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更新21的Alpha版本可用。
不安情绪已经被重新处理。
颜色已经被改变,重新关注他们的原始身份。
双肩包现在将是元升级,不依赖双手武器
4个新的突变,3个与新的背包相连。
人们要求甚多的武士刀终于被添加到游戏中了。
新暴民,在公元前0年的酿酒厂和一些更高bc水平的其他地方发现
这是华盛顿史上最可笑的皮肤,还有4套稍微不那么可笑的服装。
大家好,
我们希望你们在这些不确定的时期做得很好。在我们这边,我们一直在忙于下一个DLC(参见这里的声明),并花费了相当多的时间清理游戏背后的代码,以使其更容易长期维护。
然而,我们也一直在致力于下一个更新,这将主要集中于重新设计公元前4/5BC机制,因为当前的版本经常被认为是对整体体验不利的。我们知道新的实现并不完美,但是,我们认为是时候将其公开alpha并在您的帮助下不断改进它了。
因此,如果您想访问alpha,请按照下面的说明进行操作。如果你只是想看看更新中会出现什么内容,可以跳过:
去你的Steam游戏库。
右键点击死细胞,然后点击“属性”。
选择标签“Betas”。
在第一个下拉框中选择“阿尔法-不适合胆小的人”。
单击close并等待上传完成下载。
开始播放。
在讨论更新中添加/更改的所有细节之前,请记住,主要的更改仍在进行中,可能会被调整。下面的列表是“重点”,要了解完整的细节,请查看补丁。不管怎样,让我们进入肉的部分…
问题返工
萎靡酒吧仍然在那里,但是现在它填满了时间(游戏时间-这意味着它不会填满知识室,商人,宝藏室等)而不是当你被击中的时候。
当你达到10点不适时,它也不会以10%的速度破坏你的健康。相反,敌人会变得越来越危险,因为你的萎靡酒吧满了,造成更多的伤害,移动和侦测你的速度更快。怪物会随机地在你周围产生,一些怪物会意外地变成精英(虽然没有随机技能)。
恙虫污染率与关卡中仍然存在的敌人数量有关,敌人越少,你的恙虫条填满的速度就越慢。当只有10%的敌人存活下来时,生物群落被认为是“不安被清除”。简单的对吧?
颜色变化
许多物品和突变的颜色也被做了改变,专门设计来重新集中每个属性的主要身份:
战术保留了所有与远程游戏相关的东西:炮塔和远程武器,一些效用和破坏性咒语来支持它。不属于这一类别但具有毒性或电性游戏玩法的物品仍将与战术成双比例(例如施虐者的细剑,一柄致命击毒目标的刀,不是炮塔或远程武器,但具有毒性游戏元素-所以它仍将与战术成比例)。
暴行的焦点仍然是快速肉搏战武器和一切与跳进战斗有关的东西。手榴弹大部分保持红色。非近战武器有火或血的游戏将双规模与残忍。
生存技能专注于人群控制,生存能力,盾牌和缓慢的,重近战武器。同时也支持具有长冷却时间的重伤害技能。不相关的武器与根或冰的游戏将双规模的生存。
你可以在这里找到完整的更改日志,包括各种各样的nerfs和buffs随这些更改而来。
此外,生存和暴行的卫生规模也有所减少。如果没有很高的滚动计数,它就不是很重要,所以它只会影响BC3+玩家的中后期游戏。战术得到了轻微的提升,所以生存和战术的生命值差别会更小。
更新的背包
背包现在将独立于双手武器,所以我们一直在努力使它使用起来不那么笨拙,而且更易于定制。
你现在可以通过按住“使用”按钮来清空你的背包,当你在地上拿一个物品时,你可以通过按下你的第二个武器按钮(例如Xbox控制器上的Y)来访问背包的存储空间。
在视频设置中,你还可以根据自己的方便设置背包的不透明度,也可以将背包放在武器和技能的中间位置,而不是放在右边。
4新的突变
3个新的突变被添加到新的背包中:
杂技准备*:用远程武器攻击也用你背包里的远程武器攻击。重新加载。(策略)。
箭猪背包:滚过敌人用背包里的近战武器攻击他们。(野蛮)
乌龟轮:滚动挡格、攻击和投射机智
I'm aware this game is meant to have *some* time pressures, but I don't care for Risk of Rain BECAUSE of this kind of time pressure. If I find a combo that works but is kinda slow, I'd like to be able to use it.
