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Totally against this. At least the last part. Crashing is very much realistic, it just doesn't have animations for it. It's more realistic to crash if you approach the ground too fast. Just learn how to land and you won't crash.
The collisions boxes that trigger crash landings are too large. Always have been. Yes, skimming the ground is not exactly a safe flight maneuver. but when you have half your dragon's height between your dragon and the ground, and suddenly flight is interrupted denying an opportunity to pull up to a higher altitude, that is pretty unrealistic. I never took issue with it before, because despite the inconvenience, the automated landings made up for it. At the very least, unless the collisions boxes can be tightened up, to avoid crashes when your dragon is not yet actually physically touching the ground, a leybinding to initiate a semi-automated landing would not be unreasonable.
Update: I have been able to connect and use a ps4 controller, and find it much better. I do still wish the camera auto tracked behind the dragon, instead of always manually having to be moved though. Also I am finding the ps4 controller disconnects anytime there is a lag spike ingame, and this is with it wired into a usb port, and ensuring steam dosn't have auto turn off, and that all usb ports have power to them. (i google troubleshooted it as best i could, and its still Disconnecting after everything.)
Is coding support different from a microsoft controller to a PS controller? Is so yea maybe no support for that type of one. The camera moving doesnt bother me too much but i would also like an option to toggle to a different flight mode where you turn based on where your crossheir is, Arma 3 did this when flying helicopters and it was handy being able to switch.
Without going into a extreme detail, I can tell you this, you're NOT getting a "realistic experience" flying as a Dragon, not with these mechanics, or the old mechanics, There is such a severe gap between what would be realistic in relation to their flight anatomy, and what you're playing with, that both the in-game physics, and control mechanics would require heavy tweaking and likely a control interface that hasn't been invented yet, Full Dive VR. This is not a shortcoming of the dev team, but a shortcoming of available technology to design the game within.
All that said, this game is supposedly going to include breeding mechanics, combat, hunting, PVE and PVP servers, Clans, roleplaying, crafting, establishing lairs, etc., etc,. etc. That requires a lot of players to make enjoyable. A lot more than those who aren't going to just rage-quit when they get tired of frustrating gameplay mechanics, and demand refunds. I've been playing this for awhile in Alpha. I love it. I want to see it not just succeed, but thrive. This is the virtual roleplaying experience I've always wanted, and assuming the flight mechanics aren't too difficult, I know a LOT of people I can sell on joining in when it's completed.
So I put it to the devs, which is more important? Super-realistic dragon flight simulator, or the full vision of the game?
A lot of gamers like to dive right in and get to the real meat of the games ASAP. A game with rough beginnings, a ton of negative reviews floating around online, from a developer almost no one has heard of, will have enough challenges, when it launches its completed version. one of those challenges should not be a completely avoidable issue, standing between the meat of the game, and gamers who have neither the time nor patience to play Flight Simulator: Dragon Edition.