A Chinese player who loves this game has some suggestions for it

恶意不息这款游戏键鼠操作的武器弹反机制应该引用如只狼、战神4一样的操作,这样可以大大优化打斗的快感以及提升玩家对这款游戏魂like的认同感。对该操作,我有以下几个建议。

1、鼠标右键改成格挡和招架一起的按键,短按右键格挡,长按招架,如果格挡时机不对,将受到惩罚。

2、鼠标右键原先的技能释放改为Ctrl按键施放。

3、重型装备的V按键是重甲装备独有的撞击功能,这个功能很优秀,让人眼前一亮,有没有一种方案,将这个V作为这款游戏打斗的特点,不单单是重甲有特殊攻击,中度重量、轻度重量都将拥有一个强力的特殊攻击呢?

比如轻度重量的V可以锁定翻到敌人背后,造成背刺。

有关建造系统,我看到官方一直在优化关于该系统的采集素材方面,确实,采集方面得到了很大的提升,不过我在想,这款游戏后续如果是以多人游戏为核心去开发的话,建造材料的获取、使用在此前的调整都不太合适。

我看到主城有将木头、矿石去精炼后变成的木板和精炼矿,但是在主城中,玩家会想方设法地直接刷素材去升级家具工坊和铁匠铺,在工坊和铁匠铺升级后,需要的精炼素材直接可以在商店处购买,这说明这款游戏对精炼的需求存在重大缺陷,玩家第一是无法体验到精炼木材和矿石带来的乐趣,第二是升级带来的收益和升级这个流程的繁琐程度让玩家失去了乐趣。

我对此再给出几个建议。

1、精炼提升玩家的参与感,比如铜矿掉落单一的未加工铜矿素材,在进行精炼后才会将铜矿分解成精炼铜以及外加的概率掉落的杂质素材(如宝石、煤炭或增加一些特殊掉落物)。铁矿、银矿,以及还未出现的金矿也是如此。此建议是降低挖掘的枯燥,让玩家在体验完挖掘后,发现挖掘枯燥后带来意想不到的收益从而提升对挖掘的兴致。

画面效果就好比你将熔岩流到容器中,却突然发现熔岩里有着一颗无法被轻易溶解的特殊宝石,一来这宝石出现的画面就很惊艳,二来宝石的效果也很惊艳。

再说木材的精炼掉落的杂志素材,比如掉落制作成某种药品的虫、制作食物的真菌蘑菇(尤其是真菌方面,因为这款游戏故事背景是灾戾危害世界,灾戾怪物的死亡画面又很像是真菌孢子爆开来的样子,所以小概率木材精炼掉落一种名为灾戾菌子的东西,能够永久提升主角某一种属性,比如背包格子+1。就和boss掉落的灾戾瓶子一样,增加背包格子,但不会增加特别多。)

2、精炼中,锯木、熔炼都是通过时间进行精炼,先是30秒,随后2分钟,再到银矿石30分钟,这个跨度可谓是非常大啊……这里不得不提一点,这个耗时程度直接让玩家拒绝了去熔炼银矿石,即便可以通过购买多个熔炼的设备进行熔炼,但对玩家来说,这方面耗费的时间和精力太大,尤其是下一次更新的多人更新时,矿石的稀缺和熔炼的枯燥会让更多玩家直接放弃物资精炼,转而去耗费钱财购买,目前的试玩阶段,我们中国区域内就已经有非常多的玩家放弃精炼,选择去升级铁匠铺从而直接获取银矿石。

这里我给出的建议是,精炼并不是通过耗时来完成精炼的,或者精炼不是通过仅仅耗时就能完成精炼的。

如添加一些小游戏,就像是星露谷物语那样,哪怕是再枯燥的钓鱼,由于不是单一的等待而让玩家对本是枯燥的钓鱼提升了一些兴致,与此同时,精炼的收益和时间不成正比。如果是银矿石强化的装备,那么我需要一个小时才能让我的三级装备仅仅提升一次

在熔炼时候添加木头来缩短熔炼时间很合理吧?如果用精炼后得到的木板拿来缩短矿石熔炼的时间,而且缩短的比单单木头缩短的效率更高,是不是也很合理?熔炼的矿石本身有概率掉落设定中制作火药的碳也很合理吧?这种碳能够缩短熔炼时间也很合理吧?

