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There's multiple factors that go into how long KO times are. Input spamming still works lol
Bot mode? Like the waves gamemode that is already in the game? Or just play versus/survival in local or host a server and spawn in bots using your keyboard
There's a handful of different attacks. You probably just don't know all of the combinations. They will add more too
The games' mechanics/functionalities/etc have changed majorly in 0.5.0 and not a lot of people liked it - Many complaints including this thread so I see where you're coming from
But at the end of the day, this game isn't about luck, it's about how well you play - And by what you've been saying, you aren't good with the overhauled mechanics and whatnot. (I was in the same boat. When 0.5.0 came out I was complete ass and I had previously been very good. Since then I've now been playing alright as time goes on and as I get more experience with 0.5.X)
And by the way mashing buttons DOUES get you up faster, but not istantly-up fast.
It's gonna be fixed later on, just like frequent disconnects and crashes...
There is the Waves game mode in Grind where you fight hordes of A.I. enemies, plus you can spawn A.I.s in the normal battle stages yourself. If you mean having A.I.s as players then they're too undeveloped right now to take the spot ofa player, they still need to jump, throw, climb and execute other attacks than just punching before they can effectively replace a player.
W-W-WAIT! What did you just say!? Hold on, lemme re-read that...
So you want the game to become less spam-friendlyand more skill based I see...
But then you immediately say you want the have "random funny glitches that send the opponent flying", and random glitches ARE luck, no matter how funny they are, you just contraddicted your previous statement...
And now, just after saying you want RANDOM, LUCK-BASED glitches back because "they're funny" you complain that the game is too random and not enough skill-based?!
Make up your mind, you can't have the game be random and glitchy and skill-based at the same time because random glitches don't require any sort of skill and ARE only luck, what do you want?
However I'll quickly explain why all those issues you listed will probably vanish as later updates get relased:
1) a lot of the moves got trough various changes and are still gonna be modified during developement, since no attack is definitive they'll likely rebalance them and make them more skill based and less spam-rewarding (spamming will most likely be there because a lot of people likes to mash buttons, but it'll probably be made in such a way thet it'll be unviable and ood strategic hits will be able to take out button-mashing people), and the developers said more attacks will come in the future too like attacking with non-bladed or non-firing weapons (bricks, bats, pipes, small TVs etc.) and MAYBE chocking, I said maybe because they mostly talked about choking in the Pre-Alpha version of the game whan it had a "serious and edgy feel" to it, not the cartoony and happy-go-lucky one it has now, the characters used to moan and express pain trough mainly, deep grunts when hit; while the current characters sound like cartoon characters with squeaky voices that laugh and make funny sounds, and they don't express pain to lesen the amount of "seriousness" of the fighting.
Here's an exaple, this si the music and lightning of theold Gondola stage, a more more "serious toned" and not nearly as cartoonish, also with tense 80's-esque music:
https://www.youtube.com/watch?v=VOZRzwlzQeA
The current Gondola is more colorful (yellow instead of grey), has more dynamicity in the from of the sides being attachs to hinges that can rotate and even detach from the gondola itself if enough force or weight is applied and a wooden board that can slightlymake your character bouce are all factors that increase luck and randomness compared to the old Gondola that was incredibly static.
Heck, even Buoy at the start had amost unfracturable, rock-hard ice and was pretty static, now nstead the ice breaks a lot more easily and it's harder to predice when it'll break (increasing the luck factor) and the waves are more active too, adding more extrernal factors messing around in the matches.
2) while the randomness of the glitches will be removed when the glitches will be fixed, Boneloaf will still mantain a certain degree of luck in the game by adding Escalation, which will replace the time limits and instead of thematch ending the stage will start going crazy and become more dangerous, making surviving really hard if not completely impossible.
One exaple is a video by the developers showing and incredibly early and work-in-progress version of Towers' escalation, with the cooling tower falling to pieces, making not falling down supre-hard:
https://www.youtube.com/watch?v=jh3284PfUTE
Another escalations they confirmed is the ferrish wheel in Wheel detaching from its support and rolling away like in old cartoons, Elevators also used to have an Escalation in the form of the two elevators going crazy and then both falling, making every player fall down into the abyss but it was removed for no apparent reason, maybe because they changed the way the elevators move and fall so that escaaltion wasn't compatible with the new elavator stage.
So spamming will become weak and strategic hits will be rewarded (thus fixing the "button mashing" issue you listed) and the random glitches will also be fixed too, but more randomness will be added to replace the glitches in the form of Escalation, with the stage going crazy and making surviving super-hard, also most of the stages are becoming more eventful and random such as the Billboard stage now having floor pieces that randomly fall instead of the solid ones it had before, or the water in Buoy having more waves with the ice more prone to randomly break apart. It will become a bit more luck based and random in the future but the luck won't be in the character spazzing out but in the stage having unpredictable hazards.
In short all the issue you listed will be fixed as developement progresses,just be patient and have faith in the developers.
If the feet stretched like you suggested they'd have a much higher range and they would just become another move you can spam. We already have problems with people mashing buttons and both punches and headbutts are super-easy to spam thanks to their relatively high range, if we give kicking a higher range like you suggested the game would become even MORE spam-based, and we don't want that.
The game isn't "fun-sillyness-dumbness"-only, the devs have to add some actual gameplay into it as it won't seel on its stupidity only...
Also Gang Beasts is the only game that can somehow replicate action movie fights, so by wasting the opportunity and istead of having the game's fighting system being both fun to use and well balanced, having it fun but unbalanced like you suggested might hurt a lot, not everyone plays for the glitches only, some people actually bought the game for what it's supposed to give: which is action-movie fights with blobby people, not glitches and bugs...
Also a balanced combat system can still allow for sillyness but also be used for serious play, an unbalanced one can ONLY be used for stupid matches and not everyone likes them, expecially in a fighting game (and Gang Beasts IS a fighting game)