游戏精英
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本帖最后由 nathwax24 于 2015-10-28 22:32 编辑
ylqt 发表于 2015-10-24 23:47
红字怎么? 说错了? 你在梦游吧。见过我之前喷了?找出来看看。你是神经错乱了? 你说你见过我,我没记 ...
红字就是说错了,为何说错,上面已经说得很清楚了。我也懒得再跟你那鬼扯一样的跑题论辩。贴吧一共400多人关注,这个版区到现在帖子连4页都不够。这不是没人喷,这根本就是没人关注知道么。但就这么点人,还是有猛烈的批评意见。如果你真想看多的,STEAM上有的是长篇大论,高达一半的差评率呢。
我可以给你看到吐。
我不是太阳,但你也不是,所以我真不知道你那说别人喷这游戏就是在装B的自信是哪来的。你既然敢这么勇敢地说别人,就没点能耐和别人对撕么?
“戏视频,试玩版出了多久? 那个时候没人来喷,正式版出了各种喷”
睁大眼睛看清楚咯,你喷没喷不关这句话蛋事,你说的是试玩版出的时候没人来喷,正式版出来了,开始各种喷。
我换个形式,问你几个问题,这样你想跑题都难。
1.这个游戏测试时候,有人喷么?(steam,贴吧,3dm我都可以给你找到试玩版时候喷它的内容)
2.喷得内容是什么?(说出来咱正儿八经撕干货,少玩那没技术含量的。)
3.你既然说喷的人是在装B,请问你为何认为他们在装B,而不是实事求是地在说这个游戏存在的问题。(你不是觉得正式版出来喷的人装B么,我倒要看看,你有什么资格说人家装B)
请清楚明白地回答我。这下不会跑题了吧?
我给你个STEAM上喷它的例子,你给我说说,下面这个玩家的差评,是怎么个装逼法?
No strategy, no risk, no interest.
没策略,不刺激,超无聊。
I wanted to like this game. I really tried, but in the end, it was a disappointment. If you want a D&D-style game, buy Pillars of Eternity -- it's superior to Sword Coast Legend in every way.
我也想喜欢这个游戏。我真的努力去尝试了,但最后结果还是令人失望。如果你想要的是D&D类型的游戏,去买永恒之柱吧——无论哪个方面它都强过剑湾传奇。
First, SCL is not really D&D, the mechanics are all wrong. First, all abilities are cooldown-based. Additionally, the cool downs are so long, that only in the very longest of battles (of which I have had less than 5), you can use your abilities only once. This means that a wizard will launch all of his most powerful spells at the beginning of the battle, and then has to sit out the rest of fight, throwing cantrips from long range. There is no strategy, and no skill in preparing particular spells.
首先,剑湾传奇是个伪D&D游戏,系统机制就不对。第一,所有能力是基于CD制的。而且,这CD是相当地长,所以除非是那些耗时最长的战斗(我总共遇到的不超过5场),否则你每个技能基本只能用一次。这就意味着法师在开场扔完所有大招后,就只能在一旁远程酱油。这一点都不策略,根本就不需要考虑针对特殊情况准备何种法术。
Worse yet, your enemies don't follow the D&D mechanics like your characters do. While your characters deal damage and have HP in accordance (roughly) with D&D rules, your enemies have MASSIVE hitpoints, and do little damage. This means that after your wizard launches all his spells at the beginning of combat, your enemies are hardly damaged at all. Every battle, therefore, becomes a war of attrition. Your melee fighters line up and slowly, ever so slowly, beat down the enemies' massive hitpoints. Every battle is a sure victory provided you have enough potions or healing spells to keep your people on their feet. No strategy, no tactics, no risk, and no interest.
更糟的是,敌人和玩家的角色不同,不按D&D常理出牌。玩家角色基本是依照D&D规则来设定伤害与生命值,但AI对手却有着多到不正常的生命点数和少的可怜的伤害。这就意味着,当你的法师开局把大招都扔出去之后,敌人几乎是屁事没有。每场战斗几乎都变成了消耗战。你的肉搏角色永远扛在前线,用灰常灰常慢的速度削减敌人血量。只要奶量足,每场战斗几乎都是必胜。这一点都不策略,没刺激,超无聊。
Third, there is so much magical loot none of it feels special. Kill a goblin? Magical loot. Find a treasure chest sitting randomly in the middle of the forest? Magical loot. Break open a barrel on the side of the road in the Luskan slums? Magical loot. It's too much.
第三,魔法装备烂大街,就都快没存在感了。干死一只哥布林?魔法装备。森林里开了个随机箱子?魔法装备。路斯侃贫民窟的路边踢烂一只桶?魔法装备。真TM多。
Fourth, your party members are useful in combat only. In Pillars of Eternity, one of the best things about the game were the text-based cutaways where you solved problems using your entire party's skills or attributes. Here, only your main character's attributes matter for solving problems. Here's one mind-numblingly aggravating example: I needed to open a vine-covered trap door. My character, a wizard, has low strength and failed to pull the vines off. My party member, a fighter with massive strength, could not be used to pull the vines. Additionally, despite knowing spells like fireball and disintigration, my wizard was not given the option to use those skills to remove the vines.
第四,只有在战斗中你的队友才有存在感。永恒之柱做的最棒的一点,就是在那个切出的文本选项系统里,你可以使用整个小队的技能或者属性值来解决当前问题。而这个游戏,只有你自创角色的属性值才对互动有 影响。举个蛋疼的栗子:我需要打开一扇被藤条爬满的陷阱门。我的角色是个法师,力量值干不穿这些藤条。而我的队友是一个怪力战士,系统却不给我机会让他帮我干穿这些藤条。另外,就算知道我会火球和瓦解术,它丫的也不给我个用技能干穿这些藤条的选项。
Fifth, you have very few abilities. A wizard does not have access to any spell he finds. Instead, he gets certain skill trees, each one of which has no more than 4 or 5 spells. As you level up, you simply unlock a new tier of the same spell that does slightly more damage. For instance, at 5th level you can get fireball. At your next level, you get fireball 2, which does slightly more damage. It is followed by fireball 3. All the spells work this way. Consequently, you will have, at most, 15 unique spells.
第五,技能贼少。法师居然不能从卷轴上学法术?作为替代,游戏给你设计了技能树,每条分支上的法术也就四到五种。当你升级时,能做的只是解锁技能树上同一法术的下个等级,令它提升一点点伤害。举个栗子,升到5级你能学会火球术。升到六级你能学到火球术2,比起1来就多了那么点伤害。所有法术都这个尿性。到最后,你总共会获得,大约15种不同的法术。
Finally, the main plot is not particularly interesting, the characters don't captivate, and the sidequests are obnoxious. SCL's biggest failure is its mechanics, but a close second is its failure to pull you into the D&D universe and keep you interested.
最后,游戏主线剧情不是特别有意思,角色不是很有吸引力,支线任务也挺烦。剑湾传奇最大的败笔在它的系统,但第二失败的就是没能让你获得在D&D宇宙中不能自拔的沉浸感。
In sum, although I am a huge fan of D&D and CRPGs, I could not bring myself to like this game. Again, if you want a good D&D-style CRPG, buy Pillars of Eternity. There is nothing this game offers that Pillars doesn't do better.
总结一下,虽然我是D&D和CRPG的铁粉,但让我爱上这款游戏还是做不到啊。如果你想玩个好点的D&D风格CRPG,去买永恒之塔吧。各方面的体验上,永恒之塔都比这货要强。
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