3、刷建筑材料最大的问题是单一、枯燥、乏力。官方先后多次去减轻挖掘难度我觉得无可厚非,但官方能否增加一些其他获取材料的方式来增加这款游戏的游戏性我觉得才是非常重要的,这方面可以向塞尔达看看,有一种巨大的石巨人,击杀这个巨人会掉落矿石和稀有素材,如果官方能将这种怪物加入游戏当中,那么这款游戏的采掘将会增加许多的乐趣,与之对应的还有木之巨人,击杀他们都会掉落大量的建筑用的素材。

石巨人或木巨人不可以用普通武器攻击,如果对boss按E,可以用镐子或者斧子攻击,会有特殊动作,假设在后续多人联机功能出来的时候,由于巨人的收益非常高,以及巨人打法特殊,本来四处单独练级的同伴正愁着这个游戏联机的交互性太低,突然出现这样一个boss,必须合力才能击败,想想就能很快乐。

4、木材和矿石应该具有向下兼容的能力,比如这款游戏,我后期获得的高级木头,能够用于给低级材料升级的功能。

因此我给出的此方面的建议是,背包存储中建筑材料的存放应该简化!尤其是木材这种东西如果单一用于建材,那么木材存在的形式应该更趋向于建筑货币的存在。就好比在金钱栏边上增加木材货币这一栏,在熔炼、建筑时直接消耗此类货币,而非非得玩家从遥远的仓库反复取出进行使用,或许有某些装备,比如弓之类的锻造需要用到木头,但是我建议直接将弓之类的锻造材料中需要的木头变成精炼后得到的木板。

I’m very sorry, as I don’t know English, I have electronically translated and manually compared my comments to some extent, hoping to convey my suggestions.(非常抱歉,由于我不会英文所以我对我的评论进行电子翻译并进行了一定程度的人工对照,希望能够将我的建议传达出去。)
The weapon bounce mechanism of the Malicious Endless game’s keyboard and mouse operation should refer to operations like Wolf and God of War 4, which can greatly optimize the pleasure of fighting and enhance players’ sense of identity with the game’s soul like. I have the following suggestions for this operation.

  1. Change the right mouse button to a button that blocks and parries together. Short press the right mouse button to block, long press to parry. If the timing of the block is incorrect, punishment will be imposed.

  2. The original skill release with the right mouse button has been changed to using the Ctrl button.

  3. The V button of heavy equipment is a unique impact function of heavy armor equipment, which is excellent and eye-catching. Is there a solution to make this V the characteristic of fighting in this game? Not only does heavy armor have special attacks, but moderate and light weight will also have strong special attacks?

For example, a light weight V can lock and flip behind an enemy, causing a backstab.

Regarding the construction system, I have seen that the official has been optimizing the collection of materials for the system. Indeed, there has been a significant improvement in the collection aspect. However, I am thinking that if this game is developed based on multiplayer games in the future, the acquisition and use of construction materials may not be suitable.

I saw that in the main city, wood and minerals are refined into wooden boards and refined minerals. However, in the main city, players will try their best to directly upgrade furniture workshops and blacksmiths by brushing materials. After upgrading the workshops and blacksmiths, the required refined materials can be purchased directly from the store. This indicates that there is a significant flaw in the demand for refinement in this game. The first is that players cannot experience the pleasure of refinement, and the second is that the benefits of upgrading and the complexity of the upgrading process make players lose fun.

I have a few more suggestions for this.

  1. Refining enhances the player’s sense of participation, for example, if a single unprocessed copper ore material is dropped from a copper mine, it will only be decomposed into refined copper after refining, as well as impurity materials with an added probability of dropping (such as gemstones, coal, or adding some special drops). The same applies to iron ore, silver ore, and yet to be discovered gold mines. This suggestion is to reduce the boredom of mining, allowing players to experience mining and discover the unexpected benefits it brings, thereby increasing their interest in mining.

