今天的游戏 https://gamestoday.info 关于最佳游戏的门户网站。 指南、评论、新闻、视频和其他更多的信息 Tue, 26 Oct 2021 10:03:00 +0000 en-US hourly 1 https://wordpress.org/?v=5.5 泰姆瑞尔在游戏中的真实面积是多少? 我试着自己测量了一下。 https://thegammaproject.com/pc/the-elder-scrolls/what-the-real-in-game-size-of-tamriel-i-tried-to-measure-by-myself/ https://thegammaproject.com/pc/the-elder-scrolls/what-the-real-in-game-size-of-tamriel-i-tried-to-measure-by-myself/#respond Tue, 26 Oct 2021 10:03:00 +0000 https://thegammaproject.com/pc/the-elder-scrolls/what-the-real-in-game-size-of-tamriel-i-tried-to-measure-by-myself/ 首先,我想说的是,我更喜欢一个较小但设计良好的区域,而不是一个巨大的空白区域。 我这样做只是出于... Continue reading

The post 泰姆瑞尔在游戏中的真实面积是多少? 我试着自己测量了一下。 appeared first on 今天的游戏.

]]>

First of all, I'd like to say that I prefer a smaller but well design zone rather than a huge blank one. I'm just doing this out of curiosity.

在网上找到的数字:

I didn't found any official areas but some figures often appears when looking on google.

– Tamriel is approximatively 400sq km inside a 26x20km rectangular area at the average scale of ESO's map. (520sq km minus 120 sq km of seas inside the area)

– Cyrodil has a larger scale that other zones. It is approximatively 9km wide. The grid is 10×10=100sq km, the playable area is about 50sq km

有些事情是很奇怪的。

Someone pointed to me that distance in the description of skills are weird. For example Circle of protection is supposed to have a 5m radius but when I checked in game, either the radius is 2.5m or my character is 3.5m tall (11ft 5in for americans).

While travelling in it I didn't get the feeling that the world was as big as the figures were saying.

Except for The Cyrodil PVP Area and the starting Islands of Bleakrock, Khenarti's Roost, Stros'M Kai and Behtnik, ESO is approximatively at the same scale than TES3 Morrowind, TES4 Oblivion and TES5 Skyrim. That was stated by dev, escpecially for Morrowind, for wich they stated they exported the ground of original game directly in ESO engine to use it as reference.

I thought that Vvardenfell was about 24 sq km as shown on this link :

B7rBN.jpg (1200×5808) (imgur.com)。 这与之前所说的400平方公里是一致的,Vvardenfell约占Tamriel总面积的6%。

但我刚刚意识到,24平方公里是整个游戏网格区域的大小,而不是岛上的可玩区域的大小。 如地图上所示,当你激活网格时(UESP:Morrowind Map v2),Vvardenfell岛在两个方向都只有网格的一半大小,所以是网格面积的1/4,所以是6平方公里而不是24平方公里。 使得该岛在ESO和TES 3中都是3×2公里。

我自己测量的东西。

Knowing that I checked some other distances in game.

– Summerset is approx. 5min of horse galloping at max speed (30km/h) from south (Dusk keep) to north (Veyond Wyte) so about 2.5km.

– Running (not sprinting) from Windhelm to Gideon is about 45min at (10km/h) so 7.5km. So not in straight line so it should be reduced to 6.5 or 7km.

-Galloping at max speed (30km/h) from Northern Morrowind Gate to Northern High Rock Gate is 9min so 4.5km.

我的结论:

– ESO中所谓的仪表是现实生活中仪表的一半!

– In-game Tamriel at main zones scale is approximatively 100sq km inside a 13x10km rectangle. (in real life km)

– Except for The Cyrodil PVP Area and the starting Islands of Bleakrock, Khenarti's Roost, Stros'M Kai and Behtnik, ESO is still approximatively at the same scale than TES3 Morrowind, TES4 Oblivion and TES5 Skyrim.

– Cyrodil has still a larger scale than other zones if you compare it to the world map and is approximatively 4.5km wide. (The grid is 5×5=25sq km, the playable area is about 12sq km) (in real life km)

Source: 原文链接


The post 泰姆瑞尔在游戏中的真实面积是多少? 我试着自己测量了一下。 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/pc/the-elder-scrolls/what-the-real-in-game-size-of-tamriel-i-tried-to-measure-by-myself/feed/ 0
[翻译] 重新上传。 LCK Caster Kangqui分析了GENG对C9的比赛,预测了半决赛。 https://thegammaproject.com/pc/league-of-legends/translation-reupload-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-semis-match/ https://thegammaproject.com/pc/league-of-legends/translation-reupload-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-semis-match/#respond Tue, 26 Oct 2021 08:31:47 +0000 https://thegammaproject.com/pc/league-of-legends/translation-reupload-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-semis-match/ 因为标题中的破坏者而重新上传…jeez…好的,今天进行了3-0。 第一场比赛:这感觉像是转折点。 如果GENG输了这一局,他们就会深陷...... Continue reading

The post [翻译] 重新上传。 LCK Caster Kangqui分析了GENG对C9的比赛,预测了半决赛。 appeared first on 今天的游戏.

]]>

Reuploading because of spoiler in title…jeez…


Okay, today went 3-0.

第一场比赛。

This feels like the turning point. If GENG lost this, they would have been in deep trouble. GENG showed their main weakness in this game, the constant hesitation. If they lost this, they would have been sweeped. The turning point was Smite. GENG won off winning every single Smite fight. Clid and Bdd did everything. Aatrox holding off 3 people at herald is actually impossible. The normal expectation for him is just to not die in lane, not dominate Yasuo from the getgo. Aatrox is really weak in the early game because his cooldowns are so long. I was really confused while watching the game.

Pickbans? I think C9 actually did pretty well. C9's comp was fine, they planned for Zven to lock down botlane and avoid skirmishes there while Nautilus roamed, which is a good strategy to shutdown Lulu. In an enchanter vs roaming support battle, having Ziggs to clear out the wave quickly feels like C9 won that part of pickbans. (C9's) Top and jungle picks were very smart as well, with Aerys Jarvan countering Kennen and Lee Sin beating Xin Zhao as well as having synergy with Yasuo. But the Aatrox pick was a real nice pick (for GENG), because C9's comp needed to get in close and thus GENG needed something to smash them when they did. But C9 banned some champions that satisfied that need like Renekton and Sett, and that's why GENG briefly hovered Vladimir, a known Yasuo-Gragas counter. Changing to Aatrox was okay.

So C9's original plan was to heavily camp top and force Kennen into a certain-death situation, but Bdd played so well that C9's jungle and mid couldn't go top. Kennen should have kept dying in lane, and Aatrox burnt TP to cover, but Bdd was just to good. Bdd and Clid just won this game by themselves – Bdd created the early game leads, and Clid negated any sort of C9 comeback lategame with his Smites. If Zven had taken Elder with his ult, C9 would have won. Elder has so much value to C9 because GENG's comp doesn't really use Elder buff that well since they don't have good engage and can't teamfight well, while C9 has tons of engage and love teamfights. If C9 got Elder, the game is over. Nautilus just hooks, Jarvan just whooshes in, and Ziggs throws down some skillshots, and the game ends. So the game's deciding point was Elder, and Clid + Bdd just 2v8'ed. If Bdd hadn't played as well as he did, top would have died 5 times. Even if GENG tried to save top, C9's comp would have streamrolled them. But Bdd prevented that from happening.

So the casters did say that just surviving in lane is okay, but if you actually just passively farm, your top dies. But Bdd didn't do that, he kept trading heavily with Perkz to prevent Perkz from roaming top in good condition. I also talked about how Aphelios is broken at 8 min herald, and today's match was another example. Aphelios is so broken – he can go to herald, but he doesn't need to go. Every ADC at worlds just preparing the red/white weapon setup at 8 minutes is now the norm. And that setup is also so good at getting lane prio. You can go up and contest herald, or just stay and farm plates.

So GENG's chronic gameplay problems appeared and I thought the game would be close, but they clinched off the W, so I was conflicted on whether they overcame their issues or not. I think we need to see the next series to be sure. Rascal's performance…I think both of GENG's top laners are both so-so, so either the players need to step up or the team needs to draft around them. When he vascilated between diving in or not, I think he's at the point where he doesn't trust his own judgement. We just have to wait for the player to regain confidence, it's a really difficult issue. So in this meta where Ornn can't be picked, as well as Goredrinker buffs and tank item nerfs means that tank tops can't appear easily. This makes the top lane super important, and I think it's part of why the West did so badly since the West likes to lock down top.

第二场比赛。

Okay, let's talk about Malphite. Malphite is a victim here imo. Malphite did all it could. I think C9 prepared well for this game. If you look at C9's comp, they pick Poppy, then lastpick Malphite and Sylas. But GENG picked Jhin, meaning they needed a DPS AP mage like Syndra or Orianna, but if you pick Orianna then GENG's comp lacks initiative and over-relies on Bdd. So Syndra was the only pick Bdd could take. Then Malphite and Poppy are super good into GENG's comp. Even looking at top, Malphite doesn't like skirmishes or early dives, but Graves has awful dive potential, so usually they'll handshake lane. But C9 probably didn't expect Perkz to die that quickly. At least not before the mids made their first TP back to lane. But Perkz died so fast, he needed to TP while Bdd saved his to roam top and kill Malphite. And that was the end of Malphite. Malphite did no wrong, it was a good pick. But Sylas died too fast. It's okay for Sylas to die, but he died too fast. Team composition-wise, Sylas could have died once or twice, but again, he died too fast.

What's important about dying too quickly is that even in Poppy vs Lee Sin, Lee Sin does get countered, but he has one turn advantage against Poppy. Perkz only needed to wait out that one turn, but he died… I think C9 prepared their draft really well. GENG's comp doesn't have enough damage to kill tanks. Graves is good at bursting dealers, Syndra can't use her skills on tanks or else she dies, and Jhin doesn't kill tanks well. In the rock-paper-scissors meta, DPS champions kill tanks, and tanks kill burst champions. But GENG didn't have enough DPS, so Malphite was a good pick. C9 prepared their draft really well, but what does it matter? Mid died too fast, and then the enemy mid went top and now your top died too. It's just a complete mid difference. Bdd created that kill by himself. Lee Sin was just like chearleading from the sidelines and got a lucky kill. So now he comes there again, "Hey, I heard this lane gives out free kills!" And Bdd's like "Yeah, hey you're back, here's another free kill!" Normally, that's not supposed to happen. Ganking with a non-targetting skill like Scatter the Weak is a recipe for wasting pathing and time. Yeah, it's great if you stun someone, but if you don't then the jungler loses out on pathing and camps while the counterpick Poppy scales. But Bdd hit his stuns every single time, then you have to go and gank. And Lee Sin got all the kills too!

So mid got dumpstered, but Fudge took the hit. Fudge rotted away, and the game was lost. If this game played out evenly…no not even that, if GENG had like a 6:4 advantage, they would have had a hard time due to draft difference. C9's comp has so much insane synergy. Look at GENG's comp, they have so many immobile champions. Against immobiles, you need a second, a third engage to kill them after wasting their flashes. Assume Leona baits out flash, then Malphite engages. If GENG times their flashes well to escape both Malphite and Leona, then Perkz with Rakan ult just jumps into them and kills everyone. C9's draft was so slick and clean. And when C9 jumps in, Rakan and Lee Sin can't do anything because of Poppy. Jhin is just reloading, and even if he hits something, the front line is Leona Poppy Malphite. He can't kill anyone. The teamfighting difference was just huge. But….GG…just GG.

第三场比赛。

So C9 now realize here, "ah, Perkz is having a bad time against Bdd". So they improve their draft. Since it seems that Perkz can't stand his ground with a losing matchup, they give him a winning one. C9 takes Syndra quickly, and for top, Graves that does well against Renekton in all stages of the game. Graves outscales Renekton and is pretty tanky as well. He's essentially Malphite with a shotgun. And the enemy's top/jungle is AD? Sweeeet. Graves is a great pick. Jarvan was picked because GENG's comp can't melt down tanks. It's a reasonable pick. Syndra vs Zoe is sort of 50/50 or maybe Lee Sin + Zoe is slightly better. Leona Miss Fortune vs Jhin Rakan? Leona and Miss Fortune both have higher highs and better lows. So that's the lane comparison, except for a slight advantage in mid/jungle for GENG, C9 are better. But Blaber made a great play and took out Zoe's flash. That's a victory call right there for C9. There's no volatility now, all lanes are winning. Whether you look at the 1v1s or the 5v5s, GENG can't kill tanks. They're all burst skill champions, autoattacks are meaningless. But you can't nuke a Graves, you can't nuke a Jarvan, you can't nuke a Leona.

