Florensia - lauder
Dear Florensians,

With today's patch, the Christmas decoration is back! Alongside this are some other new things, like a few old dresses with new stats which will appear in the shop in the upcoming weeks.

We have also introduced heaps of new loot pets based on monsters and bosses found throughout the world of Florensia. These include:
  • Serbetus
  • Hugel
  • Brid
  • Rashif
  • Lanoir
  • Ignis
  • Black Wizard
  • Fungi
  • Burning One-eyed Bat
  • Vampire Lord Robinson
  • Draug Brenin
  • Slavefox
Last but not least, we have also increased the movement speed of loot pets by 20% to allow for faster looting.

Have fun and stay safe.

Your Florensia Team
Elite Dangerous - Frontier Developments
Greetings Commanders.

Let’s get ready to usher in Update 9 for Elite Dangerous: Odyssey.

  • Elite Dangerous: Odyssey servers will be offline from approximately 09:00 UCT
  • Servers are expected to come back online, with the update available at around 12:00 UTC

Updates of Note:

Introducing…The Scorpion.
The Scorpion, a new SRV designed specifically for supporting infantry on ground-based combat has rolled into action.
  • The Scorpion is fitted with 2 seats for a driver and a gunner, allowing two Commanders to operate as a team in this formidable fighting machine.
  • All Scorpions come fitted with two weapons:
  • Surge Repeater - A rapid-fire weapon that increases its fire rate and accuracy the longer it's fired for.
  • Aculeus Launcher (I’m not saying that on stream) - A combination dumbfire and lock-on missile launcher.
  • The Scorpion is only stocked at military economies.

Multi Limpet Controller Modules
Multi-Limpet Controllers are now available from Outfitting.
Multi-Limpet Controllers can program a limpet to perform one of a given set of tasks and will be available in multiple types which will dictate what functions it is able to program.
  • Mining Multi Limpet Controller module (Available in Size 3)
  • Operations Multi Limpet Controller module (Available in Size 3)
  • Rescue Multi Limpet Controller module (Available in Size 3)
  • Xeno Multi Limpet Controller module (Available in Size 3)
  • Universal Multi Limpet Controller module (Available in Size 7)

Mission Providers at Settlements.
Some NPCs at settlements might now occasionally have missions they can offer to passing Commanders!
  • If these mission providers become critically injured while a mission is active and the mission owning Commander is present at the location where the mission was provided, the mission will be considered failed.
  • Mission providers will fight back if provoked.
  • Mission providers will reappear at the settlement once the mission is marked as complete.

Planets.
Major improvements have been made to light tinting from atmospheres.

Module Management.
A fix has been implemented for pre-engineered modules from community goals not being marked informatively, as such.
  • Pre-engineered module rewards will now have their description display the fact that they are pre-engineered, as well as have it display in the outfitting screen.
  • Also trying to apply modifications to pre-engineered modules which specifically cannot be modified further (very niche circumstances) will now be disallowed with a message stating why.

Optimisation.
"Update 9 will see us go further, with optimisation already well underway for motion graph animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models – all of these, and many more, contributing to a better Odyssey experience for our players."
  • Optimisations to textmesh system
  • Optimisations to tubelights
  • Optimisations to scatter rocks and scatter rock physics
  • Minor optimisation to vehicle debris rendering
  • Optimisations to the UI rendering
  • Depth prepass optimisations have been implemented
  • Optimisations to Environment Map rendering
  • Optimisations to the avatar rendering system
  • Optimisation to planets, particularly at mid-distance view
  • Optimisations to energy management
  • Optimisations to humanoid interactions
  • Optimisations to compass and sensor data aggregation
  • Performance improvements for NavMesh tile building

Stability
We’re actively continuing to help with tracking down as many continuing stability issues as possible, with your continued support in providing logs and reports where possible.
  • A crash to desktop has been prevented which would occur when viewing a mission invitation inbox message, such as those offered by Professor Palin, that was generated on a different version of Elite Dangerous (For example if it was generated in Horizons then you’d get the crash in Odyssey and vice versa).
  • A crash that could occur if a bit of dialogue is queued (in order to not play over another line) and then cancelled before it had a chance to play. (eg. in a conflict zone, the coordinator might be talking, so a suit voice gets queued, and then the player is killed before it plays.) has been addressed.
  • A fix has been implemented for a crash that could occur when talking with a mission giving NPC again after completing a mission for them.
  • Improvements made to the general stability of the tutorial scenario.

General Improvements and Fixes:

AI
  • AI in dropships will take explosive damage if the dropship is destroyed before deployment.
  • The player that destroyed the ship will be given credit for the damage caused to the AI.
  • A fix has been implemented for Supercruise assist not disengaging correctly when approaching stations inside ring systems.
  • AI will no longer become suspicious of you if you run out of suit energy near them.

Audio
SRV related improvements
  • Improved responsiveness and mix of the Scarab tire surface noises, including skids.
  • Improved the Scarab mix at different distances and perspectives.
  • Scarab will now sound clearer further out, for example.
  • Fixed the odd echo quality on Scarab sounds at distance.
  • Improvements made to audio Level of Definition optimisations on the Scarab that were incorrectly set up.
  • Fixed annoying high pitched tone in the SRV tire on rock sounds.
  • Fix implemented for audio not being affected sufficiently when obstructed by objects.
  • Fix for SRV turret movement sounds not always being audible.
  • Rebalanced the Scarab Wavescanner sounds.
  • Some were quite loud (eg. the crystal one). They should be more consistent compared to each other now.

