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尚未有人觉得这篇评测有价值
总时数 2.5 小时
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The game's experience on a CV1 is borderline unplayable.
FOV isn't correct at all causing the game to be viewed through essentially tubes or the gas mask from the original game.

Far from a common/supported device but if you're like me and use stuff until it breaks, I would suggest avoiding this game until or if it's ever addressed.
发布于 10 月 18 日。
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一名开发者在 10 月 19 日 上午 7:50 作出回复 (查看回复)
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总时数 138.9 小时
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Lovely game as the depth to what you can create is impressive. What the community has created is incredible really.

The survival mode is currently quite bare but what exists is pretty impressive. Game seemingly isn't dead as their twitter was recently active and usually comes alive every 3-6 months with showcases of new content or updates that are yet to be completed. If you don't like waiting look elsewhere but if you don't mind it, this is probably worth your time.
发布于 5 月 22 日。
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有 2 人觉得这篇评测有价值
总时数 42.5 小时
Boston Tea Party - December 16th, 1773
发布于 5 月 3 日。
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总时数 148.1 小时 (评测时 143.4 小时)
We are so back.

TL;DR:
Game suffers from a lot of overarching issues that is never addressed and has slowly deteriorated my and others opinion of the game over time.
- Developer mindset around balance and difficulty is terrible.
- Developer has communicated that they want to listen to the community more but they have yet to do so.
- A lot of updates have a one step forward two steps back result where they accidentally introduce a problem, problem gets fixed, problem comes back eventually.


The balance in this game is a terrible chase of finding unintended (but fun) or effective quirks about weapons and stratagems that eventually gets changed or nerfed because the balance is entirely data and intention driven.

Gun so and so becomes popular due to it being fun or good, the usage of this gun goes up in their statistics and so does the wins with said gun. Arrowhead sees this, changes the gun to be worse in some way. Recent example of this is fire related weaponry, notably the flame thrower. It became a useful tool to melt past armor and deal with the high number of armored chargers. This strategy was deemed too strong and was thus a change was made for all fire weapons to not be able to go through armor. Irony being that this change was made 2 days before a fire related warbond was dropped.

The other alternative is that an unintended quirk of the gun becomes popular. Which eventually gets changed or nerfed as it was never intended. Recent example of this is a rocket launcher that could destroy bot factories or bug nests with one shot. It's use against actual enemies was limited but to be a portable sniper for bunkers/nests was a very nice niche. This wasn't intended design so of course, it was changed.

This pretty much makes a very unhealthy circle where we find something good about a gun, it gets changed, community gets annoyed at the devs because of this and eventually the next new cool thing is found or comes out. There has been communication from the devs that they want to listen to the community more, especially around balancing but it has yet to happen as both of the examples above are cases of where they make changes while ignoring what the community thinks or says.

Difficulty in this game has been a constant battle where the intended way to play higher difficulties tends to be one of the lesser enjoyable ways to play the game. Avoid confrontation, run, never stop, don't stay and fight unless you have to.

This is not to say that the game is all bad. However the bad seems to outweigh the good as the more I look back at the game, the more I remember all the bad or disappointing events. This isn't a feeling I'm all that used to to this degree, even for similar games this just stands out as a sour memory. It's a disappointing development that I wish was different.
发布于 5 月 3 日。 最后编辑于 9 月 17 日。
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有 4 人觉得这篇评测有价值
总时数 29.1 小时 (评测时 26.9 小时)
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Absolutely amazing game that I recommend to just about anyone regardless of your skill or experience in rhythm games prior.

HOWEVER the act 5 update accidentally removed the reason I both bought and play the game which is the ability to just play with anyone over steam remote play due to the fact that they disabled the steam overlay.

Usually remote play for a rhythm game is an incredibly bad idea as latency effectively breaks the entire experience. This is the case for practically any game that isn't turn-based but even more so when the entire game revolves around timing. This game either intentionally or unintentionally fixed that issue by allowing the option to set player specific offsets. You can use this to counteract latency, on top of being able to find the perfect offset by having a built in calibrator in the main menu.

From my understanding the overlay caused issues with the game in relation to the new content in the act 5 update and as such was disabled. This however also makes the remote play feature non-functional as well. Using this functionality to play with anybody at any time to either introduce people to this game or rhythm games as a whole accounts to 95% of my playtime. This simple and quick change pretty much ruined it for me. If you're looking to buy this game for similar reasons I did, the answer is to avoid this until it is fixed. I will remove this review when this issue is fixed as well.
发布于 2023 年 11 月 29 日。
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总时数 17.1 小时 (评测时 14.7 小时)
Technical backend is a mess, servers dying repeatedly but hopefully this is temporary.

The current state of Payday 3 as a sequel is one step forward and one step back even if you look past the current technical problems.

Payday 3 feels like this very weird side grade of an experience because of the weird or outright bad decisions. Everything Payday 2 did good, Payday 3 does bad but the opposite is true too. No more weird weapon customization where attachments are tied to either very specific challenges (like 4 different players wearing a sequence of different masks with no gun attachments, etc), lootboxes (end of heist cards) or buyable with a specific currency (Continental Coins). Incredible gameplay (compared to PD2), good AI, good netcode and sync in-game. This game feels like the result of a wish from a monkey's paw.


Few things I think should definitely be looked at.

1) The lobby system
Payday 2 had a browser that showed public games within your region, while it was bad I believe it to be better than PD3s system. PD2s system showed you multiple pieces of information. The heist, difficulty, how many players are in the heist, if the heist was in game or in lobby and lastly the host could even note what tactic was being used (stealth or loud). Meanwhile in Payday 3 you pick a mission and difficulty and it puts you into matchmaking. That's it. You are given 0 information and customizability. Can't search by tactic. Can't search/queue for multiple heists. You can't even see what heist and difficulty has active players. Currently you just search and end up in a bunch of empty lobbies, eventually you either requeue and find people or wait for the lobby to fill up with people. And then they proceed to leave because they were looking for the other tactic, putting you back to square one.