However, whenever you play with other people like doing raids, it seems like you're fighting against one big boss monster, but you're actually fighting against your teammates. This has been proven throughout history. It's like a team project. So C9's coaching staff were really smart in the sense they put two leashes on Perkz. "Hey, Perkz is kinda overaggressing today, let's give him something without mobility". It's hard to overextend and throw with Syndra. At the same time, they took lane prio into consideration. I applaud their strategy. But ah….if you watch LCS you probably know this, but "Big Game Zven Mode" isn't a good thing. Historically, Zven is a dude who has made really weird mistakes in big games. Before I saw those, I rated Zven highly, and Reapered did too. Zven plays well during the regular season, he's solid and he has a wide champion pool. He's a well-rounded player. But during the recent 2~3 years, he's shown he's weak in important games. GENG did well to make a comeback, they found good fights and Lee Sin had some great kicks, but as many people mentioned, getting kicked by a Lee Sin without flash while holding flash, heal, and Galeforce makes no sense, it can't happen at a pro level.

So Clid and Bdd 2v8'ed this game too. Actually Clid did most of the work since Bdd was dumpstered on Zoe. But Bdd created windows of opportunity. Clid's kicks were great, but at the teamfight for fourth drake, C9 abandoned their lanes to group around the drake pit. Normally, the team with the advantage can push their lanes and then group up. So what does this imply? "That Smite is fucking annoying, we're gonna get our drake stolen if we don't prepare well". But this is so weird, because the enemy has Zoe and Jhin, both long-range champions, and if you don't push lane, then you're just hemmed in inside the pit. C9 should have pushed lanes and forced GENG to spread themselves thin, but over-emphasizing drake just made C9 imprison themselves inside the pick. Then since there's a big fat target, Jhin and Zoe start poking, C9 starts sleeping, and get kicked. C9 were too afraid of Clid, and so they lost and GENG won.

结论。

GENG's series MVP is Clid and Bdd. Clid's crazy Smites and the return of his surgical plays. Bdd needs no further elaboration. A hidden facilitator would be Ruler's solid play. These 3 played really well and created a lot of opportunities. Now for the good news for C9, Fudge and Blaber are young players. They have several years ahead of them. If you get a good import for ADC, maybe things can change. But it's difficult because Zven is a good ADC within the LCS, so it's a complicated issue. Zven is a pretty good ADC in the LCS, and seeing that they went to quarters and didn't look totally broken, I think the players are somewhat satisfied with their results. It wasn't a total failure for C9, they did find some success.

GENG对EDG。

Rascal was underwhelming, but ironically, EDG might be the best matchup for them because EDG's top is underwhelming too. Since Fudge, arguably the best top laner in the upper bracket is now eliminated, it's time to fight for the king of the upper bracket. Flandre's play is unpredictable. He's not a bad laner, he was really good back in the way. So he's not bad. But he's always dead in weird positions. "Uh why are you lying dead here?" If you keep this up, you lose the game! But since his opponent isn't Xiaohu and Rascal isn't at his best, Flandre can keep his cool and focus on his scaling, and maybe not die. Looking at the bot lane, EDG and GENG are really similar. Both play hard for lane, as the meta dictates. Being solid is much better than looking for outplays now.

In the end, the fight between mid/jungle will be important. I think Bdd can still do everything. Scout wasn't that hot in his last series. Yeah…it's difficult…GENG vs EDG? There's a lot of variables at play here. Top seems important, but if we set Flandre as slightly ahead, and GENG look slightly better in mid/jungle… I think Scout's form will be the deciding factor. If Mr. Scout plays like he did in quarters, EDG will lose, but if he plays better, EDG will win. There's nothing to say about Bdd, because Bdd playing well is like the bare minimum. Bdd is always good, there's no variable here. So the other midlaner's play will decide the series.

GENG'的游戏风格。

GENG did win and move on, but uh…it's difficult. If you look at how GENG wins, it's just "Mr. Bdd, we came this far, what can I say? You have to do everything". Look at Game 3's draft, GENG's comp has no win condition other than Zoe doing everything. Just like Kuro said on the analyst desk, GENG has no plan except for Zoe Lee Sin popping off. "What can I say? Bdd you have to do everything!" This isn't going to work forever, but GENG did keep winning with this strategy, and trying to change it might turn them into HLE. HLE tried to play through top during LCK Summer and failed, then returned to playing through bot. If HLE didn't revert their style, they wouldn't have gotten to quarters. Obviously they then bombed out, but the team difference was too big. So it's a really difficult situation, changing their style is bad but keeping it is bad too. So what can we say, Bdd has to do everything.

I will respect GENG for both playing through mid/jungle or changing their playstyle. Because they've kept winning. I respect them for that.

DK and T1? Both teams really didn't struggle throughout their Worlds run. But T1 played a lot of Aphelios. They played 7 games of Aphelios and it's a really good pick. But now teams have realized that Aphelios is broken, so T1 probably isn't going to be able to play Aphelios. Then I don't know what sort of strategy T1 will pick now. Aphelios spamming Crescendum at 8 min is so fucking broken, like other teams will go through shenanigens to pick up Herald but Aphelios goes "lol wut I have white gun". I'll do my semis predictions if I have the time later.


"Mr. Bdd, we came this far…" is used in replacement for "보성아…우야노..여까지 왔는데…", which is a paraphrase of a memorable baseball quote regarding the Lotte Giants star pitcher Dong-won Choi, who famously replied with "Okay, let's do this" and went on to pitch 4 games of the Bo7 finals.>

Source: 原文链接


The post [翻译] 重新上传。 LCK Caster Kangqui分析了GENG对C9的比赛,预测了半决赛。 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/pc/league-of-legends/translation-reupload-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-semis-match/feed/ 0
在任天堂历史上的这一天。 大金刚》;《奇迹》。 Mōhitotsu no Takarajima; Dokodemo Taikyoku: Yakuman Advance; Pikmin; Otona no Joushikiryoku Training DS https://thegammaproject.com/gamingnews/on-this-day-in-nintendo-history-donkey-kong-junior-marvelous-mohitotsu-no-takarajima-dokodemo-taikyoku-yakuman-advance-pikmin-otona-no-joushikiryoku-training-ds-2/ https://thegammaproject.com/gamingnews/on-this-day-in-nintendo-history-donkey-kong-junior-marvelous-mohitotsu-no-takarajima-dokodemo-taikyoku-yakuman-advance-pikmin-otona-no-joushikiryoku-training-ds-2/#respond Tue, 26 Oct 2021 07:07:09 +0000 https://thegammaproject.com/gamingnews/on-this-day-in-nintendo-history-donkey-kong-junior-marvelous-mohitotsu-no-takarajima-dokodemo-taikyoku-yakuman-advance-pikmin-otona-no-joushikiryoku-training-ds-2/ 在任天堂历史上的这一天(10月26日)…大金刚少年于1982年在日本发布了游戏&手表新宽屏。 在这个动作... Continue reading

The post 在任天堂历史上的这一天。 大金刚》;《奇迹》。 Mōhitotsu no Takarajima; Dokodemo Taikyoku: Yakuman Advance; Pikmin; Otona no Joushikiryoku Training DS appeared first on 今天的游戏.

]]>

在任天堂历史上的这一天(10月26日)…。

  • 少年大金刚 于1982年在日本为Game & Watch New Wide Screen发行。 在这个动作游戏中,由 Nintendo R&D1马里奥抓住了大金刚,他的儿子小金刚要在丛林中奔跑,收集马里奥的钥匙并释放他的父亲。 小金刚必须通过跳跃和抓住藤蔓来躲避Snapjaws,因为他在舞台上移动。 一旦他到达顶部,把握好跳跃的时机,抓住藤蔓上摆动的钥匙。 然后,关卡将重新开始,大金刚的部分笼子将被移除。

  • 奇妙的。 高原岛》(Mōhitotsu no Takarajima)。 于1996年在日本的Super Famicom上发布。 在这个动作/冒险/角色扮演游戏中,由以下公司开发 Nintendo R&D2许多年前,当海洋被海盗统治的时候,马弗里克船长是他们中最坏的一个。 据说他在一个布满陷阱和谜题的岛上留下了惊人的宝藏。 海盗的时代结束了。 现在,三个男孩,迪翁、马克斯和杰克,在一个岛上露营。

  • Dokodemo Taikyoku: Yakuman Advance 于2001年在日本为Game Boy Advance发布。 在这款麻将游戏中,开发者是 Nd Cube选择一个角色并面对最多三个额外的玩家。 从图片或数字牌中抽出牌,并丢弃不需要的牌,组成一张胜利的牌。 拥有获胜牌的玩家("Yaku")就是赢家。 该游戏包括一个深入的教程,以及在游戏过程中随时呼叫帮助的能力。

  • 皮克敏 于2001年在日本为任天堂GameCube发行。 在这个实时战略/益智游戏中,由以下公司开发 Nintendo EAD游戏中,玩家控制着一个名为Olimar船长的太空人,他坠落在一个不寻常的星球上。 游戏的目标是帮助Olimar收集他的船只丢失的零件,这些零件散落在这个星球上。 对奥利马船长来说,幸运的是,这个星球上居住着奇怪的小生物,称为Pikmin。 Pikmin是类似植物的生命形式,有三种不同的颜色,分别是红色、黄色和蓝色。

  • 奥托纳之行》培训DS 于2006年在日本为任天堂DS发布。 在这个教育游戏中,由 HAL Laboratory这是一个测试你在限定时间内解决日常问题的能力。 你会被提出一系列问题,你必须尽可能快地解决这些问题。 你要接受礼节、社会、智力、交通、艺术和音乐方面的测试。 完成测试后,你会根据你的表现得到一个分数。 你每天只能得分一次,但你可以尽情地练习测试。

你对这些游戏最喜欢的记忆是什么? 你认为它们今天的表现如何? 请在评论中畅所欲言。

(我是一个机器人。 我认为我发布的是历史上这一天的任天堂事件,但如果我犯了一个错误或遗漏,请留下评论,标记为 /u/KetchupTheDuck).

Source: 原文链接


The post 在任天堂历史上的这一天。 大金刚》;《奇迹》。 Mōhitotsu no Takarajima; Dokodemo Taikyoku: Yakuman Advance; Pikmin; Otona no Joushikiryoku Training DS appeared first on 今天的游戏.

]]>
https://thegammaproject.com/gamingnews/on-this-day-in-nintendo-history-donkey-kong-junior-marvelous-mohitotsu-no-takarajima-dokodemo-taikyoku-yakuman-advance-pikmin-otona-no-joushikiryoku-training-ds-2/feed/ 0
[翻译] LCK Caster Kangqui分析GENG对C9,预测GENG对EDG。 https://thegammaproject.com/pc/league-of-legends/translation-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-geng-vs-edg/ https://thegammaproject.com/pc/league-of-legends/translation-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-geng-vs-edg/#respond Tue, 26 Oct 2021 04:26:33 +0000 https://thegammaproject.com/pc/league-of-legends/translation-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-geng-vs-edg/ 好吧,今天打了3-0。 ​ 第一场比赛:这感觉是转折点。 如果GENG输了这一局,他们就会深陷困境。 GENG展示了他们的主... Continue reading

The post [翻译] LCK Caster Kangqui分析GENG对C9,预测GENG对EDG。 appeared first on 今天的游戏.

]]>


Okay, today went 3-0.

第一场比赛。

This feels like the turning point. If GENG lost this, they would have been in deep trouble. GENG showed their main weakness in this game, the constant hesitation. If they lost this, they would have been sweeped. The turning point was Smite. GENG won off winning every single Smite fight. Clid and Bdd did everything. Aatrox holding off 3 people at herald is actually impossible. The normal expectation for him is just to not die in lane, not dominate Yasuo from the getgo. Aatrox is really weak in the early game because his cooldowns are so long. I was really confused while watching the game.

Pickbans? I think C9 actually did pretty well. C9's comp was fine, they planned for Zven to lock down botlane and avoid skirmishes there while Nautilus roamed, which is a good strategy to shutdown Lulu. In an enchanter vs roaming support battle, having Ziggs to clear out the wave quickly feels like C9 won that part of pickbans. (C9's) Top and jungle picks were very smart as well, with Aerys Jarvan countering Kennen and Lee Sin beating Xin Zhao as well as having synergy with Yasuo. But the Aatrox pick was a real nice pick (for GENG), because C9's comp needed to get in close and thus GENG needed something to smash them when they did. But C9 banned some champions that satisfied that need like Renekton and Sett, and that's why GENG briefly hovered Vladimir, a known Yasuo-Gragas counter. Changing to Aatrox was okay.

