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总时数 20.0 小时
In Greek mythology, Agamemnon (/æɡəˈmɛmnɒn/ ⓘ; Ancient Greek: Ἀγαμέμνων Agamémnōn) was a king of Mycenae who commanded the Achaeans during the Trojan War. He was the son (or grandson) of King Atreus and Queen Aerope, the brother of Menelaus, the husband of Clytemnestra, and the father of Iphigenia, Iphianassa, Electra, Laodike, Orestes and Chrysothemis.[1] Legends make him the king of Mycenae or Argos, thought to be different names for the same area.[2] Agamemnon was killed upon his return from Troy by Clytemnestra, or in an older version of the story, by Clytemnestra's lover Aegisthus.
发布于 2025 年 11 月 29 日。
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总时数 74.4 小时 (评测时 45.3 小时)
virtual ketamine
发布于 2024 年 11 月 28 日。
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总时数 130.0 小时 (评测时 129.9 小时)
This ring old as hell! I dare even call it elden!
发布于 2024 年 6 月 26 日。
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总时数 0.0 小时
My thoughts on this DLC are complicated. In short I think the DLC has 2 major flaws but the good very much outweighs the bad and the DLC is very good, hence the positive review. The environment, the enemy design, and music, almost everything about this is incredible, to nobody’s surprise FromSoft cooked again. 1 of the 2 major flaws and the main complaint I have is related to the big debate right now over whether the DLC is too hard, but it comes from an angle that I don’t see many people discussing right now which is why do people think the DLC is too hard. I think I know why now, and I can say that both the git gud crowd and the complainer crowd are both right and wrong. The issue lies at a core level with how the DLC functions.
First a bit of background. Almost every over DLC FromSoft has made was balanced around the player entering with an end game character. Play through either of the DS3 DLCs, the Bloodborne DLC (please Sony release this game on PC and my life is yours), the DS2 DLCs, really any FromSoft DLC with an end game character and you will likely find the challenge to be just right because that is what they were made for. The difficulty curve of the DLCs as well was not done with numbers like increasing boss health and damage, but instead with more complex move sets that are harder to learn. This idea of balancing the DLC around the average end game character level fundamentally does not work in Elden Ring though. Elden Ring is an open world game, so even if the major of people end the playthrough at, say, level 150, FromSoft has no way of knowing how much of the side content the player is going to do (which there is a lot of). So how do they steadily increase the challenge of the DLC if they don’t know where the player is going and when? Making later boss’s move sets more complex doesn’t really matter much if the player just devours them like Saturn eating his son. They needed something new in order for the player to not accidentally become way too strong and destroy all the content and so they came up with the gigabrain solution of adding a progression system for the DLC specifically. This solution can easily solve this problem if it is implemented correctly.
Ok so now we need to talk about how they completely botched the implementation of the new progression. The DLC uses Scadutree Fragments as a new way to increase the power of the player. By spending them at a site of grace the player upgrades the level of their scadutree blessing, which provides an increase to their damage and their defense. By giving out these fragments at set areas, FromSoft can determine the pace at which the player can go through the DLC content, allowing them to balance it properly. At an area you shouldn’t be at yet? The boss will probably 1-shot you and take almost no damage. This is on paper an excellent idea but in comes the problems with it. First is that the new mechanic, that is INCREDIBLY IMPORTANT to how to play though the DLC is not explained at all. You suddenly just have a new option at your sites of grace and unless you read the item description of the scadutree fragment (be honest, how often do you actually do this) before you burned it at the site of grace you have no idea what you just did until you realized that your attack and defense are now yellow and also went up.
