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回報翻譯問題
Anyway, I think it's better to incentivate the killer in other ways (I do not have an idea what those "ways" can be :p)
I used fairly high values because these perks have to compete with other strong perks. There's no point in adding a perk if no one will use it.
That said, Yes these values could use some adjusting.
One of my ideas did address Kindred. The issue is that its eight meter range is not enough to effect camping.
I could post more, but I don't think this should just be a thread of me making up perks.
This is overpowered. So the 2nd to last survivor gets hooked and the killer gets to know exactly where the last survivor is for 10 seconds?
What if there are 3 survivors left and one is 15m away and the other is 17m away when the survivor gets hooked? You don't think 10 seconds is too much time? 4 seconds would be about the max you could do for something like this. and depending on circumstances you would be getting a survivor owned even then.
I think this idea would make people cautious to go anywhere near where someone is about to be hooked for fear that they might be the furthest away but still close enough to get the killer all over their ass so you would see people scattering really far away just in case.
Hillbilly standing at 26 meters with clear line of sight revving chainsaw would make this brutal at times.
Ranges could be 8m, 14m, 18m or something near that. Would have to see the distances in game to get an idea of how likely people would be able to make a save at those distances.
This would encourage people to not camp but not take it out of the game and would also not make people have to use a perk on either side.
Yes 10 seconds might be too much time. These numbers aren't meant to be exact. maybe 7 seconds?
This would be a very good result. The game is at it's best when players become unpredictable.
Some survivors might get very close to the killer to dodge the perk, while others might assume they'll be the furthest no matter what and run for cover.
#5 Killer Perk: The hooks are made of a more sophisticated form and material. Hooking now takes 5 seconds but is also silent. Other survivors can't see the hooked survivor, only hear it crying. Unhooking takes 5-10 seconds (random) but is also silent and does not notify the killer (or only with delay).
But I think it should be the default, not a perk.
My problem with it being an effect that's always in play is that it can make the hook too safe as you'll always know that the killer will try to get some distance from the hooked guy.
Also, if someone wants to use insidious (or cloaked wraith) and camp, everyone would know since the survivor would be dying too slowly. That's another reason I like a static slowed entity progression regardless of the killer's distance for the hook.
This would make perks such as Kindred, Empathy, and Bond. see more play, I like it a lot!
However, I'm not so sure this should be the default, and you might want to slow down entity progression a bit to give survivors time to find their buddy.
Nah, I think it's the wrong direction. A killer should neither be forced nor punished for camping. Currently as a killer you are forced to camp/facecamp in most games. The reason is the behaviour of survivors (rescuing after 10 seconds, even if they KNOW the killer is still close). And exactily this behaviour has to be changed, e.g. by lowering points to unhook or make unhook more difficult and risky.
As a result, killers will stop camping because they don't get the feeling that the survivor will be unhooked in a few seconds after they got hooked.
In exchange, the entity progression can be slowed in general to balance out the more difficult unhooking.
But I also think, getting hooked twice should mean death. For that, survivors should have greater chances of escaping and getting healed after beeing unhooked than right now. The most important point for that is that killers should not see if someone is unhooked. It is unrealistic, frustrating and makes the game boring.
In a nut the hooksystem needs a major overall change.