Spellbreak封闭测试版印象-投掷法术和取名字

2019-10-17 885
当我第一次与开发团队一起测试它时,Spellbreak立即吸引了我,并将其引导到封闭的beta发布。有一些关于混合了熟悉的《皇室战争》风格的游戏和令人难以置信的垂直的,引人入胜的战斗吸引了我。简单地说,这很有趣。从我与开发者玩《Spellbreak》那天起,来自无产阶级公司的《battle royale》便进入了封闭测试,让更多玩家有机会访问并亲自体验。然而,虽然很有趣,但这并不是一个完美的体验。
在《royale》战斗风格的体验中,法术破解让玩家互相对抗,同时还加入了RPG元素。虽然许多熟悉的元素的现代BR经历展出(跳进地图从高天,与时间赛跑,以确保你不出playzone当它开始萎缩,等等),它添加了一个转折与一些小RPG-style元素和元素魔法战斗。
每个玩家在排队参加比赛之前都会选择一个职业。这些职业,比如铁甲格斗者石头人或者快节奏的霜之子,每一个都感觉不同于其他职业,他们的技能和风格变化很大,每次你登录的时候都会给游戏带来一些变化。
然而,并不是所有的职业都是平等的。现在我注意到很多玩家因为区域控制能力而退回到纵火犯或者毒物学家身上,因为他们的攻击造成的伤害。与这些级别相比,风力驱动的暴风雨感觉完全没有动力。虽然我喜欢你在冰天雪地里滑行的灵活性,让你在地图上快速移动,就像在冰天雪地里一样,但我不喜欢每次攻击都需要最高的精确度。
当你在一个游戏中,你将从一个你的职业擅长的元素的挑战开始,以及一个可以增加你的常规攻击的基本水平技能。毒物学家用软泥喷洒和覆盖地面,造成伤害和减慢敌人的速度,而管道让玩家通过向对手发射闪电弧来实现西斯的梦想。和其他BR游戏一样,你可以在地图上找到物品和装备,帮助你提高攻击强度,延长资源的使用寿命。
每一次基本攻击都使用法力,这也是你在战场上悬浮的资源。战斗变成了管理你的法力的复杂舞蹈,所以你可以移动到足以躲避攻击,但保留足够的法力反击时,准备好了。浮动太多,你将不能做你的基本攻击。攻击太多,你可能无法逃脱。
每个玩家可以佩戴两副护手,让你能够将其他职业的技能融入到你的技能库中。每个护甲都有一个魔法——这个技能不需要消耗你的法力,但是需要很长时间的冷却时间。你可以增加你的法力池,降低冷却时间和更多你在地图上找到的其他物品,如靴子,腰带和护身符。
 
此外,你会发现健康药水和盾包为你提供了额外的一层保护(尽管石骑士的基本攻击也为他提供了护甲,所以这是一个很好的接触)。最后你有了符文,它给了你一种特殊的能力,比如隐身或者用狼的视力看到任何靠近的敌人。这些符文有不同的基于能力的冷却时间,但在紧要关头绝对可以帮助你。
你有一个非常有限的库存,然而,你只能持有四个项目,除了你的装备项目。在战斗中你会为一个额外的护盾或符文保留一个位置来交换吗?或者你会带着额外的魔药和护盾以防事情变得棘手?你必须决定什么是最适合你的,这确实为你的战斗策略增加了一层。
能够使用两个护手使你更强大,当你选择组合协同,以及。玩一个管道运行与风的挑战?通过释放风暴的龙卷风并使之通电,你可以创造一个毁灭性的……嗯……风暴。这些协同作用在法术突破中到处都是,比如可以用火焰术士攻击来引爆毒物学家的毒云,或者把前面提到的龙卷风变成毒旋风。
在这里,不同的阶级在权力上是完全不同的。根据我的经验,“石头手”与他人的协同能力不强。当然你可以在冰霜人的魔法攻击中投掷冰冻的石头,但是我还没有找到一个令人信服的组合,如果我在玩另一个职业的话,它值得我用石头来挑战。
在开发的这个阶段,一些类也会感到力不从心。毒物学家可以单独用它们的基本攻击来进行战斗,这要感谢它们向你发射的分散的导弹——以及它们击中地面时残留在你体内的毒素。到目前为止,我最喜欢的职业是“导管”——然而,即使是这个职业,与毒物学家的破坏性次级能力,甚至是“石斧”的护甲能力相比,也显得很弱。
然而,一旦在游戏中,它是非常有趣的。我已经打了大约30场比赛了,虽然我还没有赢过一场(不过,公平地说,我已经打了大约1000个小时的酒吧,而且我是我们组中唯一一个没有单独吃鸡肉晚餐的人,所以我的失败并不罕见),但我已经接近危险的边缘了。
法术突破地图对于玩家数量来说是完美的尺寸——我从未见过超过24人的地图。然而,即使以《皇室战争》的标准来衡量一个小战场,它也不会让人觉得不那么兴奋。你会掉落到地图上,有时你会选择掉落在有价值的魔法金库(游戏中最好的战利品)所在的地方,但你一落地就会遭遇一场真正的战斗。每一个主要的区域都让人感觉像是掉进了Pochinki。我在第一轮就被淘汰的次数比我想的要多,因为我被夹在两名和我抢一样东西的球员之间。
不过,我也有过单打独斗的比赛,比赛似乎没有满员,一场比赛只有11到12个人参加。这些感觉有点慢,因为每个人都可以下降和蔓延,避免对方,直到风暴字面上迫使我们打击对方。我也很想知道法术破解将如何处理一个巨大的玩家计数,类似于PUBG或Fortnite之类的东西,因为我只能想象这些战斗将会变得多么忙乱。
当你能够建立自己,找到更好的护手和装备,它使战斗以后更有趣。当你前进并进入风暴的连续波时,你将提升你的职业固有的被动技能,例如使通道的照明消耗的法力比以前的水平减少100%的能力,或者使火焰术士的基本火球变得越来越强大。还要记住的是,其他玩家也在升级,所以每一场战斗都变得越来越壮观,玩家们在彼此之间漂浮,试图获得一个命中目标。《破咒》中的垂直和战斗风格让我想起了早期部落游戏,使用有限的喷气背包干掉一个刺痛器——只是在这里它是一种悬浮技能,你可以将一块巨石对准某人的头。
