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[业评] [destiny2] 愤怒的玩家与履步维艰的棒鸡

经过三年的命运本体及续作体验,有几点可以肯定,这游戏的射击手感一直不错,而且杀死黑暗势力也相当有趣,但是Bungie每次都以不让玩家失望不罢休的方式与大家沟通。

上周五,Bungie宣布打算改变游戏的满级后经验系统,因为玩家发现系统被操控针对了他们,这特别可恶,因为它关系到现金商店Eververse。紧接着上周六,核心玩家又发现,他们的经验条推进比以前更慢了。周末,棒鸡又发了一推,说:“命运2 API还没有调整,以贴近最近的获取XP速度,我们正在进行API更新以解决这个差异,现在升级的正确值为160000 XP。” 而过去玩家通过API(允许第三方应用直接与游戏进行交互),了解到的满级后升级经验为80000XP。换句话说,所需经验翻倍了。

粗糙的经验系统让玩家感到沮丧,但对于destiny社区来而言,最令人气愤的是,Bungie不愿意处理自destiny2发售以来三个月里一直在沸沸扬扬的投诉事件。每天都有核心命运玩​​家长篇大论数落destiny2的不足,比如缺乏有意义的后期内容,令人沮丧的Iron Banner 战利品奖励等等。

在上个星期,社区经理Deej(David Deej Dague)说水星资料片的新的公共事件给了史上最好的回报之后,马上新的闹剧又开始了,原因是destiny2的第一个DLC“奥西里斯的诅咒”,完成一个公共事件可获得两个tokens和一个蓝色球。 (“#twotokensandablue”立刻在Twitter上流传。)

当然,这番情景似曾相似。自从Destiny于2014年9月发售以来,这家资深游戏工作室似乎不愿意或者做不到与玩家进行顺畅地沟通(据我所了解,这家公司也不愿意或者做不到与其很多自身员工保持透明)。“命运”起起伏伏,Bungie却从未停止过混淆视听,甚至把最基本的机制尽可能搞得不透明,长期戏耍消费市场,如滴灌喂料般的在线直播。

上周末,destiny2总监Luke Smith承诺,他会和项目负责人Mark Noseworthy将在本周向大家解释抱怨的问题。 “下周,Destiny 2团队将详细介绍12月份更新的系统方面。它包括:经济系统更新(军需商和他们贩卖的装备,tokens,传奇碎片),资料片更新(新的武器和装甲奖励系统)游戏体验更新等等,“他在Twitter上写道。 “另外,Noseworthy和我也会回答一些问题,并解答自从发布以来我们一直都在收集的社区反馈。”

这就是destiny的循环。几个月的沉默,换来暂时的透明承诺,但愿能保持下去。不过至少射爆还是挺有趣的。
引用:
Throughout three years of Destiny and its sequel, several things have remained consistent. The shooting has always felt great. The aliens have always been fun to kill. And Bungie has always been unable to communicate with players in a way that doesn’t piss them off.

On Friday, Bungie announced plans to change the game’s experience system after players discovered that it was rigged against them, which felt particularly odious because it was connected to the real-life-money Eververse store. Then, on Saturday, hardcore Destiny 2 players found that their experience sliders were moving more slowly than before. On Sunday, the studio sent out a tweet saying, “The Destiny 2 API has yet to be adjusted to reflect the recent in game change to earned XP. We are working on an API update to address the discrepancy. The correct value to earn an additional level is 160,000 XP.” In the past, players had used said API (which allows third-party apps to interface directly with the game) to determine that you’d level up at 80,000 XP. In other words, it seems like the number has doubled.

The sketchiness of the experience system has frustrated players, but perhaps most infuriating for the community is Bungie’s unwillingness to address so many of the complaints that have been simmering in the three months since Destiny 2 came out. Every day, hardcore Destiny players have put together long lists of gripes about the lack of meaningful endgame content, the inadequacy of the Iron Banner PvP event, the frustrating dependence on tokens for loot rewards, and much more.

It all peaked in hilarious fashion during a stream for Destiny 2's first downloadable content, Curse of Osiris, last week, when community manager David “Deej” Dague promised that a new public event would be the most rewarding yet, only to open up a chest and receive two tokens and a common blue engram. (“#twotokensandablue” instantly started trending on Twitter.)

