wahahaaas
wahahaaas
?
关注数: 21
粉丝数: 311
发帖数: 30,275
关注贴吧数: 43
最近玩了玩渡神纪,有一点可是把我恶心到了 刚上手几个小时,发现目的指引给的太少了吧,尤其是秘境里面,各种解谜场景纷繁复杂,非常容易不知道去哪。 举个例子,一个一开始跳跃躲激光,最后开了个开关,但是完全不知道开的是哪的机关,往前走就直接回到入口处了,就不知道去哪了,只能瞎逛游,最后才发现多了个升降平台……按说这种情况应该给个特写吧,熟悉平台跳跃或者开机关这类游戏的玩家应该都挺熟悉这种操作,告诉玩家下一步去哪。但是大地图上的有些机关就有高亮提示,就整得很郁闷。 正好昨天云了几关PS5的机器人大冒险,参考里面的关卡设计和提示,育碧的设计水平还是差点
沙鼠拿走了顶上的头 这个任务怎么做?
这就是特洛伊被灭的真正原因吗?i了i了
感觉特洛伊外交系统有问题啊
ubi又双叒叕送游戏了
帝国这自动分太离谱了,一天不调一天混沌就站不起来
sfo的各种加成是真的厉害 两秒一发加农炮 对面4个凤凰和一个大众脸骑龙领主就只有一个活着冲到我的阵地前,还是落地瞬间就白的那种 唯一一个战场buff是75秒加20-30装填的船歌
感觉要翻车了 贝克港都没了,马上就要打到我的地盘了,电脑都会开火车移动了这谁顶得住啊
魔古尔特性里面写的火焰之子是什么部队啊没见过 sfo的档,我长期战役目标就差一个毁灭城镇数量就完成了都没见过这个部队,我这是缺dlc还是少mod?
1.3更新了 这是1.3beta的日志 Beta Versions Native: e1.3.0 SandboxCore: e1.3.0 Sandbox: e1.3.0 Storymode: e1.3.0 CustomBattle: e1.3.0 Singleplayer Crashes Fixed a rare crash that occurred when two player-related events on the campaign map started at the same time. Fixed a game freeze that happened when a party is persuaded in the middle of siege preparation. Fixed an issue where maxing out attributes and focus points crashed the game. Performance Significantly reduced scene loading times. Performance improvements for battles. Localisation Improvements, additions and corrections for some texts. Turkish localisation updates. Art 3 new menu backgrounds added. Added AI flee points in villages. Updated some prop LODs. Fixed some mesh physics problems. Fixed some issues in the Empire tavern scene. Fixed LOD issues in the forest hideout scene. Fixed clipping issues on various clothes. Animations Glaive attack animations added for camel riders on the campaign map. Animation overhaul of initial character creation stages. Campaign Map World Map GPU memory usage reduced. UI Fixed an exploit in inventory that let the player take the equipment of heroes that joined the party for a quest. Fixed an error while closing the game with ALT-F4. Minor fixes and tweaks in scene notification popup, character developer. Fixed a bug that caused the game to freeze while changing compared item stats with ALT when there is no available item to compare in the inventory. Fixed placement of perks, full learning rate and current skill vertical indicators in character developer. Fixed speed mount icon being shown for non-mountable animals. Minor performance improvement for SP kill-feed and SP scoreboard. Fixed main party health tooltip formatting in the map info bar. Made the character developer screen more widescreen friendly. Added Destroyed and Not Destroyed filter options to the clan list page in the encyclopedia. Added Alive/Dead status filter options to encyclopedia hero list page. Destroyed clans' banners now show up less saturated in encyclopedia pages. Loaded modules panel in Saved Games is now scrollable. Battles and Sieges Increased effect of number advantage in simulation battles. Siege assault battles now last longer in simulation. Increased effect of wall quality in siege assault simulations. Battle missions check the maturity of agents during spawning and increase age if required. Fixed a problem that caused AI to fall from walls at the siege tower attachment position. During sally outs, garrisons now consider all enemy power outside of the settlement, not just parties which are in the same faction with the siege camp leader. Combat AI Fixed a bug that occurred when either side was too weak in a siege. In cases like this, the more powerful side would sometimes try to charge without any path over