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41-50/78개 항목을 표시 중
아직 아무도 이 평가가 유용하다고 하지 않음
기록상 80.7시간 (평가 당시 71.6시간)
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abandoned game. took the money and did nothing with it. very disappointing

It's been years since I've been so hooked on a game, and NEVER before have my group of friends also been so hooked on a game with me. We've all put in 72 hours in less than a week (thank you bad weather). As soon as I start up the server my friends hop on ASAP and start adventuring with me. It's been a blast and we've all had a ton of fun together.

In short, Valheim is a fantastic game, but it is indeed still in early access. I hope Valheim will follow a similar path to Terraria: years of massive updates, and a fantastic modding community that brings out the best in the game.

Valheim has the best pacing of any game I've played in years, and when it's a finished product it could compete for best pacing of any game I've played in my life; almost certainly of it's genre. "It's not the destination, it's the journey" fits this game perfectly. Nothing comes free or easy in this game. Things that'd you'd take for granted in most games like food, building material, quick and easy travel, are never given easy. You need food? You'll have to prowl around the latest hellhole biome you've discovered for those much needed ingredients. You want wood and stone? You'd better have a paved path and a cart unless you want to be doing it again in two hours. You want to teleport back to base to restock and repair? Sure, just make sure you leave that valuable ore you so desperately need for upgrades. I'm afraid you'll have to carry the ore back on a boat. Do be careful in the Ocean. It gets real foggy you know, sneaky coastline might beach your boat, enemies could shoot at you from the shoreline, you could get Subnautica PTSD. Anything can happen out there. It's almost always a struggle.

So yes you should buy this game and it's a fantastic experience. Now I want to focus on the bad. This game IS in early access, even though it had me fooled for the first 55 hours. A list of gripes:

Combat.

My number one complaint is that you cannot adjust your weapon swings by aiming your camera up or down, a feature so common in most action games with melee that it took me a while to figure out that this game doesn't have it. Enemies that are currently swatting your ass cheeks on a waist-high ledge might be completely untouchable if you weapon swing combo has poor coverage.

A very close second complaint is that the late game enemies are very spongy. The difference between a regular goblin and a one star goblin is insane. Don't even get me started on two star plains enemies. I'm fairly sure the math for calculating HP and Damage modifiers for elite enemies is literally x2 stats for one star and x3 stats for two stars. The levels of which feel pretty ok right up until the Plains. Like a common tier 1 enemy has like 50 hp, and a common tier 5 enemy has something like 500 hp. Somewhere along the way, the damage and HP numbers aren't coming together well. Could be on the enemy HP, could be on the weapon damage, I don't know. This leads into my next point though:

For most of the game both you and the enemy are pretty vulnerable to attacks. It's mostly about getting a perfect block off to stagger your enemy into death. That's fine, I love that. Perfect blocking turns me on. High risk, high reward. If you miss a parry you'll probably survive the first hit, but definitely not the second. Fair enough. Keeps things tense. Fast forward to late game. You had better be able to parry 3 deadly attacks in a row if you want to kill one common goblin. For your information there's commonly around 8-15 of these little ♥♥♥♥♥♥♥ in their camps. Not including "special" enemies. Which are somehow less deadly and easier to kill for the most part, with a little group coordination.

Enemies do not have to follow the same rules as you do in combat. I.E they don't have a stamina bar to manage. Where you will eventually become totally winded running for your ♥♥♥♥♥♥♥ life, the group of wolves following you have no such worries. As soon as they get within range, they'll attack endlessly until you leave that range or kill them off. Now like I said, combat before the tier 4 phase of the game is pretty lethal, so you don't really feel like anything is wrong up until that point. Feels like everyone is playing by the rules. Not until you land a full combo on a goblin, use the majority of your stamina, and have hardly put a dent in their HP. And there are 9 more coming. They then immediately swing again, and again, and again, and again, and again, an- oh you're dead.

