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Zgłoś problem z tłumaczeniem
screen sharing is one of the feature I think is genius and implemented well in Helldivers 1. Yes it creates inconvenience but that only happen when you want to wander away from your teammates. It helps keep everyone in the team on the same page because what you see is what everybody sees and thanks to that communication is very easy. Most of the time from my experience with random players that are slightly experienced with the game will know what to do or at the very least willing to communicate and make compromises. At times where I want to move and everyone forgot to move on, a good old "Go! Go! Go!" will do.
This feature also lay a solid foundation to encourage everyone stay together and work closely with each other. It is because of the lack of this feature that make helldivers 2's balance broken from the start. Due to the lost of this feature, devs buffs enemies to force players stay together by the 'water hole' effect they called or similar name and that causes a destabilizing chain effect down the whole game together with the sadist devs at that time. Enemies are buffed, 3D increases difficulty, but devs want hardcore and struggles experience like Starship troopers so weapons were not buffed or even nerfed, resupply system are nerfed, health and movement was nerfed.
I do not think screen sharing is good or can be implemented in helldivers 2 because the game is 3D and it just is not compatible. So, on the contrary, helldivers 2 should embrace its open nature. The principal of communication and team work remains but facilitate co-op that is not defined by the distance between players. Enemy pressure should be flat across the whole map instead of trying to force players to stay together. Let player decide whether to stay together or separate into sub-groups and how far between. Adjust mission objectives so that tight formation and separate team tactics both have their pros and cons. There is no point for using a sniper rifle when the game forces players to stay together and players are constantly charged by enemies at point blank range. Star wars Bad batch like small team co-op infiltration operations is probably the closest thing for the idea and they don't always stick in tight groups.
3D disables screen sharing but is also an opportunity for new types of co-op where long range communications like long range communication commands, signaling stratagem or beacon and flare guns is probably helpful. Of course, there could be multplayer elements like multiplayer interactions but making them a hard requirement like the current 2-man door should be avoided or minimized.
The idea of more people is more effective and convenient should be implemented instead of the old school thought of multiplayer game equals things that require multiple people to perform and sorry nope if you are one man short just like right now solo cannot open the 2-man door. Funny thing is the prior idea is established in Helldivers 1 but deteriorated in helldivers 2 probably thanks to removal of the screen share feature.
The game is a team play game because a multiplayer team is more effective and players can watch your back. The game is not a team play game simply because you need a team in order to play. A team can be solo after all .
Deluxo supreme
>:3c
AH is the worst