安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
https://m.youtube.com/watch?v=TELWzBUUAwA
The attacks are hard to dodge because in the previous rundown you could easily never get hit by just running through them which made kiting a new meta, meaning that it didn’t matter if you alerted a room or not. This wasn’t how the game was supposed to be played, as kiting was used the whole time.
There's nothing wrong with kiting. In a competitive pvp game we call it baiting. Same difference.
Besides that, there is something I noticed. When you're dodging a "melee" worm attack, I can't tell if I'm actually dodging through well timing or if the worm's attack destination arrives at the last place you were standing. I guess what I'm asking is if the worm follows your movements as it makes it's way towards you? Weird flex but I'm kinda confuse cause my dodging has been god like lately. The projectiles are much more easier to understand though.
Kiting and baiting go hand in hand in a lot of games, since ideally you will be trying to bait your target in to a position that makes them more vulnerable as they try to close the gap on you. A lot of action MMOs use this concept when there are classes with charge abilities that are their main initiation tool, and in competitive shooters where everybody already has range, kiting doesn’t mean much, but trying to pull them out of cover by moving strategically so that allies have a clear shot from a different angle is more or was the same idea, except applied to a scenario where range isn’t really a factor since everybody has guns. In MOBAs, well the ranged carry would want to me kiting towards their allies, not their enemies, so it’s pretty simple.
The thing is. Do you realy want enemies where it is enough to hide behind covers. Enemies where you exactly know how far you have to stay away.
As soon as people "understand" exactly how a game works it instantly becomes boring.
Example are. Mr.X in RE2 Remake. First people are like. Oh he is a Scarry MF. Once they undterstand what exactly MrX can do and what not he is nothign more but annoying.
Horror allways comes from beeing unpredictable.