三国全面战争吧 关注:252,386贴子:5,628,167

转一些STEAM评论,自从夜战演示后,国内外口碑可以说急转直下

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前进一步,后退两步(没有海战)
CA,我不认为你能比罗马二世被释放后更狠的对付这条狗。事实上,我真地想了一会儿,你已经成功地把船扶正,朝一个好的方向驶去了。虽然我对三国时期没有兴趣,但我更愿意给它一个机会,希望它能让我沉浸其中。但恐怕这个新消息让我崩溃了。作为一名终身全面战争玩家,我在游戏发行的第一天或第一周就购买了所有全面战争游戏。我曾经支持过这家公司,通过漏洞百出的发布,糟糕的DLC决策,以及不断剥离特性。我甚至买了钻头扭矩。但我已经拥有了我所能忍受的一切,再也无法忍受了。
长期以来,贵公司一直在剥离这个系列的创新和深度特性,这是压垮骆驼的最后一根稻草。将海战从一个军事重要性非常高的时期取消是可悲和愚蠢的。这是一种懒惰和对粉丝的蔑视。我已经取消了《三国演义》的预定。更糟糕的是,你已经完全忽视了自己的粉丝群,并且因为你的一些终身玩家对你行为的批评而将他们列入黑名单。
我希望这只是你的开发团队的误会。游戏将会有海战,我可以像我希望的那样购买游戏。但我想我知道里面的真相。这款游戏将会和《罗马帝国2》一样在发行的时候受到严重的打击。我不能继续支持公司不给♥♥♥♥♥♥。再见吧,我希望有一天你能回来。


IP属地:浙江1楼2018-08-19 12:08回复


    IP属地:浙江2楼2018-08-19 12:11
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      还有时间,我相信CA会给我们呈现一个好的全面战争三国


      3楼2018-08-19 12:13
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        我只希望时间能解决一切问题.