the walls causing them to walk into walls. Fixed a rare problem with archers checking if they can see an enemy using colliders, which could cause them to face the wrong direction. Character Development System Increased effect of trade skill on trade penalty to 0.4% per skill point. Decreased the bonus of Artisan Community and Great Investor perks. Implemented and fixed cultural feats in character creation. Increased adolescence options for the Battanian culture from 4 to 6 in character creation. Fixed a bug where talking with the tutorial headman gave a large amount of charm experience. Tweaked age progression. Characters should be looking more like their age. Clan and Party Increased chance of pregnancy if the number of children is 1 or 2. Hero Wages are no longer 0. Lord parties have more experienced troops and fewer recruits. They also use their party size limit as much as possible. Parties do not recruit prisoners of defeated parties if they are at their party size limit. This was causing some AI parties to lose their better troops because of desertion. Garrison sizes are increased a bit due to the better economical management of clan leaders. The escape chance of prisoners is reduced by 25% when they are in mobile parties. It is reduced by 50% if they are at the player's settlement. The clan leaders’ financial situation has an effect on raiding probability now, so poor clans want to raid more. “Donate troops” and “Inspect troops” options were disabled for caravan, villager and militia parties. Armies Armies with little food now return to settlements more frequently rather than continuing their hostile plans and losing troops due to starvation. Parties and armies with a high wounded ratio now prefer resting in settlements more frequently to heal their troops. Sometimes army member parties were attacking parties more powerful than them assuming their army would help, however, they were not attached to the army leader yet and assistance from the army did not occur. This bug was fixed. While heading to a settlement, NPC parties sometimes also visit other settlements they are passing nearby on their way. This results in better recruitment. If caravans have lots of wounded troops they also wait longer in towns to recover. When an army visits a fortification, the player - as an army follower - can open the settlement menu with the enter settlement option. Economy and Trade Players can now sell goods to caravans at a reduced price. Caravans are now created with sumpter horses. Player trade with owned caravans was disabled due to balance concerns. The player now has a secondary option while creating a caravan - setting it up with a higher number of better troops. However, caravan forming costs are 1.5x in this scenario. Crafting The weapon becoming invisible when showing the holster is activated on crafting is fixed. Settlement Actions (Town, Village, Castle and Hideout) Spawn probability of mercenary troops at taverns was increased from 33% to 50%. Quests & Issues Fixed minor problems with Headman Needs to Deliver a Herd Quest. Fixed minor problems and made some design changes on Notable Wants Daughter Found Quest. Gang Leader Needs Weapon quest bug fixes and improvements Fixes Fixed a crash that occurred when the player completed the quest successfully. Fixed a crash that occurred when the player decided to leave the settlement when caught by quest guards. Fixed a bug that caused the quest