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