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343官方发布HALO5操作&战术进阶介绍视频 奔跑滑铲跳跃喷射,可见实际对战时操作量比以往大增,各位act达人可以大展神威了 视频中提到了一点就是原来b测时候的雷达探测范围为30米,现在正式版本改为18米,各位斯巴达要注意了 视频来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.tudou.com%2Fprograms%2Fview%2FfzwNzIEsJG8%2F&urlrefer=7687f60ccba8e9b4f9db4a8935b2249d Fangs It was around this time last year that the Halo 5: Guardians team was hard at work putting the finishing touches on our Arena Multiplayer Beta. I was quoted as saying that this Halo has a new set of teeth; specifically fangs. The fangs I was referring to came in the form of our all-new Spartan Abilities, map design, sandbox versatility, etc. It’s almost been a full year since the Beta and during that time, the team has been hard at work refining, polishing, and sharpening those fangs to be better than ever before. Let’s get to it. Starting Weapons In the Beta, we did quite a bit of experimenting with what weapons players spawned with. We got a ton of data, player feedback, and had internal discussions about the best possible weapons to spawn players with. This was a big decision and we didn’t take it lightly. One of our goals has always been EQUAL STARTS across the board. Whether you’re playing online with friends or competing on the biggest stage with the brightest lights; everyone would be starting with the same weapons. In order to fulfill this goal we had to make sure that we started players off with a true utility weapon that lets players engage at multiple ranges and dispatch foes skillfully without the need of picking up a power weapon. The best choice for Halo 5 was the Magnum. We’re really excited to be starting all players off with a true utility weapon for the first time since Halo: CE. Motion Tracker The motion tracker, or radar, featured a giant 30-meter range in the Beta. We felt that this negatively affected the game for a few reasons, but the big one was that players of all skill levels relied too heavily on the big radar range. Lesser skilled players never looked at it, the higher skilled players always looked at it, and the top level players did both as they quickly learned the maps and understood where everyone was by a quick glance at the radar. So we’ve decided to drastically reduce the range of the radar down to 18 meters. The radar has now become less of a motion tracker that sees through multiple rooms and is now more of a combat tracker that promotes engagement. If someone shows up on your radar, they are REALLY close and a fight is about to go down. This is something that we feel is in line with our equal starts philosophy where everyone at all skill levels and competition will be playing the same game. Spartan Abilities and Maps Spartan Abilities in Halo 5: Guardians are just the beginning and our first real attempt at getting players to feel like Spartans. Combined with our level design in Campaign, Warzone, and Arena. We’re excited by the endless possibilities they’ll create and the different playstyles and roles our players find. I’m not even talking about the basic functionality of the Spartan Abilities themselves, but rather the hidden gems that our Pro Team has found when you combine them. Stuff like stabilize jumping, ground pound stalling, sprint/slide/jump/thrust, the possibilities are endless and will makes our heads explode as well as make crowds roar.