它仍然处于封闭测试版,团队已经提到《皇室战争》模式只是他们计划的法术破解模式之一。RPG的影响,以及坚实的战斗是一个伟大的开始,而BR格式是完美的展示两者。它将是有趣的,看看无产阶级从这里的拼写休息。然而,尽管它也有缺点,但这是一个坚实的基础。
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原文:
Spellbreak instantly hooked me the first time I checked it out with the dev team leading up to its closed beta launch. There was something about mixing the familiar Battle Royale style of gameplay with a incredibly vertical, spell-slinging combat that caught me. It was, simply put, fun. Since that day when I played Spellbreak with its developers, the battle royale title from Proletariat, Inc has hit closed beta, giving more players a chance to access and check out the experience for themselves. However, while fun, it’s not a perfect experience by a long shot.
Spellbreak pits players against each other in a battle royale style experience with an RPG twist. While many of the familiar elements of modern BR experiences are on display (jumping into the map from on high, racing against the clock to ensure you aren’t out of the playzone when it starts shrinking, etc), it adds a twist with some minor RPG-style elements and its element-based spell combat.
Each player will choose a class before queuing up for a match. These classes, such as the armored brawler Stoneshaper or the fast paced Frostborn, each feel distinct from one another, their skills and styles varying enough to give some variety to the gameplay each time you log in.
However, not all the classes feel created equal. Right now I’ve noticed a great deal of players falling back on the Pyromancer for its area control abilities or the Toxicologist thanks to the damage over time its attacks do. Compared to those classes the wind-powered Tempest feels completely underpowered. And while I love the mobility of the Frostborn when you lay ice down to skate across, zipping you around the map like Frozone, I don’t like how each normal attack requires the utmost accuracy.
When you’re in a game, you’ll start off with a gauntlet of the element your class specializes in, as well as a base level skill which can augment your regular attack. The Toxicologist sprays and area with ooze, coating the ground dealing damage and slowing enemies while the Conduit lets players live out their Sith dreams by shooting arcs of lightning at their opponents. Like any other BR game, though, you’ll find items and gear around the map, helping to increase the potency of your attacks and extend the life of your resources.
