38
已评测
产品
1133
帐户内
产品

Sovos 最近的评测

< 1  2  3  4 >
正在显示第 1 - 10 项,共 38 项条目
1 人觉得这篇评测有价值
总时数 1.9 小时
抢先体验版本评测
The game has potential, and I hope to check on it in a year and see it in a better spot.
It borrows from other similar factory/automation games that I love. One of my few complaints about Satisfactory is a threat to my base.
- When you slide, you must hold crouch down throughout the slide or it cancels early. you can enable 'crouch-lock' in the settings, but then after a slide you stay crouched walking around slowly. Just a weird design choice there that feels like it shouldn't have made it through QC.
- You can't shift-click or alt-click to move things between inventory and boxes. Everything must be dragged by the mouse.
- The mechanics of several aspects are poorly explained or not explained at the start.
- Resources are sent 1 at a time on their own rockets to "the corporations" in space. Honestly this doesn't affect gameplay but just annoyed me at how silly it looked.
- I looked up a bit more about the game and it doesn't seem like there is any method of travel other than on-foot, and the map starts to get to be a decent size.

There were a few other things I wish I had written down, but it it just didn't pass the Early Access Vibe Check for me. I think it needs a bit more time in the oven for QoL cleanup before I want to really dive in.

发布于 1 月 10 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 353.7 小时 (评测时 300.5 小时)
Edit:
There's enough intentional changes pointed at the biggest flaws of the late game with today's update that it feels the game is turning in the right direction.

With the Chapter 3 update, Funcom has finally addressed the endgame issues with repeatable "dungeon" style locations that have difficulties you can select to scale up for a challenge.
There is now content to do at the endgame outside of zerg-pvp in the Deep Desert. The Landsraad can now actually be done by people outside the top guilds on each server that rush objectives after the weekly reset. New progression to work toward within each faction and with the new specialization system

The other changes before this update were nice, but more minor changes:
Free character server transfer with a 7 day cooldown. If your server is dead or too crowded, you can hop to another. There's a base backup tool so you can bring your base with you.
The deep desert has areas you can farm without worrying about gank squads, but the PvP areas are more abundant with resources. A decent compromise.

Original Review:
This PvE, survival/crafting side of this game is amazing. The immersion and feeling of being on Arrakis is top-notch.
If you set expectations of getting a good 40-80 hours of survival, crafting, and base-building game and stop when you finish Hagga Basin, you'll probably have a good time.

There are 2 main problems that hold it back.
1. The Deep Desert design
The end-game design feels half-baked. Even the recent changes to make it 50/50 PvE/PvP don't feel like they address some design issues, but there is lots of discourse around this, so I'll move on to the bigger issue.

2. Unacknowledged technical problems that cause loss progress.
Here's the worst that I experienced - The Deep Desert resets every Tuesday morning. Any structures, resources, vehicles, players remaining in the Deep Desert Tuesday morning are wiped (killed and lose full equipment in the case of players).
On Monday, June 23rd, no one in my server could zone out of the Deep Desert. For ~24 hours before the wipe, everyone that entered the Deep Desert became stuck there. There was a bug with the server that would allow no one to zone out.
We created Discord threads, tickets, pinged moderators and developers, but received no response.
The next day, everyone on the server that had bases, all the weeks worth of resources, end-game vehicles, etc. were wiped.
We got 1 Discord mod (Funcom CM) to acknowledge that the situation sucked, in 2 lines of chat. No official communication from Funcom or concern for the lost time.

Check the official Discord "Game Discussion" > "Technical" channel where people try to get help and you'll find hundreds of people seeking help for losing progress for a gamut of reasons and Funcom generally never responds.

How can anyone recommend to recommend a game in a genre where time=progress that will randomly destroy dozens of hours progress?

While looking for Funcom's responses to issues on the official Discord and reddit, I found many players reporting there are currently a spate of hackers killing remotely insta-killing players in Hagga Basin (PvE area) and finding ways to loot their bases. Hopefully this is quickly addressed.

Despite all this, the base game is so damn good and one of my favorite survival games I've ever played.
I'll probably end up dipping in occasionally to see if Funcom can stabilize the server issues and address the hacking.
发布于 2025 年 7 月 3 日。 最后编辑于 2 月 4 日。
这篇评测是否有价值? 欢乐 奖励
有 7 人觉得这篇评测有价值
总时数 1.3 小时
I feel like I'm taking crazy pills after how good the reviews are for this game. I felt like I was fighting the inventory and short oxygen timer more than enjoying the game.

I'm sent on a mission to terraform a planet, but my oxygen tank doesn't even last a minute out of the gate?

- You're going to need to bring extra oxygen tanks to top yourself off for the first few hours when you want to go outside for more than a minute or two.
- Items/materials do not stack. Everything from a plant seed to large crafted items take 1 inventory slot. This makes having to carry multiple oxygen tanks even more punishing.
- When you build something (say, a part for a base), it exits crafting mode so you cannot make multiple without reopening the crafting menu and selected the part again.

Maybe it gets way better later on, but I ran into so many annoyances in the first hour that seemed like systemic design issues, I lost interest.