log progress to reset after Save & Load. Fixed a notification bug when quest guards took the player's weapons. Improvements Reward gold formula is changed. Alternative (companion) solution duration formula is changed. Required trade/roguery skill for companion formula is changed. Requested weapon amount formula is changed. Stealing weapon chance for quest guards formula is changed. From now on, quest guards will stop the player more often. Quest giver will no longer request crossbows. Fixed a problem that caused the conversation to become stuck when the player clicks the dialogue option "About the task you gave me" to the “Captured by Bounty Hunters” quest giver after saving and loading. Fixed the "Investigate 'Neretzes' Folly" quest progression regression bug that happened when a noble died that the player had talked to before. Conversations & Encounters If the player is mounted, they will spawn a bit further from a conversation character when using the "Talk" button in the settlement menu. Disabled spawning with a horse in map conversation missions (encounters) to prevent seeing horse ears and horse harness. Fixed a bug that caused some conversation agents to stay focused on the player even after the conversation ends. Fix the waiting for nightfall bar resetting problem in hideouts when the player opens up a menu. Other Shield hitpoint values had been rebalanced based on their tier and material used. Peasants can no longer be upgraded into Watchmen directly. Stats of some faction army troops have been fixed and rebalanced in order to maintain faction balance. Tournaments will now have exclusive, weaker and easier to break shields. Our storyline brother now wears cheaper armour so players are less likely to strip him for his gear. All Sturgian faction troops now use round shields. They also use shields that are more fitting to their level and abilities. Fixed a bug that caused players who continued the game from old save files to be unable to starve. Multiplayer Game Modes The reason for losing sometimes not showing up in Captain mode is fixed. Troop face randomisation in Captain mode spawn is fixed. Other - Miscellaneous Added a cooldown for players who have left the game more than the allowed times in a given time frame. Currently, players who left matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note: these values anytime without requiring a patch if necessary or if we encounter issues. Server & Network Factions for matchmaker games are now evenly distributed. Fixed a crash while entering a multiplayer team deathmatch. Official custom games now require anti-cheat. UI Added server status visual system in HUD. Minor tweaks and improvements to the Matchmaking tab. Troop type icons on top (near player avatars) is now 35% bigger while in the class selection screen. Fixed character customisation clothing option not working. Both Crashes Pressing ESC key on the loading screen causing an infinite loop is fixed. Art Lighting adjustments. Fixed parallax problems on some of the stone meshes. Animations New hand shield active defend animations. Defend hand shield direction angles are polished. Removed blend durations for some of the rider fall animations. New idle animations added for camels. Riders falling from horses can only block when close to standing. Audio Fixed an issue with sound devices being disabled in config files. UI Added crosshair outlines to improve crosshair visibility. Added