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Αναφορά προβλήματος μετάφρασης
Maybe would bring up a potential issue with parity where events in the map differ depending on difficulty, but considering the massive difference in gameplay Expert TR has compared to the lower difficulty TR modes it might not be that big of an issue. But I'll defer to JAiZ's input on this just in case.
Bots are at their worst on Tank Run since they don't really do well against multiple Tanks, oftenly getting incapped and Left Behind serving more as bait than anything, but Mike unfortunely needs to be kept alive while he is standing still using meaning that he will not try to avoid the Tanks by any means... Reducing the duration of the event like JAIZ said could really make it much more manageable overall but i'd say that like 20 seconds would probably be ideal. Only testing will tell of course.
I'd say that keeping the layout of the map the same across all difficulties is important as far as the learning process goes like playing the Campaign on Advance first and then on Expert later with the knowledge acquired.
About the Tanktrap in Chapter 2 you guys can take a look at the Tank Run Testing Initiative that me, Jack and Rayman are working on! We made scripts for Chapter 1 of Sacrifice and Chapter 3 of Death Toll to allow Special Tanks to spawn even if the limit of 8 has been met:
https://steamcommunity.com/sharedfiles/filedetails/?id=3080878542
Yea, we run into that issue as well... Which is why when i saw that Tank the first thing that i thought was "This event can break on Tank Run" and i was right xD
I even thought that failing to get to the Bridge in the Finale would start a 10 minutes Holdout, but looks like you guys made it impossible for that to happen in Tank Run which is okay! Gauntlet Finales are easiest ones on Tank Run
I'd prefer if Mike was dead just like in Versus, needing to rely on a bot in Tank Run specially on higher difficulties is honestly a terrible experience and a huge difficult spike compared to the other levels in the Campaign.
Also, I must say that the lack of particle effects during the blizzards did feel a little underwhelming. Any way to add something like that?
Instead the game uses the failsafe option of opening Mike's gate ahead of schedule and disabling Mike since LMOE disables survivor bots from spawning, and enables the failsafe electrical button on the gate that skips the event entirely.
Not a dev on this campaign specifically but I think I know the answer. The version of the Source Engine that Left 4 Dead runs on does not support dense, high quality snow effects.
The types of precipitation in L4D2 include simple rain, simple snow, fancy rain (which was created specifically for L4D) and a few others. Source would eventually get fancy snow as an option, but not until CS:GO came out.
Cold Front makes extensive use of simple snow, but unfortunately, I don't think there's any way to add CS:GO's fancy snow into L4D2 because it's an engine-level change that we modders couldn't accomplish on our own.
1. Reduce the amount of wandering commons and onslaught hordes/mobs sizes etc. There just seems to be way too much horde all the time for versus.
2. Make some of the ammo & tier 2 spawns static spawns. Having to shop around for ammo & weapons all the time in versus sucks. Sometimes these maps have ammo piles every 15 ft. and sometimes no ammo for long stretches depending on the director. It would be good to have reliable known spots to restock ammo and upgrade weapons.
3. The versus completion scores could use some adjustments to scale them according to the map difficulty and distance:
As mentioned in the changelogs the reason why the scores are like that is to make losses early in the campaign less punishing and as the chapters goes there are higher chances of comebacks since the difference between chapter is higher!
Really cool the ideas that they experimented with in this Campaign, like CSS Snipers being used as Tier 1 Weapons! A idea that's suggested by community sometimes.
I have some potential methods in mind to add to the snowstorm, but they have yet to be prototyped and tested, so I have no idea if they'll even work.
Like Kyle mentioned, the snow effect in L4D is not very flexible. Even in map 1, where it looks like it becomes more dense as you progress, it was done by splitting it up into multiple entities spanning different areas that each have different density values, rather than actually changing the density over time.
I'd prefer to leave the wanderers as they are, since the campaign uses the default values, so it's the same as the official maps, except at the start of map 1 where a temporary script limits the amount of infected until a survivor leaves the dock.
The points also seem pretty good to me for vanilla versus, based on the playthroughs I've watched. To my knowledge, server owners can modify both the wanderers and chapter scores in configs, so I'll leave the balancing to that, since there's going to be a lot of different ideas for the best way to balance each map, though if there's any adjustments I can implement to make this sort of finetuning easier, let me know (like adding logic_relays, or modifying entities, etc. to make things more accessible)
The events on the other hand can have different values based on the active gamemode.
My intention for the events is to give survivors the option of holding out or rushing. Holding out is the safer option, but slows down progress, whereas rushing allows for faster progress, but carries the risks of the lingering horde.
These are the current (not yet implemented) values for the events in Versus, let me know if you have any specific suggestions for changes:
Map 1:
MobSpawnMinTime = 1
MobSpawnMaxTime = 3
MobMinSize = 8
MobMaxSize = 15
MobMaxPending = 5
SustainPeakMinTime = 2
SustainPeakMaxTime = 6
IntensityRelaxThreshold = 0.9
RelaxMinInterval = 2
RelaxMaxInterval = 4
RelaxMaxFlowTravel = 50
CommonLimit = 20
PreferredMobDirection = SPAWN_BEHIND_SURVIVORS
ZombieSpawnRange = 2100
(Lasts about 1 minute)
Map 2:
MobSpawnMinTime = 1
MobSpawnMaxTime = 2
MobMinSize = 15
MobMaxSize = 20
MobMaxPending = 30
SustainPeakMinTime = 6
SustainPeakMaxTime = 8
IntensityRelaxThreshold = 0.9
RelaxMinInterval = 2
RelaxMaxInterval = 4
RelaxMaxFlowTravel = 100
CommonLimit = 25
PreferredMobDirection = SPAWN_NO_PREFERENCE
ZombieSpawnRange = 1500
(Lasts about 30 seconds)
Map 3:
MobSpawnMinTime = 1
MobSpawnMaxTime = 2
MobMinSize = 5
MobMaxSize = 15
MobMaxPending = 30
SustainPeakMinTime = 2
SustainPeakMaxTime = 6
IntensityRelaxThreshold = 0.9
RelaxMinInterval = 2
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 10
CommonLimit = 20
PreferredMobDirection = SPAWN_ANYWHERE
ZombieSpawnRange = 2500
(Lasts until the first panel is interacted with)
Problem gets even bigger on Expert.