I did not pay for this game to have this sort of time pressure.
You want to avoid the controversy, make the new Malaise changes a MODE rather than the default.
Things I liked:
- The backpack
- Backpack opacity setting
- Letting players disable the slowdown effect
Things I am unsure of:
- The HP increase for Tactics builds: I haven't noticed much of a difference by end-game, if any.
- The new mutations, which allow for some very overpowered backpack combinations. While my initial reaction is positive, I realize that this only means you will end up (over-)nerfing a bunch of items in the future to compensate for that. This is why I wish you'd never introduced these mutations.
Things I disliked:
- Changing so many items to not scale with 2 colors anymore which locks out several playstyles (ranged brutality, melee tactics, tactics with immobilisation/rooting/slowing)
- Flamethrower turret feels very over-nerfed. Tesla Coil feels pretty weak as well. The thing with Tesla is that it was bugged because it dealt more damage than its reported DPS. Not only did you fix that, but you also decreased its DPS by half. That's a double nerf.
- Hokuto's mark damage was nerfed from 75 to 60, then the bow was made exclusive to the literal glass cannon build (Tactics). This doesn't make sense.
- Items that were buffed in the "mega-balance" patch of 1.9 got nerfed again. It feels like a pointless back-and-forth. There was no reason given for once again nerfing several items.
Nerfing good weapons and making them feel underwhelming does not make me want to play Tentacle more. It just makes me want to play Dead Cells less!
- (Teleportation) Enemy teleport speed has been slowed down again. It's very irritating if you have to wait for enemies to teleport to you, especially with this new malaise rework where you must go fast. My suggestion would be to keep the teleport speed fast across all malaise levels.
- Food from walls and lore rooms being 100% infected. What's the point if clean food doesn't heal malaise anyway? The whole appeal of roguelites is the random chance for a good item; in this case, it's the fact that you knew there's a (25%) chance that the food in the lore room could be clean.
- (Emptying backpack) binding this action to "hold the use button" makes me accidentally empty my back pack when I'm trying to quickly sell an item that dropped from a chest or rerolling the shops.
- Constantly getting elite spawns that are triggered by malaise as soon as I pick up the curse in Prison Depths / Corrupted Prison.
- Assessing how I'm going to approach a certain hallway of enemies, moving in to initiate attack and suddenly seeing one enemy spawning from malaise and another one being turned into an elite. (Happened several times)
- Engaging an elite and seeing how the malaise turns another nearby mob into an elite which teleports into the mix. (Happened several times)
- The malaise rework:
-- forces me to play faster and more carelessly. Essentially locks out people that have a methodical playstyle and favors those who speedrun through biomes.
-- gives you no time to scout ahead when you encounter a cursed chest
-- risks missing challenge runes which are very important for high BC runs
-- does not depend on player skill in avoiding getting hit
-- encourages a meta where you go through a biome twice: first you rush the biome to get the "Infection Cleared" event. In the second phase you go back through the biome and comb out all the floors in search for secret areas, challenge runes and food in the walls/floors. This is in my opinion a very bad and time wasting meta.
-- encourages a meta where you kite enemies and elites to shops and chest rooms where the timer is paused in order to stop the malaise bar from progressing.
-- punishes players for going to the bonus biomes (Prison Depths / Corrupted Prison) because they increase run time and therefore the malaise you collect. The same idea applies to the Ossuary with its long empty hallways.
-- encourages a meta where fast-killing weapons are prefered over slow weapons. And weapons that can kill multiple enemies at once are preferred over those that only kill one enemy at a time (such as boy's axe or hemorrhage)
-- makes getting 60 kill doors a lot harder because I'm forced to play carelessly.
-- makes Slumbering Sanctuary even more risky because you're essentially spending time in clearing the "indoor area" twice: once before and once after hitting the switch. And the malaise keeps increasing during this.
-- makes searching for (challenge) runes in Forgotten Sepulcher impossible at times due to the torches that have extinguished after you have cleared the infection and want to start searching for runes.
Bugs:
- (Scaling bug) patch notes: "Swarm (no more green scaling)" --> it was red/green so it should be red now. But it's purple. This skill has nothing to do with Tactics.