The visual effect is like when you pour lava into a container and suddenly discover a special gemstone that cannot be easily dissolved. The appearance of this gemstone is stunning, and the effect of the gemstone is also stunning.

Let’s talk about the magazine materials for refining and dropping wood, such as insects that are used to make certain medicines and fungi and mushrooms that are used to make food (especially in terms of fungi, because the story background of this game is a world of disaster and harm, and the death scene of disaster monsters looks like fungal spores exploding, so there is a small probability that wood refining and dropping something called disaster fungus can permanently improve the protagonist’s attribute, such as backpack lattice+1. Just like the disaster bottle dropped by the boss, increasing backpack lattice will not increase significantly.)

  1. In refining, sawing and smelting are all refined through time, starting with 30 seconds, followed by 2 minutes, and then reaching 30 minutes for silver ore. This span can be said to be very large… It has to be mentioned here that this level of time consumption directly makes players refuse to smelt silver ore. Even if multiple smelting equipment can be purchased for smelting, it takes too much time and energy for players, especially in the next update with multiple people. The scarcity of ore and the boredom of smelting will make more players give up material refining and turn to spend money to purchase. Currently, in the trial stage, many players in China have given up refining. Choose to upgrade the blacksmith shop to directly obtain silver ore.

My suggestion here is that refining is not achieved through time consumption, or refining is not achieved through just time consumption.

Adding some small games, such as Starry Dew Valley Story, even the most boring fishing can increase players’ interest in what was already boring due to not just waiting. At the same time, the refined benefits are not proportional to time. If it’s equipment reinforced with silver ore, then I need an hour to make my level three equipment only improve once

Is it reasonable to add wood during smelting to shorten the smelting time? Would it be more reasonable to shorten the time if the wood is refined during smelting? Is it reasonable for the melted ore itself to drop the carbon used to make gunpowder in the setting? Is it reasonable for this type of carbon to shorten the melting time?

  1. The biggest problem with using building materials is monotony, dryness, and fatigue. I think it’s understandable that the official has tried multiple times to reduce the difficulty of excavation, but I think it’s very important whether they can add some other ways to obtain materials to increase the gameplay of this game. In this regard, you can take a look at Zelda. There is a huge stone giant, and killing this giant will drop minerals and rare materials. If the official can add this monster to the game, then the mining of this game will increase a lot of fun. Correspondingly, there is also the Wood Giant, and killing them will drop a lot of building materials.

Stone giants or wooden giants cannot be attacked with regular weapons. If you press E on a boss, you can use a pickaxe or axe to attack, and there will be special actions. Assuming that when the multiplayer function comes out in the future, due to the high profits of the giant and the special gameplay of the giant, companions who were originally leveling up separately in this game are worried about the low interactivity of the online game. Suddenly, such a boss appears, and they must work together to defeat it. Thinking about it can be very happy.

  1. Wood and ore should have the ability to be backward compatible, for example, in this game, the advanced wood I obtained later can be used to upgrade low-level materials.

Therefore, my suggestion in this regard is that the storage of building materials in backpack storage should be simplified! Especially if wood is used solely for building materials, its form of existence should be more inclined towards the existence of building currency. It’s like adding a wood currency column next to the money column, where players can directly consume this type of currency during smelting and construction, rather than having to repeatedly retrieve it from distant warehouses for use. Perhaps some equipment, such as bows, requires wood for forging, but I suggest directly converting the wood required in bows and other forging materials into refined wooden boards.

tip - buy a gamepad. I started with a keyboard and mouse, and on the second day I bought a gamepad - the game became more convenient several times.

The rest of what you offer is good, but too difficult and time-consuming, maybe someday

Thank you for your recommendation, but my controller just malfunctioned, so I didn’t experience the fun of using a controller while playing this game. However, I don’t want to give up my pursuit of keyboard and mouse operation. China is a huge gaming market. Unfortunately, the vast majority of Chinese players use keyboard and mouse operations, so in order for the official to correctly explore the Chinese market, it is necessary to optimize keyboard and mouse operations.
Just like the examples I gave earlier about Wolf and God of War 4, these two games are very excellent, with both controllers and keyboard and mouse controls that people love.
An excellent work should be inclusive.

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