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《方舟:生存进化》侵权案和解 制作商出血4000万 还记得前些天我们报道的“Wildcard惹上版权官司”一事吗?虽然现今距离4月27日的初审还有一段时间,但本案却已经可以宣告结束了——不久前案件双方已达成庭外和解,《方舟:生存进化》制作商Wildcard大出血4000万美金! 让我们来重新回顾一下这件事。一起都得从另一家游戏制作商Trendy Entertainment说起。几年前一位名叫Jeremy Stieglitz的制作人在Trendy任创意总监,2014年时执意离职,最终虽然如愿以偿,但却不得不同意相当严苛的离职条件,即“不挖角Trendy雇员且不做任何对Trendy构成直接竞争的东西”。不过在这之后Stieglitz便加入了《方舟:生存进化》的制作,这一举动让Trendy非常不爽。他们声称《方舟:生存进化》是对其旗下产品的直接竞争,而且Stieglitz还挖角了数名曾经的Trendy员工。此外,Trendy方面还认为Wildcard在研发《方舟:生存进化》时使用了Trendy的技术和相关游戏研发信息。 虽然Wildcard对于此事也有自己的一番说法,即“Stieglitz并不是Wildcard的全职制作人,且其贡献仅仅是游戏制作上的建议”,但很显然连Wildcard自己都知道这样的言论根本站不住脚。根据最新的消息,Wildcard已经和Trendy在和解费用上达成了一致:Wildcard划出一张4000万美金的支票,而Trendy就此不再提《方舟:生存进化》侵权一事。虽然诸位看官估计已经张大了嘴巴,但Wildcard方面却不这么想。“这肯定是一大笔钱,但相比于Trendy一开始要求的6亿美金赔偿,4000万就已经不算什么了。”当事人妻子兼Wildcard高层Susan Stieglitz如此说道。 那么这件事对于我们这些玩家来说意味着什么呢?首先,大约200万销量的《方舟:生存进化》已经让Wildcard拥有了随手写出4000万美金支票的能力;其次,Wildcard在能随手写出4000万美金支票的情况下还是不愿意多招点人尽快推出《方舟:生存进化》正式版。联想一下中国玩家在游戏中的遭遇,诸位请自行感受吧。 这说明了什么 大家评论一下
看来这载具一时半会出不来了! Happy Holidays!2015-12-30 Hello Squaddies, new and old!We want to wish everyone a happy holidays and as we say farewell to 2015 there are a number of things we want to announce before the year is out.Hackers & Anti-Cheat MeasuresThis is currently one of our top priorities and at the moment we're working on this issue in earnest. Unfortunately we cannot divulge any more information about this issue but it is a top priority.General DevelopmentDue to this months momentous release on Steam Early Access, a large amount of development time has been focused on the release itself and sending out hot fixes for critical bugs, including performance and general stability. Dont worry though, content-related developments are still continuing in the background but the focus right now is performance and player experience, so well wait for the January re-cap to update you on all the content goodness.VehiclesWe have had a number of updates regarding this highly sought after feature in recent months, but the reality is that they are not in a state where they can be rolled out to the public. Our programmers ran a number of tests on fully populated servers and experienced a lot of rubber-banding due to the vehicles de-syncing. This is a side effect of physics and replication on the servers not performing as intended.Unfortunately this is all a follow-on from the fact that a lot of rewriting needs to happen within the engine code itself, as we are going into territory that no other Unreal Engine 4 game has gone before. To that end we ask for your patience and we will continue to put out updates on vehicles as they happen.IndieDB AwardsIn more exciting news, we're proud to announce that Squad was voted 2nd place in the Players Choice awards at IndieDB.com, and Best Upcoming game in the Editors Choice category! We want to thank the community and the editors for their support and votes
是布是要更新了 Large number of bug fixes in this hotfix, including an attempt to fix the disconnect issue, fixes to Ping on the server browser, and more. Also in this hotfix we are pushing live a new set of Texture Streaming settings, which fixes a possible hitch when turning rapidly, and helps increase performance overall. If you've been having low FPS, let us know how this patch works for you. Alpha 3.8 Fixed a bug where the FOV could be set outside the range Further pass on optimizing the animation system Fixed an incorrect name on Sumari Fixed a possible performance issue in the Animation System on AMD processors Fixed a server crash when creating a squad Fixed an issue where aim offsets would be wrong when aiming down Fixed an issue where the gamemode rules weren't being shown on map switch Disabled Framerate smoothing by default (was causing FPS lock on certain machines) Further pass on the map legend to ensure that all gamemodes were covered Fixed a bug where Rally Point Error Messages were being sent to the wrong player Added new sounds for Prone Movement and Sprinting Fixed Ammo Crates posting a message on the HUD when used Added 'Streamer Mode' to the game options. This disables the Server Name on the scoreboard and a few other things Fixed destroying friendly FOBs would deduct your team's tickets Adjusted the attenuation settings on rocket flybys Added placement sounds for Rally Points Fixed Fools Road not being properly randomized when selecting a random variation Fixed an issue where the server would look up UserSettings for every player joining the server Enabled texture streaming and increased the texture streaming settings Updated the Lod Bias on every asset, vastly improving Video Memory usage and rendering speed Fixed a bug where the 'End Use' message would not be sent when a player died while using an object. Fixes the Ammo crate menu sticking around when you died while using it. Fixed a visual 'jumping' when a player is revived and goes into prone Upped the spawn delay on FOBs from 5s per enemy to 10s per enemy in the radius Added better logging when players are disconnected from servers to help debug the disconnection issues Changed 'Training' to 'Firing Range' on the main menu Fixed a server crash when validating player inventories Added Ping to the server browser Fixed a display issue with scoreboard pings (they were too high) Fixed a possible cause of the disconnect bug, where players were attempting to switch to an empty weapon Changed the handling of the Server Name, so it'll update more often Removed some extra ammo crates in Fools Road Improved the handling of getting stuck in objects
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