《杀戮之王》是一款单败淘汰制多人在线射击游戏,可容纳150名身经百战的玩家角逐于一个强大而复杂的世界。搜寻武器、弹药、盔甲、车辆和补给,在竞争中脱颖而出,并坚持到最后。
最近评测:
褒贬不一 (3,207) - 过去 30 天内的 3,207 篇用户评测中有 48% 为好评。
全部评测:
褒贬不一 (128,314) - 128,314 篇用户的游戏评测中有 62% 为好评。
发行日期:
2016年2月17日

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“《H1Z1:杀戮之王》在开发时始终秉承与玩家并肩创造游戏这一理念,并且我们采用了抢先体验来促进我们与社区的关系。我们会继续根据玩家的反馈来设计《杀戮之王》的剧情,让它像我们期待的那样好。”

这款游戏的抢先体验状态大约持续多久?

“在正式推出之前,我们希望确保一切都如玩家所愿。当我们推出抢先体验时,《杀戮之王》应当达到我们设定的质量目标,成为一款有竞争力、愉快、公平并兼具观赏性和可玩性的游戏。只要达到这些目标,我们就推出抢先体验。”

计划中的完整版本和抢先体验版本到底有多少不同?

“在抢先体验期间,我们已经对游戏做出了重要更新,包括战斗和车辆的改进、常规游戏润色、一张新地图、新用户界面、新评分系统、Twitch整合等。《杀戮之王》完整版将是一款高品质、高度润色的游戏;一款平衡、可预测、公平且兼具观赏性和可玩性的游戏。”

抢先体验版本的现状如何?

“数百万玩家已投身《H1Z1:杀戮之王》,并运用自己的技能和智慧参与了大规模PvP混战,场面十分壮观。休闲性及竞赛性比赛直播的观众人数达到了数百万。玩家可以在单人对抗或团队比赛或限定规则的小规模战斗中进行角逐。我们将继续通过定期更新、反作弊技术和新功能来改进游戏,为正式推出抢先体验而努力。”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“《H1Z1:杀戮之王》推出时价格可能上涨。我们已在抢先体验期间将许多功能和润色效果添加到游戏中,今后亦将继续为之努力,只为打造高品质、有竞争力的游戏体验 - 同时让游戏兼具观赏性和可玩性。开发从来不会真正停止,玩家将会在推出后获得持续的游戏更新和bug修复,从而进一步增强和完善游戏体验。”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“玩家反馈在《H1Z1:杀戮之王》的开发过程中起到了主要作用。我们的玩家为我们开发商带来了挑战,促使我们在提供优秀游戏体验方面做得更好,我们邀请并鼓励他们在Twitter、Reddit和Steam论坛上参与对话。”
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2月17日

Test Server Update: Select Your Spawn, Vehicle Exit, and More



What’s up everyone!

We’re excited for this build to land on the Test Server today as it’s packed with some pretty awesome features and much-needed fixes. As we mentioned on the Community Outbreak yesterday this build is coming in pretty hot, so bear with us as we continue to work on and polish it. As always, feedback is going to be key in making this a successful update, so please let us know what you do like and what you don’t so we can work on this together to make sure this patch is as solid as possible.

