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回報翻譯問題
Yes, it's called "other Helldivers".
No seriously. Up until the new difficulties got added, playing with randoms was a pretty easy way to get higher difficulty (unless they started using stuff like the chair).
There are also 3 bosses aka "Masters" (one per faction). Hive Lord, Great Eye, Siege Mech. Personally I don't like fighting them, but it may be interesting to you.
I'm not saying Helldivers needs to have a campaign, but I think it could have benefited from at least something like a rogue-lite structure, giving players a sense of advancing in a run as the missions would link together more coherently, less focus on shiny loot and more on actual level/planet progression.
It would be amazing to enter a bug hive with a squad. Beeing on youre own. No airdrops. Hunting a queen or so.
The missions felt dumb also. Go there and start the oil pump. Who is digging for oil. Launch a rocket. But why. What does this rocket do. Escort some people. Ya and then they run into this tiny building doing what?
It would be better if it would all serve a purpose. For example. Let there be a mission to build an oil station on that planet. Because the super-earth needs more oil atm. You land with a team of engineers. Go to the spot. Build a fkn oil pump and a base. And done. That way you know exactly what you do. You dont do randomly obejctives tied together. You got a clear mission.
You could make it that oirdrops etc are unavailable as long as there are too many flaks on the enemy side. So you can pick up missions from youre command center. Like go to planet xy and destroy a flak station. And after you did that you have air support on that planet.
Dont just let me destroy a randomly placed flak. Give me a damn reason to do so. It would just feel more coherent.
Maybe it sounds dumb that this bothers me.
What makes it fun are the encounters you have and the players you meet.
I find value in the game by having fun with the players I come across, rather than from the game itself. The silly ♥♥♥♥ like drop pods crushing you, running off the edge because you don't pay attention, spamming turrets, calling down multiple nukes and jumping over them, etc. I like the stupid situations that can come up. Others prefer the I want to win, fun comes from that, and that's fine. Everyone finds a reason to play and why they like this game.
Yea, it would be interesting if the objectives made more sense, but you're a helldiver, it's not your job to know the purpose, just to do it! It's just a fun game, it doesn't need a story behind it to be fun. What difference does it have if you're told why you need to escort this cart from one end to the other if you're still going to do that regardless if it was explained or not?
Cyborgs have the anti air guns which do prevent air drops within its range. So if you want that, play cyborgs more often. They only cover parts of a map but yea.
You sound like you may enjoy Alien Swarm: Reactive Drop. It's different in game design, but still very much like Helldivers. It's F2P so no harm in checking it out.
something to just jump in and out when you get bored, or need a quick adrenaline rush.
It definitely gets boring if you're stuck with the Liberator and nothing but Dive Bombs while slogging through snow all day. I find fun in experimenting with different builds, dropping into multiplayer and saving the day. But it's not everyone's thing, and I'm not sure if Arrowhead is going to release any big story for this game so long after release.
That's maybe what he means by "designed for a mobile device," but I don't think that's accurate.
Essentially the game was intended as a PlayStation 4 launch title, and they liked the idea that buying any one PlayStation version of the game (PS4, PS3, or Vita) meant you got the other two PlayStation versions for free. I seem to recall that the Vita version was the hardest to develop because of its comparatively limited system resources.
So imho to say it was "designed for mobile" isn't accurate. I think it might be fair to say the need to make the game such that it ran on PS3 and Vita -- that it wasn't strictly a PS4-native-only game -- may have impacted it a little bit.
My bet (based on nothing) is Arrowhead's next game will be strictly for either PlayStation 4 or conceivably PlayStation 5 (or whatever the next console is called) initially and won't be hindered by any need to support PS3 and Vita. Hopefully it would get a PC/Steam release eventually :)