343官方发布HALO5操作&战术进阶介绍视频 奔跑滑铲跳跃喷射,可见实际对战时操作量比以往大增,各位act达人可以大展神威了 视频中提到了一点就是原来b测时候的雷达探测范围为30米,现在正式版本改为18米,各位斯巴达要注意了 视频来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.tudou.com%2Fprograms%2Fview%2FfzwNzIEsJG8%2F&urlrefer=7687f60ccba8e9b4f9db4a8935b2249d Fangs It was around this time last year that the Halo 5: Guardians team was hard at work putting the finishing touches on our Arena Multiplayer Beta. I was quoted as saying that this Halo has a new set of teeth; specifically fangs. The fangs I was referring to came in the form of our all-new Spartan Abilities, map design, sandbox versatility, etc. It’s almost been a full year since the Beta and during that time, the team has been hard at work refining, polishing, and sharpening those fangs to be better than ever before. Let’s get to it. Starting Weapons In the Beta, we did quite a bit of experimenting with what weapons players spawned with. We got a ton of data, player feedback, and had internal discussions about the best possible weapons to spawn players with. This was a big decision and we didn’t take it lightly. One of our goals has always been EQUAL STARTS across the board. Whether you’re playing online with friends or competing on the biggest stage with the brightest lights; everyone would be starting with the same weapons. In order to fulfill this goal we had to make sure that we started players off with a true utility weapon that lets players engage at multiple ranges and dispatch foes skillfully without the need of picking up a power weapon. The best choice for Halo 5 was the Magnum. We’re really excited to be starting all players off with a true utility weapon for the first time since Halo: CE. Motion Tracker The motion tracker, or radar, featured a giant 30-meter range in the Beta. We felt that this negatively affected the game for a few reasons, but the big one was that players of all skill levels relied too heavily on the big radar range. Lesser skilled players never looked at it, the higher skilled players always looked at it, and the top level players did both as they quickly learned the maps and understood where everyone was by a quick glance at the radar. So we’ve decided to drastically reduce the range of the radar down to 18 meters. The radar has now become less of a motion tracker that sees through multiple rooms and is now more of a combat tracker that promotes engagement. If someone shows up on your radar, they are REALLY close and a fight is about to go