        IP属地:贵州来自Android客户端4楼2018-08-19 12:16
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          Not really into this but I guess I'll make a list as well, because I think I should give credit where credit is due and some of these things I have not seen been addressed by any youtuber or commentor yet:
          Positive elements:
          - the battle map. From the mountains in the background to the floating lanterns in the sky (I was wondering what multitude of people had a party/funeral/event that required them just before the ambush but they are so beautiful I just don't care about the logic behind it), it is all beautiful. The trees, the grass, the water. All of it is excellent and I believe it even surpasses warhammer 2's maps. It reminds a lot of a remastered shogun 2 battle map, and I love the care put into it.
          - the arrows. Not only the 'arching over forests' thing, but also the look of them. They look like a proper cluster of arrows unlike anything I have seen in a total war game yet. How they cluster and spread out looks extremely reaalistic and it makes it look like a proper arrow volley, especially those flaming arrows which reminded me of scenes in movies.
          - the implementation of an escape mechanic for an ambush. I can see how such things can be exploited, but it's a great addition to the possibilities. I am curious to see whether the AI will try to escape or if they will always stand and fight.
          - the models look great, a lot better than warhammer's 2016 graphic models, as should be expected. There is little face variation I notice though, but I am sure such things will be addressed in later builds.
          - the way that the characters attack regular units is rather nice. I would have preferred them to use only matched combat, a more fluid form, but since there seems to be no real splash damage (weapon attacks only seem to affect 1-3 models at a time, and are a lot more effective, killing them in 1 blow most of the time) the immersion is not affected. I like how they ride around the field and staying mobile, riding from one spot to the next within the 150-man unit they are fighting. It is nice to finally see that kind of horseback fighting in a TW game. The inability for a cav to move through units or have mobile attacks after the charge is done in past titles really affected the immersion, but it seems it has been resolved.
          - I like the duel animations that are in this build, and it seems less jarring between animations than the E3 demo's duel
          - I love the number of lanterns that are present in each unit, as well as the flagbearers. In the E3 demo I saw flagbearers' flags completely disappeared when the model went into combat. I would prefer to see it on their backs when they are fighting an opposing model, though that could have already been fixed. I would like to know whether the flags represent rank like in shogun 2, because that would be great. I especially love how flags get stuck in the ground when the bearer dies, as well as the lanters. It really shows the devastation of an engagement to see equipment and banners laying about (still doesn't beat the 5-30 second death animations from shogun 2 imo, but it is better than any post-Rome 2 battle aftermath)
          -I love how visially stunning the formations are. They square formation with the flagbearers in the middle is really nice (and would look even better if they represent rank, because then the higher the rank the more flagbearers in the center, a noticeable difference of power that would be a nice visual clue in multiplayer battles)
          - I love the addition of death animations. Post-Rome 2 games have been really lacking in death animations, which usually take a maximum of 3 seconds if that (note I do not mean matched animations). I noticed that 'trying to crawl away' animation, though I do not see others. It is really great for immersion and I would love to see more of it in future builds.
          Negative elements
          - probably the worst part of this demo for me is the combat itself. Looking closely, it appears that you have increased the attack animation rate, but it also looks like the animations themselves are at x2 speed, and it seems rathe clunky. I also do not think individual model health is a good thing in a historical title, whether it be visible (like in warhammer) or not (like in any post Rome 2 historical title).
          In real life, there are just too many factors involved to determine how damaged a person has to be before they die, and things from the type of attack to where the attack hits are major elements in that. Seeing the same 1 or 2 animations from a unit type swipe another enemy until they have a heart attack was never really immersive for me, though it still seems like an improvement from the static combat of Rome 2-styled titles.
          I was personally hoping for a brand new engine other than warscape, one that would allow fluid animation combat while maintaining good fps, though I guess technology is not there yet. I hope you consider changing your engine for a future title, since TW has the potential to be so much grander, but just seems to be tied down by a faulty engine
          - the voice acting. Whether this battle is scripted or not, a quest/historical battle or not, or has a cinematic general speech or not, Sun Ren's speech was just not to a very high standard. I can get over using accented english instead of mandarin, but I could not handle listening to that general speech. There needs to be a lot more emotion, she just realized she is being ambushed and instead of at the very least yelling in a commanding voice quickly, she slowly and calmly explains the 2 options.
          After exclaiming that it is an ambush, she should have used said commanding voice and say something alongs the lines of 'We have been betrayed! Hurry brother, we must choose! We can escape through the pass or stand and fight these cowardly traitors! Act swiftly, for our lives, and the lives of our kin depend on it!' I can think of many ways the speech could have been said and expressed better to bring us into the battle.
          - although the animations themselves for the duels are pretty good, the shuffling and spasms that are between them are the most obvious and jarring I have seen. It sort of reminds me of For Honor, where people change their stance (left, right, or high) so quickly it looks like the character is having a seizure, or bugging out. That is what these characters look like before syncing up. In a duel there is only 1 model against 1 model, so there shouldn't be the need to de-sync and sync again. Each animation should end in the exact same spot (if the character is posing, have the animation actually have them stop the pose and return to neutral position, rather than ending the animation at the pose and going through the automatic 'model to neutral position' animation. That way, it'll be less unsettling and you might be able to remove most of the shuffling.
          Also, the duels require a lot more animations, because so far I only saw 4 unique animations in each duel. If there is to he such an emphasis on duels, then go all the way and have many animations for each combination, I'd say a dozen per combination would be a good number (combinations include sword vs sword, sword vs spear, sword vs halberd, spear vs spear, spear vs halberd, halberd vs halberd, that is all of the hero weapons I have seen thus far). Yes it is quite a bit of animations, but you should put maximum effort into them since you are going the character-heavy route. One of the things players will zoom into the most are duels, and since that is such a major part of battles, you need to make sure they don't get bored with the animations.
          I think that is everything. I will not comment on the campaign map since we have not seen an official flyby and walkthrough of it (can't wait for gamescon. What I will say is that it is beautiful so far, by far the best campaign map I have seen. The warhammers may have more diverse environments, but the graphics for the mountains and the plains are just amazing), but I am excited to see what new features will be added to the campaign, and what old features will be discarded (if any).
          Overall I'd say this build suffered from being a really early build, and that most of the issues I raised will be fixed in the coming months. Best of luck in your production CA, and you've made good progress so far