So C9's original plan was to heavily camp top and force Kennen into a certain-death situation, but Bdd played so well that C9's jungle and mid couldn't go top. Kennen should have kept dying in lane, and Aatrox burnt TP to cover, but Bdd was just to good. Bdd and Clid just won this game by themselves – Bdd created the early game leads, and Clid negated any sort of C9 comeback lategame with his Smites. If Zven had taken Elder with his ult, C9 would have won. Elder has so much value to C9 because GENG's comp doesn't really use Elder buff that well since they don't have good engage and can't teamfight well, while C9 has tons of engage and love teamfights. If C9 got Elder, the game is over. Nautilus just hooks, Jarvan just whooshes in, and Ziggs throws down some skillshots, and the game ends. So the game's deciding point was Elder, and Clid + Bdd just 2v8'ed. If Bdd hadn't played as well as he did, top would have died 5 times. Even if GENG tried to save top, C9's comp would have streamrolled them. But Bdd prevented that from happening.

So the casters did say that just surviving in lane is okay, but if you actually just passively farm, your top dies. But Bdd didn't do that, he kept trading heavily with Perkz to prevent Perkz from roaming top in good condition. I also talked about how Aphelios is broken at 8 min herald, and today's match was another example. Aphelios is so broken – he can go to herald, but he doesn't need to go. Every ADC at worlds just preparing the red/white weapon setup at 8 minutes is now the norm. And that setup is also so good at getting lane prio. You can go up and contest herald, or just stay and farm plates.

So GENG's chronic gameplay problems appeared and I thought the game would be close, but they clinched off the W, so I was conflicted on whether they overcame their issues or not. I think we need to see the next series to be sure. Rascal's performance…I think both of GENG's top laners are both so-so, so either the players need to step up or the team needs to draft around them. When he vascilated between diving in or not, I think he's at the point where he doesn't trust his own judgement. We just have to wait for the player to regain confidence, it's a really difficult issue. So in this meta where Ornn can't be picked, as well as Goredrinker buffs and tank item nerfs means that tank tops can't appear easily. This makes the top lane super important, and I think it's part of why the West did so badly since the West likes to lock down top.

第二场比赛。

Okay, let's talk about Malphite. Malphite is a victim here imo. Malphite did all it could. I think C9 prepared well for this game. If you look at C9's comp, they pick Poppy, then lastpick Malphite and Sylas. But GENG picked Jhin, meaning they needed a DPS AP mage like Syndra or Orianna, but if you pick Orianna then GENG's comp lacks initiative and over-relies on Bdd. So Syndra was the only pick Bdd could take. Then Malphite and Poppy are super good into GENG's comp. Even looking at top, Malphite doesn't like skirmishes or early dives, but Graves has awful dive potential, so usually they'll handshake lane. But C9 probably didn't expect Perkz to die that quickly. At least not before the mids made their first TP back to lane. But Perkz died so fast, he needed to TP while Bdd saved his to roam top and kill Malphite. And that was the end of Malphite. Malphite did no wrong, it was a good pick. But Sylas died too fast. It's okay for Sylas to die, but he died too fast. Team composition-wise, Sylas could have died once or twice, but again, he died too fast.

What's important about dying too quickly is that even in Poppy vs Lee Sin, Lee Sin does get countered, but he has one turn advantage against Poppy. Perkz only needed to wait out that one turn, but he died… I think C9 prepared their draft really well. GENG's comp doesn't have enough damage to kill tanks. Graves is good at bursting dealers, Syndra can't use her skills on tanks or else she dies, and Jhin doesn't kill tanks well. In the rock-paper-scissors meta, DPS champions kill tanks, and tanks kill burst champions. But GENG didn't have enough DPS, so Malphite was a good pick. C9 prepared their draft really well, but what does it matter? Mid died too fast, and then the enemy mid went top and now your top died too. It's just a complete mid difference. Bdd created that kill by himself. Lee Sin was just like chearleading from the sidelines and got a lucky kill. So now he comes there again, "Hey, I heard this lane gives out free kills!" And Bdd's like "Yeah, hey you're back, here's another free kill!" Normally, that's not supposed to happen. Ganking with a non-targetting skill like Scatter the Weak is a recipe for wasting pathing and time. Yeah, it's great if you stun someone, but if you don't then the jungler loses out on pathing and camps while the counterpick Poppy scales. But Bdd hit his stuns every single time, then you have to go and gank. And Lee Sin got all the kills too!

So mid got dumpstered, but Fudge took the hit. Fudge rotted away, and the game was lost. If this game played out evenly…no not even that, if GENG had like a 6:4 advantage, they would have had a hard time due to draft difference. C9's comp has so much insane synergy. Look at GENG's comp, they have so many immobile champions. Against immobiles, you need a second, a third engage to kill them after wasting their flashes. Assume Leona baits out flash, then Malphite engages. If GENG times their flashes well to escape both Malphite and Leona, then Perkz with Rakan ult just jumps into them and kills everyone. C9's draft was so slick and clean. And when C9 jumps in, Rakan and Lee Sin can't do anything because of Poppy. Jhin is just reloading, and even if he hits something, the front line is Leona Poppy Malphite. He can't kill anyone. The teamfighting difference was just huge. But….GG…just GG.

第三场比赛。

So C9 now realize here, "ah, Perkz is having a bad time against Bdd". So they improve their draft. Since it seems that Perkz can't stand his ground with a losing matchup, they give him a winning one. C9 takes Syndra quickly, and for top, Graves that does well against Renekton in all stages of the game. Graves outscales Renekton and is pretty tanky as well. He's essentially Malphite with a shotgun. And the enemy's top/jungle is AD? Sweeeet. Graves is a great pick. Jarvan was picked because GENG's comp can't melt down tanks. It's a reasonable pick. Syndra vs Zoe is sort of 50/50 or maybe Lee Sin + Zoe is slightly better. Leona Miss Fortune vs Jhin Rakan? Leona and Miss Fortune both have higher highs and better lows. So that's the lane comparison, except for a slight advantage in mid/jungle for GENG, C9 are better. But Blaber made a great play and took out Zoe's flash. That's a victory call right there for C9. There's no volatility now, all lanes are winning. Whether you look at the 1v1s or the 5v5s, GENG can't kill tanks. They're all burst skill champions, autoattacks are meaningless. But you can't nuke a Graves, you can't nuke a Jarvan, you can't nuke a Leona.

However, whenever you play with other people like doing raids, it seems like you're fighting against one big boss monster, but you're actually fighting against your teammates. This has been proven throughout history. It's like a team project. So C9's coaching staff were really smart in the sense they put two leashes on Perkz. "Hey, Perkz is kinda overaggressing today, let's give him something without mobility". It's hard to overextend and throw with Syndra. At the same time, they took lane prio into consideration. I applaud their strategy. But ah….if you watch LCS you probably know this, but "Big Game Zven Mode" isn't a good thing. Historically, Zven is a dude who has made really weird mistakes in big games. Before I saw those, I rated Zven highly, and Reapered did too. Zven plays well during the regular season, he's solid and he has a wide champion pool. He's a well-rounded player. But during the recent 2~3 years, he's shown he's weak in important games. GENG did well to make a comeback, they found good fights and Lee Sin had some great kicks, but as many people mentioned, getting kicked by a Lee Sin without flash while holding flash, heal, and Galeforce makes no sense, it can't happen at a pro level.

So Clid and Bdd 2v8'ed this game too. Actually Clid did most of the work since Bdd was dumpstered on Zoe. But Bdd created windows of opportunity. Clid's kicks were great, but at the teamfight for fourth drake, C9 abandoned their lanes to group around the drake pit. Normally, the team with the advantage can push their lanes and then group up. So what does this imply? "That Smite is fucking annoying, we're gonna get our drake stolen if we don't prepare well". But this is so weird, because the enemy has Zoe and Jhin, both long-range champions, and if you don't push lane, then you're just hemmed in inside the pit. C9 should have pushed lanes and forced GENG to spread themselves thin, but over-emphasizing drake just made C9 imprison themselves inside the pick. Then since there's a big fat target, Jhin and Zoe start poking, C9 starts sleeping, and get kicked. C9 were too afraid of Clid, and so they lost and GENG won.

结论。

GENG's series MVP is Clid and Bdd. Clid's crazy Smites and the return of his surgical plays. Bdd needs no further elaboration. A hidden facilitator would be Ruler's solid play. These 3 played really well and created a lot of opportunities. Now for the good news for C9, Fudge and Blaber are young players. They have several years ahead of them. If you get a good import for ADC, maybe things can change. But it's difficult because Zven is a good ADC within the LCS, so it's a complicated issue. Zven is a pretty good ADC in the LCS, and seeing that they went to quarters and didn't look totally broken, I think the players are somewhat satisfied with their results. It wasn't a total failure for C9, they did find some success.

GENG对EDG。

Rascal was underwhelming, but ironically, EDG might be the best matchup for them because EDG's top is underwhelming too. Since Fudge, arguably the best top laner in the upper bracket is now eliminated, it's time to fight for the king of the upper bracket. Flandre's play is unpredictable. He's not a bad laner, he was really good back in the way. So he's not bad. But he's always dead in weird positions. "Uh why are you lying dead here?" If you keep this up, you lose the game! But since his opponent isn't Xiaohu and Rascal isn't at his best, Flandre can keep his cool and focus on his scaling, and maybe not die. Looking at the bot lane, EDG and GENG are really similar. Both play hard for lane, as the meta dictates. Being solid is much better than looking for outplays now.

In the end, the fight between mid/jungle will be important. I think Bdd can still do everything. Scout wasn't that hot in his last series. Yeah…it's difficult…GENG vs EDG? There's a lot of variables at play here. Top seems important, but if we set Flandre as slightly ahead, and GENG look slightly better in mid/jungle… I think Scout's form will be the deciding factor. If Mr. Scout plays like he did in quarters, EDG will lose, but if he plays better, EDG will win. There's nothing to say about Bdd, because Bdd playing well is like the bare minimum. Bdd is always good, there's no variable here. So the other midlaner's play will decide the series.

GENG'的游戏风格。

GENG did win and move on, but uh…it's difficult. If you look at how GENG wins, it's just "Mr. Bdd, we came this far, what can I say? You have to do everything". Look at Game 3's draft, GENG's comp has no win condition other than Zoe doing everything. Just like Kuro said on the analyst desk, GENG has no plan except for Zoe Lee Sin popping off. "What can I say? Bdd you have to do everything!" This isn't going to work forever, but GENG did keep winning with this strategy, and trying to change it might turn them into HLE. HLE tried to play through top during LCK Summer and failed, then returned to playing through bot. If HLE didn't revert their style, they wouldn't have gotten to quarters. Obviously they then bombed out, but the team difference was too big. So it's a really difficult situation, changing their style is bad but keeping it is bad too. So what can we say, Bdd has to do everything.

I will respect GENG for both playing through mid/jungle or changing their playstyle. Because they've kept winning. I respect them for that.

DK and T1? Both teams really didn't struggle throughout their Worlds run. But T1 played a lot of Aphelios. They played 7 games of Aphelios and it's a really good pick. But now teams have realized that Aphelios is broken, so T1 probably isn't going to be able to play Aphelios. Then I don't know what sort of strategy T1 will pick now. Aphelios spamming Crescendum at 8 min is so fucking broken, like other teams will go through shenanigens to pick up Herald but Aphelios goes "lol wut I have white gun". I'll do my semis predictions if I have the time later.


"Mr. Bdd, we came this far…" is used in replacement for "보성아…우야노..여까지 왔는데…", which is a paraphrase of a memorable baseball quote regarding the Lotte Giants star pitcher Dong-won Choi, who famously replied with "Okay, let's do this" and went on to pitch 4 games of the Bo7 finals.>

Source: 原文链接


The post [翻译] LCK Caster Kangqui分析GENG对C9,预测GENG对EDG。 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/pc/league-of-legends/translation-lck-caster-kangqui-analyzes-geng-vs-c9-predicts-geng-vs-edg/feed/ 0
我希望看到的哈罗的一些变化 https://thegammaproject.com/pc/warframe/some-changes-for-harrow-that-i-would-like-to-see/ https://thegammaproject.com/pc/warframe/some-changes-for-harrow-that-i-would-like-to-see/#respond Tue, 26 Oct 2021 03:23:59 +0000 https://thegammaproject.com/pc/warframe/some-changes-for-harrow-that-i-would-like-to-see/ 由于游戏中最好的框架哈罗(除非你是异教徒,否则这一点绝对不容争辩)很快就会得到他的主要变体,... Continue reading

The post 我希望看到的哈罗的一些变化 appeared first on 今天的游戏.

