三川军一▫ aweli
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入坑几天一些想法 一,游戏定位卡的尚可。硬核坦克世界之下,一众卡通幼儿园小坦克之上,确有一块手残肝废心不甘市场,只要做出特色,当有潜力。 二,游戏开发应是国外工作室,游戏引擎无疑需二次优化,尤其是手机GPU负荷跟物理效果两样。从版本更新频率看(最近一次还是半年前)可能堪忧,国内这块是金主也好,大代理也好,这个关键点不知能否拿捏住。 三,现版本游戏内战斗偏快餐,离山口丁远,离卡通小坦克近,应还是保持等距较好。帝国战这个模式,画蛇添足程度,还不如弄个吃鸡。 另外,游戏总界面,各活动各活跃度,太多太复杂,引导性不清晰哪怕项目不减,入口可以优化合并一些。 四,游戏币控制上限,本意是想拉长游戏成长期,但已存在各线混编等级研发大法,还这么做是否有必要。 五,关于氪金,现版本福利尚可,氪金车银币车体属性接近。但后期重氪抽卡升指挥官会有明显优势,目测会达到百分之二十到三十差距,平民口碑有劣化可能。一个游戏,收入靠氪佬,但源头活水一直有,要靠平民群体觉得还能扛,维持住不能缩水。 六,请运营方重视多渠道宣发。虽是国内服,也见过公屏有老外,说明是不是国内外各加速器渠道也可以进一步开发下?另,酷酷跑这家,请务必要重视。 七,结算有点迷,见附图。一场觉得比较正常,另一场排第二觉得有些莫名其妙,如占点权重高,其实也没问题,结算界面,体现出来即可,不要后台数据自己来。
steam上1.02和1.03补丁已出,有能人知道怎么下载的吗 steam上1.02和1.03补丁已出,有能人知道怎么下载的吗 1.02较重要更新:敌潜艇开始隐身,发射鱼雷前难以被发现和攻击;潜艇智商进一步提高,舰载机攻击时会自动下潜(航母反潜战术失效,舰队中还是需要留艘驱逐舰以备不时之需)。航母进行战斗后,损失舰载机在进港休整前不会自动补充(纯航母派一场接一场、bug一般的传奇战斗终止...)。舰长级别高低,切实影响火炮精确度及操舵灵活性。战略海图界面压缩时间前进,周围有大量AI时,不再卡顿。战斗中不再有AI停航屁股对敌现象。指定射击目标后,AI不再出现私自改为射击最近目标现象。高阶舰长现不会自动跳槽到新锐大舰,转岗由人工调整。 Patch 1.0.2 Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack. How the AI deals with submarines has been overhauled in this patch: Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship. Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible). Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels. Changelog: Submarine AA no longer defies physics, will no longer work whilst submerged. AI ships are now ambi-turners Surrendered ships will display a white flag. AI no longer shoots at surrendered ships. Prelude to Matapan 1 - British ships will correctly “escape” when exiting the correct side of the arena. Battles where no enemy ships are defeated no longer give XP (prevents an exploit with sub vs sub battles) Fixed an issue which was slowing down AI ships on the campaign map in crowded areas. Player’s Captain will no longer be auto-assigned to the largest ship unless their ship is destroyed. Captains can be manually reassigned via the menu on the world map. Submarines will revert to manual control when clicking on the “Submerge” icon (fixes issue where submarines would refuse to submerge because the AI wanted to stay surfaced) “Salvage ship” changed to “Recover ship” to be clearer in the shipyard that it’s paying to recover a previously destroyed vessel. Reduced spread of ship spawns, Convoy attack placement limited to one side of arena. (this should prevent the “Leroy-class Carrier” going solo situation…) Escort mission convoys move slightly slower (though they still have a speed boost over non-escort mission cargo ships) Weapon fire which fails to penetrate armour now has different sound/particle effects to a solid hit. Cannot create a purely sub vs sub custom battle (it’s pretty dull when noone can hit anyone…) Battleships now turn to broadside when in range. Battleships and Carriers prioritise high value targets. Battleships Carriers and Cruisers will fire available weapons at targets of opportunity if main target not in range. AI controlled ships will now avoid torpedoes and torpedo bombs (higher level captains in faster/more maneuvrable ships will do better at this) Fixed an AI accuracy bug causing ships to fire ahead of target Delivery missions will no longer have you collect the documents before the mission is assigned. AI captains will no longer decide to target something else if you’ve instructed them to attack a particular vessel. Fubuki class destroyer crews have finally found the torpedo launchers. AI ships will try a little bit harder not to torpedo friendly units. Depth Charges should work a bit more reliably at higher game speeds. Submarine UI/AI changes - see above. Planes are now also visible when zoomed out on the tactical map. Custom battles will now always have two different colours of UI for the opposing teams Torpedo bomber torpedoes slowed down. Fixed bugs which were preventing Dive bombers from being effective. Damaged friendly ships will properly engage the enemy when under AI control pre-1.0.1 saves will now stay deleted Fixed depth charges skipping across the water. Projectile spread improved, Battleship guns will no longer be so "shotgun" (at least for higher level captains). Cruiser guns will correctly spread rather than all hitting the same point. Ships now show their anti-air strength and range in the