down. This is something that we feel is in line with our equal starts philosophy where everyone at all skill levels and competition will be playing the same game. Spartan Abilities and Maps Spartan Abilities in Halo 5: Guardians are just the beginning and our first real attempt at getting players to feel like Spartans. Combined with our level design in Campaign, Warzone, and Arena. We’re excited by the endless possibilities they’ll create and the different playstyles and roles our players find. I’m not even talking about the basic functionality of the Spartan Abilities themselves, but rather the hidden gems that our Pro Team has found when you combine them. Stuff like stabilize jumping, ground pound stalling, sprint/slide/jump/thrust, the possibilities are endless and will makes our heads explode as well as make crowds roar.
Phil Spencer接受采访,表示不关心能否打败索尼 消息转自xbox-skyer Xbox 部门负责人在 Phil Spencer 在 2015 GeekWire 接受了采访。 首先 Phil 承认辜负了一些玩家的期望,在 Xbox One 初期的一些决定并没有把玩家放在第一位。 在被问到向下兼容的问题时,Phil 说这是出于玩家对 Xbox 游戏上花的金钱和时间的考虑,这对游戏本身没什么利润而言,但是这值得我们去做。向下兼容在 11 月全面提供(现已部分开放给预览玩家)。 主持人然后给他看了 Xbox One 发售至今的市场占有图。在被问到市场占有率的时候,Phil 表示自己已经干了 18 个月,这些图标一直在激励着自己。市场占有率很重要,装机量也很重要,但是更重要的是玩家的信任和他们是否高兴。而自己在微软已经超过了 25 年,就微软本身的业务来说,微软从来没有把索尼和任天堂当做自己前十位的竞争对手来看待。微软有自己在平台和设备上的野心,在过去的 18 个月正是把玩家放在中心的位置去想如何让他们更好的通过各种设备进行游戏。 于是主持人问他:你觉得本世代能打败索尼么?Phil 表示自己并不确定,就本世代的时间长度来说...他们领先我们很多,他们的产品很好。原话是:You know, I don't know. You know, the length of the generation... They [Sony] have a huge lead and they have a good product. I love the content, the games line-up that we have.遗憾的是在发售的初期没有多去关心玩家社区的反馈。自己关心的并不是打败索尼,而是得到更多的玩家。 在问到收购 Mojang 的时候,Phil 说《Minecraft》对于微软更重要的一点是它的社区属性,玩家都聚集在社区去讨论这个游戏。 主持人后来问到以后 Xbox 是否会出现在 iOS 或者安卓等其他平台的时候 Phil 说 Xbox 是微软的游戏品牌,所做的一切都是围绕着这个品牌,目前看来和主机最贴近的就是 PC,所以现在有了 Win10 上的串流等功能。如果在这方面成功,在可预见的未来也会进军其他的平台。 接下来是电子竞技,Phil 说会开发更多的专注于电子竞技的游戏。 当然也会问到即将发售的 Halo 5,Phil 说这是一款专门为 Xbox One 的制作的游戏,343i 在 Halo 4 的经验也会转化到 Halo 5 上,Halo 就是 Xbox。Halo 的电影是否出现取决于对 Halo 的长期发展是否有利,这个决定非常重要,现在还不敢肯定。 关于 HoloLens,什么时候这玩意才能出现?Phil 说还不能说,现在只是在 Windows 10 的生命周期会出现。与 Value 和其他虚拟设备商谈竞争现在还太早,现在还是大家相互学习的阶段,微软在设备上的努力将慢慢消除环境的限制,解放大家的创造力等。 采访视频
