Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
I was going to mention a while back how health bars being a little lower/closer to their respective units' heads would help targeting issues quite a bit, though these camera angle and click accuracy fixes are welcome improvements nonetheless...regardless, could you perhaps fiddle with the bar height to see if it aids visual clarity in internal testing?
Also, with the addition of this new (and admittedly helpful) camera angle, the "zoom in" feature is starting to prove a tad useless, because all it does is magnify your current hero's scalp and some grass underneath him or her.
Could you by any chance look into linking the camera angle with the "zoom in" command, so that the further you zoom in, the closer the camera angle approaches to 0 degrees, until you are almost parallel to the ground (and can therefore admire your hero's new skin, etc.) at maximum zoom?
I only suggest this UI tweak because there is no feasible reason for us zooming in but to more closely examine our hero...unless someone else has some insight on the matter? =\
No sweat, you sexy devs. Tell all the guys and gals to get well-rested first, then start whooping those horses' asses
So no more lane pulling and getting some extra experience at the start?
Why would you make such change? The game is already too casual, and now you're dumbifying it even more...
Another bad change. Can you tell me the reason behind removing Domination system? Being a MOBA this is competitive game and this kind of system makes it more fun and engaging. Feels good when you get 4-5 dominations in a single match. And now you just removed that.
From what I know this isn't supposed to be some casual MOBA for kids. I thought it's supposed to be brutal and ruthless MOBA with badass characters.
So why would you remove systems like this?
Edit: Another reason I forgot to mention is that reward has to be proportional to risk. This tactic, which is trivial to accomplish, incurs no risk for great reward. To balance the ratio we could have opted to reduce the reward however that would further penalize junglers so we opted for increasing the risk.
Domination/Revenge: Its a psychology test. Its still in the game but nothing is being presented.
It actually isn't. The fact that a lot of players (quite possibly yourself) ignore the deeper implications behind team-based objectives and Quest-based mechanics in favor of racking up kills is a testament to your own frame of mind, and has no bearing whatsoever on what the game is or was meant to be.
You mentioned RTS-esque strategy or yomi-based exchanges nowhere in that entire description...where exactly did you get your ideas of what this game is "supposed" to be from?
Shut up Tug, you're one of the horses I was talking about XD
This is another reason why its so important we get the Jungler role up and running properly. His role in Quest based objectives is crucial.
Throwing some ideas up in the air here, but will IC at some point introduce a rough "jungler stencil" into the forums, as an aid for us players from different genres/games to get accustomed to what jungling means in Sins specifically?
I've essentially been "BSing" Slivus and Grugg routes for the longest time based on what I considered logical choices for builds and Stat allocations, but it would be nice to finally be informed as to what the developers themselves consider feasible/recommended progression paths both for heroes and their roles in the forest.
I know Bullet does some pretty scary stuff with Grugg now and again, but that psycho could kill me with pretty much anything anyway =P
Thanks for the explanation and thinking behind the changes.
Re: Jungling - the "poaching" was only just from your own nearest camps - so poaching from your own jungler basically, if you had one. Or am I missing out on a jungle meta where enemy junglers would go for the farthest camps first? Seems like on what I imagine as a normal jungle rotation (nearest to farthest), those camps would've respawned anyway by the time an enemy jungler reached them. I liked the realism and atmosphere of your troops aiding you vs. jungle creeps rather than brainlessly passing by but I do agree it was a pretty simple, no risk way to get a bit of extra experience and gold.
Changes in today's patch are above under "Amendments". Expect another update tomorrow and probably Thursday too.