shipyard. Ships show the flag of the historical country of origin in the shipyard. Fixed a bug where the campaign couldn*t finish with no enemies to fight, those of you who have conquered everything should have the game end correctly. Crew can put out more than one fire in a turn, fires less likely to instakill the crew. Enemy ships will require more damage before they think about fleeing. Safe retreat is now based on the enemy weapon range, rather than a fixed radius. Higher level AI should be more accurate with its fire. ship HP increased - battles should last longer. Torpedo bombs now spread on dropping. Torpedo bomber squadrons will spread their aim a little rather than all aiming for the same point. AA won*t shoot at dive bombers until they*re into their dive long range fire arcs higher 1.03较重要更新:舰只解锁速度减慢。鱼雷装填进度减慢。搜寻失踪舰只任务开始有大致方向提示。亚码头船模正过来了!!! Patch 1.0.3 Live9月12日 - FRASER EVIL TWIN Thanks to everyone for their feedback so far, here*s another raft of bug fixes and features including smoke screens! Full list of changes: - Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon. - Bomber behaviour and accuracy should now be unaffected by framerate. - Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight. - Fixed a bug where planes would dump their payload in the sea after a dogfight. - Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier. - Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships. - Stopped the retreat indicator from showing after a ship*s retreat order is cancelled. - Ships can now retreat in custom convoy/blockade scenarios. - Fixed a bug where torpedo bombs do damage while still arming. - AI on ships with defend orders now target enemy ships more sensibly. - Custom key bindings are now saved between game sessions. - Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn*t forget how to turn when it is firing in range. - Mini-maps now have borders. -Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled. - Gun reloading sound only plays when currently focused ship is under manual control. - The Yamato-class model has been fixed to look more accurate. - The Independence-class model no longer sails around backwards. - War bond reward for taking a port is now proportional to the port*s defence level. - Torpedoes now take longer to reload. - End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port. - Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son*t tell you to search for the wrong ship - Fixed a case where custom battles could start up half way between tactical mode and follow ship mode. - All achievements should now be both working and possible to get. - Ships should now unlock slower in the campaigns. - Aircraft no longer respawn until you enter a friendly port to repair and resupply. - Option added to restrict purchasable ships only to those originating from the player*s navy. - Shipyard can now be filtered by ship type. - Game no longer gets you to defend an enemy port from an allied attack fleet! - Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward. - Littorio-class battleship now has a torpedo belt. - Increased warbonds earned for sinking enemies. - Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems. - Uranium escort ship no longer spawns far ahead of the player*s fleet in combat to get itself blown to bits. - Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship. - Ships should now stay in the arena in the relevant scenarios. - Ships now follow player*s commands properly when in a blockade mission. - Subs now explode like other ships when killed on the surface. - Removed the less than entirely useful Chitose Mk I ships from the campaign. - Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly. - AI is a lot more cautious about firing torpedoes, should prevent most friendly fire. - Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated. - Deployable fleet limit in both campaign and custom battles increased to 20. - Optimisations on ships, planes, physics, and particles. - Custom battles sort enemies by point value by default now (same as the player list) - Fixed a bug where a sound could occasionally play much louder than intended. - Submarine engine noises stop whilst submerged.
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