Another problem is what seems to be the over-reliance on the tier 3 forbidden power to get through the tier 5 area. Thank god I had 3 friends to pop our tier 3 power on cooldown for a 100% uptime (5 minute duration, 20 minute CD), otherwise I think we would of stopped playing there. I don't know why the developers decided make this your only reasonable choice for exploring the Plains. Our armor and weapons were appropriate, but you'd still melt if you fail to parry 2 attacks from a common goblin. On the flip side when we started our 100% uptime strategy, we never died again. The damage is too high, and the damage resistance is too.

Forbidden powers could use some work. The first one is a good option right up till the end biome, the second needs to affect rocks, the third is overpowered, and the fourth is a good situational choice.

I love a hard game, I would not of put 72 hours into this one if I didn't. But I hate cheap "difficulty". That's not even the right word. Damage sponges are not challenging. They are boring and tedious. Keep the combat lethal for both sides.

Building.

I was having a blast with building our complex. It's pretty simple, and although the game is currently lacking diversity in what you can build, that's more of a content issue, and everyone wants more content.

Having to build a workbench if you want to setup a roof to take shelter under is annoying, but not restrictive enough to be frustrating. I understand why they decided to have these workbench restrictions, but I think there's a better way to achieve the same effect on gameplay. I'm guessing that, most likely, there will be tent like building blocks added into the game that don't require a workbench, like the simple campfire. That's probably fine. It's not the as annoying as the Chest Solution.

Inventory management sucks and needs to be handled in a more creative fashion. Iron Gate AB uses an extremely primitive method for item storage, like something you'd develop in a college class on making video games. The simple Chest Solution that inevitably leads to issues, as it does in EVERY game it is used in. This ♥♥♥♥ needs to stop. Seriously. Stop doing the Chest Solution. I don't want to have 40 different tiny chest everywhere. Consolidate all our stored possesions into one big viewable inventory. Stop using the established methods that no one likes. Minecraft modders eventually fixed it with mods like Refined Storage as well as Terraria modders with Magic Storage. It CAN be done. It absolutely can. Save everyone some pain.

The absolute worst part of building in this game is unfortunately, there exist a bug where for unknown reasons, building blocks will start phasing out of existence, seemingly at random, at different points for every player. What one player can stand on and see does not exist as a tangible object for another. And it just keeps happening. Random piece of house disappear and cause problems. It's a nightmare. I hope this is fixed soon. Really killing my enjoyment.

Along the same line of bugs, this one isn't a big deal, but it's pretty common. The game will pick a random entity (enemy, item, block, whatever) and spawn a ghost of it around you. An enemy will make all the regular noises without moving, and probably scare the ♥♥♥♥ out of you the first few times. An item will frustrate you when you cannot pick it up no matter how many times you press E.
2021년 2월 17일에 게시되었습니다. 2022년 8월 6일에 마지막으로 수정했습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 82.1시간 (평가 당시 63.3시간)
ye
2021년 1월 23일에 게시되었습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 35.2시간 (평가 당시 16.9시간)
If this game ever restricts it's workshop community by forcing you to pay the original makers of whatever board game you are trying to use, it won't be worth the buy.

Luckily, that is not the case. There are a ton of popular board games that you can download off the workshop with no problems or restrictions. Feels like a thin line though. I can easily imagine a greedy company filing a lawsuit that would force the developers of this game to take all variations of whatever board game they own off of the workshop, which would inevitably cause all other aware companies to follow suite. Hopefully this never happens.

VR controls are wack. Could use some work. Not intolerable though.
2021년 1월 16일에 게시되었습니다.
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17명이 이 평가가 유용하다고 함
3
기록상 6.4시간 (평가 당시 4.6시간)
after I take off my headset, I'll get the sensation at random that I'm doing a flip

thanks for the vertigo


This game is a 6/10. You think you have good enough VR legs? I thought so too. Turning on flips was the one of the coolest and most sicking things I've experienced in a VR game. For a while.