          IP属地:浙江5楼2018-08-19 12:17
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            我不太喜欢这个,但我想我也会列出一个清单,因为我认为我应该在应该表扬的地方给予表扬,有些事情我还没有看到任何youtube用户或评论中提到过:
            积极的元素:
            ——战斗地图。从背后的山峦到天空中漂浮的灯笼(我想知道有多少人在伏击前需要他们参加派对/葬礼/活动,但他们是如此的美丽,我不在乎背后的逻辑),一切都是美丽的。树,草,水。所有这些都很好,我相信它甚至超过了《战锤2》的地图。这让我想起了一幅重新制作的幕府将军2号作战地图,我很喜欢里面的细节。
            ——箭。不仅是“森林的拱形”,还有它们的外观。它们看起来像一簇箭,不像我在全面战争游戏中看到的任何东西。它们是如何聚集和展开的,这看起来非常真实,这让它看起来像一个合适的箭矢,特别是那些燃烧的箭,让我想起了电影中的场景。
            -执行一个逃跑机制为伏击。我可以看到这样的事情是如何被利用的,但这是对可能性的一个很好的补充。我很好奇人工智能是否会试图逃跑,或者他们是否会一直站着战斗。
            -模型看起来很好,比warhammer的2016图形模型好多了,应该是这样的。虽然我没有注意到任何表面的变化,但是我相信这些事情会在以后的构建中被解决。
            角色攻击常规单位的方式很好。我宁愿他们只使用匹配的战斗,更多的液体形式,但由于似乎没有真正的溅射伤害(武器攻击似乎只影响一次1 - 3模型,和更有效的杀死他们1吹大部分时间)浸不受影响。我喜欢他们在球场上的跑动,在150人的部队中从一个地方骑到另一个地方。很高兴终于看到那种马背上的打斗出现在TW的比赛中。在过去的游戏中,玩家在冲锋后无法移动或移动攻击,这确实影响了沉浸感,但似乎已经解决了。
            -我喜欢在这个构建中的决斗动画,它看起来不像E3演示的决斗那么刺耳
            -我喜欢每个单位的灯笼数量,以及旗手。在E3演示中,当模型进入战斗状态时,我看到旗手的旗子完全消失了。我更愿意看到他们在与对手对抗时,背对着对方,尽管这可能已经被修正了。我想知道这些旗帜是否代表将军二世的等级,因为那太好了。我特别喜欢旗子在持旗人死亡的时候被卡在地上的情形,就像羊毛人一样。它真实地展示了在战场上看到装备和横幅的破坏(在我看来,这还比不上幕府将军2的5-30秒死亡动画,但它比任何后罗马2战争的后果都要好)
            -我喜欢这些奇妙的阵型。中间有旗手的方阵非常好(如果它们代表等级的话看起来会更好,因为等级越高,中间的旗手就越多,力量上的显著差异在多人对战中是一个很好的视觉线索)
            -我喜欢添加死亡动画。后罗马2的游戏在死亡动画上确实缺乏,如果是那样的话,通常需要3秒(注意我不是指匹配的动画)。我注意到“试图爬走”的动画,虽然我没有看到其他人。这对沉浸感非常好,我希望在未来的构建中看到更多。
            负面元素
            -对我来说,这个演示中最糟糕的部分可能是战斗本身。仔细观察,似乎你已经增加了攻击动画的速度,但看起来动画本身是x2的速度,它似乎是笨拙的。我也不认为个人模特健康在一个历史标题中是一件好事,不管它是否可见(比如在战锤中)(比如在后罗马2历史标题中)。
            在现实生活中,有太多的因素可以决定一个人在死亡前受到了多大的伤害,从攻击的类型到攻击的地点都是其中的主要因素。看到相同的1或2个单位类型的动画横扫另一个敌人直到他们心脏病发作对我来说从来没有真正的沉浸感,尽管它看起来仍然是一个改进的静态战斗罗马2风格的标题。
            我个人希望能有一个全新的引擎,而不是《战境》,它可以在保持良好fps的同时,进行流畅的动画战斗,不过我想技术还没有出现。我希望你考虑改变你的引擎为一个未来的标题,因为TW有潜力是如此巨大,但只是似乎被一个错误的引擎束缚
            ——配音。无论这场战斗是否有剧本、是否有历史、是否有电影一般的演讲,孙仁的演讲都没有达到很高的标准。我可以用带口音的英语代替普通话,但我听不懂那种一般性的演讲。她需要更多的情感,她刚刚意识到自己被伏击了,她并没有以一种居高临下的声音大喊大叫,而是慢慢地、平静地解释了两种选择。
            在惊呼这是一次伏击之后,她本应该用命令的口吻说些什么,用“我们被出卖了!”快点,兄弟,我们必须选择!我们可以逃出关隘,或者站起来和这些怯懦的叛徒战斗!迅速行动,因为我们的生命,和我们的亲人的生命取决于它!他说:“我能想出很多更好的方式来表达这个演讲,让我们投入战斗。”
            -虽然动画本身为决斗相当好,他们之间的洗牌和痉挛是最明显的和刺耳的我见过。这让我想起了荣誉,人们改变姿势(左,右,或高)的速度如此之快,就好像这个角色得了癫痫,或者被人撞死一样。这就是这些字符在同步之前的样子。在一场决斗中,只有一个模型对一个模型,所以不应该需要重新同步。每个动画都应该以完全相同的位置结束(如果角色在摆姿势,让动画实际上让他们停止姿势并回到中立位置,而不是在姿势结束动画然后通过自动的“模型到中立位置”动画。这样的话,它就不会那么让人不安了,而且你可能可以把大部分的杂事都处理掉。
            此外,决斗需要更多的动画,因为到目前为止,我只看到4个独特的动画在每个决斗。如果有他这样一个强调决斗,然后一路猛冲,为每个组合有很多动画,我想说一打每组合会是一个不错的数量(包括组合剑与剑,剑和矛,剑vs戟,长矛和长矛,长矛vs戟,戟vs戟,这是迄今为止我所见过的所有英雄的武器)。是的,这是一个相当多的动画,但你应该把最大的努力在他们,因为你是走字符繁重的路线。玩家最喜欢的内容之一就是决斗,因为决斗是战斗的主要部分,所以你需要确保玩家不会对动画感到厌烦。
            我想这就是一切。我不会对战役地图发表评论,因为我们还没有看到官方的飞越和演练(等不及gamescon了)。我要说的是,到目前为止,这是我见过的最好的竞选地图。战锤们可能有更多样的环境,但是山脉和平原的图像令人惊叹),但我很兴奋地看到什么新功能将被添加到战役中,什么旧功能将被丢弃(如果有的话)。
            总的来说,我认为这个构建受到了早期构建的影响,我提出的大多数问题将在未来几个月得到解决。在您的生产CA中祝您好运,到目前为止您已经取得了很好的进展


