安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题


This would allow a level designer to create a pure climbing map if they wanted. If players don't like pure climbing they could jus not play the map.
More choices for designers and players - a good thing.
No where in my post did I say I was failing at levels, the few times I am able to find servers I usually see People launching around the levels as if they were Superman, is that really how the game should end up being played?
I am a fan of Vicxvr's idea though, would make for more climb intensive maps as opposed to jumping maps.
These replies to my post are the real salt.
I disagree with Vicxvr's having the max speed be creator definable. It will make the "Climbey World" feel less consistent if its core mechanics change from level to level.
Currently jumping is a intuitive "player_velocity" = "hand_velocity". Setting a max speed makes this true only some of the time. This might... ruin immersion? make people motion sick? not do anything?
Maybe there's a answer to this where you can reduce someone's maximum jump velocity, and use the discarded hand velocity data to do some filtering to counter the "I flicked my wrist at the last second and now I'm jumping down instead of up" thingy.
For me though, I think I will stick to the normal non-CTF maps and simply climb in the way that I have fun instead of trying to meet the Flingey Meta.
Thanks for the reasonable reply themonkeyoverlordofsatin.
I also highly enjoy being able to jump several factors higher than I would ever be able to in real life, it's fun. I'm not going to nerf fun.
Any other reasons have already been mentioned, Climbey is surprisingly unnauseating, if I start messing with its 100% physics based movement I may make it worse for some people.
Thank you for your insight into this ShadowBrain, I understand a little better which direction you are intending to take this game now.
Games do have to please some people more than others; otherwise noone ends up happy. I do think the Flingey meta is pretty core to Climbey but I didnt actually realise it was a sacred cow type of thing. Well there is nothing wrong with that.
I commented on this post to wonder if the game could support other metas via the level design mechanism. My idea on maxxing velocity was not intended as a serious technical suggestion. I was only suggesting that other metas could be supported via map types. There are certainly reasons for and against and Shadowbrain has probably thought them through and arrived at his current position.
I can't comment for VR climbing purists because I'm not really a purist; I just play devils advocate for options cause I'm not the guy who has to code it up or manage fans of the game.
Love your work SB.