See you in the pit,

Carto

Air Drop Revamp:
  • The airdrop bomber has been updated and replaced with a jet. This was done so the bomber has unique audio in an effort to increase player feedback and clarity.
  • Bombs will no longer drop passed the 3rd gas phase regardless or when there are only 20 people remaining, whichever comes first.
Player Spawn Selection:
  • Players can now select the quadrant of the map they’d like to spawn in while in the box of destiny
  • The first gas ring will be shown on the map to select your spawn
    • The ring has been set to randomly show for some matches, but not for others. This is to allow us to do A/B testing on player behavior based on whether the ring shows so we can make an informed decision on how we’d like to move forward with this element of the feature
  • There is a supporting heat map so players will understand where other players have selected to spawn
  • In team games the team leader will select the spawn point for the team and team mates will be notified which quadrant was selected
  • If a user does not select a quadrant one will be selected by default that is somewhere near the safe zone
New Scoring model:
We are moving away from a high kill top 10 scoring model and we have implemented one that focuses on 3 different segments:
  • A users top 10 games will give them their base score
  • A users average placement will then have a modifier value that is applied to the top 10 score
  • A users average kills per match will then have a modifier value that is applied to the top 10 score
Once the modifiers have been applied a user will be given their ranking. This new system will challenge the player to play more conservative and be more consistent in their play but will still require them to see kills just not as aggressively as the current live scoring model. In the new system, players can de-rank, however rewards will be earned based on the highest rank achieved for a season.
High-Speed Vehicle Exit:
  • Users will now execute a “combat roll” when exiting a vehicle at high speeds in an effort to reduce/remove COD rushing
  • The user will not be able to shoot while executing the roll
  • The delay and animation timing will always be consistent in order to allow other players the ability to read and react to someone rushing them
  • There is an animation that will play from every seat in a vehicle
Weapon Adjustments:
Based on feedback we’ve received since our last update, we’ve fine-tuned some of the most used weapons in the game to make them feel a bit smoother, however none of these changes will impact timing or muscle memory.  Reset timing for tap shooting has been preserved.


AR-15:
  • Reset delay has been slightly reduced
  • Recoil acceleration rate has been slightly adjusted
  • The end result is similar reset time that feels much “smoother” and less “clunky” and was made in response to community feedback
  • Recoil growth was reduced in order to allow the weapon to be slightly sprayable at close range
AK-47:
  • Semi Auto fire mode recoil growth was increased slightly
  • Full Auto fire mode recoil growth was reduced slightly so sprayability is in line with the AR-15
Shotgun:
  • Damage fall off distance has been slightly reduced
  • Headshot multiplier has been slightly reduced
  • Both of these changes were made to reduce the effective range of the shotgun while still keeping it potent in close quarters combat
Armor / Bleeding Mechanics
  • Breaking a helmet no longer causes a bleed, only the intended damage
  • Breaking armor no longer causes bleed or damage as the armor soaks up the shot completely. The sniper rifle and shotgun are the only exceptions to this rule.
Healing Adjustments
  • Bandages now heal for 2HP up front and then an additional 8HP over time.
  • Medkits now heal for 8HP up from and an additional 52HP over time.
Gameplay & UI Updates:
  • In-game user interface has been updated to be much cleaner and require less screen area.
  • Added a Mini-Map on the bottom-right corner of the screen.
  • You can now move normally with the map open, similar to having the Inventory open.
  • Footstep sound effects have received another tuning pass so that they are lower volume generally but still loud enough to make sure you can hear enemies coming.
  • Updated the split-stack UI element for ease of use.
    • Keystrokes now immediately input to the numerical field (no longer have to click first).
    • Number keys (keypad and keyboard), backspace, delete are all accepted, and left and right arrow keys will move the cursor.
    • Clicking off or pressing escape closes the pop-up.
  • Settings menus have been restructured and re-ordered to make more sense.  
    • Settings are ordered by usage and importance and are generally grouped with similar options.
    • Added options for Team Voice Chat and Proximity Voice Chat.
    • Added headphone and panning options to the audio menu.
    • Mute Fort Destiny Proximity Voice option updated so that off means off.
    • Changed default Interact key to “E” (was “F”).
  • Running over other players with a vehicle now shows the vehicle and skin used in the Kill Feed.
  • The Hosted Games Spectate HUD is being updated to reflect the new in-game HUD.
  • Default look, scoped, and aiming mouse sensitivity is now set to 10%.  
  • Removed the glare from vehicle windows and windshields.
  • Vehicles no longer lose turbo or torque until the condition is less than 20%.
  • Drop shotting has been re-enabled
  • You can now roll and shoot
  • Seat swapping has been re-enabled
    • We will monitor this closely to see how this impacts COD rushing and will disable or make adjustments if required
Bug Fixes:
  • Fixed numerous areas with inappropriate loot distribution, such as the supermarket in Pleasant Valley.
  • Missed shots will no longer occasionally register as hits with blood spurts, despite it actually being a miss and the player taking no damage.
  • Tree Quality and Flora Quality settings now correctly set the quality level in-game and persist when restarting the game client.
  • Other players no longer occasionally appear on the wrong side of a tree when playing on low settings.
  • Recoil no longer resets below its expected position after firing while aiming high while prone.
  • First person camera angle now resets properly after releasing the free-look key while running.
  • Vehicles take more consistent damage over time when flipped, regardless of whether they are flipped onto the hood or roof.
  • Adjusted player animations when using a crossbow to keep the elbows more tucked in similar to other weapons.
  • Players can no longer shoot through ceilings that can be reached by jumping and shooting.
  • The size of thrown weapons (grenades, etc.) is no longer larger than intended.
  • Map now scales properly when switching screen resolutions.
  • Speedometer needle no longer overturns when driving at high speeds downhill.
  • POI icons no longer overlap text in the compass.
  • Certain skins no longer prevent kills from counting towards Hellfire SMG challenges.
  • End screens now always show completed challenges.
  • Added a prompt warning the user when they are scrapping an ultra-rare vehicle skin.
  • Rapidly scrapping skins no longer bypasses the confirmation when scrapping the last skin.
Coming Soon – Just Not In This Build:
  • Skull Store items - You can see these in the customization menu, just not in the Skull Store right now
  • Match Rewards
Known Issues:
  • Some of the end-screen windows overlap with each other.
  • The camera for high-speed vehicle exit is not final.
  • Backpack animations can get into a state where they move or fold incorrectly on the player.
  • There are several instances of placeholder art in the Main Menu.
  • The magnum is still spawning in the Combat Zone
  • The “Respawn” button in Combat Zone says “Play Again”
  • The “Respawn” screen in Combat Zone has a “Next” button that doesn’t function
  • Players are parachuting in from lower than intended altitude
  • Vehicle icons in the kill feed are rotated incorrectly
 