【转】Phil Spencer表示今后不再花精力去搞第三方独占   消息转自VGtime Xbox One主机上不是没有大型多人在线游戏,但有一款主流的MMO却仅登陆了PlayStation平台,那就是Square Enix的《最终幻想14:重生之境》。现在微软Xbox的负责人Phil Spencer出来发话了,解释为何这款游戏在Xbox One上玩不到。  “这一切都是商业方面的原因,”在一次采访中他告诉IGN,但他表示不能透露更多的细节。此外,他还坦言他们现在并不热衷于第三方游戏的独占协议,他说:“你看,我们现在没有几款第三方独占作品了。”   然而别忘了《古墓丽影 崛起》这款游戏可是在Xbox One上一款重量级的第三方独占游戏。对此,Spencer补充说道,《古墓丽影 崛起》并不是传统意义上的第三方游戏独占协议,微软工作室也积极地参与了本作的开发,并协助了游戏的发行。抛开《古墓丽影 崛起》不谈,微软目前确实就和Phil Spencer之前说的一样,所以Xbox One的玩家不能期待在主机上看到太多的重量级第三方作品。取而代之的是,微软现在更专注于自己第一方的游戏作品。  “我们也很想与第三方进行深度合作,但为此向第三方进行高额投入,并非我们的长远战略计划。”Spencer在本月初也这么说过。   相比之下,PlayStation负责人Andrew House曾在五月时表示,像类似《命运》、《街头霸王5》和《使命召唤:黑色行动3》这样的第三方游戏合作计划,恰恰是公司经营规划的重要组成部分。这些第三方游戏对于索尼今年的游戏阵容来说,是极其重要的部分,因为索尼在2015年的第一方游戏确实有些不足。   Spencer还表示:“与其争取第三方的完全独占内容,我们更乐意与第三方在多平台游戏的内容方面进行一些独占合作,比如《辐射4》在Xbox One上首发的mod以及Xbox上专有的 EA Access服务”。 UPTEAM新闻组 IMStevenLee
【转】光环 5 招募卡片系统介绍 转自XBOX-skyer论坛 帖子作者:黄金士官长,论坛ID:WiiKey 新闻来源:HaloWaypoint招募卡片系统设计于 2012 年开始,在发售的时候会有超过 1000 种独立的卡片,发售的几个月后还会有几百种更新,卡片的内容都会持续更新,包括武器的各种型号,各种车辆型号和盔甲。 卡片系统介绍视频:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.tudou.com%2Fprograms%2Fview%2FCYsVfzOKRNY%2F+&urlrefer=90283119559001ce3d10e6bfb16e7fcf 视频来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.tudou.com%2Fprograms%2Fview%2FCYsVfzOKRNY%2F&urlrefer=a7764ad13d2e5305c671e7a75270c071 下面来说一些名词: 招募(Requisition,REQ):可以在游戏过程中解锁的物品,包括武器、盔甲、刺杀动作、站姿等。 招募点数:玩家可以在竞技场模式和战区模式游戏结束后获得招募点数,点数可以用来购买招募卡包。 招募卡片:具体的物品解锁,包含武器、盔甲、刺杀动作、站姿等。 招募卡包:包含招募卡片,游戏中只能购买招募卡包,可以通过玩游戏或者用现金购买。每个卡包包含一定等级序列的招募卡片,玩家获得的招募卡片中解锁的内容在竞技场模式中只有盔甲或武器皮肤等不影响游戏机制的物品可以使用。 招募商店:玩家可以从斯巴达信息站(Spartan Hub)中购买招募卡包。除了一些独占的卡片之外,所有的卡片都可以通过购买卡包解锁。 招募卡片列表:玩家可以查看自己有了哪些卡片,还有那些没有解锁。除此之外玩家还可以选择卖掉那些消费型卡片。 招募卡片介绍:分为两种,永久型和消费型 永久型卡片:卡片底部黑色横条,一旦解锁一直可用。战区模式中所有的永久型招募卡片分为以下:武器装备:玩家在战区模式中可以使用的武器,有四种基本武器可以从招募卡中获得。之后玩家可以解锁这四种武器更高级的型号,例如不同的附件和瞄准镜。 盔甲能力:可以加强斯巴达战士的能力,例如奔跑速度增加或者携带更多的手雷。 招募认证:获得招募认证卡片后玩家在下一次打开招募卡包后获取相应卡片的几率会大幅度提升。 武器皮肤:可以提供不同的武器外观,这些武器必须已经解锁。 刺杀动作:从背后刺杀对手的时候的不同动作。 站姿:菜单中玩家可以看到的斯巴达战士的站立姿态。 盔甲套件:改变玩家的盔甲外观,为各种套装,包含胸部,手部和腿部的盔甲外观。 徽章:改变多人游戏中玩家卡片的外观。 头盔视镜:改变斯巴达头盔视镜的外观。 头盔:改变斯巴达头盔的外观。
【摄影组】哥谭由我来守护 【创作手法】:摄影+PS,实现”双重曝光“的效果。 【作品描述】:万圣节之夜,哥谭市陷入空前的危机之中,这一次,蝙蝠侠将披上新的战袍,用行动向世人宣示:没有人能够在我的城市中胡作非为,哥谭将由我来守护! 【参赛感悟】:本次作品的灵感直接来源于最新的蝙蝠侠游戏:《蝙蝠侠:阿卡姆骑士》。相信玩过这个游戏系列的同学都会被其中出色的演出和悲壮的剧情所震撼,特别在玩完本作之后,我深深地被蝙蝠侠为拯救这个城市所付出的牺牲而感动,正如游戏里面的阿福所说,这个城市永远都欠着蝙蝠侠的债。恰逢hottoys公司推出了《阿卡姆之城》的蝙蝠侠人偶,加上这次比赛不限制ps,于是便有了创造这次作品的想法。(本作里面蝙蝠侠并不是这个造型,但刚好游戏开场蝙蝠侠仍然穿着阿卡姆之城里面的战服,虽然样式变得更时髦,倒也没有偏离主题。) 【制作简述】首先将蝙蝠侠的背影拍摄下来,通过调色变成黑白照片,突出对比。接着利用ps,将游戏里面的哥谭市照片叠加在蝙蝠侠之上,并且利用滤色功能制作出”双重曝光“的效果,将城市在蝙蝠侠的披风上投影出来,就是要营造出一种”蝙蝠侠背负着这座城市的命运“的感觉,希望大家喜欢。以下是原素材:这个相信玩过游戏的同学都应该很熟悉了,哥谭市的blake island插入一张小花絮,这是原本打算参赛的作品,但最后还是放弃了
大块头有大智慧 图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fc28d71cfd02f0a83380ddf2d6ecf741c697bc0b6&urlrefer=7f153b28fe3995a8e6433c941b480513
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