            IP属地:浙江6楼2018-08-19 12:17
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              1楼:等等,海战还没有确定?!
              2楼:Invicta和其他几个youtube用户在几天前的一次演示中问道。这还没有得到“100%”的确认。但我认为很有可能。
              3楼:我只是浏览了官方论坛,看起来确实如此。哇。RTK没有海战?
              这是一个非常夸张的杀手。
              4楼:希望海战能有新的发展。赤壁是3k的主要战役之一。这是在水里。
              TW:3 k看起来不错。但他们仍然需要修复一些战斗动画,使其平滑和漂亮。期待这个标题。


              IP属地:浙江7楼2018-08-19 12:30
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                豆腐脑吃甜的还是咸的


                IP属地:江苏来自iPhone客户端8楼2018-08-19 12:36
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                  感觉,看到这些评论,我真的心情很沉重,很扎心。我不知道是说 我对三国这次很失望;还是说,三国现在还不完全,要等正式版发售才能定义。我真的希望能看到一个比较完美的全战:三国! 是以往全战都不具备的创世之作!但,我.....


                  IP属地:重庆9楼2018-08-19 12:39
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                    说真的没有海战我也买,建模不好有MOD,但是真的希望把小兵打斗弄好点


                    IP属地:青海来自Android客户端10楼2018-08-19 12:41
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                      也没有到急转直下啦,演示的内容还是非常棒的。只是取消水战确实争议很大,希望官方能给一个解释,说一下制作组的思路也好。


                      来自Android客户端11楼2018-08-19 12:45
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                        士兵打斗是关键啊,海战毕竟三国也没多少


                        IP属地:广东来自Android客户端12楼2018-08-19 12:48
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                          我只是觉得,贴吧管理别看到说ca不好就特么只会删帖子??就你们老玩家,说不得半点坏话,还有,没有谁缺几百块买不起游戏OK?别动不动滚去盗版,何来优越?建模40是挺多,对于三国多吗?自己说了浪漫模式,还这样玩,贴吧说啥ca看不到,这是大家讨论的地方,有黑有捧很正常,也许发完我被禁言或者帖子被删,那我退群骂人走了,不愿意做一个舔狗,至于游戏买不买,关你屁事,***全部买了?我只买了幕府,战锤12,其他不买不行?


                          IP属地:安徽来自Android客户端13楼2018-08-19 12:54
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                            先吃饭,待会再转一点,我不会只转差评,好评我也转出来,一是更客观,二是确实不要负能量那么强。


                            IP属地:浙江14楼2018-08-19 13:00
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                              希望这些评论能引起CA重视吧,还有半年时间,跳票不要紧,重要是把游戏做好,我也觉得没海战和关隘纯是CA偷懒态度问题,很让人不满。但我们也要看到全战进步的一方面,比如这作的角色和阵型


                              IP属地:吉林来自Android客户端15楼2018-08-19 13:04
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