So now either because you are a lore fiend who reads every item description or because you wrote down your previous stats and noticed they went up you now know that these fragments are incredibly important. So how do you get more. This is the second fumble, instead of having enough to get you through the DLC either on or near the main path with a couple of them scattered throughout the map as a bit more incentive to explore, they are ALL scattered throughout the map with a couple of them winding up on the main path. So now instead of having some extra power being one of the many things you can find should you decide to go off exploring in some direction, it is now something you are actively looking for. Without them many fights turn into a no damage run against bosses in a DLC that came out not even a week ago (at time of writing). It can cause a scenario where you are not exploring because it is fun to do so and you want to see the cool stuff FromSoft put in the DLC, instead you are exploring because you need to in order to not get 1-shot and to actually do damage. Something I really enjoy about FromSoft games is that fact that they really just let you do whatever you want. If you want to go off and do some optional area because you feel like it, you can easily do so. But with how the fragments are placed and how crucial they are, it now is more like I NEED to go explore some optional areas because my other option is to play almost to or at perfection in order to continue the main story content I actually want to do. This feeling of needed to go somewhere you don’t want to go can honestly obliterate any enjoyment in a game because it feels like I am no longer in control, it feels like I’m being strung along by the game and being forced to do what they think I want to do.
In short, I think the Scadutree Fragments are an incredibly important item for how a playthrough of the DLC progresses that has far to little explanation for how important they are and are also placed through the map in a way that makes no sense for how important they are. So how can we change it for the better. We can’t just get rid of them entirely, as I said earlier the old method of balancing these DLCs does not work with Elden Ring. But as I just said as well, the current method of collecting Miyazaki’s 8 pages also doesn’t work since it isn’t very fun to be forced to explore for the sake of having the stats you should have for the main content. My proposal is literally just the memory system from Sekiro (FromSoft, make a Sekiro DLC and my life is yours). Instead of having the method of keeping the player’s strength in check be 50 pieces of beef jerky that are spilled all over the map, have important bosses carry an item that is used to increase your stats instead. The main bosses of course would have them but major bosses in optional areas would carry them as well. You no longer need to go hunting for fragments if you don’t want to. Literally just by playing through the DLCs main content you will get the stats you are expected to have to complete it, with some more power being one of the rewards you can get for exploring optional areas. It still would please the git gud guardians as well since if they want to do a no memory run they, just like the with the fragments, can just not use the memories.
I hope by now you can see what I meant at the start when I said that both the git gud crowd and the complainer crowd are right and wrong. The complainer crowd is right because the fragments are explained poorly making it easy to not really understand what they are or what they do, and they are just kind of thrown all over the map so it makes sense why many people wouldn’t want to go hunting for them. But they are also in the wrong since if they do understand just how important they are and go through the (albeit kind of miserable) task of getting all of them, they will find the DLC much more approachable. The git gud crowd is in the right because the people who are complaining are likely having a fundamental misunderstanding of the Scadutree Fragment system and are not using it as they should. But they are also in the wrong since it really is not entirely their fault for either not understanding the system or it’s importance or just not wanting to drop everything to go somewhere else on a treasure hunt for buried dabloons (1 Scadutree Fragment). The entire issue lies at a majority with how FromSoft handled the system and little with the players themselves.
The second flaw with the DLC is that the game now has huge stutters at random times. How did they break this port they fixed it over a year ago.
发布于 2024 年 6 月 24 日。 最后编辑于 2024 年 6 月 24 日。
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总时数 32.7 小时 (评测时 2.3 小时)
Nice to play the game on actual hardware and not the computer equivalent of a stone tablet used by mesopotamians in 2000 B.C.
发布于 2024 年 6 月 14 日。
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总时数 38.8 小时 (评测时 21.0 小时)
The gameplay is fun but oh my goodness the progression sucks so much. It's so appalling I made a presentation on it: https://docs.google.com/presentation/d/1pH3JAiD-bANBXgQRsgAYJTbMGzpWRL19zq4FSvKs1rY/edit?usp=sharing
发布于 2024 年 5 月 8 日。 最后编辑于 2024 年 5 月 8 日。
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总时数 308.1 小时 (评测时 5.5 小时)
Grandma Fantasy Versus
发布于 2023 年 12 月 15 日。
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总时数 44.1 小时 (评测时 40.8 小时)
Boutta' start chainboosting over to Wawa for Hoagiefest
发布于 2023 年 11 月 22 日。
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总时数 17.9 小时 (评测时 16.5 小时)
Look like things got a little out of hand at this Texas Roadhouse®!
发布于 2023 年 6 月 28 日。
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总时数 194.1 小时 (评测时 30.3 小时)
These streets got hands (a 3 foot wide pothole)
发布于 2023 年 6 月 21 日。
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