11点游戏建议(11 points game suggestion)

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(The following content has been translated into text by Bing Translate)
1增加边缘提示或者向下攀岩提示,经常因为视野的问题摔死。
(1. Add edge tips or downward climbing tips, often fall to death because of vision problems.)
2手柄快速切换食物和消耗品时能不能给个词条提示,我不是爱因斯坦,我记不住。
(2. Can you give an entry hint when the handle quickly switches between food and consumables, I’m not Einstein, I can’t remember.)
3不同类型的装备,固定一半词条以更好的区分流派。
(3 different types of equipment, fixed half of the entries to better distinguish the genre.)
比如:布甲专注减半(高攻低防);
( For example: Cloth armor focus halved (high offense and low defense);)
皮甲增加移动速度(三十六计走为上策);
(Leather armor increases movement speed (Thirty-six strategies, go for the best policy);)
金属链加护甲(攻守兼备);
(Metal chain and armor (both offensive and defensive);)
铁甲不宜击退不宜被打断(我都一身铁浮屠变身——真•重金属狂人,为什么还会被小怪打断?)。
(Iron armor should not be repulsed, and should not be interrupted(I am all dressed in Iron Float Transformation - real heavy metal maniac, why am I still interrupted by mobs?).)
4在现在的视角下,允许小范围探头探脑四周望一下,可以更好弥补视野盲区的缺陷。
(4. In the current viewing angle, allowing a small range of probes to look around can better make up for the defects of the blind spot of the visual field.)
5装备掉落能不能和怪本身有点关联,小怪拿的武器都比我绚丽,还抢不过来,严重不开心。
(5 equipment drop can not be a little related to the monster itself, the weapons held by the monster are more gorgeous than me, and I can’t grab it, and I’m seriously unhappy.)
6可不可以整一个熟练度系统,比如大剑用的越多熟练度越高,速度越快,易暴击;
(6 can not be a whole proficiency system, for example, the more the big sword is used, the higher the proficiency, the faster the speed, and it is easy to crit;)
生活技能后期就没必要等的那么长时间了,可以为不同的鱼、木头建立不同的熟练度。
(There is no need to wait so long in the later stage of life skills, and you can establish different proficiency levels for different fish and wood.)
7添加功夫秘籍系统,我不喜欢放技能我爱平攻击,就爱怪物猎人一样刀刀入肉,
(7Add kung fu cheats system, I don’t like to put skills, I love flat attacks, I love monster hunters like knives into the flesh,)
但是大剑就那么三下太枯燥了,反正有挖土,挖出个前人留下的武功秘籍很合理啊!让我平攻击更加复杂绚丽。
(But it’s too boring for the big sword to be just three hits, anyway, there is digging the soil, and it is very reasonable to dig out the martial arts cheats left by my predecessors!)
!请给予足够重视!通过功夫秘籍和熟练度组合技足以以扭转现在的“吃药→大剑投掷→吃药。。。。”。
(Please pay enough attention to it! Through the combination of kung fu cheats and proficiency skills, it is enough to reverse the current "taking medicine→ big sword throwing→ taking medicine… ”。)
不建议像暴雪一样砍优势项目,这和请太监上青楼一样令人恶心。
(It is not recommended to cut advantageous projects like Blizzard, which is as disgusting as asking a eunuch to go to the Qinglou.)
8圣城有一个训练场,为什么不开放?请开放它,让我们熟悉一下各种武器,砍怪要扣血吃东西要做饭很烦的,
(8 There is a training ground in the Holy City, why not open it? Please open it, let us get acquainted with all kinds of weapons, slashing monsters to deduct blood and eat food, cooking is very annoying,)
只用一把武器肯定不是你们的初衷,但是要给我们一个熟悉武器的时间和机会啊!
(It’s certainly not your intention to use only one weapon, but give us a chance to familiarize yourself with it!)
记得训练场不能限制血条和专注。
(Remember that the training ground cannot limit health bars and focus.)
9加入好感度系统,我都有家有床了为什么不能有女/男主人或者居家宠物?
(9. Join the favorability system, I have a home and a bed, why can’t I have a female/male owner or a home pet?)
给选定伴侣送喜欢的物品,积累好感度,直到成婚,
(Send your favorite items to your chosen partner and accumulate favorability until you get married.)
再让伴侣做饭配合熟练度系统加随机特定增幅,
( Then let your partner cook with the proficiency system plus a random specific increase,)
这一建议,可以让玩家对采集更有动力。
( This suggestion can make players more motivated to gather.)
让你活下去的盒饭是你爱人给你做的,在这个视人为草芥的世界,不失为一抹艳丽的霞光。
(The lunch box that keeps you alive is made for you by your lover, and in this world that regards people as grass and mustard, it is a gorgeous glow.)
10人都是看脸的,所以武器要足够绚丽,
(10 people are face-looking, so the weapons should be gorgeous enough,)
强烈建议镶宝石可以让武器变的好看,同时挥动时附带不同的视觉效果。
( It is highly recommended to set gems to make the weapon look good, and at the same time to swing it with different visual effects.)
小怪都拿着冒着雷电的斧头!
(The mobs are all armed with thunderbolt-sween-laden axes!)
小怪都拿着冒着火焰的长枪!
(The mobs are all holding flaming spears!)
小怪都拿着冒着毒烟的XXX!
( The mobs are all holding XXX with poisonous smoke!)
圣城拯救者扛着白剑(--!)。
(The Holy City Savior carries a white sword(-
-!).)
11生产队的驴也不敢这么休息,赶紧的下一章!
(The donkey of the production team didn’t dare to rest like this, hurry up to the next chapter!)
12恶意不息一定会成为2024最靓的游戏!
(12. Malicious Persistence will definitely become the most beautiful game in 2024!)