]]>

Since the best frame in game Harrow ( and this is definitely not up to debate unless you are a heretic ) will get his prime variant soon, I would like to suggest some small changes to ~~cleanse the sentient filth more efficently~~ make the gameplay smoother for him.

  1. 技能**谴责**。 这个技能目前是希尔德林的掠夺的劣质版本。 掠夺虽然不会使敌人眩晕,但却能减少相当数量的护甲,并覆盖一定的半径,而且还能使她在短时间内处于无敌状态。 因此,我认为 "谴责 "应该有一定的角度(大约在30到40之间),以覆盖更多的敌人。 这个角度可以用范围模型来增加,但我认为它不应该超过40度。 我的另一个建议是让这个技能可以用于生存。 谴责现在会给哈罗减少伤害(与力量成比例,但不能超过50%),取决于他用谴责击晕的敌人。 每次使用时,只能对3种不同类型的伤害激活减伤。 这将在每次使用技能时重置。 我这样建议是因为在高等级时哈罗将很难生存。 当然,他可以给盾牌充能,但这在高等级下是不够的,比如钢铁之路。
  2. 技能**勇气**。 我个人喜欢这个技能,但它缺乏与其他技能的协同作用。 为了解决这个问题,我建议与 "谴责 "形成协同效应。 当敌人被谴责击晕并被队友杀死时,队友应该恢复其最大生命值的%1.5。 这样,哈罗仍将进行实际治疗,但队友也能维持自己的生命。 另外,当这个技能被激活时,它的最大50%的效果(如火速和重装速度)应该与队友共享。这个百分比可以随着强度的增加而增加,但不能超过50。
  3. 技能**硫磺的**。 这是一个很好的技能,可以通过激进的打法获得能量,但它有一些问题。 首先,当你和核弹手一起游戏时,它变得有些无用,因为你无法获得足够的杀戮来支持你的团队。 有一些建议是将这个技能的效果与其他队友分享,但对于核弹手来说,这简直是一种破坏。 为了解决这个问题,我们可以在 "谴责 "和 "诅咒 "之间建立一个协同作用。 被 "谴责 "击晕的敌人在被队友杀死后,会将(1/5的充能收益)+(0.2*每10力量)返还给队友。 Thurible也需要更快充能(当然能量消耗也更快),以使哈罗的游戏更快。 但我们也可以添加一个新的效果来鼓励更长时间的充电。 当哈罗第三次冲锋时,他将创造一个小圆圈,随着他的冲锋而变大。 圆圈内的敌人将被减速最多30%,他们的护甲将每秒减少2%+(0.1*每15个能力强度)。 在冲锋过程中,哈罗受到的伤害会减少30%,所以他不会在冲锋过程中死亡。
  4. 技能**约**: 增加关键机会和在战斗中喘息的好方法。 我的建议是,当使用这个技能时,哈罗应该在无敌期间将20-25米半径内的所有敌人的攻击力转移到自己身上。 这将使他能够更有效地建立他的关键机会,并给你的队友一些时间来呼吸。 当无敌期结束时,20-25米范围内的每个敌人都应该被蒙蔽/锁住2秒,以便哈罗在需要时重新定位。

These are all of my suggestions. Feel free to share your opinion in the comments. I promise I wont declare you a heretic if you disagree.

Source: 原文链接


The post 我希望看到的哈罗的一些变化 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/pc/warframe/some-changes-for-harrow-that-i-would-like-to-see/feed/ 0
游戏性循环、生活质量和货币化的现状 https://thegammaproject.com/ps4/destiny-2/current-state-of-the-gameplay-loop-quality-of-life-and-monetization/ https://thegammaproject.com/ps4/destiny-2/current-state-of-the-gameplay-loop-quality-of-life-and-monetization/#respond Tue, 26 Oct 2021 01:33:13 +0000 https://thegammaproject.com/ps4/destiny-2/current-state-of-the-gameplay-loop-quality-of-life-and-monetization/ 我喜欢《命运》系列游戏,但绝对厌恶Bungie的生活质量问题、商业惯例、游戏循环和总体优先事项。 核心游戏绝对是非常棒的... Continue reading

The post 游戏性循环、生活质量和货币化的现状 appeared first on 今天的游戏.

]]>

I love the Destiny franchise but absolutely loathe the quality of life issues, business practices, gameplay loop, and general priorities of Bungie. The core games are absolutely fantastic and easily make my all-time favorite list. I invested well over 1000 hours on Destiny 1 and I’ve easily matched that in Destiny 2.

When you enjoy something it is only natural to develop some strong and valid criticisms of it over time. This post focuses almost entirely on three things: Quality of Life (QoL) features, Gameplay Loop, and the Monetization of the game. I believe these three aspects are in the most dire need of being addressed in the immediate future; ideally before Witch Queen. While some things might touch on day-to-day gameplay balance elements, they are only tangentially related.

My primary motivation for making this post is what I believe to be extremely anti-consumer practices of Bungie, as well as the strong desire to attract, grow, and retain the playerbase for years to come.

Due to the sheer length of this post I have broken the three categories up in a way that can be quickly jumped to. Each main issue can be found in separate sections as well. They are as follows (CTRL+F to jump to certain topic):

游戏循环

  • 鸭舌帽,鸭舌帽,鸭舌帽
  • 进入的障碍。 时间和缺乏控制 (RNG)
  • 收集的缺点
  • 亲属关系。 成本太高,要求严格
  • 害怕错过(FOMO)

生活质量

  • 保险库空间不足
  • 收集的缺点
  • 没有游戏中的搜索功能、"收藏夹"、负载或强大的过滤器;完全依赖第三方工具
  • 语音聊天。 选择加入与选择退出

货币化和商业模式

  • 在一个反消费者的独立DLC中设置付费游戏功能
  • 进入的障碍。 成本
  • 删除付费内容
  • 创造一个问题来销售解决方案
  • 名义上的 "免费游戏"

 游戏循环 

鸭舌帽,鸭舌帽,鸭舌帽

The number of currency and item caps in the game is truly out of control. Wildly enough, none of these currencies even indicate that there is a cap until you reach it, potentially resulting in hours and hours inadvertently wasted without any realization. There are caps on just about every really meaningful currency and inventory item in the game. Below is a brief list of a few noteworthy ones:

  • 天体碎片 (10)
  • 强化棱镜 (50)
  • 升级模块(25)。
  • 异国情调的密码 (1)
  • 视差弹道 (3000)
  • 光谱页 (75)
  • 微光 (250k)
  • 合成纤维(共15个,每季10个)。
  • 英格拉姆 (10)

This intentionally hinders progress and forces players to a) potentially waste said currency on a non-optimal thing, and/or b) miss future drops by being over the cap.

There are ways to creatively circumvent some of these caps by forcing them to the postmaster, yet not every item or currency is capable of diverting to it. While others simply restart their cap upon reaching the postmastmaster, effectively creating a new “true” cap for a given character. The simple fact that such a method has become a necessity for players is a direct result of Bungie’s heavy handed use of capping everything, in an effort to artificially prolong the grind of the game.

Worse yet, for items that they do not cap it is not uncommon for them to simply render them obsolete. Upon returning to the game I had tens of thousands of materials and tokens that were outright discarded. Not exchanged for a depreciated value, but LITERALLY deleted because they had no use. Resetting currency values from season to season is as old a strategy as online gaming itself. It is done for many reasons, primarily in order to prevent trivializing newly released content and stave off hoarding. However, making that time investment absolutely meaningless is just a cruel thing to do and scares players into making potentially hasty and regretful decisions. Purely out of fear that all of their time and effort could be for naught.

The caps on certain things are logical extensions of Bungie’s attempt to time gate or protect replayability. But the vast majority of them are superfluous. The caps should always realistically reflect the amount needed to actively play the game, without feeling smothered by arbitrary caps. When there are multiple caps associated with a single action (Kiosks, Masterworking, etc.) things quickly snowball beyond what should be tolerated by the community.


进入的障碍。 时间和缺乏控制 (RNG)

新人和老玩家所需的总时间投入与其他GaaS不成比例,令人不齿。 没有合理的追赶机制来实现广泛的功能,如模组、外挂、催化剂和原始物品的积累。 时间门、RNG、巨大的资源成本和日落的组合,对新玩家,甚至是一些回归的玩家来说,感觉就像一个西西弗的任务--取决于最初的时间投资和中断的时间长度。

当你的角色的力量和多功能性明确地与你无法控制的东西(如mods)联系在一起,导致可能是一个长达一年的RNG等待游戏,它甚至可以成为令人生畏的麻烦。 有无MOD可以感觉到在许多任务中成功和失败之间的区别。 如果你知道你的建造可以是 "理想的 "或 "最佳的",只要你有一个特定的mod--但却没有,并且没有办法实际补救--是挫折的顶峰。 即使是那些在他们的角色上花了几百个小时的玩家。 更不用说一个从头开始的人了。

有无数的游戏,你可以落后十年或更多,但在一个可接受的时间内,在真正重要的方面合理地赶上了老玩家。 如果不是这样的话,老牌的MMO游戏要想让新玩家投入到游戏中来,将会有一段地狱般的时间。 同时也要吸引失效的玩家回来。 例如:当玩家在许多游戏中开始新的扩展时,几乎就像有一个硬重置。 每个人都在一个平等的竞争环境中,向前的时间投资决定了你的力量差异和分离。 这适用于零小时或一万小时的人。

当然也有一些游戏不这样做,比如《战地》。 然而,在该游戏以及其他许多同类型的游戏中,都有办法快速推进进度。 在《命运2》中,没有办法加快一周的时间门槛(还没有),没有办法消除MOD掉落的RNG,没有办法消除非常老的催化剂的RNG,也没有办法在RNG之外从Xur的有限选择中获得大部分的老物品套装。


Affinities: Too High of Costs and Stringent Requirements

The affinity system is needlessly strict, prohibitively costly, and lacks a good deal of versatility. It also exacerbates the ever present inventory battle that we have faced for what seems like forever. As if the mod system itself wasn’t a high enough bar to overcome, the inclusion of affinities and their interconnected nature makes for a perfect storm of mechanical myopia.

Locking specific mods to certain affinities would be excusable were it not for the high costs of changing said affinity. If Bungie would like certain play styles to be associated with X or Y affinity that is fine. From a lore perspective and overarching systems, it actually is fantastic. Sadly the implementation and execution of the mechanic is confusing, unversatile, and horrendously overpriced.

The cost for changing affinities on items should either be very cheap and painless, or outright free. It can take hundreds of hours to complete a good build, only to be confined to a specific affinity for that set. The amount of materials it takes to simply Masterwork a full set of items is high enough to limit the quantity of sets for a player. Compounded with the need to match specific affinities for certain activities and exotics, you are left with a never ending cycle of affinity swapping.

For the small group of players that have multiple perfect Masterworked sets, every exotic, and nothing to spend currency on outside of affinity swapping, that’s not a big deal. But the vast majority of players will never reach that lofty milestone, or come even remotely close to it. Masterworking one full set on each class is a high enough bar for even a seasoned player as is. I know many people that struggle to even get one set done, let alone multiple and several exotics.