The campaign is unneeded, but it wasn't the worst thing I've had to play through, although some missions were annoying in that they didn't seem to be working right. Train Bomb defusal level specifically, though I loved the final level, not so much the ending.

You will absolutely NEED to do a thorough check of the control and accessibility options on starting. Mainly: sticky grips, large weapon holsters, quick swapping, auto-reload, and FLIPS. You absolutely must turn on flips to really experience what this game is trying to give you.

Experimenting with all the different types of equipment, skills, and relics is the meat of this game. Unfortunately you will eventually discover that the majority of the weapons are either extremely awkward to handle or very weak compared to the simpler ones. The skill trees are fun to experiment with and being able to respec your points at any time is exactly how things should be. I was surprised to find that the Relics rarity tiers are structured perfectly, with having the legendary relics not necessarily being the best choice and instead making them open up specific build niches to your build. Looking at you Gearbox.

Early and Mid game are the best experiences this game has to offer. Like I said this will be the time you will experiment with all the equipment, skills, and relics. Late game is where you really start to notice how repetitive and pigeon-holed you are in your playstyle. Late game is way too focused around being accelerated at all times. A single Bushido slash-wave thing will one shot you at a little less than 1000 HP at the hardest difficulty.

Strange buggy movement is the absolute worst aspect of this game, and it's a big problem for a game like Sairento, where this is a core element. Needing such precise movement to stay alive is where you really feel just how awkward and unintuitive the entire control scheme is. The whole game you are learning how to best move around and how to move smoothly, but you will eventually find due to the poor control scheme and the straight-up bad level design, it's impossible to play the way your want to and expect. Of course early on you are fumbling about and just assume, "Ah, I'm just constantly bumping into things because I'm still learning". But this is not the case. The most annoying thing in the game is tiny bits of level geometry that stick out and stop you dead in your tracks while sliding, wall-riding, jumping, f**king walking around on the ground like a peasant. Sometimes, mid jump, you will suddenly lose all momentum and fall straight down, a death sentence in the late game.

Level geometry's COLLISION in this game should be simple and smooth to allow for free flowing movement, yet there are oddly complex collision boxes that break the flow much too often. You can keep all your nice looking level objects, but for gods sake please make the collision a simple, flat-as-possible cube or ramp for EVERYTHING. The floor, the signs, the window ACs, the little dips and hills in the floor. I cannot remember a single mission where I didn't encounter some f**kery in the movement. This could be fixed with a patch or mod; I'm hopeful that happens.

Labs should not be a level in Sairento. I actually refuse to play on that level.

Specific combat grips:

Getting too into swing your sword swings will lead to phasing through your target without applying damage. Best to just twirl the tip of your sword inside whatever you are trying to kill.

Bullet deflection is a crap-shoot. It's cool when it works, frustrating when it gets you killed. I think there's a "bullet deflection "chance"" that literally decides if the bullet will be deflected away when your sword hits a bullet. Of course, you can just hold the sword in the bullet's trajectory until it rolls to be deflected. Sometimes they are deflected the second you touch them, sometimes you have to hold your sword on them. It's a strange way to do things. If the sword touches the bullet, is should be deflected. Now chance to REFLECT IT BACK would be appropriate, which already does exist. Also, you cannot deflect the Ninja's kunai, Geisha's fans, Boss man's rockets, or (most importantly) bushido sword slashes. Extremely annoying, I don't know why this is the case. It's dangerous enough to try to use swords offensively in the late game. And with the deflection exceptions, I'm of the opinion it's impossible to use only swords.

I stuck to pistols, smgs, and swords for my playthrough. I tried everything out, but besides the latter mentions, they all felt awkward, weak, or bulky. One of the shotguns has the option to change firing modes and ammo types by interacting with objects on the gun model. A very cool idea, but I didn't see it anywhere else. I would of liked to have to PUMP the PUMP shotgun. For how bulky some of the models are I would of expected to have the same interactions on some of them after that one shotgun.

