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Lexus 最近的评测

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总时数 0.2 小时
The moment I realised that you can't duplicate open programs/apps/windows from the taskbar onto another taskbar on another screen (like the native Win10 feature), I knew this would severely hamper my productivity so it was uninstalled.
发布于 2022 年 1 月 22 日。
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总时数 235.3 小时 (评测时 74.7 小时)
On balance, despite being a bit rough around the edges at this stage of development, the core game is good and very playable. It's not finished; what game is at release these days. The game is poorly optimised like many UE4 games. There are bugs and glitches but none that are significantly determinantal to gameplay or enjoyment, in my opinion.

I have played this game on two computers, neither of which meet the minimum specs determined by the devs
i5 3470, 8GB RAM, GTX 970, Hybrid HDD
i7 3770k, 16GB RAM, GTX 970, SSD
Both play the game on 'Low' preset (with 16x anisotropic filtering) with consistent FPS at a capped 90, dipping to ~60 during intense gunfights.

I recommend this game in its current state. It will become highly recommended as NWI continue to work on it into 2019, and with more experience using UE4.

Good

New World Interactive. I don't pre-order games anymore; I've been burnt too many times. However, NWI's previous releases gave me confidence to break my rule for this game and I'm OK that I did. I understand that they're currently working on additional post-launch content which is expected to be free. Notably, remastered maps from Insurgency 2.

At the risk of being accused of comparing apples with oranges…. for me and what I enjoy, the map sizes are a nice sweetspot between Battlefield and Call of Duty. The lovely pacing of action that's just a little less chaotic than CoD, more engaging than BF, with the punishing damage models from ARMA without the simulation bore. Maps reward skill and 'mapcraft/orientation'.

Great price standalone. Even better value with the extra post-launch content NWI claim they will be producing, at no additional cost.

Visuals
A fresh look of graphics and textures (compared to the brilliant but aging Source engine) which are nice. Weapon models are outstanding as I expected from this developer.

Sound and atmosphere
Incredible. Just incredible. Insurgency 2 sounded great but this is next level. From the games I've played, the sound and audio cues in this game are unparalleled. Each weapon sounds unique and it's possible to identify each weapon's fire from each faction. The ballistic sounds in the environments are brilliantly delivered.

Weapons
There's a varied selection of weapons to use, tailored for a number of different classes of roles expected to played, none locked behind rank or XP. As previously mentioned, models and ballistic sounds are outstanding.

Mediocre

I don't like the maps as much as Insurgency 2, although I recognise that this is subjective and may just be an indication of how much I enjoyed Insurgency 2's maps. Some of the maps are simply too big for only 3 push points. I look forward to the development of some different maps, different environments, using different colour palettes to the ones used on launch maps.

I don't like the fire support; it takes away from the pure gun on gun competition that I love. It feels cheap dying to fire support. I know I can take shelter or an anti-air weapon but this detracts from the experience I enjoy. Moreover, when you're on a team that's missing a Commander and Observer, or they're being occupied by players that don't know what they're doing, the fire support really imbalances the server. I look forward to community and custom servers where (some) admins are likely to disable it.

Bad

Unreal Engine 4
Floaty and slippery mouse aim, especially when using optics. This is the same in PUBG (albeit not quite as bad in this) and in Ubisoft's Snowdrop engine. It just isn't that really pure feel you get between mouse hand and weapon trigger in Source. I share https://psteamcommunity.yuanyoumao.com/id/v1tr1ol opinion in their review: UE4 isn't optimized for first person shooters. It's not responsive enough for competitive fast(er)-paced shooters and it feels as though there's slight input lag and mouse smoothing while aiming down the sight. Aiming feels floaty especially with any kind of optics.

Too many draws
For me, it's completely unacceptable to allow draws. Make Push best of 3, Firefight best of 5, and competitive best of 9 so that there's a winner! I appreciate this may have been done to control game times for push which, if competitive and balanced teams, can have really long round times. However, most firefight matches in unranked don't last longer than 11-14 minutes; add one extra round to make it best of 5 and surely you'd only be increasing max game time by another ~5 minutes!