There are many palatable solutions to the affinity problem that get tossed around. Such as:

  • 对大师级的物品免费,这仍然创造了一个需要克服的障碍,但对时间和资源投资的回报。
  • 足够便宜,不至于直截了当地避开更多的时间
  • 免费,但在一定数量的变化之后,有某种合理的冷却时间或限制。
  • 直截了当的自由,以促进创造力和有意义的玩家选择
  • 完全取消亲和力要求

害怕错过(FOMO)

说实话,这个话题也符合货币化和QoL的范畴,但它对玩家的日常游戏方面的影响要大得多。 到目前为止。

Bungie采用了FOMO的概念,并将其应用于游戏的每个方面。 很难想象有什么东西没有被这个前提所触动,而不是没有。 感觉就像这是他们的口头禅;是他们整个游戏设计的驱动力,渗透到你主动做的任何和所有事情中。

与其简单地享受《命运》的核心玩法(这可能是惊人的),不如说FOMO的阴影一直徘徊在每一个角落后面。 你所做的每一件事都让人感觉像是在进行计时。 所有的任务、事件、物品、任务、胜利和地点都有一种不断增长的短暂感。

不登录或至少检查供应商的库存可能是得到一个对你的整个建设至关重要的模型,和等待一年以上希望看到它的库存之间的区别。 这对任何想以自己的节奏和方便的方式享受游戏的人来说是一种可怕的感觉,而不会因为错过一天或一个周末的游戏而倒退几个月。

由于紧急情况或假期而错过了强大的朋友圈,而且需要它来完成你已经拥有多年的完美的多-100-stat套装? 好吧,明年的运气会更好。 那是如果在你拿到它的时候,它没有被直接删除、削弱或变得微不足道。 这也适用于游戏中的任何其他模块和/或物品的协同作用。

季票是错误的FOMO的完美体现,而且随着时间的推移,它们只会越来越糟糕。 与其他游戏中的大多数通行证一样,你错过了独家化妆品和与游戏无关的奖励,而现在你错过了整个任务线、活动和异物。 当然,你最终会在下一年获得这些外星生物,但你仍然错过了它们,因为它们是新的、相关的,而且可能没有被削弱和元的转变所影响。 当这些武器被放进小卖部时,你得到它们的时候,它们可能已经变得几乎毫无用处了。 任何在巅峰时期使用过Anarchy或Izanagi的人都可以证明这一点。 这本身就助长了FOMO,并成倍地恶化了它。

拱顶成为FOMO棺材上的最后一颗钉子。 曾经有一段时间,人们可以推迟完成内容,以代替,哦,我不知道,实际上做任何其他事情,他们 wanted 而不是觉得他们 needed 来做。 现在,人们会感到有压力,要完成一套装备,收集一卷,或只是在闲暇时体验内容。 所有这些都是由于担心它在未来甚至不存在,而且如果他们等待的话,他们将没有足够的时间。 可以说,拱顶是整个《命运2》中对游戏性循环的最大损害。

每周轮换的Xur、活动、模式和Eververse都让FOMO进入超速状态。 有一个很酷的装饰品的特色,你甚至还没有拥有的物品? 买吧,否则你会后悔的。 大师终于是你想要的精巧武器了? 最好耕种20多个小时直到你得到它,否则你会后悔的。 大师这周很容易,你需要很多材料? 耕种所有你需要的东西,否则你会后悔的。

Bungie已经把参与和FOMO放在了享受和可及性的首位。 它需要被缩减,缩减的方式。


 生活质量 

Inadequate Vault Space

There is nowhere near enough room in the vault to satisfy the majority of Destiny 2 players. For anyone that has played more than a few months of the game, they will inevitably run into the never ending problem that is Vault Space.

There are currently 174 exotics, 683 weapons, and 1522 pieces of armor in the game. That’s a total of 2379 unique items, or to put it another way: nearly 5 times the current vault space limit. While it is true that some of these items can be pulled directly out of the Collection, there are many, many more that cannot for a myriad of reasons. Even ones that can technically be pulled from the collection do not fully take into consideration other factors.

Older weapons, for example, could have different element types. The base version of a Year 1 Main Ingredient (Arc), Annual Skate (Solar), Persuader (Void) can be pulled directly from the collection. There are many veterans that had three versions of these weapons so they could always make use of it, regardless of the activity or enemy type they wished to tackle. Now they are met with the decision to have technically redundant, albeit wholly unique items, take up valuable storage space. Do I really want to get rid of my awesome Void Main Ingredient, despite having literally no equivalent current item that I can actively farm to obtain? The only other Precision Void Fusions in the game no longer are obtainable, therefore there is no equivalent to farm or hope for.

The aforementioned affinity problem is exponentially worse when it comes to armor types, as that’s far more widespread of an issue, which is applicable to every single current Destiny 2 player. Due to the need to match mods with certain affinity synergies, players are forced to have several copies of exotics and armor sets in order to have the desired builds. This means potentially four separate versions of an exotic piece—or more depending on roll requirements—are needed, PER CLASS. This in turn causes your actual exotic total to balloon to an unsustainable quantity.

This issue could absolutely be outright solved with more vault space, but the underlying mechanics that lead to it should be addressed first. Which in turn leads me to my next two points related to the Collection and Affinities.


收集的缺点

虽然从纸面上看,收藏品是游戏的一个美妙的补充,但它也不是没有一些明显的缺点。 在你获得某些东西或满足某些要求后,收藏品绝对应该从基本物品中自行更新。 无论是通过玩家的选择还是自动化。 如果你删除了某一类型的最后一件奇异的盔甲,那么你就不能以高于痛苦的低状态总量重新获得它。 这使得库存管理成为一场噩梦,因为你想不惜一切代价避免这种情况的发生。

我是否要删除一个我在目前的元中从未使用过的伟大的68+属性的异类,因为我知道收集的属性是很差的,而且总数为48? 那其他30多个属于同样难题的异类呢? 哦,天哪。

这直接导致了人们因为担心有一天他们可能会需要它而勉强保留着一个像样的滚动的异类,并且没有办法在需求时重新获得一个可接受的。 为什么盔甲的收藏不更新为:a)发现的最高状态总数,或者b)让玩家选择收藏品的样子? 这对武器来说是双倍的,因为武器的可能组合要多得多,而且数量也大得多。

如果一个玩家抢到了他们一直想要的完美的卷轴,它应该被指定为默认的收集品。 这样一来,他们就可以简单地从他们的金库中抛弃这个物品,然后在以后的某个时间里捡到它。 即使索取该物品有严重的限制,如内部冷却时间、每周限制、一次性索取、高成本或无数其他附加条件,它仍然是一个比目前设计更好的解决方案。 要删除一个你永远无法再得到的物品是很痛苦的。 如果需要经常这样做,情况就更糟糕了。

最后,没有盔甲装饰品收集标签。 武器有一个,但盔甲没有。 没有搜索或过滤器。 没有办法按 "已收集 "或 "未收集 "对物品进行分类。 大多数物品没有 "来源",如果它与季节性内容或Eververse无关,而且令人困惑的是,这只适用于特定的物品类型。 收藏品的总体可用性是缺乏的,需要完善和更新。


No in Game Search Feature, “Favorites”, Builds, or Robust Filters; Total Reliance on 3rd Party Tools

This is a pretty colossal subject that has to do with inventory management, which is why I condensed them all into one point.

Presently you cannot find specific items in the Vault, Inventory, or Collection by using any form of search feature. Shaders are a particularly annoying point as there are so many and no way to “Favorite”, organize, or filter them in any way (by texture type, event, source, primary/secondary color, etc).

In order to find anything with ease you are forced to use a third party tool such as Destiny Item Manager, Destiny Sets, Destiny 2 Official App, Ishtar Command, or many others. At the bare minimum, there should be the most 基本的 search function within the game to save time and massively improve QoL. This can be accomplished through the addition of just one form of searching: item name. Not perk types, not stat ranges, not a combination of weapon/armor type+affinity. Just a simple search for the name of the thing you want to find. Would I like all the other things in addition? Yes. But I’m not asking for the moon here, only a simple starting point.

Comprehensive third party gaming websites, addons, and programs have existed since the advent of the modern internet and computers. It is a herculean task to create, implement, and maintain some of these tools. Gamers have grown to expect such a resource to exist, as well as the absence of an equivalent built into the game itself. However, problems arise when a developer points to those tools as viable substitutes for not iterating on in-game features of their own.

There is also a base level of features that players expect within a AAA product. Pointing to simple features and saying it is acceptable to be missing, because a third party tool exists that adequately serves the purpose, completely neglects the population of players that don’t readily have access to said resources. Console players are often cited as reasoning for a design choice, or a lack of features. Yet they are totally glossed over when it comes to this subject.

There’s just an assumption by the community that every single person has a smartphone, tablet, or readily accessible computer to do all things inventory related. Or that every single player even or likes needing to stop playing the game, just to interact with a separate device that lets them wrangle the unwieldy inventory system. That simply is not true is a poor justification or defense for Bungie’s inaction.

The lack of a way to “Favorite” or mark a particularly noteworthy item in game is also disappointing. Every single fan of loot hunt games has items that they particularly enjoy or favor. Having them simply appear first in your inventory or vault in a clearly distinguishable way would be a huge improvement. Even if they did not automatically appear first and had to be chosen through a filter system, that would suffice. Unsurprisingly, the filter system itself is not up to par.

There are only four filters in the current Vault: Default, Newest, Rarity, and Quantity. The only two filters that are remotely usable are Default and Newest. There is no categorical system to choose from, only a simple toggle button to cycle through the base filters. The base filters are more ideal when it comes to the “Inventory” tab which has less things to digest and is a single 50 slot page. The Collection? No filter. Shaders? No filter.

There is no way to save preset mod builds, gear builds, weapon builds, or anything that you’d typically want to automate. Some of this can be accomplished using a third party tool, but why a streamlined version isn’t built into the UI is strange. Games with far less itemization and combinations have builds within the game’s interface.


语音/文字聊天。 选择加入与选择退出

Bungie决定让两种形式的聊天在默认情况下关闭(选择进入),这对整个社区来说有严重的影响。 人们在这个游戏中不进行交流,因为它是一个选择进入的系统。 那些 want 沟通,甚至很少打扰,完全是基于他们只是对着虚空尖叫的假设。

这是一个自我延续的问题,100%是由Bungie强迫选择进入系统而不是选择退出造成的。 值得注意的是,考虑到其他所有与团队合作有关的活动(PvP、地下城、突袭等)的游戏都是完全相反的,而且已经持续了很久。 许多人根本不知道,而且对有人试图与他们接触的事实视而不见。 这在多人游戏中是一种滑稽的行为。

选择性通信的结果是严重削弱了社区感、连接性和新连接的潜力。 这种 "社交 "游戏的社会性在每个层面上都因此而受到影响。 它还剥夺了新玩家和不知情的人的信息,而这些信息可以使他们大大受益。 每个人都经历过做公共活动的挫折,有人会破坏你触发英雄版本的能力。 大多数人都能体会到在罢工中看到糟糕的策略,如果人们稍加合作,这将是微不足道的。 更多的人知道在PvP中,一屋子的哑巴所带来的零协调和协同效应的痛苦。

在我看来,选择退出式语音通信的弊端大大超过了选择加入式。 与其让你的朋友圈通过游戏中的随机相遇和互动自然增长,不如说是被Bungie阻止了。 网络游戏中的许多最佳体验和记忆来自于与他人的偶然相遇。 氏族和终生的友谊就是这样形成的。 当你不能可靠地与他人交谈,除非你使用第三方工具,否则这种情况发生的频率就会降低到零;这是Bungie依靠其他资源来实现其游戏的基本功能的一个持续趋势。

如果你在大多数活动中用机器人取代真正的球员,人们不会知道有什么不同。 事实上,这将是一个卓越的体验,在 many 案件。 这说明Bungie在培养社区方面的失败。 它突出了期望玩家同时、相互寻找每一次对话的短视行为,而不是期望它。

Bungie对选择退出聊天的厌恶是显而易见的:防止骚扰、嘲弄和干扰事件,同时消除对不良行为的监管需求。 我的反驳是Bungie自己的方法:关闭聊天。 这一点,或者在你看到不良行为时将其静音。 多人游戏中的良好对话绝大多数是积极的,而不是消极的,特别是在困难的任务中。 Nightfalls和Trials直接禁用聊天功能的事实,完美地概括了Bungie的政策是多么的错误。

静音和选择退出是最简单的解决方案。 那些真正受到不良遭遇影响的人将会寻求它,总是如此。 那些不知道他们在聊天中错过了什么,或者不知道他们错过了什么的人,很少(如果有的话)会选择加入。


 货币化和商业模式 

Paywalling Gameplay Features in an Anti-Consumer Standalone DLC

This for me is a cardinal sin by Bungie. They have adopted an extremely popular feature in the form of a Season Pass, while stripping away core features of what makes them so consumer friendly and in demand. Bungie has introduced actual gameplay mechanics and tangible progression that is tied to every season pass. Story missions that reward unique rewards and are “timed exclusives”. If a weapon is in the first of four seasons in a bundle, it is effectively a timed exclusive for no less than 12 months. That’s one whole year a player could be without potentially one of the best, meta defining weapons in the game.

These weapons are often either iconic or powerful, to further incentivize and push consumers into caving to buy a season pass. Worse yet, Bungie offers no financially sound or logical way to purchase a season after it has ended. If you miss the first season in the cycle of four, you now are forced to shell out for the Deluxe Edition of the current expansion, just to obtain one weapon. But the absurdity doesn’t stop there. The Deluxe Edition is not prorated or discounted in any way for already owning existing seasons. This is despite the fact that you can’t even obtain the overwhelming majority of seasonal content in a previous season.

Why is it that Eververse provides a discount if you already own pieces of a set, but the same concept cannot be applied to the Deluxe Edition and Seasons? They are actively choosing not to and making excuses for why this is not a possibility, despite setting a precedent in other areas of the store.

