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I think you might be waiting a very long time for such a game.
But I am quite happy with Elite as it has a top flight model, top VR integration and great 1v1 dogfights and nice min/maxing of ships for pvp...
We should be greatful we got Elite and it keeps growing, EVE and it keeps growing and SC in the making.
Dont expect a 4th game coming out of nowhere and trying to compete with any of them... not gonna happen...(or as mentioned would stil take a decade+)
spend so much money on mmos in few weeks and didn't play it after that anymore, with months of running subscription.
So glad that they have no subscription model, that I don't "have" to join a corp to be saver in this game.
another x game releases, it won't be that great I'm sure, nothing on horizon that can really captivate me anymore, but I will remember those moments floating in space while searching for moving planets in the galaxy.
The game will hopefully grow further and if so I will most likely jump in again.
regarding rpg, you don't need skills for your char, if you can grow on your own while playing it.
I don't really see elite dangerous progressing into the realm of spacelegs, with a meaningful enviroment to interact with (fauna, flora and so further), without a massive investment of development time.
Remember Battlecruiser 3000AD? That worked well.
But no space game to date has ever mixed the flying of ships with ground activities and done it successfully. The main problem is scale. In ships the scale is star systems. They are mostly empty but have POIs and planets and ships and stations so it feels...dense enough. But when you get to a planet the scale increases a million fold. Now you have vast stretches of empty terrain with...little to do. The only game that has populated Earth or tried to is FSX. It has hundreds of thousands of airports and the entire globe of scenery and even then it had to release denser graphics packs to make the experience more realistic and viable.
I don't think people realize what the scale of a planet truly is. Earth is massively huge in terms of graphical data. It has vast swathes of land where there is quite literally nothing there. It has massive oceans where you could drown and die and no one on the face of the Earth would ever know you were there. That does NOT make a great level or world for tightly focused gameplay. Rather it makes it impossible to fill the area with gameplay activities without them feeling samey or repetitive.
No game will ever mix space and FPS together successfully. They are two different genres and they simply cannot be mixed well. Portions of each might blend well but you simply can't cram all that is required to make a great FPS portion and great space portion in the same game. No computer built thus far could ever handle that.
Some gameplay doesn't mix. And while it sounds good on paper, it really isn't.
Smart tried it with BC3000 AD and several iterations after. NMS tried it and..well...it was repetitive and b/c neither space nor land was focused it felt all over the place with no goal. XR tried it with walking on space stations and while it was 'ok' eventually everyone just begged them to allow us to bypass the station walking. And that was just stations. It did not try planets.
Freelancer had the best approach. Planet landings and station landings were backgrounds with some common interactivity tabs. Quick, simple, to the point and then you get back to flying which was the focus of the game.
So I'm going to say one thing to you OP. You are really good at knowing what you think you like and very bad at knowing what you actually like.
Star Trek online did this. You had the space action and you loaded a different instance for ground combat. You officer would have ground stats and space stats. Climbing of your cockpit to grab a gun and start shooting is cool of course, but just stacking two well desine engine and having the characters and crew as a link between the two could work and be a lot easier to implement.
What they did get correctly is that you had the feeling of being a caracter that command a ship. the ground sequences added a lot to the general feel of the game.
In Eve and Elite the feeling is more that you are a ship with a pilot... the pilot is more of an after tought.
STO and No man's sky the pilot is more the focus... you play someone that drive/command a ship.
That's why I think ground sequence add to lot to the immersion. They don't have to intergrate seemlessly to the space battle, but they have to be there so you actually interact with your caracter and crew from time to time.
In STO, when I click of my first officer ability in a space battle, I can actually picture the blue babe with the miniskirt because I've done away missions with her in the past, and that sir is what space is all about :)