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回報翻譯問題
If there's going to be a hard mode, it needs something other than just ramping up health or firing speed and making a few substitutions. It's already a one hit kill system as it is.
A fireball staff would be cool, but it doesn't really need nerfed. The slow speed will already make it almost impossible to hit anything, so it can be powered up pretty high.
But if you're going to essentially add a mage class, why not instead/also add a cleric class? put simply, you just have the ability to shoot "high fives" at people the same way you'd shoot fireballs, and the person receiving it needs to hit the high five with their hand. So as long as you're holding the cleric staff you can resurrect people from a distance, perhaps holding a shield or sword in the other hand. For added usefulness, have it so the high fives will also cancel out fireballs that they hit and cause enemies to pause as if bumped lightly with a shield.
This feels like a bit much. The current AI is already pretty weak, if you give these options, the advantage the players would have is just getting excessive.
Instead, it would be nice if you could start the game with a "Favored Loadout" allowing players the ability to always start any level with that loadout, but without the ability to pick up any other weapon other than their own. For example, you could start the game with 2 crossbows right from stage one, but if you were disarmed, you'd have to recover those specific crossbows or continue unarmed through the rest of that stage. Obviously other players would be unable to pick these up.
That would allow players to access the previous (mage/cleric)staffs suggestion at earlier levels, for the price of being stuck in those roles specifically. This could be done via changing tents that could be spaced throughout the waiting room at the start. One for each combination of weapons.
I like this idea, particularly with the current Disc Golf Update, in which "Coach" is apparently part of the science department who is now stuck wearing a dress and pointy veiled hat despite his goofy white eisteinish hair and lab goggles.
I also particularly like the story you provide as well, but I actually want to take that a step further:
Act1 - Get the Trophy! (current Quest game)
Act2 - Return WITH the Trophy (now that you have the trophy, you have to fight your way back out, but at the same time also bring the trophy with you. (if it drops in a lava level or gets hit too many times it will break and you fail the level)
Act3 - Save Coach! Upon returning with the trophy, you find Coach has been kidnapped. Embarrassing photos of him in a princess costume have been taken, and you must make sure to destroy all of them along the way towards getting him back. Each map will have the photos hidden in random locations that must be checked while enemies continuously spawn, or Guarded directly by various enemies.
Act4 - Protect Coach! Now that you've rescued him, you must get back to safety, all while ensuring Coach is kept safe as well. Don't let the enemies get to Coach! If he gets knocked out, you'll only have a limited time to revive him before he's set back to start and has to make his way back from the beginning again.
Nah. I like the idea of a way for non-vr players to be able to help out, but there's no way they'd be able to keep track of his position while you're flailing around yourself. This would also make things way too easy to beat as it is.
Instead, how about just make the option for any player who joins, and is "spectating" to be able to pick up a remote control, move around invisibly, and control the monsters that spawn remotely. Multiple spectators could make for multiple monsters being controlled by real intelligence instead of the simple ai they are using now.
This I can dig. Having a full dozen levels, from which 8 get picked randomly,(though they should still have roughly the same general order) and then an alternative map for each boss monster would make the game feel vastly random without needing THAT much randomness.
Just keep in mind, this isn't a real D&D game, this is the theatre department. All of these need to be made to look like cobbled together rc vehicles with a paintjob. Skeletons and spiders sound cool, but I'm not getting a sense for how they would actually fit in the current setting.
this would make the current pick up and play system next to impossible.
This would work well even with existing maps. You could even have it set up exactly the same as capture the flag, but the areas where the flags would be are the areas where players now have to stand and survive getting shot. It would probably be better if there were 2 spots for each team though.
One thing I would insist on would be that teams with an extra player on their team should also have a handicap to how fast their points increase. An extra player already almost gurantees a win in CTF, but in King of the hill it would be a certainty.
I'm not really into any of these.
support.
No, there's no way to enforce that a guess was corrext or not, so it shouldn't be played with points.
No, some games can drag on forever. 2 loops would be ideal, but I'd prefer one regular loop followed up with any remaining time prioritized in order of which players got through their turn fastest, so that fast players that get their idea guessed quickly are more likely to get more time to do another round.
well, obviously.
I'm just not really supporting any of these miscelaneous suggestions except the obvious "increase levels" one.
Donations shouldn't be done from within the game. That type of thing, I'm sure, has a place elsewhere online for anyone willing to donate to Against Gravity.
You have too many random suggestions without any supporting notes for. These are less suggestions and more like sticky notes to put on a dartboard. Don't just make requests for Against Gravity to add things to VR, this should be for things that actually have a place in RecRoom and fit with the atmosphere, aesthetics, and theme.
a large thread like this actually makes it harder to discuss any individual idea and work out any sort of details surrounding its potential implementation.
This is a great brainstorming session, but a lot of these suggestions already have their own dedicated threads, or they don't even qualify as ideas yet. The whole point of brainstorming is to gather potential ideas to work with, but you're not done then, you still have to polish those ideas and weed out the impractical/implausible and ideas that are outside of the mission statement.
"Act1 - Get the Trophy! (current Quest game)
Act2 - Return WITH the Trophy (now that you have the trophy, you have to fight your way back out, but at the same time also bring the trophy with you. (if it drops in a lava level or gets hit too many times it will break and you fail the level)
Act3 - Save Coach! Upon returning with the trophy, you find Coach has been kidnapped. Embarrassing photos of him in a princess costume have been taken, and you must make sure to destroy all of them along the way towards getting him back. Each map will have the photos hidden in random locations that must be checked while enemies continuously spawn, or Guarded directly by various enemies.
