ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
I really, sincerely, do not care what "competitive" environments you see in a fictional book. Irl, you would have to be getting your ♥♥♥♥ smashed in to be 150+ points behind. Even if you make seeking the most complex thing ever, it makes the rest of the game pointless.
Um, Quidditch leagues, especially that of Hogwarts? Because fans care about them? You know, the same fans who are supposed to purchase a video game based on Quidditch?
Now on to addressing your main points.
Wrong. You see, a goal difference between two teams is produced by three factors:
1. Skill difference
2. Time elapsed
3. Pure chance which makes the goal difference fluctuate even with the first two factors staying constant
So overall, the longer a match lasts, the more goals the better team is going to lead by (on average).
Our closest real-life model to Quidditch is probably basketball. Here, after 48 minutes of playing time, the mean score difference is 10, which corresponds to 5 baskets ("goals"), as you may see here:
https://www.quora.com/What-is-the-average-score-differential-in-the-NBA
While extrapolating can be problematic, we may apply a very rough estimation assuming a linear expansion of score gaps and say that if basketball matches lasted 2 and a half hours (in effective playtime) instead of 48 minutes, the mean goal difference would fluctuate around 15 - the value of the Snitch. It's easy to come to the conclusion that when a Quidditch match lasts a lot longer than that (as they often do), the expected goal difference is higher than 15 and catching the Snitch will no longer impact the outcome in most cases. (Fatigue is probably dealt with using magical methods in matches that last that long.)
Again, not necessarily. This is tricky to implement in a video game because no one wants matches lasting two and a half hours. Some ideas were mentioned in the above discussions I linked. One possibility the developers should have considered is introducing a confidence boost mechanic in which the more a team leads, the more their skills are boosted. That should affect gameplay and make them more likely to score goals, further increasing their lead, quickly turning a few goal's difference into a 20-goal lead unless the Snitch is caught before that happens. So in the end, the Seeker of the losing team would be on a race against time (and the other team's boosted Seeker) to turn the game around, while members of the losing team would be hanging on in there, trying to keep the goal difference within the limit of 15.
That's just one example, there are many other ways to handle game mechanics while staying true to the established canon. If you're interested, check out the above links.
I don't know, maybe some people aren't bothered by it, but for me (and clearly a lot of others on these forums), it really matters.
30 points for catching the Snitch? That’s so low that the Beaters don't even bother going after the Seekers half the time since they’re better off targeting Chasers or Keepers instead. The Snitch chase should be the most epic sequence of a Quidditch game, but instead, all the drama is gone because of how it works now. The low points for the Snitch, the game dragging on after it's caught, and that weird energy bar mechanic… it just doesn’t make sense. The Seeker who is physically closer to the Snitch should be in a better position, and simply having a Seeker up close and personal with the Snitch should be enough to set off all the alarms, with the other team's Beater desperately trying to knock them out. Without that, it just... falls flat for me.
Um, can you edit that and form English sentences, please?
Can you form a game design doc for your bad idea? it's one thing to say a bunch of things and another to actually understand how anything works. The confidence idea was hilarious
Sure I will, once we settle the issue of my payment. Also, can you explain why you found it hilarious? Are you capable of logical reasoning or only insults?
Finally, some arguments. I can see now why you don't like that particular idea. In my opinion, balancing and game length should not be an issue but the explanation why a team is performing significantly worse when they are at a disadvantage could be tricky and would require more thought. In real-life sports, there are examples for this but also for the opposite, so magic might need to get involved at this point. (The whole discussion is theoretical of course.)
What do you think of the other ideas that were suggested?
I also admire your trust for the quality control of AAA games, personally I'm a lot more disillusioned than that. I'm just trying to maintain a rational, civil discussion here but it isn't easy with everyone getting all emotional every step of the way.
I think the graphics and rules change were a good thing, this is an online game, if u made it look as HL, not so much people will have the hardware to run it, and if u dont change the seeker rules, not so much people will have the time to play a full game or the interest in playing another role. So in any case, u will have an empty and borign game that will end being a seeker 1v1 duel. They can be strict to the lore in a offline game like HL2, but for an online game i prefer it to be fast, fun and competitive, and its the right call, the game is a online focused game, offline is irrelevant (and i think it was no needed actually), but the game looks have soul and 3v3 is rlly fun. Let the acurate lore and epic graphics that use rtx for full offline games.
HL isnt easy to run due to draw distance, mass HD instances, and RAM requirement being over 20 GB... We are talking about a tiny little arena game with graphics half as good as Rocket League lol They could have easily made it not look like a childs game. Also play like a childs game.
If they are going to have bots, multiple snitch catches per match, etc, just make a different game called "Aerial Shooters" or some crap and do your little game, yet they used the IP to make sales and now they arent honoring the IP. Defending that is kinda crazy, but there is always defenders. An actual good Quidditch game would be taking over right now with 95% reviews, yet here we are
So many of you keep repeating that the devs made the right call by changing things up and not following HL's footsteps by sticking to the lore wherever possible. And yet, look at the numbers on Steam Charts. HL, a single player experience released 19 months ago, is played by 16583 players currently. QC, a fresh multiplayed release (that requires 6 people playing together for a good match!) has 1455 players right now.
You guys can defend it all day long, and point to how many more people may be playing on PS (which is probably true), but the numbers don't lie, they clearly show the game has not gained the favor of the HP fandom like HL did. I fear it will be dead in a few months unless it gets a major overhaul. A 6v6 mode with the same rules may not cut it, as it will need even more players to work well.
It is really that simple. Ofcourse there are more players on PS... Its free lol. I bet HL still has more players anyway. Why? .. its a lore accurate banger of a game. They messed up by not doing Quidditch in HL fashion. It would have been amazing. Still could be. They could still do it.
Fingers crossed it happens one day!