If you purchased season 13, 14, and 15 you still pay the same exact price for the Deluxe Edition as someone that owns none of them. This wouldn’t matter at all if 1) actual gameplay features weren’t locked to a Season Pass, or 2) you could buy a Season Pass after the season concluded. The price of the Deluxe Edition is clearly meant to be treated as a discounted Season Pass Bundle, coupled with some extra exclusive cosmetics on top.

The lack of any “Annual Pass” or “Year 4 Season Pass Bundle” outside of the most expensive Expansion Bundle is the cherry on top of this whole thing. You can’t even get a discounted season pack without investing $40 on an expansion. They are inexplicably tied together despite, in theory, being two wholly different products that are meant to fulfill completely different roles.

All of these design choices are very much intentional and highly anti-consumer. Meaningful, non-cosmetic items and exceptional story content are included in the premium track of a season pass, solely to force the sale of the most expensive option (Deluxe Edition). There are no methods of buying previous seasons beyond said expensive option, because it offers the highest profit potential. Bungie knows that they could theoretically sell a player a season multiple times, while feigning ignorance with canned lines such as this from their Customer Support:

在一年内不可能收到或使用超过四个季票,因为只有四个季票,而且额外的季票不能应用于《命运2》的未来年份,因为季票只能在获得的年份内购买和应用。"

这显然是错误的,因为你可以购买所有四季,然后购买豪华版,其中包括所有四季。 他们真正想说的是,他们不会对在豪华版之前购买过一季的人进行信贷/折扣。 有无数个合理的妥协,不包括利用玩家的复杂的货币化计划。 Bungie自己也在其他产品中使用了这种方案,也不例外。


Barrier to Entry: Cost

The total cost investment for newcomers is far too high and for the sake of character count I won’t even touch on the impending expansion release, or 30th anniversary bundle. In order to access everything currently available within the game you must purchase the following three things:

  • 超越之光豪华版(70美元
  • 阴影守护(25美元
  • 被抛弃的人 (25美元)

That is a total initial investment of $120 to unlock the full, complete game that is Destiny 2. If you exclude all “optional” content besides current Expansion, including the current Season Pass, it is a base cost of $40. However, without the additional $80 worth of content you miss out on an enormous amount of meaningful gameplay resources such as Exotics, weekly Powerful and Pinnacle activities, Raids, Story Missions, Exotic Quests, and more. In essence without the full $120 commitment a player is not able to experience the full breadth of the game, as it was intended.

To compound things further the items you are unable to access without paying the full price are, in MANY cases, very impactful to the current sandbox. This is especially true for players that wish to engage in PvP of any kind, or high difficulty end game content PvE content. In PvP, dying to weapons or perks you can’t actually obtain is enraging, no matter what game you’re playing. In PvE, being turned away from groups for not having weapons you cannot get, and/or struggling in comparison to those that do, is equally upsetting.

If the core gameplay loop of the game was not inexplicably tied to getting items, DLC exclusive items would not be an issue. Referring to them as simply “time gated” is indefensible, as some time gates can exceed 12 full months or in the case of expansions upwards of four years. Waiting four years to gain access to an item at no additional cost is a longer timespan than some games even exist or remain relevant. It is a practice you’d expect from a 100% free game that relies solely on microtransactions. Not one that requires expansions, season passes, microtransactions, and now standalone DLC dungeons (2 WQ dungeons), as well as for exotic weapons (Gjallarhorn).

That $120 figure becomes even more confounding and hard to swallow when you know that a portion of it will immediately be removed, and inevitably the rest will follow suit. The clincher for the barrier to entry costs is also a perfect segway to the next point, which is the removal of paid content.


删除付费内容

没有办法对这个问题进行积极的解释。 Bungie和他们的辩护人尽一切努力去触及加载时间、文件大小和技术限制。 事情的简单事实是这样的。 Bungie正在删除最近发布的、数百万人付费的内容。 我玩过数万小时的网络游戏,我可以自信地说,Bungie是第一个如此频繁、大规模地这样做的工作室,而且是在AAA级游戏的内容发布后不久。

那些删除内容的游戏通常是在内容变得过时之后才这样做的,而且玩家的互动几乎为零。 通常是用更新的版本来取代它。 没有人因为过时的内容被删除而大发雷霆,因为它只影响了有限的一部分人的未来。 Bungie正在做的事情影响到了每一个现在和未来的玩家。 为这些内容付费的现有玩家被删除了,而未来的玩家则失去了故事、经验、获得物品的机会,以及更多。 就未来的玩家而言,似乎完全无视故事的连续性,这很可悲。

当朋友们问我关于《命运2》的情况时,我不可能以积极的态度来描述其货币化结构。 这对那些有兴趣和我一起玩,但以前从未玩过D1或D2,但有玩过其他游戏即服务的人来说是双重的。 当它归结为 "如果你想做所有的事情,你需要花120美元 "时,讨论通常会变得更糟。 如果我不忽略这样一个事实,即出于某种疯狂的原因,这120美元中的很大一部分将在不久的将来被抹去,那么对游戏的所有兴趣就会结束。

Forsaken的拱顶甚至已经宣布了,但该扩展并没有折扣。 新玩家最终可能会以25美元的价格购买DLC--这个价格在其生命周期的后期太高了--但几个月后却发现它实际上对所有人都是免费的。 这将是一种可怕的感觉,但由于即将到来的30周年纪念日,这实际上会大量发生。 他们会在没有意识到内容将被删除的情况下这样做,而Bungie完全应该对此负责。

Forsaken现在应该大幅度打折或者直接从商店页面上删除。 任何不这样做的做法实际上都等同于诈骗客户。 在Steam页面上,唯一表明Forsaken要从游戏中删除的是最近的负面评论,这引起了人们对这个问题的关注。 没有免责声明,没有贴出新闻文章,什么都没有。 Xbox、Playstation、Windows的商店页面,甚至Bungie的官方网站都没有提到即将对产品进行的修改。

诚然,每个网络游戏的EULA都说,玩家对内容的使用权由开发商决定。 然而,玩家并不期望他们的产品的巨大部分立即变得不存在。 网络游戏的服务器最终会下线,这是预料之中的事。 内容会被逐步淘汰,事情会继续发展。 Bungie所做的不是以上这些。 他们正拿着一把斧头,以一种前所未有的方式砍掉他们游戏的大块内容。 在某些情况下,是最好的部分。

作为一个购买了《命运2》所有DLC的回归玩家,我无法完成我几乎已经完成的异国任务。 这些任务是我真正想体验到它们的结论并彻底享受的。 在Izanagi任务的情况下,我实际上是由于最后步骤中的一个bug而无法完成任务的,并且在修复后处于休息状态。 这是我甚至为之购买被遗忘者的主要武器,却无法获得。 我现在必须跳过额外的障碍,等待字面意义上的几个月,并投入大量的时间、精力和资源来获得这些物品。 尽管我在最初发布DLC时已经支付了全额费用。 这不应该是一件事。 句号。


Create a Problem to Sell the Solution

Transmogs were a requested feature since the inception of Destiny 2. It’s something you can find in basically any game that revolves around loot or character customization. Rather than just give players the most basic of features to enjoy, they put two huge limitations on it. The first of which was 10 per season limit on transmogs (that do not roll over if any are unused….sigh…), the second being a total cap of 15 in your inventory. Yet you can circumvent all of these limitations by spending real life money.

It’s just absurd to think that after years of waiting for a feature it’s implemented with such restrictions, for the sole purpose of milking people for more money. Bungie has no problem with you transmogging, so long as you pay them for the privilege of doing so. Not to transmog new ornaments (which also cost money), but existing skins in the game that you already own. Wow, just wow.

This should be a gigantic red flag for both current and prospective players. If their idea of giving the community what they want is to intentionally constrain a feature, in order to push players to the cash shop, they will do so until there is enough push back. With any and everything. The best example of this is the upcoming release of Witch Queen, which will have two standalone DLC related dungeons tied to the Deluxe Edition.

In addition to the most well known weapon in the history of Destiny, the Gjallarhorn rocket launcher, returning exclusively for DLC buyers. These are just the latest example of removing content from a package in an attempt to sell it piecemeal. What exactly is next and where does Bungie (and the community) draw the line?

Want in-game build tabs for your gear and mods? Pay us. Want more vault space? Pay us. Want caps removed or increased on certain currencies and items? Pay us. Want a target dummy that won’t leave and/or have serious limitations? Pay us. Want an in-game search feature for your collections, inventory, and vault? Pay us. Want to continue to use the currently free app for bounties and other character maintenance? Pay us. Want more control over how shaders work, or perhaps outright customizable shaders? Pay us quadruple. Want a dungeon or strike? Pay us…oh wait this is actually happening. The possibilities are endless and unlike the Bungie of old, there is NOTHING that I wouldn’t put past them.

The aforementioned are all hypothetical things that Bungie could realistically monetize in the future. They could easily claim those things don’t negatively impact the base player or core gameplay and are simply a “luxury”, “cosmetic”, and/or “convenience” purchases. There needs to be a clear line drawn in the sand before Bungie spirals even further out of control with their incessant monetization schemes.


名义上的 "免费游戏"

这是我期待的最有争议的一点。 老实说,这是非常主观的,因为每个人对支付模式或结构都有不同的期望。 我认为可以接受的F2P游戏或标准,另一个人可能认为不正常或不受欢迎。 因此,对什么是真正的F2P游戏的定义将因人而异。

在我看来,《命运2》并不是一个 "F2P游戏",我相信这是一个广泛使用的术语定义。 游戏中令人震惊的部分被锁在付费墙后面,你无法通过游戏中的手段或努力来绕过。 从本质上讲,这是一个 "免费开始/演示 "的游戏。 你可以免费得到一个相当大的演示,但有大量的限制。

当我想到F2P时,我想到的是这样的游戏:a)所有有意义的游戏元素都可以通过玩游戏来解锁,或者b)没有任何与游戏有关的东西被锁定。 英雄联盟》和《战神》属于前者,而《DOTA 2》和《Apex Legends》则坚定地属于后者。 命运2》既不属于这一类,目前几乎所有相关的东西都必须用现实生活中的钱来购买和支付。

把《命运2》称为F2P游戏,就像把《最终幻想XIV》和《魔兽世界》称为F2P一样。 为什么? 因为在这两个游戏中,你可以在游戏中获得无限量的起始内容。 你是 technically 玩这些游戏是 "免费的",但如果不付钱,就根本无法体验到它们所提供的全部内容。 更糟糕的是,《魔兽世界》在最初的投资之后,实际上有一种方法可以真正地以F2P方式进行游戏,完全通过在游戏中赚取货币。

命运2》最接近的是《光明尘埃》,它不能为任何一个与游戏相关的内容付费。 它也不允许你购买大量的化妆品,直到它们发布后很久。 当你不能免费玩核心游戏,或取得进展赚取上述部分时,把自己吹捧为F2P游戏是很奇怪的。

如果你想在一年内玩到《命运2》所提供的一切,你至少需要掏钱买四张季票。 这还不包括对游戏和任何即将到来的扩展的初始投资,或新设计的独立DLC(地下城、武器等)。 这与F2P相差甚远,甚至都不好笑。

如果Bungie打算将游戏作为F2P来销售,它应该在实际吸引和培养F2P人群方面做得更好。 而不是在有人试玩游戏后发现要解锁所有东西需要初始投资120美元,再加上每年的维护费,这就是季票的诱饵和开关。

Source: 原文链接


The post 游戏性循环、生活质量和货币化的现状 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/ps4/destiny-2/current-state-of-the-gameplay-loop-quality-of-life-and-monetization/feed/ 0
万圣节物品的综合清单 https://thegammaproject.com/ps4/grand-theft-auto-v/comprehensive-list-of-halloween-items/ https://thegammaproject.com/ps4/grand-theft-auto-v/comprehensive-list-of-halloween-items/#respond Mon, 25 Oct 2021 22:05:40 +0000 https://thegammaproject.com/ps4/grand-theft-auto-v/comprehensive-list-of-halloween-items/ 我问是否有人有一份完整的万圣节物品清单,没有人有,所以我做了一份。 我意识到星期四通常是重置,但我... Continue reading

The post 万圣节物品的综合清单 appeared first on 今天的游戏.

]]>

I asked if anybody had a full list of Halloween items, and nobody had it so I made one. I realize Thursday is normally the reset but I think this event might go two weeks to actually encompass Halloween.

Tried to be thorough but likely missed things so if anybody sees anything that needs added please let me know.