Act4 - Protect Coach! Now that you've rescued him, you must get back to safety, all while ensuring Coach is kept safe as well. Don't let the enemies get to Coach! If he gets knocked out, you'll only have a limited time to revive him before he's set back to start and has to make his way back from the beginning again."
I love this as well! The only thing i think would make it better is in act 4 letting coach get killed would just result in the end of act 4 and starting over as it seems thats what would happen any other act also the photo destroying is really a fun way to give people objectives through out the levels, make the pictures in each level guarded well or just give it multiple spawn points it might spawn and you have to check each one and sometimes finding it first would be nice plus.
I added the co-op at home idea because it would really be neat, in the future id hope theyd add something like this. The spectators controlling enemies reminds me of Crawl in that sort of way. Its good idea to give people spectators who want to play another way into the game with their friends. I feel some would just say theyd join another quest lobby though. I agree they should be in the same order or at least difficulty in this, and a different boss level would be neat and possibly a different way you have to kill them in each different level. I know it isnt a D&D game, just more enemies in the next Act would be nice to increase the variance in the quest theme instead of using the same 3 old monsters that people know the patterns of. Kinda figured a leveling system would be impossible, ( cries inside).
In charades if they added a text system to type in the guess it'd allow for there to be points, I bring that up because some people think its dumb to play the game with no real point system when you could just play in the private room. The donation system just seemed like a nice idea to support the games further developement, they already have a large budget though apparently if they did end up running out though I bet this would help out & they dont have to be in game just have a thing that brings up a website in the computer for donations. I put the random game suggestions just in case they need games to add in the future, hoping that they dont stick with just the remaining games not saying improving upon these games would be bad but more games would be very nice! Plus I really liked some of the ideas and want certain ones added but not sure if they would be considered so why not group them together so i dont forget them and work on explaining them later like the lazy person i am :) I will polish eventually in spare time. I think a giant disscussion is a bit better the random discussions posted throughout the community by people who will just abandon them while if some ideas dont get interest by many people then i can just remove the ideas from the post and continually add what seems supported more by the community but alas the mission statement and going with the theme of rec room is important i admit so i'll most likely update this again with ideas and things that more people support. Making a index for each part of it for it to be more accessible and finding each section easily. Thanks for your opinions on all of this and your input and improvements I know it took you alot of time digesting the information and coming up with ideas! It really is great to see other people with passion for rec room to be further developed and made into a much bigger game, it has so much potential I feel then just being a sports game but thats the theme for now :) Again thanks for the feedback!
Bowling!
Perhaps a 2 lane bowling alley, with similar physics to how bowling worked in Wii Sports. The ability to curve the ball by twisting your wrist as you roll would be amazing.
The "turn taking" would be easy, just do it like 3D Charades. When it is your turn, you teleport up next to the Ball Return, (Where it would be REALLY cool to have a selection of balls that are "faster" or "curve more", just ones that have different physics to better suit your preference, since weight isn't really a factor here).
The player selects the ball they wish to use and take their turn, then when they are finished, they are sent back to their seat at a table with the other players that are awaiting their turn, like in a real bowling alley.
Choice of seating would be nice, but to make it where players can't (Or should I say, "shouldn't") interfere with someone's turn, you can only teleport to other seats.
Bugs, Goofs, and other Suggestions:
- Dodgeball: The balls sometimes get stuck to the player's hand. At times, it can be grabbed by the other hand and then used like normal, but sometimes you're just stuck with it.
- Dodgeball: This is a big one. Many times when they player catches the ball, it will even say "CATCH", but the player is out anyway. This has been happening a lot to players lately, and can be very frustrating.
- Event Room: The drawings from the 3D gun thingy don't seem to disappear, or at least not for a long, long time. When it sees a lot of use, it causes the event room to crash, or... something... It certainly causes issues. I don't recommend really limiting how much it can "produce", or how long the drawings last, but perhaps adding an "erase" button in the charades area to get rid of old drawings and objects could help with this.
- PaddleBall: I don't know how or why this happens, but sometimes, the ball just doesn't show up, and the players just stand there looking confused. Haha. You have to leave and return to paddleball to be able to play.
- Charades: I don't think it is fair to bias, and I don't think it is fair that somehow, Blue Team ALWAYS wins. Give Red Team a chance, will ya? :P
- White Boards: As an artist, I can be frustrated if I am drawing something on one, and i have a happy accident, and need to erase something. But the eraser goes totally flat, so it erases way too much. Perhaps the ability to use the corner, or even a more precise eraser, or a white marker would be really nice.
- Paintball: I don't like being called "out" when it is the weapon that gets hit. Could that be changed to being "disarmed" instead, like what happens in Quest?
This is all I can think of right off the top of my head, and I also don't want my post to be TOO long. Thanks for reading, I'm gonna go play now!
Dodgeball just needs overhauled in general. Right now, it's hard to throw, hard to catch,catching doesn't bring back players, and it's way too easy for "out" players to interfere with the ones still left playing. It's also way too easy for a player to simply hang back out of reasonable reach and just annoy everyone, so maybe some sort of option where if all the players on a team are too far back, another target will pop up that the opposing team can hit to make the middle line shift out so they have more room and the hiding players have less.
Actually, I view the size of the guns as part of their balance. The shotgun, sniper and auto rifles can be absurdly powerful, but the fact that they are larger and harder to keep from getting hit helps balance out that power.