(over)

这位同志的建议我觉得很棒,尝试回复一下:
1、边缘保护这个问题我猜测你应该玩过仁王系列,并且你是那种非常重视近战对拼,认真过招类型的玩家,恶意不息的设计中显然将地形设计为战斗的一种元素,狭窄的地形限制了躲避的范围,增加了区域通过的难度,同时玩家可以利用高低差坠落攻击等手段获取战斗的优势。我个人认为这增加战斗的维度,丰富了战斗的体验,同时加强环境的沉浸感,当然这是仁者见仁智者见智的设计,目前游戏关卡和地图的设计水平是另人满意的,没有出现那种尖锐化这个矛盾的区域,而且据说以后会开发的Boss连战应该能满足你对公平战斗的渴望。
2、UI的整体设计确实有很大的问题,好在游戏处于雏形的阶段,我相信制作组会认真迭代界面以及操作方式的。(应该会的吧,会的吧。。。)目前界面的设计中不方便的操作贯穿游戏的方方面面,但是话说回来,目前处在雏形的阶段,只能未来可期了。(另外吐槽一下,欧美的游戏工作室特别信奉一些古早的设计,比如用几个格子来管理纷繁复杂的物品,这可能跟他们的传承有关,毕竟都是从小玩大菠萝2这种成长起来的,或许这种把自己的物品挪来挪去的感觉能让人很满足,可能背包系统很快就装满塞不下了让这些格子更有背包的感觉?)
3、关于装备,这其实是个很复杂的部分,是构筑游戏体验的基石之一,目前对装备系统的设计还算比较直白,这个系统也确实需要谨慎,你已经看见了各种轮椅的出现,稍有不慎,整个战斗体系就会崩坏,细讲的话篇幅肯定不够,所以只针对你的建议进行讨论。固定一半词条可以加速玩家获取需要的属性的进度,虽然对装备产生了倾向,但是目前游戏系统里面防御装备的类型和战斗风格关联其实是非常弱的,仅与负重的属性点有关,这种改动不会产生大的冲突,相信会带来积极的影响。但是另一方面,固定数值也挤占了构筑的空间,也可能存在身穿重甲但是仍然希望快速移动的设计,只要玩家投入充分的资源,这种需求是应该被允许的,所以固定词条会对多样性产生影响,但总的说,这是取舍的问题,一方是区分度,一方是自由度。可能只有实际运作后的游戏体验才能给出准确的答案。
4、视角中遮蔽物剔除的效果确实需要优化,固定视角的游戏在这方面存在不小的难度,另一方面也对关卡设计和视觉引导提出更高的要求。
5、事实上武器和护甲的原型相当一部分来自敌人,包括Boss使用的武器,比如:尸水染,你是可以获取到他们的装备的。
6、游戏后期应该会提供攻击模组更好,属性更强的武器,更好的词条也会强化角色的性能,熟练度的加入对于玩家对某类武器付出的时间来说是很好的正反馈,我觉得很值得考虑。
7、符文攻击作为常规进攻手段的补充,或许可以多多尝试它们。某些符文攻击过于强势的问题应该会在平衡性迭代过程中得以修复。
8、据说制作组在做了
9、生活系统会在将来的更新中得到扩展。游戏剧情中的人物形象也十分的丰满,相信会有能触动你的角色出现。
10、镶嵌附带属性伤害的宝石会赋予武器特殊的外观效果
11、+1
12、+1+1

