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报告翻译问题


Right now you've got sliding movement and blink movement on the same touchpad. This is a really bad design choice. Currently the slightest touch on the touchpad will cause your character to move. It's very, very easy to accidentally brush the touch pad and cause unwanted movement. There's no way to use blink without accidentally causing sliding movement unless you turn the sliding movement off. Since there's no realistic way to use both movement schemes at the same time, you should have the user toggle between them. If slide movement is active, the user should have to be pressing down on the touchpad (so that it clicks in) before they can move. This feels more natural and prevents accidental movement. Additionally, you might take a cue from the Steam Controller and add a little haptic feedback when the user is pressing the touchpad to move.
There's an extra screen tucked into the back of the giant phone that randomly slides in and out. This seems like it is supposed to use physics but the movement doesn't correspond to gravity and it's very difficult to control whether the screen is in or out. What's the deal here?
There is a setting to toggle between three turning modes. I forget the first one, the second is "smooth" and the third is "strafe". Strafe should work with blink, so that if you press blink-left you blink-strafe left instead of turning left.
Blink works very poorly right now, because it teleports you based on where you are looking. You have to be looking at the ground to teleport somewhere, and the range is very short, so if you accidentally blink on top of a pillar (or even a short rock), it becomes basically impossible to get back down with blink. I'm tall, so this might not be as big of a problem for someone shorter. Blink should only be based on the direction you're facing and not what part of the ground you're looking at. You should be able to blink down from tall objects, and never be able to blink on top of tall objects (although I can't think of how you would combine blink with jump for climbing).
There's something wrong with the camera height relative to the ground. As you move, the ground height will vary by up to 1 foot above or below where your feet actually are. I'm usually floating 6 inches above the ground, and when I'm not the ground is inside my shins. This completely ruins the immersion for me. I don't know if this is more difficult to do in Unreal than in Unity, but it's something you should really invest time into getting right.
I played the game in vr first but it was really hard without all the helpers and the movement (controller keymapping) is not intuitive. Afterwards I played it normal and I started to understand how the gamemechanics work.
Later I will try to figure out the vr controlls.
Please do not exclude the support of the mouse + keyboard VR version.
I can not play in when the operation of both hands is required.
If impossible, for you will either get accepted when I asked for a refund?
I had bought the launch date of the early access version.
This Will not meet the repayment requirements in?
And it would be nice to be able to save our gameplay so the player does not have to re do parts where it's not auto saved.
That´s it for the moment. Thanks a lot to the devs for this great game, one of the best for the Vive so far imo.
Edit: And it´s really nice that you can save the game anytime you want. It sucks to search after a saving point when you have to stop playing soon. :-)
I´m tense for the update, but get some sleep if you need it. I´m working on an own little project (not a game) and it´s not good to push to hard. Over 90 hours of work in a week are exhausting over a couple of weeks/months. Even if it´s hard it´s better to slow down from time to time. :-)