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在论坛“Counter-Strike 2 交易”中
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KNIFE trading SHADOW DAGGERS
在论坛“Aurelia 综合讨论”中
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Karos Not Accepting 100 Wood Quest Item (Workaround)
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Caelux
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Летний карнавал ОБМЕН
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what is a winter car
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A few remarks...
Game Feedback: Positive Highlights & Constructive Suggestions

What We Loved (Great Work!)

Character Voice & Personality: Having a fully voiced protagonist is a fantastic and rare touch in this genre! It adds significant immersion.

Contextual Character Dialogue: The character commenting on actions (like picking up items) is brilliant. It would be even more engaging with slightly increased frequency and a wider variety of phrases.

Innovative & Fresh Ore Placement: The location of ore deposits on the surface is incredibly unique and visually distinct – a very refreshing approach! The suggestion for deeper, more realistic underground deposits requiring scanners and drills later is exciting.

Striking Location Design: The visual design of the environment is exceptional. The clear inspiration from titles like Death Stranding was an excellent choice and pays off beautifully. The graphics, especially the environment, are often impressive and hold their own.

Clever Tutorial Design (Invisible Wall): The way the "invisible wall" concept was handled within the tutorial narrative was absolutely brilliant and seamless!

Charming Early-Game Mechanic (Resource Catapult): The idea of launching resources via a package catapult at the start is genuinely fun and memorable – great concept!

Good Optimization: The game generally performs well and feels relatively optimized, which is appreciated.

Staying Within Its Scope: The game generally feels cohesive and doesn't overextend its core concept, which is positive.

Visuals & Graphics (General): The overall graphical presentation is commendable, particularly [Mention specific strength like environments, lighting, character models if applicable]. It consistently looks good and doesn't drop below a solid level.

Areas for Consideration & Enhancement

User Interface (UI) & Controls

Main Menu Cursor Bug: Experienced an issue where the cursor flickered/disappeared initially, then became erratic, and finally locked to the center. This resolved only after starting the game. Investigating this instability would improve the first impression.

Session Name Flexibility: Allowing session names to use any characters (beyond just English letters) would be more inclusive for international players.

Language Settings Flexibility: The forced synchronization of the game language with the system language and lack of an in-game language changer can be restrictive. Providing language options within the game settings is highly recommended.

Keybinding Customization: Adding the ability for players to remap character controls would significantly improve accessibility and comfort.

Menu Navigation Efficiency: Consider allowing the 'Esc' key to universally close open menus (like the build menu) for quicker navigation.

Build Menu Toggle: Implementing a toggle function (press the same button to open AND close the build menu) would streamline the building process.

Action Clarity in Tutorials (Base Core): The tutorial step for building the "Base Core" could be clearer. The instruction "unmapped actions" wasn't helpful; explicitly stating the required key (e.g., "[Key] - Open Build Menu") would prevent confusion and avoid forcing players into control settings.

Gameplay Mechanics & Systems

Character Movement During Building: Allowing continued movement (walking, running, jumping) while the build tool is active would enhance fluidity and reduce interruption.

Resource Conveyor Automation: Resources from the harvester drill didn't automatically flow onto the connected conveyor belt, requiring manual confirmation at the endpoint. Automating this initial flow would feel more intuitive.

Bulk Deconstruction: Adding an option to select and deconstruct multiple buildings simultaneously would be much more efficient than removing them one-by-one.

Harvester Charge Mechanic: While lore-appropriate (2350), the harvester (and potentially other tools) having infinite charge feels like a significant simplification. Introducing battery management (finite charge, charging stations, or swappable batteries), even with slow drain, could add a more engaging resource layer without being overly punishing.

Early-Game Player Housing Purpose: The purpose and advantage of building personal housing early on, versus modifying the initial landed ship, wasn't immediately clear. Better signposting the benefits or offering more flexibility with the starter ship interior could help.

Electricity Transmission: The requirement to physically place foundation tiles solely to transmit electricity over distance can be cumbersome, especially for placing solar panels in optimal spots away from base. Considering alternatives like wires (above/below ground), pylons, or later-game wireless transmission (Tesla-style) would offer more flexibility.

Ore Identification (Tungsten): The tutorial shows Titanium deposits but not Tungsten. Upon finding Tungsten, its copper-like color was unexpected (Tungsten is typically grey). Visual clarity for different ore types is important.

Material Diversity & Crafting Depth: The reliance on essentially one universal "super-component" (made from just Tungsten & Titanium) for nearly all construction feels overly simplistic. Sure, it is compact and strealines... but seriously ? It becomes tedious fast. Introducing more material variety of ibtermediate components would significantly improve long-term engagement.

Character & Progression

Character Selection Clarity: The restriction of selecting only 1 out of 4 initial characters, with the others locked, felt abrupt. More clarity on how/when others unlock would be helpful.

Character Model Visibility: If the character model has a full body, allowing players to see it (especially feet) in first-person view enhances immersion. If not, implementing this would be a logical improvement.

Needs Meter Pacing: The hunger and thirst meters deplete quite rapidly, making their management feel like a constant primary concern rather than a secondary survival element. Slowing the depletion rate would improve the pacing.

Visuals & Animation

Meteorite Crash Site Realism: The tutorial meteorites appeared meticulously placed rather than having impacted dynamically. Enhancing the craters and embedding the meteorites more naturally into the terrain would increase visual believability.

Harvester Animation Sync: Observed a slight (approx. 1-second) delay between pressing the drill button after overheating and the harvester arm animation starting, compared to the laser animation. While minor, syncing these animations perfectly would polish the feel.

Quality of Life

Cutscene & Dialogue Skipping: Adding the option to skip cutscenes and dialogue is essential to accommodate players who prefer to focus on gameplay or replay sections quickly.
107
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PUBG: BATTLEGROUNDS Weekly Bans Notice (07/14~07/20)
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T
在论坛“TOGETHER BnB 活动与公告”中
190
Please hang in there a bit longer!
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神樣
在论坛“Sand 综合讨论”中
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Hear me out, I think I have the solution for Sandstorm problem
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RNG Enjoyer
0
no server ?
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eltom81
2
fatal error cannot set display mode
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ayk_alk
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