Of course, we’ve been here before. Since Destiny’s launch in September 2014, the veteran development studio has seemed unwilling or unable to be transparent with fans. (From what I hear, the company remains unwilling or unable to be transparent with many of its own employees, too.) As Destiny went through its ups and downs, Bungie never stopped obfuscating, doing its best to keep even the most basic mechanics as opaque as possible, sticking with marketing plans full of smarmy teases and dripfeed PR streams.

Over the weekend, Destiny 2 director Luke Smith promised that he and project lead Mark Noseworthy will be addressing gripes this week. “Next week the Destiny 2 team will detail the systems side of the December update. It includes: economy updates (vendors & acquiring their gear, tokens, legendary shards), investment updates (new reward systems for weapons & armor) gameplay updates, and more,” he wrote on Twitter. “Additionally, [Noseworthy] and I will also be answering some questions and addressing community feedback we’ve been reading since launch.”

That’s the Destiny cycle. Months of silence, then the promise of transparency. And it goes on and on and on. But hey, at least the shooting’s still fun.
来源

[ 本帖最后由 MKIII 于 2017-11-28 15:48 编辑 ]


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posted by wap, platform: Android
命运2怎么更新也就那回事了,第一次玩到真正意义上的两拨人远距离对射游戏,棒鸡的pvp宣传片和美好承诺只是个梦。



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等圣歌了,希望是正真的科幻射击游戏


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我对BIOWARE不抱幻想。

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posted by wap, platform: Galaxy S7 Edge
棒鸡还是老老实实做单机算了。

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还记得半年前2代刚公布的时候Bungie在采访里说什么不
“开发工具效率有所改善”
我当时就回复这种答案没有量化就没有实际意义,改善了1%也是改善

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posted by wap, platform: iPhone
引用:
原帖由 @伪装同学丶  于 2017-11-28 10:02 发表
命运2怎么更新也就那回事了,第一次玩到真正意义上的两拨人远距离对射游戏,棒鸡的pvp宣传片和美好承诺只是个梦。
AR太强是初版吸粉萌新无脑兔兔的无奈之举
之后肯定会被nerf

以后手炮 三连会勃起的 orz

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我已经攒了两把 IB 三连了

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引用:
原帖由 Nemo_theCaptain 于 2017-11-28 11:50 发表
还记得半年前2代刚公布的时候Bungie在采访里说什么不
“开发工具效率有所改善”
我当时就回复这种答案没有量化就没有实际意义,改善了1%也是改善
哈哈,確如船長所説

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posted by wap, platform: iPhone
凉好快好像要开免费试玩了

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我来洗个地,
按照以前的那套防沉迷系统,连做3个任务就开始经验下滑,连做10次的话就跌落到只剩4%不到了
现在虽然经验要求翻倍了,但是长期投入的回报比以前好多了

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引用:
原帖由 加州IT男 于 2017-11-28 14:27 发表
我来洗个地,
按照以前的那套防沉迷系统,连做3个任务就开始经验下滑,连做10次的话就跌落到只剩4%不到了
现在虽然经验要求翻倍了,但是长期投入的回报比以前好多了
增加到16万是临时措施,哪天修改了也不知道,棒鸡行事不透明,只有[鸡贼]与之相配。

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我有 预感
第一个dlc 会和 1里面house of wolves 一样 完全是个 骗钱货

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引用:
原帖由 mting 于 2017-11-28 17:18 发表
我有 预感
第一个dlc 会和 1里面house of wolves 一样 完全是个 骗钱货
已经公布内容了:
1、利维坦raid本一部分地图和BOSS开放(还有一部分在warmind扩展包里,一个raid卖三次);
2、社交空间-光屋,无尽森林地图,新的strike一个;
3、还有一个所谓的mercury公共区域,本质上是连接无尽森林和光屋的传送门,没有边界,跑不完。
所以,D2Y1完整版是100刀的价格,而不是60刀。

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posted by wap, platform: iPhone
引用:
原帖由 @mting  于 2017-11-28 17:18 发表
我有 预感
第一个dlc 会和 1里面house of wolves 一样 完全是个 骗钱货
喷了
狼屋加的Reforge系统是公认命运当年最有意思的玩法了,可玩性一下大增,战斗也有了多样性
而TTK改的那一套新系统,并没有高到哪去,只是对新手友好了些,到了ROI才是完全体
ROI和HOW是同一个制作人,可见Luke Smith其实并不怎么样,搞的VOG确实做得不错,但不是当游戏制作人的料,2代被他搞的没有一点乐趣了

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