车辆@SSASA

LCC Sanctus $1,995,000 (FREE with Prime)
奥尔巴尼-弗兰肯-斯坦奇 550,000美元
Albany Lurcher $650,000 (Sale $390,000)

定制仪表板装饰品

Grim Reaper Bobble $7,000
棕色尸体新娘波布 5,800美元
White Corpse Bride Bobble $5,835
粉红色的尸体新娘波布 5,870美元
White Mask Slasher Bobble $5,905
红色面具杀手波波 5,940美元
Yellow Mask Slasher Bobble $5,975
蓝色僵尸弹珠 6,080美元
Green Zombie Bobble $6,045
苍白的僵尸Bobble 6,010美元
Possessed Urchin Bobble $6,115
恶魔乌贼波波6,150美元
Gruesome Urchin Bobble $6,185
燕尾服弗兰克波波6,255美元
Purple Suit Frank Bobble $6,220
条纹西装弗兰克-波波尔6,290美元
Black Mummy Bobble $6,395
白色木乃伊Bobble 6,360美元
Brown Mummy Bobble $6,325
苍白的狼人Bobble 6,430美元
Dark Werewolf Bobble $6,500
灰色的狼人波布 6,465美元
Fleshy Vampire Bobble $6,535
血腥的吸血鬼波波 6,600美元
B&W Vampire Bobble $6,540

万圣节号角

Halloween Loop 1 $40,000
万圣节环形路2号 35,000美元

面具 (Vespucci Masks – Monsters category)

Black Bearded Lucifer
橙色胡须的路西法
Red Bearded Lucifer
白哈格巫师
Gray Haggard Witch
黄色哈格尔女巫
Red Hypnotic Alien
绿色催眠的外星人
Blue Hypnotic Alien
黑布袋屠夫
Bloody Sack Slasher
经典的麻袋屠夫
Black Classic Lucifer $26,500
橙色经典路西法26,250美元
Red Classic Lucifer $26,000
粗糙的下水道生物 28,000美元
Rotten Sewer Creature $27,750
肮脏的下水道生物 27,500美元
Purple Toxic Insect $22,750
红色毒虫 22,500美元
Green Toxic Insect $22,250
灰色狼牙棒28,750美元
Dark Lycanthrope $28,500
苍白狼牙棒 28,250美元
Cream Skull Burst 22,000
红色骷髅头爆裂 21,750美元
White Skull Burst $21,500
灰色剥皮恶魔 25,000美元
Green Flayed Demon $24,750
红色剥皮的恶魔
Black Scalded Psycho
血腥烫伤的精神病患者
White Scalded Psycho
腐烂的管家
Dead Butler
令人毛骨悚然的管家
Nasty Watermelon
腐烂的南瓜
Evil Pumpkin

刷脸(理发店

Shadow Demon $12,950
肉体的恶魔 12,625美元
Flayed Demon $12,775
悲伤的恶魔 13,000美元
Smiler Demon $11,550
裂纹恶魔 11,475美元
Danger Skull $11,900
邪恶的头骨 $11,575
Menace Skull $12,125
骨颚头骨 8,100美元
Flesh Jaw Skull $8,225
精神头骨 7,900美元
Ghoul Skull $7,950
幻影头骨 9,300美元
Gnasher Skull $7,525
暴露的头骨 8,625美元
Ghostly Skull $9,600
愤怒头骨 8,550美元
Demi Skull $6,995
近亲繁殖的头骨 9,475美元
Spooky Skull $10,450
割裂的头骨 6,350美元
Web Sugar Skull $11,100
糖头骨先生 $11,250
Swirl Sugar Skull $10,125
花卉糖头骨 10,150美元
Mono Sugar Skull $9,900
女性糖头骨 10,300美元
Demi Sugar Skull $6,225
伤痕累累的糖头骨 8,650美元

赌场面具 (只买筹码)

Ace of Diamonds
梅花A
Ace of Hearts
黑桃A

活动货物商业战奖励

Deliver "Event Cargo" for a chance to unlock one of the following items: Neon Green Necklace or Green Checkered Round Sunglasses

杀死一个随机的 "杀手"。

Twilight Knife T-Shirt (delivered after Nov 1)

Source: 原文链接


The post 万圣节物品的综合清单 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/ps4/grand-theft-auto-v/comprehensive-list-of-halloween-items/feed/ 0
说起来很奇怪,但FO4真的很老了。 https://thegammaproject.com/pc/fallout/its-weird-to-say-but-fo4-has-aged-really-well/ https://thegammaproject.com/pc/fallout/its-weird-to-say-but-fo4-has-aged-really-well/#respond Mon, 25 Oct 2021 21:34:03 +0000 https://thegammaproject.com/pc/fallout/its-weird-to-say-but-fo4-has-aged-really-well/ ​ https://preview.redd.it/8758yzulxnv71.jpg?width=1920&format=pjpg&auto=webp&s=1fb29c3f3f2a99cbd982d674b7d176b3b6399b34 我'是那种在2015年发布日拿起FO4并相当失望的人。 当时对游戏的每一个批评我都... Continue reading

The post 说起来很奇怪,但FO4真的很老了。 appeared first on 今天的游戏.

]]>

https://preview.redd.it/8758yzulxnv71.jpg?width=1920&format=pjpg&auto=webp&s=1fb29c3f3f2a99cbd982d674b7d176b3b6399b34

I'm one of those people who picked up FO4 on release day in 2015 and was pretty disappointed. Every criticism about the game back then I still see as being valid: almost zero RPG, terrible dialogue, contrived back story, old engine, buggy, etc. They also shoehorned a whole Minecraft element into it with settlements, which I found to be so bizarre.

Having said all that, 6 years later, and possibly with the hindsight benefit of 6 years of amazing mods, this game has aged remarkably well. I saw somebody on Reddit recently compare it to aged wine. And I think they're right. It has definitely aged better than New Vegas had by its six-year anniversary in 2016.

I can't speak to how well FO4 has aged without modded content because some mods I really feel are necessary for enjoyment, but then again I have 3,500 hours in Skyrim but I would never play an unmodded second of Skyrim so I think it's ok to say.

It's not like mods fixed all the issues mentioned above, but it does make replaying the game a lot easier. If you use the alternate start mod, ignore Piper and Concord, and just explore the Wasteland, it's easy to just get lost in how amazingly fun the exploration is in FO4. I think the vast open world space is second to none in gaming. I mean, I have 430 hours in FO4 and I recently discovered you can find a caps stash in the water pump on the other side of the lake from Sanctuary. And in this playthrough I've found all sorts of nooks and crannies I hadn't found before, including a secret compartment in Skylanes 1981.

I think what's really doing it for me in this playthrough (which is easily 10+) is that I'm stopping to notice the little things. Bethesda put in some amazing passive storytelling where you find corpses in each building and if you collect notes or terminals or even just observe the scene the world comes alive. If you rush through the game to "SAVE MUH BAYBEE" then you're at real risk of missing these nuances and really cool mini-stories.

Like I said, after 430 hours I am discovering new things. I stumbled into a building yesterday and I guarantee that in the past I had only looted the place quickly, killed the Glowing One, and moved on. This time, I discovered 3 holotapes in the building and listed to each one. It tells a story about a pre-war research assistant who underwent a voluntary radiation experiment, not realizing she's been given a placebo treatment and turns into a ghoul. Without this additional context the interaction with the ghoul seems random and not as interesting.

So I guess FO4 is like an aged wine in more ways than one. If you drink it too fast it's like any booze and you don't get as much out of it if you savour it slowly.

Source: 原文链接


The post 说起来很奇怪,但FO4真的很老了。 appeared first on 今天的游戏.

]]>
https://thegammaproject.com/pc/fallout/its-weird-to-say-but-fo4-has-aged-really-well/feed/ 0
Perpetuum Online – 免费的开源科幻沙盒MMO https://thegammaproject.com/gamingnews/perpetuum-online-free-open-source-sci-fi-sandbox-mmo/ https://thegammaproject.com/gamingnews/perpetuum-online-free-open-source-sci-fi-sandbox-mmo/#respond Mon, 25 Oct 2021 18:00:32 +0000 https://thegammaproject.com/gamingnews/perpetuum-online-free-open-source-sci-fi-sandbox-mmo/ ​ https://preview.redd.it/mji17bdyhmv71.jpg?width=1980&format=pjpg&auto=webp&s=b2286c70cc9d38a8b03123cd9fa6e196c2b0f635 你好r/MMORPG,我是The Open Perpetuum Project –的Null,一个由Perpetuum的玩家管理的100%志愿者、开源、捐款资助的开发项目。 我们希望... Continue reading

The post Perpetuum Online – 免费的开源科幻沙盒MMO appeared first on 今天的游戏.

]]>

https://preview.redd.it/mji17bdyhmv71.jpg?width=1980&format=pjpg&auto=webp&s=b2286c70cc9d38a8b03123cd9fa6e196c2b0f635

Hello
r/MMORPG。

我是来自The Open Perpetuum Project –的Null;一个由Perpetuum的玩家管理的100%志愿者、开源、捐赠资助的开发项目。 我们要感谢

在此,我谨代表r/MMORPG社区为这些聚光灯提供机会,并向你们介绍一个你们希望早些听说的游戏。 Perpetuum Online.

什么是Perpetuum Online? 很高兴你问了这个问题! Perpetuum Online是一个 free这是一个科幻沙盒mmorpg游戏,以机器人为特色,你可以控制、建造和摧毁所有在一个名为尼雅的外星岛屿上的持久性开放世界。

该游戏是免费的,我们的意思是 100% free: 免费账户,免费客户端,没有任何形式的现金交易,甚至连化妆品都没有。 只要到Steam上下载客户端就可以开始了!

在此免费下载。 https://store.steampowered.com/app/223410/Perpetuum/
在此注册您的免费账户。 https://register.openperpetuum.com/

https://preview.redd.it/e4jwi3q1imv71.jpg?width=1590&format=pjpg&auto=webp&s=9ae58c5bdc028a327b824f8572109dcf5a2c9b30


什么是Perpetuum?

Perpetuum是一个持久的、开放世界的MMO科幻沙盒游戏。 每个玩家都控制着一个机器人,它可以被广泛地定制,以适应你的目的,并开发尼雅这个异世界的财富。 召集你的朋友组成公司,占领前哨站,建立基地,在尼雅的岛屿上争夺土地、财富和荣耀。 猎杀稀有的BOSS,扫描文物,寻找遗迹,或者简单地开采矿石,收获植物和提炼材料,你可以用它们来制作机器人或特殊设备来增强它们......在Perpetuum中可以做的事情太多了!

在Perpetuum,你的技能就是你的职业。 没有任何等级系统会限制你,因为你总是可以使用额外的技能点来训练其他技能,增加其他能力,如果这是你的选择。 游戏中的活动和任务可以从某些技能、模块和机器人中受益。 每个机器人都有一套独特的统计资料、装配能力和奖金。 选择适合的机器人或模块可以使你在采矿场上更有效率,或在战场上更有威力。

https://preview.redd.it/6393uun3imv71.jpg?width=1920&format=pjpg&auto=webp&s=1699aa71849cc4cc8ac67adb8f9bd2a354848a7b

As you do various activities, you will be rewarded. Not just with loot or NIC, but also with EP (skill points). We recognize new players in a game can often feel like they will never catch up to other players. In Perpetuum, not only will you earn EP for most tasks, but there is a significant EP skill point multiplier for newer players to catch up faster. Many can find themselves in Mechs or even Heavy Mechs in just a few weeks of playing. Although bigger is not always better!

For those interested in PVP combat, this is one area where the game really shines. Between the complexity of robot fittings, and tactically significant terrain, players can make or break battles with just a few key choices on and off the field. Combat features line-of-sight for turrets and ballistic arcs for missiles which can be blocked by destructible cover elements like plants. With cover and altitude differences, having the high ground can matter a lot. There's nothing like a well organized squad or large scale battle to get the heart pumping and the face smiling.

https://i.redd.it/9ws65oj5imv71.gif

Don’t worry if PVP isn’t your thing, the world features safe Alpha islands and even non-PVP Strongholds where you can have a rich PVE experience without the risk of PVP nor griefing.

