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回報翻譯問題
. Dispatch
Firstly, all the radio chatter (which firstly, there's random radio chatter in Patrol Duty between dispatch and other cops) sounds like it's coming from a radio, as opposed to Patrol Officers where "I shall deal with the accident" sounds like the officer is stood next to you.
Also, dispatch actually describes the callout!
"we have a stolen car parked at North beach. Car is a Red Van, Licence plate 8X7RT."
(example for the purpose of this thread)
Again, Patrol officers is just "we have an issue that needs taking care of"
.
..
...
any more details dispatch?
"never mind, the microwaves working now!"
I also like that dispatch tells you where the call out is, so you can decide whether to take it or not, if it will lead you too far away from your current job.
In fact, in Patrol Duty cars get clamped the moment you ticket them.
You don't need to tow them to have them appear.
Just adding some further thoughts to a couple of the points.
Grabbing People :-
Maybe when Aesir get round to implementing taking people to the station yourself, that would make the most sense to implement this feature.
part of getting them in your car would be "leading them"..so why not implement a "grab" ability as part of it.
That way, players can use that feature not just for arrests, but also for certain relevant scenarios, like escorting a ped out of an undesired area (road, out of player zone)
Prison Van : -
In Patrol Duty, although the animations are cool, it seems to only be catered for arresting a single person.
A single Patrol Car turns up to collect them.
Whereas in Patrol officers, an actual Transport Van turns up.
However....
Patrol Officers doesn't currently make the most use out of such a vehicle.
While we may handcuff more than 1 or 2 suspects on a call, the van (designed for transporting multiple offenders) has to be called for each offender.
Either allow more than one offender to be placed in the van at a time (which would be better) or use a patrol car which would explain why it needs to be one for each suspect.
To be honest im no friend of early access games. I have been dissapointed for to many times when the Devs quit working to early.
If you look at what we have in the game at the moment you notice that it isnt much. Within two days you can easily reach lvl 20/30 without a reason to play on. BUT remember its still EA. Its just the beginning ...the game is still pretty "young"...
Im optimistic that this game will be a success and there are several points to hope for it.
First...take a look at the credits ingame...i know...only very few people do this ;) but you will see that there are LOTs of people involved into this project.
Second thing ...they have a roadmap...so they have a plan...they are organized...i know at least 6 EA games who failed just because of dont having a development plan.
Its a good and an bad thing at the same time...if you follow a plan, you cant fulfill the wishes of the customers very fast...but that for you move on quicker with the complete project.
Software development ist a intense, highly time consuming and expensive business.
Another disadvantage is, and i think this is happening right now, that if you have a lot of bugs you havnt expected, you are running low on resources (Dev power ;) ) So on the one hand you want to fulfill the duties of the roadmap, on the other hand you have to fix all the bugs...well well....difficult business...i know. :D
So all i can say is...patience is a virtue.... ;)
That's why I added the Disclaimer at the top of my post saying how aware I am that this game is currently Early Access and that all the things mentioned may not be "absent" forever.
All I really wanted to do was raise these points because, at this stage, these things are not in the game.
One of the benefits of Early Access is getting to provide feedback and suggestions while the game is being developed.
This is precisely the moment to raise these concerns, while the game is young, because once it becomes more mature with deeper baked features and more complexities added, it will be harder to change any direction.
Try telling Rockstar now how they should have improved GTA5 lol
Not that I would dare! :p
You raise a good point though.
if Aesir is seriously reaching out to real police for help making sure this game is authentic, that does show a level of commitment by the devs to this game.
That being said, and I realise this also could reflect back on me and this entire thread, the devs also need to not be swayed too much by "many cooks in the kitchen" otherwise the project could run away from them.
Keep it simple, but make what it has solid and function correctly, then build out from there gradually.
Otherwise the House of cards could collapse.
The roadmap is what will help them, keep them focused as you say.
That's what they should focus on most, above even the police feedback.
get that roadmap implemented first and foremost.
Even above the things mentioned here, if not alongside feedback that can be addressed at this stage.
For example, I would hope they fix the animations for the things currently in this game before adding too many new ones for other crimes.
Yes, i see we both think equal ;)
But your last point is worth to talk about and repeat it. Because thats a number one mistake lots of other Devs do...they are to busy to add new content because the people want it or they just want to sell a new DLC....and that for they dont fix Bugs...thats the super numer 1 mistake you can make....because new content isnt worth anything if i cant even play the game because of Bugs.
Good point from you ;)
And i know this very well...worked many years as software tester...not for games but for business software...but at this point theres nearly no difference ;)
I think if anything, the NightShift Update might very well be an indication as to how this game will be focused development wise.
We're getting two whole new gameplay features (Night time, and, 2-player), a couple of tools (road flare and flashlight) plus some new callout types (graffiti and car exhaust).
In the last update we got a computer, a car and a district.
This time we are getting a major game changer (literally) in 2-player.
What will be insightful will be not what they "add" when that update comes out, but what they "fix" alongside it.
One of the things that super impressed me with the computer update was the sheer size of the "bug fix" list.
It was longer than the "what's new" list.
While the game still isn't perfect it showed a positive sign of commitment by the devs to make it work.
I hope that trend continues as it's very important as you say, to ensure the foundations work before you add too much extra strain on to anything.
Bonus points if your Sgt calls in on the radio, "Hold that for swing shift"
I know that Flashing Lights has some cool features that Patrol Officers should have, and I also think most of your points if not all, are good ones.
I do believe that Patrol Officers will be the best police simulator once it is finished.
It is vice to take the ideas from the topic this author made, and implement some if not all into the game.
I like many of them, but specially the one where you escort the NPC by grabbing them.
The game is still playable.
While it definately has it's bugs, for sure, value is up to the individual consumer.
As someone who plays and enjoys Patrol Officers, I have found equal enjoyment in Patrol Duty.
I don't necessarily recommend it over this particular game, because of the fact it's not going to grow beyond what it is, but I knew what I was buying into and was quite happy to do so.
The reason for bringing it up in this thread is not to suggest buying one game over another.
It was to discuss what each game does.
In that aspect, there are things that Patrol Duty does, broken or not, that are currently done better than Patrol Officers.
However, unlike Patrol Duty which is now no longer supported, Patrol Officers has the ability to take those ideas on board and go further.