This game is worth your time and money but unfortunately will not be a game I'll be coming back to often. If the movement issues were ironed out I might change my mind.
2021년 1월 4일에 게시되었습니다. 2021년 1월 8일에 마지막으로 수정했습니다.
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2021년 1월 4일 오후 8시 45분 에 개발자가 답변함 (답변 보기)
37명이 이 평가가 유용하다고 함
기록상 31.0시간 (평가 당시 16.9시간)
Imagine if all these "VR supported" games had the simulated cockpit of VTOL. Life would be good.
2020년 12월 16일에 게시되었습니다.
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4명이 이 평가가 유용하다고 함
기록상 0.4시간
앞서 해보기 평가
I would say that H3VR has raised my expectations to extraordinary heights, but I can deal with Pavlov's and Alyx's comparatively simple weapons handling just fine. In this game, the guns feel like stiff cardboard cutouts that operate on three strict buttons. Your hands snap to the correct highlighted position, and do the whatever task it is you are doing nearly automatically.

Your left hip weapon holster is stupidly close to your infinite magazine pouch.

I was expecting some Payday 2 style mission selection, but instead was very sad to see this game follows a more Call of Duty Campaign route, with some ♥♥♥♥ I don't care about constantly droning on in my ear about some lore I don't care about. I just want to shoot the bad men and climb the stuff.

Speaking of, the climbing was very simple but it worked just fine. I did enjoy seeing the crocodiles in the tutorial pit below me after I starting monkeying across it, twas bit spooky. There's a line between Boneworks "everything must collide" and this game's "magical phasing hands" that works best for VR, where my hands are slapping against game objects with haptic feedback but the rest of my VR body is pretty loose. The massive meaty forearms don't go where your real forearms are at all.

Getting shot fills your vision with jelly and red tint. You thought that ♥♥♥♥ was annoying in COD? Try VR. Jesus Christ what were you thinking?

The maps felt like they were ripped out of some asset store and pasted directly onto them with minimal customization. The little bit I did play did the "walk here, spawn some baddies, kill the baddies, repeat" formula. You could see that areas were clear of enemies until you hit that magical waypoint, where they would then pop into existence.

A good try but no thank you.
2020년 11월 30일에 게시되었습니다. 2020년 12월 2일에 마지막으로 수정했습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 0.9시간 (평가 당시 0.2시간)
You have to use ubisoft's game launcher to start it, and of ♥♥♥♥♥♥♥ course that ♥♥♥♥ doesn't work. If you try to play UNO with someone using the same internet connection as you, it doesn't work. You have to use a VPN to trick the stupid application into thinking you are in a different household. Apex had this problem for a while, siege had this problem for a while, but no steam games I can think of have ever had this problem. I love how people destroy the simpliest things. It's ♥♥♥♥♥♥♥ UNO, ubisoft. Jesus christ. You guys suck.
2020년 11월 27일에 게시되었습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 443.0시간 (평가 당시 115.5시간)
Imagine if this studio ran Borderlands instead of Gear-♥♥♥♥♥. Gods of ARPGs.
2020년 11월 15일에 게시되었습니다.
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1명이 이 평가가 유용하다고 함
기록상 39.1시간 (평가 당시 4.0시간)
Can't recommend, the merging of EA account to steam account is a ♥♥♥♥♥♥♥ disaster. Unbelievably frustrating to try and get these two ♥♥♥♥♥♥♥ accounts to recognize each other, and it's ALL EA's fault. Everything they touch just turns to a pile of human diarrhea. Unreal.
2020년 11월 13일에 게시되었습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 68.6시간 (평가 당시 7.6시간)
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Proving that jump scares don't make a game scary.
2020년 11월 1일에 게시되었습니다.
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41-50/78개 항목을 표시 중