn't want to test how much damage I take if I managed to grab some good armor to reduce chances of dying. Plus I wouldn't know damage that enemy inflicts without tiresome testing. But alright, wiki is here, I'm fine.
And Ryan, are you the developer? I think I've seen your name in the game's official forums. I thought that developers probably don't read Steam forums because they have their own dedicated forum, so I wanted to check out if people reported anything of what I wrote. But lazy to sign up there, so hope message is delivered.
Again, Gold and Obsidian are fine in my opinion. I wouldn't mind, and in fact I would welcome some original concepts for those tiers, but it's not such a big deal to me. Just my personal personal opinion. If they can come up with some original concepts/designs to replace gold and obsidian, then awesome! They should go for it! Not top priority though.
Again, a lot of weapons are quickly realized what they do. With a rapier, you can quickly learn it deals double damage by attempting to attack a Blue Slime. You'd learn that you can kill it one hit from a distance, but when up against it, it takes two hits. A lot of these things are immediately apparent and quickly learned. And while they might cause you to screw up and die, that's part of the game. Learning what things do and taking that information and using it in your next run to your advantage.
As for armor, you don't need to know how much damage they reduce exactly. Just know that plate mail is better than leather. You want to NOT get hit at all costs. The armor is there on the off chance that you screw up and do get hit and so that it might save your life. Same thing applies to enemy damage.
And yea, maybe I'd figure out stuff soon enough on my own, but I realy like to know stuff from the start so I can use stuff effectively. It's actually one of the greatest things in this game for me that it has really good numbers with damage and health, unlike some jRPG with 9999 hp and 547 damage so that you pretty much bash enemy with what's the best and can't count amount of hits you need. Good numbers, good stuff here =)
Ugh, I know what you mean! I hate RPG's that do that! "Hey, bigger numbers means you are more powerful!" No, it doesn't, it just makes calculations more annoying. -__- I like to know stuff from the start as well but I feel like it ruins part of the game. An example, if I knew everything about Minecraft and Terraria from the start, I wouldn't have so many ♥♥♥♥♥♥♥♥ hours in them! Same thing goes for this game. A sense of discovery and learning is important in games. It lets you slowly develop your skills and you realize you are becoming better at the game and learning more about it and that you are becoming more powerful. And honestly, I love that. :D
As far as the feedback under the beast master section, many of those matters have been brought up before, especially weapon selection, however they are still very valid suggestions none the less.
As far as hotkeys being displayed, while it would potentially make it easier for beginners on keyboard, my own personal opinion would be that it would also potentially complicate the understanding of controls for people who move onto using DDR pads, and be pretty much unsuable for people using controllers where it would display "joypad button 5" for example, and the number for button relation usually depends on the driver per controller type and isnt always consistant across controllers, not and not everyone understands what 'joypad button 5' relates too.
On the matter of displaying the information about weapon types and functionality might seem helpful for beginners getting into the game, I feel that it risks removing a lot of difficulty for more advanced players and removing personal learning chances. While that information is out there for people who want it to get already, on the wiki and in some places on this community hub, having it in game and obvious would remove the possibility for people to learn about it by themselves if they want to take that path. I wouldn't have enjoyed the game as much personally without having that bit of ambiguity to figure out myself, even after having watched a lot of gameplay of it, and I would have found that off putting as a personal experiance.
With the gold and obsidian comments I dont have anything in particular to comment on other then that having gold weapons be gold makes it very clear what their purpose is, which you mentioned having an issue with earlier so I'm not sure why you now mentioned making this more ambiguous. Obsidian does also fit because historically it was used to create weapons in the past, just for concideration.
The issues that were raised with the rhythm detection I could see as in part being due to either your calibration and settings and/or also the choice of music that you are using. The beat detection system tries to find the average pulse across a song, the core beat, even if the song varies in style in certain parts. On songs which are very busy, very fast or have varying tempos this can be very difficult to detect the beat evenly. If you could say which songs you tried it on, and which genres and tempos (if known) it would be much more helpful in actual idetifying problems in the detection itself rather then just making a generalised statement.
While the beginning songs, in zone 1 particularly can feel slow on a very subjective level, for example I personally find them so after messing around in zone 3 for a few hours, they also provide a good starting point for beginners or those who struggle with maintaining a consistant beat, and also a nicestart for a gradual curve in speed until you reach zone 3-3. As you seem to be very concerned with the difficulty for beginners I am not sure as to your conflicting point here.
If you have also messed with the tempos in the replay's as well you'll also see the having custom tempos for a song can actually mess with the code as far as enemies moving consistantly and remaining in sync with you, a similar problem use to happen in bard mode for example if moving too fast.
And as mentioned before, the beat per song is meant to be very consistant, it is not meant to be the pattern of notes in a song, it is designed to be the base beat, and that beat does have very different tempos across all avalible zones and their music, so can't really understand the comment about their not being much change unless there is further explaination here that hasn't been provided.
On character art, while I don't know the design decisions that were made in development, however you can see the development of the character here http://braceyourselfgames.com/forums/viewtopic.php?f=2&t=6 , speaking from my own experiance in the field of design, having the larger pictures for cadence makes sense as far as an identification standpoint, on being able to relate the character in that art work into the small pixel character you end up controlling.