  1. It seems you’ve played the Nioh series and you’re the type of player who values intense melee combat and serious duels. The deliberate terrain design in the game clearly turns the landscape into a combat element. Narrow spaces limit evasion, adding to the challenge of navigating areas, while players can use height differences and falling attacks to gain an advantage. Personally, I believe this adds a new dimension to combat, enriching the overall experience and enhancing immersion in the environment. Of course, this design can be subjective, but currently, the level and map designs in the game are quite satisfactory. There haven’t been any sharp conflicts in the design yet, and it’s rumored that upcoming boss battles should satisfy your desire for fair fights.

  2. The overall UI design indeed has significant issues, but fortunately, the game is still in its early stages, and I trust the development team will carefully iterate on both the interface and controls. Currently, the inconvenient operations are prevalent throughout the game’s interface design. However, considering the game is still in its early stages, we can only hope for improvements in the future.

  3. Regarding equipment, it’s actually a very complex aspect and one of the cornerstones of shaping the gaming experience. The current design of the equipment system is relatively straightforward, but it does require careful consideration. You’ve already seen various issues cropping up, and a slight misstep could jeopardize the entire combat system. Discussing it in detail would definitely require more space, so I’ll focus on your suggestions. Fixing half of the attributes could accelerate players’ progress in obtaining the desired attributes. Although it may create a bias towards certain equipment, currently, the association between defensive equipment types and combat styles in the game system is actually quite weak, only related to the attribute points of carrying capacity. This change wouldn’t create major conflicts and I believe it would have a positive impact. However, on the other hand, fixed values would occupy the space for customization. There might be players who wear heavy armor but still want to move quickly. As long as players invest sufficient resources, this demand should be allowed. So, fixed attributes would affect diversity, but overall, it’s a matter of trade-offs between distinctiveness and freedom. Perhaps only the actual gaming experience after implementation can provide accurate answers.

  4. The effectiveness of occlusion culling in the perspective does need optimization. Fixed-angle games face significant challenges in this regard, which also raise higher demands on level design and visual guidance.

  5. In fact, a considerable portion of weapon and armor prototypes come from enemies, including those used by bosses. For example, you can obtain the equipment of “Corpse Smeared Blade”

  6. In the late game, there should be better attack modules, stronger attributes for weapons, and better attributes to enhance character performance. The introduction of proficiency is a good positive feedback for the time players invest in a certain type of weapon. I think it’s worth considering.

  7. Rune attacks, as supplementary conventional attack methods, might be worth trying out more. Issues with some rune attacks being too powerful should be addressed in the balancing iteration process.

  8. I’ve heard that the development team is working on it.

  9. The life system will be expanded in future updates. The characters in the game’s storyline are also very well-developed, and I believe there will be characters that resonate with you.

  10. Gemstones that embed attribute damage will give weapons special visual effects.

  11. +1

  12. +1+1

我突然发现我可以镶宝石,没必要钟情附魔。
It dawned on me that I could set gemstones, and I didn’t need to be enchanted.
符文能不能让符文空位变镶宝石?
Can runes make rune vacancies become gemstones?
因为由专注减半和受伤减专注的设定,所以自然就有选择贴脸平攻的人
Because of the setting of halving the concentration and reducing the concentration of the injury, there are naturally people who choose to attack with their faces
我舍弃了专注和武器技能,可以为我这类人增加一点点机会。
I’ve given up focus and weapon skills to give a little bit more opportunity to people like me.