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回報翻譯問題
I think by level 20 I will be done, early days too many place holders
1-20 is fine though but quests and the difficulty for level given make no sense unless designed to force grouping?
I can't speak to how the overall focus of progression will be once all systems and content are implemented, but I can speak to the base of some concepts that are consistent from traditional MMOs.
Quests as modern games approach them I don't think is going to be the focus in this game. Traditionally speaking, you play this style of game by exploration and for lack of a better term "grinding" your play by killing mobs during that exploration.
The perception system is their answer to questing (not implemented yet), but you can see some subtle elements of it that exist already in game through the messaging that pops up in the blue border when you hear that sound.
You notice this in the orc area as you near some areas. Apparently this system once fully implemented will drive questing and lore progressions. I think last I read on it the idea was that stats of some sort would drive your interaction in discovering them and this would allow for various information gathering for quests as well as revealing secret entrances, items, etc...
So taking the basic traditional concept of this style of game and overlapping that system I think you would have some quests like you already see that are fairly simple, but many may also be vague and dependent on that progression of exploration in the world which you would find as you are out grinding mobs in areas and dungeons.
Obviously the 20+ game is severely lacking in content and itemization, so that is to be expected, but I also expect the 1-20 game to have a lot more added to it over time as well.
I think once all systems are in place the world will feel more natural and have varying elements that balance your play focus and progression which would advance it past the simple traditional MMO play of just going out and grinding mobs simply for EXP and loot, though that will still be a major focus of the game as it is this style at its core.
Quest are what give meaning to charcters and a large part of gaming " hapiness "
Run here , kill boss, I need my toothpick back doesnt quite cut it.
Good questing requires good story telling skills and the ability to capture a players interest.
I am an old EQ player and understand grind mechanics, but even EQ had some okish quest chains, class epic armor was a great one. Allowing a player to basically solo adventure for a fantastic gear setup.
Questing can be fun, it just takes imagination from the devs.
Atleast its not " go here kill 10 wolves " , thanks for killing 10 wolves, now I need 10 wolf claws......
I absolutly hate games where questing is the be all end all, grinding ftw.
As for the perception system they are kinda vague about it not sure how its gonna work in the end
I have the feeling its overly ambitious for their small team they might scrape it and go for a traditional questing system
This as I said is what the perception system is going to try and achieve. Instead of "here is a quest, go to x and y", the system will unfold as you play and explore while doing the "grind" so to speak.
Like I said, I don't know fully what they have planned, but I don't think the typical modern quest approach is the goal here. I think it will have a lot more player requirement to evolve. Even EQ didn't throw a ton of quests at you and lead you around by them. You had to interact (even more than pantheon) often listening to NPC conversations and then asking other NPCs about specific topics.
It is a guess, but I think they are trying to use the perception system within that capacity to achieve similar results, but we will see once they implement it.
I think most of the current quests are rather quick place holders, or just basic ones that will be along the main system.
Even so, you can see hints of the quest style. While some are really basic, the cooking ones are a bit more exploration based by giving you vague mention to ingredients and locations to seek more answers.
Ok I plan on giving cooking a go when I roll up my Druid.
I have taken the armor and weapon smith on my main but very boring " make these, take here..no reward " kind of deal
Shaman had a class related cloak reward for a quest chain that was fun sadly Dire Lord nothing.
My bank is full of T1 and T2 gear I cant even sell, I have a full set of level 18-20 Druid twink gear but in all honesty, I still just prefer wandering around , trying to find a loot crate when server peak times are low, or just trying to see if i ever get a hand saw from a goblin crate.
I dont mind the grind but I would like more options.
Maybe exp for gathering would be nice, character exp for crafting as well.
What ever we choose to spend time doing should be rewarded in some way or form.
This allows for endless playability and less of a dead level area that i am feeling now at level 19
Level 16-19 orcs......
Now no groups for anything higher
Friends started new characters
20 feels like end game to me due to lack of content
Forced grouping only works if there is groups and solo content after level 18 is garbage.
Everything in this game happens from 1-16 after that is slim pickings
same way for me though
group group group group and then people stop showing up
sad
I rolled a Necro and twinked the %$^& outa him, games fun again