Overall, the game design didn't feel like it learned from the quality-of-life improvements that have been standardized by other modern survival games.
发布于 2024 年 10 月 13 日。 最后编辑于 2024 年 10 月 13 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 20.5 小时 (评测时 20.3 小时)
More of a puzzle game with lots of solutions than an XCOM style game.
You have perfect knowledge of the battlefield and every ability hits if there is line of sight.

That said, this game is great. The dry humor of the dialog has made me crack of plenty of times. The art style is great, and there's a great mechanic between missions to help you understand all of the people and politics going on in the story.

You can rush through the story, or take your time on a bunch of optional side missions that will unlock more cosmetic options (and are just satisfying as hell when you find a perfect solution). If a particular room is driving you crazy and you just can't seem to find the solution, you get the option to just skip it, so you don't lose the flow of the story. The game isn't trying to punish you, but present a fun story and innovative gameplay.

What a little masterpiece out of nowhere.

Cons: Steve Clark
发布于 2024 年 9 月 4 日。 最后编辑于 2024 年 9 月 4 日。
这篇评测是否有价值? 欢乐 奖励
有 5 人觉得这篇评测有价值
总时数 99.0 小时 (评测时 41.6 小时)
抢先体验版本评测
Half-Life 1 and SCP had a baby and it was a survival game with responsive devs.

Those shouldn't work so well together so well but it's amazing

发布于 2024 年 6 月 27 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 283.8 小时 (评测时 116.0 小时)
Major Order completed.
I can't believe a bunch of gamers memeing about democracy made Sony blink first.

This game is great fun to jump in for 30 minutes or fall into on an empty day and have chaotic fun with other divers.
You can unlock everything without paying an extra cent, or throw some money at warbonds to support the developer and unlock things a little faster. The weapons mostly sidegrades without pay-to-win becoming the norm.

发布于 2024 年 5 月 7 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 246.4 小时 (评测时 83.3 小时)
抢先体验版本评测
I didn't think I would like this game as much as I do.

It's a relaxing survival/builder/adventure game. It has a lot of similarities to Valheim, but better combat (dodging, blocking, target-lock mechanics). The survival aspects (food) won't kill you, and there aren't raids on your base - so you can play at your own pace.

The map is hand-crafted vs procedurally generated, but the developers have used this to encourage exploration. That little cave, nook, hill, or interesting structure in the distance will usually have enemies guarding a chest or some useful resource to reward your curiosity.

Unlike Valheim, in addition to gearing up to become strong, you also receive XP and level up for exploring, harvesting resources, and defeating enemies. You'll rescue a few survivors and they mostly act as non-moving NPCs around your base that give you quests and help you craft. There is a sprawling skill tree and you earn points by leveling up and destroying some of the source of the "Shroud" across the map. I haven't given it the due time it deserves, but the building system is pretty good. You can image search for Enshrouded Bases to get a glimpse of what's possible.

A few of the downsides - Recipies and (some) quests are saved per server. If you're playing with a friend and one of you plays without the other, everything one person unlocks applies to both. This applies so someone starting on your game/server a few days after you start as well. The 'journey' to leveling up and gearing up will feel a little inconsistent when this happens. This also means you can't really play with multiple groups on the same server, as you're all essentially sharing progress. Item storage could use some love. You can't currently label chests or create signs. You can create map markers but can't name them (you can select from 4 icons and 4 colors). There also isn't a way to ping the map or share locations with other players. Enemies currently perfectly track you while dodging, which means side dodging while staying in their melee range isn't useful. For balance, the magic feels significantly stronger than everything else in the current 'end-game'.

All these flaws seem like they can be easily addressed, and the devs have already said they're working on making unlocks and quests player-based instead of server-based.

It's a great start for an Early Access game, and I'm looking forward to seeing where they take this.
发布于 2024 年 3 月 4 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
1
总时数 1.2 小时
抢先体验版本评测
The game is tedious and un-intuitive, you feel like you're fighting the inventory system. Environment is pretty but empty.
发布于 2023 年 12 月 28 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 203.5 小时 (评测时 32.3 小时)
Abelard, post a glowing review for these gamers.


There have been a few bugs, but Owlcat released the first fix patch today with a ton of fixes. This is how Owlcat's Kingmaker and WotR were as well. A long, immersive, amazingly crafted RPG with bugs in the later parts that get cleaned up soon after launch.
发布于 2023 年 12 月 16 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 117.5 小时 (评测时 74.8 小时)
What it's not: a space flight-focused space sim. You don't take off from planets and fly without a load screen like No Man's Sky, Star Citizen, Elite Dangerous.

What it is: Bethesda style-RPG with great exploration potential on planet surfaces and a great overall sci-fi setting. You'll find unexpected, memorable quests and locations by just wandering around. Find random interesting loot, upgrade your ship, engage in piracy, smuggling, hauling, interesting ship encounters.

The characters are alright and the voice acting is passable. As with most Bethesda RPGs, the best 'writing' is in the setting and environments.

The start of the game didn't 'grab' me as quickly as previous Bethesda games, but there are a lot of new systems to take in before it all really clicks. If you're the kind of person that has ever been hooked on a Bethesda-style RPG (FO 3/4, Skyrim, Oblivion, Morrowind), it's the best they've ever made.
发布于 2023 年 9 月 6 日。 最后编辑于 2023 年 9 月 6 日。
这篇评测是否有价值? 欢乐 奖励
< 1  2  3  4 >
正在显示第 1 - 10 项,共 38 项条目