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Endless legend 2 feedback
First of all, I think the game has very great potential, and I did enjoy the previous games.
However, I think there are some things that hold them back from being truly among the classics with evergreen gameplay.
That's why the following is very direct.
Thanks and keep up the good work.
- monsoon and tidefall are awesome concepts that keep the game fresh into the later stages! At least if optimized.
- i think its fun about the fidsi thing repeating itself (and the endless etc) in the series, even space and fantasy
share soem weaknesses with age of wonders (4)
- pastel colours are hard to tell apart and give a weak sense of presence on the map. Also, please have a few different leader portraits for each faction, so if playing a game with many factions, there aren't e.g., 3 copies of the same "Curator".
- how to actually gain different population types when you gain access to them?
- reinforcement area should be well defined and easy to predict (adds to jankiness feeling)
- a little dull that only one nearby fortress appeared at first tidefall (had explored all around first cities)
- tooltips that say e.g., "on unit" are annoyingly imprecise and call for an explanation themselves: is it all player units (hero and nonhero)? All over the empire or only in the army? Etc. - was the same in the other endless games - the tooltips seem designed for someone who already know the terminology definitions - makes things unclear (adds to jankiness). Another example: +5 science per holy oculum City Level on City... like what does it mean - all cities gain +15 if the one city with the holy oculum has it at level 3? Or only the Holy oculum city itself? Seems like it's supposed to be very concise with the "keywords", like "City", but it lacks some context, so there is a lot of doubt about what applies to what. Frustrating when you're checking the techs to see what makes sense - and honestly it makes the player care less and then just pick something and hope it's interpreted right, instead of being excited about whatever ability the tech seems to have.
- very hard to see from map overview what's a city and what's a camp. Also, what are the populations?
- weird flowing thing when turns end/start - what happens when, diplomatic offers- if you load they seem to happen at different times (maybe not technically, but it may seem so, which strongly adds to the feeling of "untightness"
- Notifications: when it says "Effects of Called population changed, don't make me go into a city every turn, then population and see what it is now. Write it in the notification itself. Seems to happen almost every turn.
- when units are sieging, i still want to be able to click on them to see their health etc., not just be instantly taken to the "occupy or not" screen
- "rebellion" happened... i accidentally clicked away the 'announcement' and now i have no idea what the rebellion does - where on the map is it? in which submenu? which city? A "rebellion" sounds dangerous and significant, but if its hard to tell from the map what happened, and i have to go some (excel sheet) submenu to find out that "rebellion" caused nothing but some fidsi minuses or whatever, it starts to feel like a spreadsheet simulator and not a "rebellion" in a space empire.
- in the technology screen there is a lot of wasted space and then some quite small round pictures to see the technology illustrations - it's not very evocative and makes it feel less like some fancy cool new technology and more just like checking the symbols underneath and then the tooltips to see which fidsi bonuses are there. So minimizing immersion and maximizing minmaxing, basically. I don't know if the tiny round illustrations are again because of mobile game UI... see later point.
- For some reason, what usually happens is that you might be dominating, more or less, but there are a ton of nuisance small enemy AI units runnings around for no particular reason (seemingly) other than annoying you by razing observatories or whatever. No major harm, just wasting the players time. Makes it feel much less like an epic empire building game and more like a "smash the nuisance" arcade game.. with fidsi interruptions where you have to decide for each ciy if +3/ridge or +2/population would be better in the long or medium run. Not an exciting combination : /
- The UI looks like it was designed for a mobile game, not for making a pc game great - as a pc player it feels like being downprioritized and playing an obviously lesser version of the game than what would be fairly simple to achieve by making the UI less clunky and grey boxes. Previous, e.g., civilization games had no problem doing these things nicely, but the same ugly clumsy mobile UI is also present in civ 7, and it's one of the things most pc gamers strongly dislike and it gives a feeling of being disrespected.
I'm taking the time to do this thorough feedback, since I've played several of the endless games and they have very cool concepts and nice gameplay that is unfortunately being held back from being excellent/fantastic/classic material from some of these janky things, that make playthroughs seem 'not tight'.
- in the same order, dont make popups for events, choices, diplomacy etc. at "whatever" times or when you load - it makes it feel untight, as if things are happening in a random order (for a strategy game player "random order" feels like 'you wasted your time thinking and choosing, coz things are just "jumbled" anyway.)
no reminder of available to move unit. shouldn't able to end turn if theres army that havent move