No option to change loadout from main menu
There are roles/classes you play in Insurgency for each faction: rifleman, commander, breacher, gunner, marksman etc. Each enable you to save customised loadout presets. In CoD or BF, you only have to customise <5 classes that take you into every gunfight. In Insurgency, there are so many roles, that each require a different loadout for each gamemode that sometimes, you can waste half a respawn wave setting up and saving your loadout. Loadout customisation MUST be developed to be incorporated within the Profile section of the main menu so that time isn't wasted in-game. As the countdown timer hits 00:00 in the first round of the game, you can guarantee that half of your team aren't going to be spawning for 60 seconds because they haven't got a loadout saved and are having to create one from scratch on a role/class they don't usually play.

Slippery windows
On some of the windows, you approach to enter but your character just slides along the window frame making it extremely difficult to vault through the window. This needs to be addressed with priority.

Getting stuck on environment
A la Battlefield 3/4. This is a big bugbear of mine. I'm not a coder or game developer; I don't know how difficult this is to resolve nut it's bloody annoying getting stuck on invisible environment. Not quite as bad as BF3/4 but perhaps because the maps are a bit smaller.

Muting players
This function seems to be erratic… I mute an obnoxious player making my ears bleed but it only mutes them for a short period of time. I shouldn't have to mute all, denying myself cues from my teammates that are really important in gamemodes that require team coordination and cooperation.

Radial comm menus
These predefined communication commands are great as they transcend language barriers, and allow people to communicate that don’t have a microphone. But, they've done away with one of the most important… 'moving to' to inform your team what objective or bearing you're moving to. But more irritatingly, they're spammed by some players. Usually the 'intimidate' comm when I'm trying to listen out for footsteps defending a capture point. Please mute the comm commands with the mute player option from scoreboard, or add an option in the menus to mute the audibles and only display text in feed.

Volume balance
The volume balance and range between master and voice is too far apart. Voice is at 100, I have to have master down at 25 to hear voice. But with my amp and headphones turned up to max, the master volume isn't as loud as I'd like. Please adjust these volume thresholds.

No community servers yet

No vote kick
Although this seems to be less necessary since 21/12/2018 patch which (largely) addresses idle and afk players.

Suggestions

There should be a round and game timer on Tab scoreboard

There should be a 'remove all' on the loadout customisation like in Insurgency 2.

Doesn’t appear to record number of MVP awards in Profile Stats. This stat was heavily used in Insurgency 2 and is one of the better ways of recording an individual's effect on a game.
发布于 2019 年 1 月 3 日。
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总时数 4.2 小时 (评测时 2.5 小时)
A curious story with stunning visuals and a lovely soundtrack.
发布于 2018 年 4 月 19 日。
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总时数 1,221.8 小时 (评测时 1,005.7 小时)
Updated review December 2019:
I don't enjoy it as much as Civ 5 but some of the new mechanics introduced in the base game of 6 are an interesting change.




Old review from launch...
First load of Civ 6: Civ 6 hung while creating game.

Second load of Civ 6: created custom game (Victoria, TSL, Quick, rest default), played for a couple of hours.

Third load of Civ 6: The game/file that I saved was not appearing on 'Load game' screen.


Googled, not the only one with this problem:

1) during game installation, necessary Civ 6 folders not created by installer in My Documents/My Games. I created them manually.

2) added game folder in steamapps/common, and newly created My Games folder to antivirus exceptions

3) ensured that Windows security had granted user write permissions to Civ 6 folder in My Games.


Loaded Civ 6, created quick game to test if able to save, Civ 6 hung while creating game.

Loaded Civ 6 again, created custom game (Victoria, TSL, Quick, rest default) to test if able to save, neither 'Quick Save' or 'Save Game' save the open game state to folder, nor displays in 'Load Game'.


PC exceeds all minimum and most recommended (I have third gen i7; not fourth gen Intel CPU) system requirements below.

gg
发布于 2018 年 1 月 25 日。 最后编辑于 2024 年 11 月 28 日。
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总时数 362.4 小时 (评测时 293.9 小时)
Updated 2019:

Game is great again.... a second wave of addiction is here! Same game as in the good days but with more content (at non Paradox prices!).


18 Feb, 2016 @ 5:50pm
This game was great: I had huge amounts of fun for many hours, and met some really cool people (unusual in itself for online multiplayer!) playing this game.

However, the devs unnecessarily introduced microtransactions. Something they said they would never do! Do not move the goalposts with your customers and fan base.
发布于 2016 年 2 月 19 日。 最后编辑于 2021 年 11 月 26 日。
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