The world is teeming with Nian life, which if defeated, will provide you with precious materials for industrialists to make their wares. You can chase rare “Observers” or catch a Boss spawn for extra excitement and rewards as well. You can follow some bosses into their Strongholds and fight them on their home turf where you can get rare materials for elite module tech.

https://preview.redd.it/pt38rllbimv71.png?width=1920&format=png&auto=webp&s=94e794f7bc9950a4832a32424750a537c42813e3

If building those elite modules sounds exciting you might be the industrious type that will enjoy the complex industry of Perpetuum! Scan down ore deposits, hunt for special plants, or buy the materials from the market to refine and build into your own modules and ammo. You can unlock higher tech levels on your research tree to build “prototypes” enabling you to start building even more powerful, and in-demand, modules and robots. If this piques your interest then your industrial empire awaits you in Perpetuum!

https://preview.redd.it/mg5jvlmcimv71.png?width=3318&format=png&auto=webp&s=22354271bfe7cb95ec2f35d8d179046300708b33


概述。 你需要知道什么

  • 设置: Sci-fi, mechs/robots, on a distant planet called Nia where you can travel between different and diverse islands with dynamic day/night and weather effects
  • 玩家驱动的经济。 featuring an open market to all player-sourced materials, goods, and manufactured items from ammo to robots to base structures.
  • 角色进展。 features a skill point progression system where you accumulate points over time and by doing most activities in game. Spend your points on the skills you need with no earning caps. New players start with a built-in boost to accelerate progression!
  • 战斗: It is not just your Robot that matters – Line-of-sight, destructible cover elements, slope and terrain all can affect outcomes. Strategic movements of squad members and robot fitting choices can make or break a battle in your favor. One thing is for sure, if you like combat, pve or pvp, you’re going to love this part of the game.
  • 勘探: Travel from the safer inner islands to outer islands of Nia in search of treasures, discover artifacts or relics, but beware of what Nian’s you may cross. Islands have unique flora and unique native Nian robot factions that live there.
  • 装备: 60+ Highly customizable robots with 100’s of modules, all player craftable.
  • NPCs: A variety of enemies to fight, including static, roaming, and rare spawning Bosses with unique loots and even their own island Strongholds to battle through to access their riches.
  • 资源: a variety of ores and plants can be found on the islands of Nia. Rarer and more valuable ones can also be found on more dangerous lands.
  • PVP 领土争夺战: Players can form Corporations (Perpetuum’s version of Guilds) and claim lands and outposts that can add significant economic and crafting advantages.
  • 风险与回报: Greater rewards come with greater risk. PVP and more dangerous NPCs will be found in the same islands as rarer materials and enhanced rewards. PVP can be avoided if you choose to stay on Alpha islands.

Highlights

We think that there are some aspects of the game that will be very familiar to most players. We also think that there are some game elements that Perpetuum was first to do right or do well long before other games.Let’s take a closer look at some of those elements:

动态的实时战术战斗机制.

https://i.redd.it/b4nux13fimv71.gif

This is no click and kill game, your choices and actions are what ultimately matters. Using line of sight, terrain and tactics can make the difference in perpetuum combat. You can draw on the ingame map, so that all your squad can follow your brilliant strategy. There can be both small and large-scale PvE and PvP battles, in which skilled players can turn the tide and snatch a victory out of an almost-certain defeat. It’s exciting, intense and stuff blowing up is always fun.

高度可定制的机器人和设备.

https://i.redd.it/xps4k23gimv71.gif

You can load out your mechs in multiple ways, and the configuration of the modules you put in your robot will reflect the activity you want to pursue in game. There are 5 factions, 60+ robots, 6 classes and 6 tech levels with multitudes of modules to choose from when fitting out your robots. From pure damage to healing, armour, shields, electronic or energy warfare, plus more, the choice is yours.

丰富而复杂的PvE、手工制作和玩家驱动的经济.

https://i.redd.it/toafrx0himv71.gif

The crafting in perpetuum is deep and rewarding. Pulling together the right research, blueprints, materials and skills that see multiple high level modules or robots gathering in your personal storage is a sight to behold. Set your factory to work to make whatever you need. Gather resources, loot destroyed wrecks for repairable modules or break them down into the resources you need. Create or obtain manufacturing blueprints and set it all to work to create whatever robots and modules you need. You could join with other players and help contribute to your own Corporation or simply make your own fortune in the player-driven markets.


路线图 – 下次更新

https://preview.redd.it/nazoahalimv71.png?width=1920&format=png&auto=webp&s=caa95e67b6c3274eefc1e38be535b3cfef1e3284

If the above content excites you, then get ready for our next major content update. We call them the Gamma Islands. Unlike the Alpha and Beta islands, you can terraform the terrain on Gamma islands then build special structures and own your own player-built home. The choice is yours, build a small outpost, an industrial complex or a sprawling defensive base and carve out your kingdom. Expect resistance, as the local inhabitants may not want you there. Other players may also want your base and can lay siege to it, so don't forget to design your defenses well.

https://preview.redd.it/khwd9pypimv71.jpg?width=1785&format=pjpg&auto=webp&s=76935a7022a400d80e9c66b387d2bbbdd9be3df5

The gamma release will roll out in a series of phases, the first of which you can read about on our blog https://openperpetuum.com/2021/10/gamma-begins/ in more detail. Expect more content to arrive in the coming weeks.


开发/开源MMO & 团队

Perpetuum是由一个独立工作室发起的,但现在服务器是开源的,由 player community itself – 这就是我们的身份。 开放的永续性项目。

因为该项目是 not 作为一家企业,我们不受大多数企业的财务激励机制的限制,不会为了提高利润或仅仅为了生存而做出损害玩家体验或可及性的决定。

开发团队是玩家志愿者。 just like you! 你可以自愿加入团队,帮助开发、设计或测试,为Perpetuum创造一个更美好的未来。

请参阅我们的志愿服务页面。 https://openperpetuum.com/volunteer/


TL;DR

  • “Eve/Albion with mechs and a nicer community”
  • OPP is 100%由志愿者操作 and open source.
  • It is 100%免费, no cash shops, no P2W BS.
  • Sci-fi open world sandbox with PVP 和安全区.
  • Player-driven market and economy
  • Rich and complex crafting system
  • Line-of-sight, destructible cover, and tactically significant terrain
  • Highly customizable robots and equipment to choose from
  • Wide range of activities including: artifacting, relic hunting, mining, harvesting, manufacturing, boss-hunting, and more
  • Group play mechanics such as squads and player Corporations, capturable outposts and territory control
  • MASSIVE updates on the roadmap landing soon! Featuring:
    • 可建造的基地!
    • 地质改造!?
    • 40个新岛屿!

Ready to Play?

  1. 在此下载。 https://store.steampowered.com/app/223410/Perpetuum/
  2. Register here: https://register.openperpetuum.com/
  3. And join the discord: https://discord.gg/e4gH9Ff

https://preview.redd.it/82lj90mqimv71.jpg?width=1920&format=pjpg&auto=webp&s=030b7348a8a47e6cf257474b8aa5d0167884fe81


新玩家欢迎活动

本周和周末,我们将有几场现场帮助会议 on the discord 在这里你可以向团队成员或老玩家询问游戏的情况。 在游戏中的第一步,你可以得到实际的帮助,了解游戏、社区,也许还有一个好的公司可以加入。

Join us on the discord: https://discord.gg/e4gH9Ff

Sessions:

  • 25日 18:00 UTC – 20:00 UTC
  • 29日18:00 UTC – 20:00 UTC
  • 30日 18:00 UTC – 20:00 UTC
  • 31日22:00 UTC – 23:59 UTC

链接

来自OPP的所有志愿者,我们要感谢你们对我们这个不起眼的社区项目感兴趣。 我们知道,你会发现Perpetuum社区对新玩家是非常开放和欢迎的。 因此,如果你认为这个游戏让你感兴趣,请查看上面的链接,不要害怕打招呼和问问题。

Source: 原文链接


The post Perpetuum Online – 免费的开源科幻沙盒MMO appeared first on 今天的游戏.

]]>
https://thegammaproject.com/gamingnews/perpetuum-online-free-open-source-sci-fi-sandbox-mmo/feed/ 0
Salvo联盟的部族想邀请你,NA社区,在本周四28日美国东部时间晚上9点开始的开放日争夺赛上。 https://thegammaproject.com/pc/world-of-warships/the-clans-of-the-salvo-coalition-want-to-invite-you-the-na-community-to-an-open-house-scrim-night-this-thursday-the-28th-starting-at-9-pm-est/ https://thegammaproject.com/pc/world-of-warships/the-clans-of-the-salvo-coalition-want-to-invite-you-the-na-community-to-an-open-house-scrim-night-this-thursday-the-28th-starting-at-9-pm-est/#respond Mon, 25 Oct 2021 17:53:23 +0000 https://thegammaproject.com/pc/world-of-warships/the-clans-of-the-salvo-coalition-want-to-invite-you-the-na-community-to-an-open-house-scrim-night-this-thursday-the-28th-starting-at-9-pm-est/ 简而言之。 内容:开放日CB比赛和分区比赛的乐趣。 时间。 10月28日星期四。 从晚上9:00开始,一直到晚上11:00左右... Continue reading

The post Salvo联盟的部族想邀请你,NA社区,在本周四28日美国东部时间晚上9点开始的开放日争夺赛上。 appeared first on 今天的游戏.

]]>

简而言之。

什么。 Open House CB scrims and divs for fun.

什么时候。 Thursday the 28th of October. Starting 9:00 pm Est. going till about 11:00 pm Est. Afterwards lets run some divisions!

谁被邀请。 Everyone from NA! Come by yourself, come with your friends or come with your entire Clan! All you need is discord and a T10 ship.

在哪里? The Salvo Coalition discord: https://discord.gg/hH75JjtDwM Even if you don't have a mic come hang out.

它的长。

This goes out to all the members of the Warships community. The upcoming T10 Clan battle season is on the horizon and looks very exciting because this season there will be no CVs and only one of each ship will be allowed.

The Salvo Coalition clans want to invite the greater NA community to join us for one our CB practice nights. We want to show what we are all about. We offer new and old players a glimpse into the world of Clan Battles with our Coalition. We will have between 4-6 teams ready to scrim. Our teams range from Gale to Typhoon in skill. All who come for the open house will get the opportunity to scrim as both part of our own teams and against us with the help of our Callers. We also want to offer the opportunity for scrims to any clans that want to practice for the Next Clan Battle season, if you are short a few members, no worries we will find someone to play with / for you.

我们是谁。

The primary mission of the SALVO Coalition is to facilitate joint operations between its member clans for the purposes of training, knowledge, and manpower sharing, while maintaining independent clan governance. That means clans can come apply to join with us. We train together , we div together, we fight in Clan battles together. This gives each clan access to reliable Mercs when needed and gives members opportunity to Merc for clans they are already used to. Once clans have been accepted they may leave at any point in time and remain functionally separate political entities.

我们的成员宗族:

集团 : We are a semi-competitive community with a causal touch. Our community is looking for new members while playing with friendly and mature players. Improve your skills and have fun while earning clan bonuses at the same time!!!! We're looking to add more pieces to our puzzle on our way to typhoon.

https://forum.worldofwarships.com/topic/234301-the-bingo-bango-bongo-group-is-looking-for-you/

:

你好!我们是FORM,是一个半竞争性的宗族,经常进行宗族战和随机战役的划分。 我们目前正在为宗族战招募玩家。 我们的目标是在每个赛季都达到台风级,为此我们需要你的帮助

https://forum.worldofwarships.com/topic/238327-form-theformidables-recruiting-competitive-players-for-typhoon-league-clan-battles/

:

常规的风暴1族,寻找玩家来帮助我们成为常规的台风。 Kronies是在Beta测试后不久开始的。 我们是一个有竞争意识的部族,喜欢在部族季节之间放松。 作为一个宗族联盟的一部分(Salvo,Form,Bingo,和子宗族),我们能够在同龄人中积极训练,并且能够在几乎所有时间内找到玩家一起玩。 即使我们玩的是不同的游戏,我们也会在联盟的讨论区里闲逛,因为这样可以促进宗族和联盟成员之间的友谊,而人们在赛季结束后也会休息。

https://forum.worldofwarships.com/topic/234324-kron-is-recruiting-players-for-clan-battles/

:

简而言之,就是要简短而温馨 is a semi-competitive, adult oriented clan. We focus towards clan battles. We currently have spots open for active players that are seeking entrance into Typhoon.

We have also recently opened recruitment to 我们的后备舰队是为那些只想和朋友一起放松的老手和想获得一些伟大的CB经验和训练的新手准备的。

https://forum.worldofwarships.com/topic/164251-salvo-and-salv0-are-recruiting-join-us-if-you-are-a-newbie-or-an-old-salty-dog/

Source: 原文链接


The post Salvo联盟的部族想邀请你,NA社区,在本周四28日美国东部时间晚上9点开始的开放日争夺赛上。 appeared first on 今天的游戏.

]]> https://thegammaproject.com/pc/world-of-warships/the-clans-of-the-salvo-coalition-want-to-invite-you-the-na-community-to-an-open-house-scrim-night-this-thursday-the-28th-starting-at-9-pm-est/feed/ 0