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2月15日

Test Server Update - February 15th

Hey everyone,

The H1Z1 Test servers were just updated with a round of bug fixes and changes that we plan to publish to Live tomorrow. Please take a moment to login, check everything out and let us know if you have any feedback. We will post more info about Live release timing later today, after we've had a chance to review feedback.

  • Players can no longer shoot over the police car light bar and most of the roof, as well as over objects of similar height such as certain hay bales, semi-truck cabs, dumpsters, and half walls. Please send your feedback on this change! Please provide screenshots and clips of locations where you can still shoot over an object but feel like you shouldn’t be able to, or visa versa.
  • Fixed an issue that could cause other players who are aiming down sights to appear to be running in place.
  • Improved the anti-cheat detection for players who are teaming.
  • Added some debug information to the death and victory screens to help us track down server desync issues. If you experience such issues and are recording, please be sure to capture that screen and send it in!
  • Added the new items that will be distributed for the upcoming Showdown.
  • Numerous fixes and optimizations for Hosted Games and Spectate cam (which will be used for Royalty Showdown).

Thank you.
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关于这款游戏

《杀戮之王》是一款单败淘汰制多人在线射击游戏,可容纳150名身经百战的玩家角逐于一个强大而复杂的世界。搜寻武器、弹药、盔甲、车辆和补给,在竞争中脱颖而出,并坚持到最后。

系统需求

    最低配置:
    • 操作系统: Windows 7, 8, 8.1, 10 (64 bit only)
    • 处理器: Intel i5 Quad-Core
    • 内存: 6 GB RAM
    • 图形: nVidia GeForce GTX 280 series or higher
    • DirectX 版本: 10
    • 网络: 宽带互联网连接
    • 存储空间: 需要 20 GB 可用空间
    • 声卡: DirectX Compatible Sound Card
    推荐配置:
    • 操作系统: Windows 7, 8, 8.1, 10 (64 bit only)
    • 处理器: Intel i5 Quad Core or higher / AMD Phenom II X6 or higher
    • 内存: 8 GB RAM
    • 图形: nVidia GeForce GTX 560 series or higher / AMD HD 6870 or higher
    • DirectX 版本: 10
    • 网络: 宽带互联网连接
    • 存储空间: 需要 20 GB 可用空间
    • 声卡: DirectX compatible Sound Card
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