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【资讯】6月1日The Biting Point

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It’s been a week since Build 32 broke the barricade of IWBUMS public testing (http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/) and so far we’ve been hearing lots of happy noises. Well, amidst the renewed screaming. EasyPickins’ new zombie management system has brought the average player lifespan down significantly, and with it most reports suggest playing the game is more tense and enjoyable.
That’s not to say, however, that it’s job done. From this point onward in Build 32 EP will be tweaking and experimenting with the new system until we hit a point that we’re happy with. We need a difficulty and population numbers that don’t necessarily lock off survival content [farming, fishing etc] for experienced players, but still throws in some migration curveballs. Then again, through making the challenge surmountable we don’t want to lose the added feeling of danger that we’ve reintroduced to the game. So this is…
WHERE YOU COME IN
We need to find quite a tricky biting point, and as such we need your reports from the game, generally from a few weeks/months into your playthroughs. Don’t just play in Survival mode either, but experiment with the new sandbox options – having more/less zeds in your game, and increasing and decreasing spawn times. Report your findings here, making sure to state what gameplay settings you have selected. Then, soon, the sweet spot will be sounded out.
We’d also like feedback on the new Challenges so we can fix them up, adjust rules, timings etc to provide maximum fun. For that we’ve created a separate thread here.
In terms of general Zombie Population experiments and tweaks, one current concern is that after meta-game noises some cells may get a huge surplus of zombies while others become fairly deserted. We’ll be addressing that, and also have had an idea about migrating zombies from the overpopulated cells to the underpopulated ones. There’s also a concept that EP has discussed with RJ that would see the total population rising as time goes by to make things tougher. It’s all heavily dependent on community feedback though, so let us know your thoughts.
So that’s the current stuff, but what of Build 33 content? Well…
TURBO MOVES OFFICE
The delectable TurboTuTone has been working on a system that lets you put previously immobile objects (furniture, paintings, flooring tiles etc) into your inventory and carry them elsewhere. You can also rotate them to your liking. As such, base customization will now be a thing. Here, for example, is a [long] video of Turbs moving office in West Point:


1楼2015-06-02 21:37回复
    二楼预留给视频


    2楼2015-06-02 21:37
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      2025-06-11 16:58:14
      广告
      “Many single tile objects can now be picked up.” Turbo explains from his underground lair in the Netherlands. “Some can be picked up right away, like chairs and other non-fixed objects, but others require tools and certain skills to be picked up. A good example is perhaps that to dig out plants you’ll need a shovel and a skill level in Farming. Likewise, for a counter you’ll need a hammer and experience in Carpentry.”
      “I also currently have it that multiple tools will sometimes be needed – like a window that requires a crowbar to try and break it out from its fitting, and a hammer that’s required to put it back into an empty window frame. All moveable objects are generally quite heavy so you’ll only ever be able to hold a few, not unlike the way you currently carry corpses. In fact, larger objects can be extremely heavy and will require a certain strength. If a tool is required, then there’s also a chance of breakage – and of leaving debris behind.”
      “Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.”
      So what’s the potential end-point of this new system, especially if you’ve got a team of players with Grand Designs in MP? Well, something like this if you’ve got the time and the inclination…


      3楼2015-06-02 21:38
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        四楼预留给视频


        4楼2015-06-02 21:38
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          翻译。。


          IP属地:福建来自Android客户端6楼2015-06-02 21:49
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            什么意思啊?


            IP属地:新疆来自手机贴吧8楼2015-06-02 23:13
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              看来能搬走建筑里面的好东东了 但是有些需要某些技能达到一定水平。。。 貌似是westpoint市长办公室如何板砖的演示视频、、、


              9楼2015-06-03 00:12
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                求翻译


                IP属地:广东来自Android客户端10楼2015-06-03 10:40
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                  2025-06-11 16:52:14
                  广告
                  据官方消息,新的僵尸刷新系统成功的降低了玩家人物平均生存时间,游戏性变得更强。目前,开发组对刷新系统还不是完全满意,在32版后会接着改进(比如随着时间推移,有些格子中的僵尸数量将会变得极大,开发组打算让僵尸极多的格子中的僵尸迁移到僵尸数量少的格子中)。
                  开发组希望广大玩家多尝试不同的模式(不要仅局限于生存模式,可以多去尝试沙盒模式,同时在游戏进程中及时反馈对僵尸刷新系统的改进意见,以及挑战模式,开发组将根据玩家反馈的意见修改挑战模式的规则及提供的物品)


                  来自Android客户端11楼2015-06-03 11:23
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                    以下是build33中的新内容:
                    玩家将可以移动家具,并且可以旋转家具,自性化自己的安全屋成为可能。
                    有些物品可以直接拿起,比如地板,有的物品需要相应的工具及技巧,比如盆栽,玩家需要铲子和一定耕种技巧才能移动,固定在地上的柜子需要锤子和木工技巧才能移动;有些操作需要多个工具,比如从窗框上卸窗户需要撬棍,安窗户需要锤子。同时,所有可移动的家具都很重,玩家一次拿不了多少,移动家具还有可能将其损坏,所以大家自己决定吧


                    来自Android客户端12楼2015-06-03 11:37
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                      NPC到底啥时候


                      IP属地:广东14楼2015-06-08 15:49
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                        把冰箱都拆走


                        IP属地:黑龙江来自手机贴吧15楼2015-06-11 10:16
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                          记得好像可以弄电路了 那样弄一排冰箱 哈哈 看谁能奈我何?


                          IP属地:黑龙江来自iPhone客户端16楼2015-06-12 19:46
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                            有必要来修改下汽油的合成了 或者干脆把汽油属性也改下 不然发电机根本用不起 还有 发电机维修零件不知道多不


                            IP属地:湖北17楼2015-06-12 20:25
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