- (Visual bug) Acrobatic Preparation: putting a ranged weapon with ammo in your back pack and having a non-ammo ranged weapon like Alchemic Carbine gives your carbine an ammo bar (but you can still fire it infinitely)
- Go to a skill shop, pick up an item which gives you the choice to replace the left or right slot. Pressing Y here to switch around the skills doesn't work. Haven't tried this with weapon shops.
- (Acrobatic preparation) it does not seem to work with Lightning bolt in the main hand and a bow in the back pack. The bow won't fire an arrow after rolling and attacking.
- (Infection clearance proccing too soon)
-- seed #369913 in Ossuary: procced after killing maybe 30-50% of the enemies. Long before Explorer's Instinct had procced. Route went via Promenade > Prison Depths > Ossuary
-- seed #538660 in Prisoners' Quarters. Procced after killing 30-50% of the enemies. Long before Explorer's Instinct had procced.
- (5BC boss) During the first time that I entered the room with the 3 doors and killed the 3 mobs the boss did not come down for half a minute and just kept throwing bombs down. The game procced an "Infection Cleared" when I cleared the original 3 mobs but after a while a Weirded Warrior spawned in. After taking him out the boss came down.
My overall thoughts:
- Playing the alpha feels bad because I'm being punished for not speedrunning the game. The new mechanics feel frustrating to use. There's good frustration and there's bad frustration. This is definitely the latter.
- I'm constantly getting mobbed by enemies at low malaise levels (3-5)
- Less and less playstyles are viable due to the malaise rework and restricting item colors. This follows patch 1.9 which did that as well. A lot of counter-intuitive decisions regarding item color changes.
- I've gotten tired of having to run through biomes twice to search for secrets
- I've become meta-weary after this constant change of mechanics with each update. The game had well-established mechanics. It didn't need new ones. The game loses its identity because you keep changing how it plays. Quality > quantity. I'd rather you perfect the already well-established mechanics instead of coming up with new things.
- I feel like you are listening to player feedback, but it's feedback from a very specific subset of the playerbase.
Suggestions:
(Honestly I don't like the whole malaise/spawn system in the patch, but if you were to keep them these are my suggestions)
- Keep the old malaise system where it is not tied to the timer but to the number of hits you take. Killing enemies/elites/bosses does not reduce malaise. Eating clean food, cough syrup and using potions heals malaise. Keep the enemy spawns and movements tied to the malaise level like the current system. That's the malaise system fixed. I still hate the fact that it will spawn random garbage on me but at least it's not tied to the ingame timer. With both systems I end up between 3 and 7 malaise for my runs, it's just that the new system imposes this playstyle on me that I do not like.
- I think a good portion of the psychological pressure that players experience comes from the text that says "Your malaise tier has changed". It makes them feel rushed. Do something else with this, like making the text less prominent, or maybe letting people disable it or subtly flashing the malaise bar.
- What happens if an enemy with a star turns into an elite due to the high malaise? Does it lose the item/star? Have you thought about this?
- Unrelated to current patch: please fix the 5BC boss so that half of his sprite can not clip into the arena walls when he's near it. Reading his attacks is very hard with half of him inside a wall.
Tangentially related thoughts:
After having witnessed such a strong focus on balancing items (which you only otherwise see in multiplayer games) and lack of attention to the plethora of bugs that have accumulated over the course of many patches, I can only hypothesize that you must be working on some form of multiplayer component for the game - probably PVP - which will be released at some point in 2021. I see no other reasonable explanation as to why you would be so hell-bent on balancing (nerfing) items across the board with every single patch while all the bugs keep piling up.
Here you can take your time to test things and write down your thoughts properly (especially useful for people with English as second language)
About this alpha update - it's the first one I'm not even thinking about checking in out.
New malaise mechanic change entire gameplay of the game. As long as I remember it was said you don't have to speedrun in this game, you can stop, think and take your time. Looks like it's not the thing anymore. More so, removing dual scaling on many of the weapons, just make one of the game features - lot of gear/items with affixes/synergies and option to make your own various but viable builds - being not fun and enjoyable. I just don't understand, what's the argument about it? Because it feels like it's some online multiplayer game, where balance is most important thing ever. But Dead Cells is single-player rogue like.
Not to mention a lot of added bugs, as well performance issues are in the game for weeks or months. I thought this should be a priority over any additional content? Quality over quantity?
P.S. In case you bothered reading the notes, then you would know that it slows down as you kill enemies and even stops at one point which is close to how the Explorer Rune works.
The same as to quick ones. As long as you kill, you should have absolutely no problems with it.