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报告翻译问题
Imagine the scenario. You're somewhere in Mordheim when an enemy Warband comes after you. Post battle, you've probably got some men wounded and in need of medical aid. Some might be unconscious or bleeding to death, with limbs hacked off or guts ripped open.Your rivals have fled, dragging their wounded with them or leaving them to die, but they'll be back.
Worst of all, Mordheim has horrors besides Cultists, Skaven and fanatical Humans to contend with. Perhaps as you fought a heavy fog has begun to roll in, filled with unknown terrors. Perhaps a party member sensitive to the Winds of Magic warns of a buildup of dangerous energies. Perhaps the dead themselves begin to stir around you. If all else fails, it's probably wise not to stick around in case another warband shows up!
Mordheim isn't a place you can linger with any degree of safety. After the skirmish, your warband scavenges as best they can (and note that the harder the mission the more loot they can scavenge, suggesting more time to do so) and then retreat to a place of safety.
While that is how I imagined it at first, there's no way you can bring realism into this. Granted i'm not 100% sure how the mechanics are now but I'll just ramble on anyway. It's stupid to have loot left behind even when your characters are like directly next to it. And ending the match (and the loot) directly after you've defeated the enemy feels pretty ass. Also, if the game is that focused on realism I should be able to disengage if I have space to my side. Why can I only hop to the back and not to the side?
I would have liked something like maybe, a turn (or a few) where the winning team goes to loot stuff before the combat ends, and to remove the auto loot portion. Or they could make it so that the longer they stay in the area, the higher the risk of something happening (injuries? reinforcements? aliens?) Right now this current feature is indeed pretty killjoy as OP says, since people expect to be able to reap the spoils (at least, spoils of their choice) after winning combat. And it's not like combat in this game is easy for newcomers.
1) You might not actually leave it. Remember, if you win you're awarded a random selection of the loot and wyrdstone left on the field, representing your warband grabbing stuff as they depart.
2) If it's loot on a body, that body might still be able to hurt you. Again, this is a mechanical abstraction. Would you really try to mug a giant rat who might bite your face off?
3) All manner of stuff is not factored in. Imagine the sights, sounds and smells of "real" Mordheim. Yes, there's that really expensive looking loot at your feet, but your best friend is shrieking in agony because there's a crossbow bolt in his eye, you're soaked in blood and bodily fluids, your head is spinning from a hammer blow and the wall in front of you just sprouted eyeballs. These are not conditions that promote calm, rational behaviour.
It makes sense "lore-wise" too - after beating off an enemy warband, you don't want to stick around for too long in case they come back with reinforcements or if your fighting's attracted some of the less friendly local demonic wildlife, hence the limited post-match looting.
Mug a giant rat lmao thats the best phrase i saw since the weekend madness. You made my day
I get that warhammer is like a spinoff of some DnD paper and pencil stuff but damn
Please, Valve......
Man the fact that you do not understand how the system works does not make it garbage. The only one trolling here is you. There is a reason for that, it goes back to 1995, a time where you probably were no more than an itch in your daddy's balls, and had to be implemented to respect the licence agreement. It does not suit you, you don't want to look around why it is like this and you don't want to play with it?
GOOOOOOODDDDDD, i'll bet most of the usual players on this forum are not that eager to know you. Doors that way, feel free to go anytime, good riddance.