2) Leveling/Progression
Payday 3 uses challenges that award you XP to level up. These consist of just about everything you could imagine. XP for sliding a certain distance, kills with a specific weapon, heists at specific difficulties or tactics. To grind for levels you have to actively check what challenges you haven't completed and can do. The idea of this from a developer standpoint is good, encourage players to try everything. But I think most players gravitate to specific weapons, tactics and playstyles are effectively punished for doing so. It took 8 or 9 years to make the infamy and leveling system in Payday 2 to be at it's absolute best, why were the lessons learnt from PD2 never taken into consideration for Payday 3?

3) UX in the menus
The different menus are a complete mess of various bad decisions that lead to them being very annoying to use and navigate. Settings and the quit button is under the More section so you can't access either at a quick glance. The social/friends menu is very bad, you have to open it up to see if you're in a party for example (ontop of matchmaking with friends barely working as it is). Going from loadout to buy a new weapon puts you in a different menu that you can't back out of, so you have to click back to loadout, the category of gun (primary or secondary) and then you're back to where you were. Same thing with masks and other cosmetics.
发布于 2023 年 9 月 23 日。 最后编辑于 2023 年 9 月 26 日。
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总时数 23.5 小时 (评测时 12.3 小时)
Incredibly odd but great experience. The game is rough and serves to punish the impatient. If you like the concept of mining in space from other games, you'll love this as this game is almost entirely dedicated to just that.

Highly customizable, you can even upgrade/change out things like the autopilot or the ships HUD/OS. Only explained in lore as sales pitches, stat sheets and simulation demos. While informative. They are confusing at first. Or in the case of sale pitches/descriptions, not of much use at all. Experimentation is highly recommended. The game treats you as an inhabitant in its world and industry, obviously YOU should know the difference between a mass driver, microwave and mining laser as the space miner of the future. While we cavemen of the 2000s where fractions of fractions of our population have actually ever been to space, let alone navigated it, are left to figure out what the hell am I doing with this damn microwave meant to cook rocks.

Be ready to feel stupid, be ready to learn, be patient and you'll have a lovely time with this.

As for how far complete this game is. Honestly the game has a lot going for it as it is with roadmaps only going further. The price of the game is shockingly low for what it offers currently and intends to offer in the future.

The DLCs are weird but standalone. If you want anime or furry portraits, be my guest. Otherwise you can ignore them entirely.
发布于 2023 年 8 月 12 日。 最后编辑于 2023 年 8 月 12 日。
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有 1 人觉得这篇评测很欢乐
总时数 5.9 小时 (评测时 3.8 小时)
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Short and sweet (as of writing in early access), brings on the incredibly replayable dynamic that thief and more recently dishonored also have.

If you love either of those games you should probably give this a shot too.
发布于 2023 年 8 月 3 日。
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1 人觉得这篇评测有价值
总时数 5.9 小时
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You ever made a stew where four minutes in you can already taste the end result is going to be great?

Well this game is that, perfect recipe, just needs to cook some more.
发布于 2023 年 7 月 25 日。
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有 2 人觉得这篇评测有价值
总时数 31.1 小时 (评测时 15.2 小时)
Overall I enjoyed my time on the game and will continue to do so but there's just something, that doesn't feel exactly right with Bonelab which also prevents me from recommending the game. It's not a hollow feeling as it's obvious passion and ambition was put into the game but the game doesn't really feel coherent or consistent. Some parts of the game are great and flows well while some parts are random ideas duct taped together and shipped regardless of if they work together or not. The last two characters and their levels in their current states shouldn't even have been in the campaign and just left in their respective gamemode/category to be discovered rather than being required to play and go through. The campaign is already incredibly short but I still believe it would have been a better experience without them.

Having characters with unique proportions and traits is a cool idea on paper, combined with giving them a unique level each to introduce them. But the execution of this varies greatly in its quality and seemingly so does how much thought were given to the characters and the level they accompany to begin with. Some of these levels seem to not even be made around the character or have much of any idea at all given to them. The levels after these character introduction levels are pretty good but they don't really encourage the use of different characters or their unique traits. There's one instance where the strong character is nudged at with really heavy objects being required to be moved and placed in certain locations but that is pretty much it. It feels like a hugely missed opportunity to have a mechanic where you can switch to (mostly) unique characters at any time but the level design never really using it.

I hope future content makes up for this if there even is any planned, if not that is a shame and if Boneworks is anything to go by I don't think we'll be getting anything game changing. The modding scene so far is looking like it will be pretty good even with the limited tools they have but the developers were short on time to finish the tools on release so we're getting it in pieces after release.

I hope the developers are well, I hope they stick to this game and I seriously hope they look at what they currently have in the game and expand upon that rather than add isolated things that doesn't contribute to the main game.

If I had any control of the game and where it's going I believe the game would be much better if the levels were given another pass of polishing, some levels should be overhauled or changed to flow better and/or encourage the character switching mechanic. The cat should have a level that actually complements the character as well as the anime girl having a map that actually fits her aesthetically as well. Extend the later half of the game by a few levels especially to encourage and at times even require the character switching mechanic. And give Michael Wyckoff's music the opportunity to shine even more because dear lord his stuff is amazing. The fact that you only get to hear "Would You Even Know" only once in the entire game and never again (even replaying the game doesn't make it play again) should be considered a crime.
发布于 2022 年 10 月 1 日。 最后编辑于 2022 年 10 月 1 日。
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正在显示第 1 - 10 项,共 12 项条目