Every basic attack uses Mana, which is also the resource you will use to levitate around the battlefield. Combat becomes and intricate dance of managing your Mana so you can be mobile enough to dodge incoming attacks, but retain enough Mana to strike back when ready. Float too much and you won’t be able to do your basic attack. Attack too much and you may not be able to escape.
Each player can wear two gauntlets, giving you the ability to incorporate one of the skills from the other classes into your repertoire. Each gauntlet comes with a sorcery – an ability that doesn’t use your Mana but is on a long cooldown. You can increase your mana pool, lower cooldowns and more with other items you find across the map, such as boots, belts and amulets.
Additionally you’ll find health potions and shield packs which provide you with an extra layer of protection (though the Stoneshaper’s basic attack also provides him with armor, so it’s a nice touch). Finally you have your Runes which give you a special ability, such as invisibility or the power to see any close-by enemies with Wolf’s Vision. These Runes have varying cooldown timers based on the ability, but can definitely help you out in a pinch.
You have a very limited inventory, however as you can only hold four items in addition to your equipped items. Do you save a slot for an extra gauntlet or Rune to swap in combat? Or do you run with extra potions and shields just in case things get hairy? You’ll have to decide what’s best for you in the moment, which does add a layer of strategy to how you approach battle.
Being able to use two gauntlets makes you more potent when you choose combinations that synergize as well. Playing a Conduit running with a Wind Gauntlet? By throwing down the Tempest’s Tornado and electrifying it, you can create a devastating…well…Tempest. These synergies are all over the place in Spellbreak, such as being able to explode the Toxicologist’s poison clouds with a Pyromancer attack, or turning that aforementioned Tornado into a poison cyclone.
It’s here where the classes really feel disparate in power. The Stoneshaper, in my experience, just doesn’t synergize well with others. Sure you can toss a frozen rock through the Frostborn’s sorcery attack, but I’ve yet to find a compelling combination that makes it worth running with a Stone Gauntlet if I’m playing another class.
Some of the classes just feel overpowered at this stage in the development as well. Toxicologists can take over a fight with their basic attack alone thanks to the spread-out missiles they shower you with – and the poison residue you’re stuck in when they hit the ground. My favorite class so far has been the Conduit – yet even that class feels weak compared to the devastating secondary abilities of the Toxicologist or even the armor ability of the Stoneshaper.
However, once in the game it’s pretty fun. I’ve played close to thirty or so matches now and while I still have not won one (though, to be fair I’ve played about 1000 hours of PUBG and am the only one in my group without a solo chicken dinner, so my failure isn’t unusual), I’ve come dangerously close.
The map of Spellbreak feels like the perfect size for the player count – which I’ve never seen higher than 24 people. Yet, even with a small field by battle royale standards, it doesn’t feel any less hectic. You’ll drop into the map, sometimes choosing to fall where the valuable Mana Vaults – chests containing some of the best loot in the game – spawn, only to be met with a literal firefight the second you land. Every major area feels like dropping into Pochinki. I’ve scored more early round exits than I care to count thanks to being caught between two players who were also going for the same loot I was.
I have had solo matches, though, where the game seemingly didn’t fill up, seeing only 11 or 12 people in a match. Those feel a bit slow as everyone can drop and spread out, avoiding each other until the storm literally forces us to combat one another. I’d also be interested to see how Spellbreak would handle a massive player count, something along the lines of PUBG or Fortnite, as I can only imagine how hectic some of those fights would become.
When you’re able to establish yourself, find better gauntlets and gear, it makes the fights later on more interesting. As you progress and make into the successive waves of the storm, you’ll level up passive abilities native to your class, such as an ability that makes the Conduit’s lighting cost 100% less Mana than the level before, or the Pyromancer’s basic fireball becoming more and more powerful. Keep in mind too that the other players are leveling up as well, so each fight becomes more and more a spectacle, with players floating around each other trying to score a hit. The verticality and combat style in Spellbreak kind of reminds me of the early TRIBES games, using the limited jetpack to get a Spinfusor kill – only here it’s a levitation ability and you’re aiming  a giant boulder at someone’s head.
It’s still in closed beta, and the team has mentioned that the battle royale mode is just one of the modes they are planning for Spellbreak. The RPG influences, as well as the solid combat are a great start, and the BR format is perfect to show both off. It’ll be interesting to see where Proletariat takes Spellbreak from here. However, while not without its faults, it’s a solid foundation for the team to take it from here.
 
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