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Steam'i çevirmemize yardım edin
But mostly, the multiplayer bugs are present and the way the game is structured with no drop-in/out gameplay it's game ending if you get one single multiplayer bug.
For example, me and my two friends were playing just fine. We got to the boss, and all of a sudden I could no longer see my friends moving anymore. They were still shooting and we could travel between floors... they just never moved. Furthermore, they could see me moving as well. We were about to fight the boss and we just couldn't because I couldn't see what they were doing and it ruined the game.
So we started playing again. This time about halfway through, my friend loses connection to the server for about 1 second as his internet has a slight hiccup. He is dropped from the server and has no way to return, and so we have to start over. This could be rectified with a simple implementation of remembering where the character was just before they disconnected and then remembering their IP address and if that IP tries to reconnect you can put them right back where they were.
About classes: The Paladin is basically worthless. Unlike the other classes, his playing basically REQUIRES that he take damage. There is no safe way to approach monsters that shoot bullets other than waiting for a ranger to take them out or hugging a corner. It would be easily fixed if other players maintained aggro, rather than it being the closest player. This is the main flaw with the paladin: He cannot get close without pulling aggro, and he always gets hit because of it. Redesign your aggro system (I would recommend a "last person I saw until I get hit" kind of system) and this character might have some value.
A change to the aggro mechanic might help in the situation you describe, but it could also not be enough of a change since it wouldn't help any in singleplayer. When the paladin gets to the first defensive shop he can buy a shield upgrade which lets him block incoming projectiles, but maybe he needs to have that upgrade from the beginning?
Maybe not from the very beginning, as it's not right then and there that you encounter ranged enemies, but at some point early on before the first ranged, or maybe after a few of them to lead newer players into knowing "this class is weak at ranged, so I should upgrade his shield". I would then of course recommend having it be rather cheap as it's a mechanic nessecary to his survival, especially in singleplayer.
I guess that's true about singleplayer, I hadn't really thought of that as I would never even try to play Paladin in singleplayer; I guess that's just about how bad that class is compared to the others. One thing that's also not well understood from the start is the stats each character has. Maybe in the singleplayer menu that allows you to select your classes, a visual representation of their class (picture) and stats would be helpful. Quick mockup: http://imgur.com/3EqgYp7
An issue I just found today that only me and none of my friends had: If I go into any of the sub menus in the options menu and try to press "Back" in any of them my game immediately closes without any errors or error logs being outputted.
I finished with 3 lives left (not sure if I got all the secret lives, probably not because I'm terrible at finding secrets: http://imgur.com/eVpP0n8,8pR5sEY,iOCyufy )
The "deflect projectiles" thing is near worthless, it never protected me against the projectiles that mattered really. Mostly all it did was maybe prevent 1 or 2 damage when fighting big hordes of grubs while I still took around 10-15 or so. The 10% chance to stun is also worthless at act 1 (not sure about how you might be able to upgrade it) because usually if the thing I'm hitting can be stunned it's probably already dead.
Viewing this from a teamwork perspective though, it would be obviously easier to just get the ranger class to take out any of the grubs, which makes the paladin worthless against them because there's no reason for him to fight them, it just loses resources for the whole team.