a new "Vertical Aim Correction" option to gameplay options. Added a new "ForceVSync in menus" option to video options. Combat AI Cavalry had a hard time adjusting their rotation in melee and especially when two AI agents fought each other they could loop around each other, major improvements have been made regarding this issue. Performance Many HDD spike issues were fixed. Reduced memory allocations during battles and optimised some of the formation AI. These should reduce spikes occurring during battles. Ragdolls and dropped items performance improvements. Multi-Core performance improvements. Performance improvements for trail effects. Other Boulders can now knock agents down. Fixed scale change of thrown boulders' after they stop. Horses can no longer climb on ladders. Corpses now receive additional blood along with their surroundings.
你们猜我把这个人砍了会发生什么?
1.1里面伤害中断阈值是什么意思,就是硬直前的阈值? 伤害中断阈值设置为5 · 爆头伤害乘数从1.7涨到2
问个问题 问个问题,如果一开始加入某个国家后完成了主线任务,之后想自立怎么办?脱离王国后不知道怎么自己建立王国啊
多人模式里面帝国的双刃枪兵太变态了吧 小队长模式,只要有人掩护,一群人敲头效率高得一匹
家族声望怎么快速提升? 2级升3级太慢了,竞技场拿第一才3点,想着3级了自建领地呢
问问大佬,sfo协约史卡尼克斯怎么配兵啊,开了双限 战役极难战斗困难,前期用用地精还行,中后期不知道用啥,剑盾黑兽人数据还没帝国戟兵高,日常帝国矮子好几个超高自动分的满编打过来,城防全是没有加成的地精,打不过啊,之前玩混沌都没这么糟心
今天看了莫克的视频,我才知道heat真的可以跳弹 请原谅我的孤陋寡闻
为啥这么多人不喜欢在含有大量RPG元素游戏里面显示伤害数字呢? 我觉得这东西真玩起来无所谓吧
为什么现在超级多人一进来就退? 是真的恶心
为什么我的日暮之杖用不了生命残渣? 看图,图片里显示是灰的,换成别的法杖就能用,只有日暮之杖用不了。还是说就是这么设计的?
求推荐游戏 我不知道我是谁,我为什么在这,我要去哪,我只知道我要大开杀戒了——steam里这样的游戏
这两个头部在哪啊 就差这俩了
不知不觉 今天才发现钢铁之师2发售了 硬核之师2 当时玩1的战役的时候就被虐的不行不行的 但是还是想买2 快来个人把我打醒
你们有没有遇到这种情况 此部队处于敌军控制区域,攻击敌军是唯一选择,但是中间隔着条河,不能攻击
史实模式不能招降吗 一个成功的都没有 全斩了 用的黄邵
最近全是三国的帖子,王国之心3的中文版也是23号就感觉很冷清
感觉皇子太自私了啊 苇名和平田以前应该是友邦吧,苇名都快要灭国了他却光想着要斩断不死,让自己变回正常人,是不是有点冷血啊,按说皇子以前体会过被灭国的滋味多少也要帮一点啊
关于为什么作为弱者的主角能打败强敌的一点个人见解 众所周知,主角的硬实力在众精英和boss中只能算一般或是比较弱的水平,尤其是和年轻的义父一比,在几乎所有方面都能吊打主角,包括出手速度、技能强度、攻击范围、攻击力、血量、招式变化等方面。那么为什么我们玩家能以弱败强呢?我总结了几点 1.游戏机制是对玩家友好的,玩家死了能回到复活点再来一遍,boss不能,boss死了就是死了。并且主角能喝药吃糖加攻击加体力学技能,可以让玩家变强,拉近和boss的实力差。并且一般游戏的目的就是让你弄死boss,所以游戏是会给玩家机会的 2.电脑ai是死的,人是活的,配合1的观点,这样就更有利于玩家大量试错、学习、研究、提高,找出ai的规律,对症下药做出针对性措施,例如毛长弱火、体大弱门这种 3.概率问题,就算是玩家很弱,几乎打不过某个boss,但是如果你打个几百次,你总是能遇到一次运气好、手感好的时候,没准就过了。就相当于手残玩家打死boss的成功率有10%,一直打就会碰到这10% 再结合上边第2条 没准就过了 就想到了这么点,欢迎大家补充
感觉全境2的最强词条应该就是狂战士莫属了 效果如下图 1里面是根据血条长短来加伤的,血越少伤害越高死的越快,但是2里面是判断装甲值了,装甲值没了你还有一条血啊,然后就可以一边加甲一边输出,直接伤害翻倍了,感觉想要极限输出肯定少不了这个词条 并且这个词条不是只局限于武器了,护甲也能刷出这个词条,实用率大增,所以我觉得全境2的最强词条应该就是狂战士了
在宪政大厅左上角遇到了一个比较难拿的国土战略局装备 在这个点
这突击步枪的弹容都快赶上M60了啊,真暴力
为什么大家都不喜欢刷刷刷的游戏? 即使是战神4里面的迷雾回响 只要刷几个小时就够的这种?
重装系统后,steam里面的游戏还用不用重新下载? 都没在c盘 游戏存档如何防止丢失?整个拷贝我的文档文件夹?
仁王的伊达政宗怎么打? 一周目的支线单挑 我也用的双刀 风形态攻击频率太高 攻击机会太少 水形态跑的越远死得越快 近身更是会一刀秒 迟钝符也就能作用10秒 所以说怎么打?
我才发现 这是我的战争又出新dlc了 流啤
我知道什么时候更新了
这应该是个bug吧 我一个深渊法师 还能放尼科之咒了
大表哥线上模式具体什么时候开啊 有人知道么?
节拍战记是啥游戏 怎么玩的? 之前只玩过节奏地牢
买的实体版 还没发货 度日如年啊 无聊补了个老片 黄金三镖客 挺过瘾的 顺便还知道了这张图片前三个人是谁 推荐大家也看看
突突突类游戏中到底是杀地板2爽一些还是doom更爽? 发表下你们的看法呗,只谈无脑爽快感,不谈剧情什么的,有别的更好的游戏也可以推荐一下
玩ps4版的舞力全开都需要什么设备? 玩ps4版的舞力全开是只能用手机app吗?还有没有其他方式?
商城里卖的这个皮肤 是只能在同一时间让一辆车用?还是所有10级车都能同时用?
吧友们有玩过into the breach 的么? 给介绍一下呗 还是挺喜欢他们之前的作品FTL的
关于ps4系统的一些问题 最近发现ps4的系统运行速度挺慢的,打开个什么东西都得等半天,也不能安装外部应用之类的,突然觉得ps4的系统好弱啊 有哪位大佬给解释一下么
逛评论区的时候看见的,笑死我了 what do you mean by saying "Green Hat"?
万能的吧友们,帮帮忙 现在在无名岛,中了个状态(左上角),求教怎么解?
刚才看了一个吧友的链接进去看了看,繁体讨论区不让打简体字? 这么反感简体字的么?
请教下大家 ps4上录好的视频和截图如何轻松的倒到pc或手机上? 请教下大家 ps4上录好的视频和截图如何轻松的倒到pc或手机上?
为什么有很多人晕3D? 有没有大佬来解释一下这种现象?玩贴吧之前我都不知道有人会不适应3d,后来才知道这么多人晕3d的,我觉得会不会是动态模糊的问题?动态模糊弄得不好,感觉就像斗转星移似的
我一直有个疑问,主机上为什么鲜有优秀的rts类型的游戏呢? 如题,操作上fps都有一大堆玩家能熟练操作,选方块应该不会更难吧 快节奏的游戏不行,那慢节奏的总适合吧 为什么不出呢?
想入手个pro 就想问问春节前会不会打折?但是看着这样子好像是缺货又要涨价的样子,国行版的就行
首页
1
2
下一页