Rebalanced SRV audio perspectives:
  • SRV Cockpit should have less sharp “crunch” of the surface/tires compared to before (as you are in a canopy).
  • Turret/Gunner should have clearer surface crunch and less bassy engines.
  • Camera Suite, when activated, will have less fizzy surface noise come through at distance compared to before, but more surface detail does come in if you get the camera close to the wheels.
  • Optimisations to the Scarab wheel audio emitters have been made.

  • Reduced volume of overloud planetary exploration music.
  • Fixes for Emote body movement sounds sometimes being silent have been made.
  • Fix added for settlement terminal boot-up-ident sounds being too loud.
  • Fixed the firegroup toggle sound sometimes being silent if you rapidly change it.
  • Fix implemented for TK Aphelion gunshots dropping out when manually triggering individual shots rapidly.
  • Fix implemented for missing Engineer voice lines in the non-English languages when discussing the quiet footsteps modification.
  • Added small delay to various Engineer voice lines to stop missing words happening at the start of a phrase, when transitioning between menus.
  • Fix implemented for drive assist off and on COVAS lines occurring on disembarking and boarding your SRV when drive assist is on.
  • A 30 second cooldown has been added to the drive assist on and off COVAS lines to reduce the “spammy quality” for players who switch drive assist on and off frequently.

Camera Suite
  • An issue has been fixed whereby certain parts of the ship UI became visible when using the Camera Suite, particularly in the Type 10.
  • You were able to see the comms panel, team status and info panel, for example.
  • Custom ship paintjobs were not showing up in the 3rd person camera when in virtual multicrew. This has now been resolved.

Conflict Zones
  • A fix has been implemented for the Commander’s current reputation with a faction being highlighted in a Combat Zone showing red, despite being friendly or neutral.
  • An update has been made to Combat Zone control points to allow them to be visible in Ships and SRVs.
  • Improved player messaging has been implemented for when you can't recall your ship from an SRV due to being in a Conflict Zone.
  • An issue has been resolved whereby the Combat Zone objectives UI persisted on the SRV info panel following the end of a CZ.
  • A fix has been implemented for a Combat Zone sometimes no longer progressing if a Ship Launched Fighter is killed.

Commodity Trading
Black markets now offer the full market value for Illegal goods

Characters
Fix implemented for broken lip sync on Dylan, at the end of the tutorial.

Fleet Carriers
When accessing information about a Fleet Carrier via the system map, certain vital information was missing - e.g: Access Type and Owner. This has now been addressed.

Interactions
  • Fix implemented for destroyed limpets not having collision.
  • Fix implemented for missing turret schematics.
  • Fixed implemented for the Thargoid shutdown field not affecting ships.
  • Thargoid Interceptors EMP blast did not disable Commander ships in Combat/AX Zones.
  • Fixed an issue which prevented the galaxy map button on the Vista Genomics vendor from functioning.

Lighting & VFX
  • VFX for the engineered Multicannon weapon have been re-balanced.
  • VFX for the seeker missiles have been rebalanced.
  • Fix implemented for water geyser VFX being visible through rock.
  • Fix implemented for missing ripple effect on shields.

Megaships
Megaship Cargo and Escape Pod canisters would often become stuck inside Megaships, rendering them irretrievable.

Mining
An issue has been fixed whereby raw materials and even some refinable fragments became “stuck” inside the mineable rock instead of being released, even though they show up in contacts they cannot be collected.

Missions
  • Fix implemented for some Delivery Missions failing to progress upon interacting with the mission contact.
  • Fix implemented for Recovery and Scavenge Missions sometimes being unable to fail if the mission is abandoned or the mission owning commander is critically injured.
  • Fix implemented for Combat Aftermath USS:
    When Commanders are given the option of taking the "Scan" objective, they could scan the onboard data link before accepting the objective which would cause the USS to break and would prevent progression. This has now been fixed.
  • Fix implemented for unlocalised objective text in Delivery and Collect Missions.
  • Fix implemented for unlocalised "Talk" prompt attached to mission contacts.
  • Added additional mission rationales to Smuggling missions.

Outfitting
Ship/SRV/Fighter Outfitting
  • Updates made to the visual effect of the Thermal Conduit experimental effect.
    The colour will now reflect how much of an impact on the module's damage the ship's heat level is applying.
    Damage will also be correct.

Commander Outfitting
Fix implemented for an issue experienced with backpack capacity miscalculations, for suits fitted with the Extra Backpack Space modification.

Rendering
  • A fix has been implemented to ensure the correct directional shadow profile is selected for interior environments.
  • The shadow will be cast accurate to the light source.
  • Fix implemented for in-game ship HUD occasionally appearing on player avatar beards.
  • Fix implemented for vehicle debris culling when still in view.
  • Fix implemented for artefacts that could appear on vehicle schematics.
  • Fix implemented for shield VFX rendering when there is no shield active.
  • Rebalance made to the "Bloom" setting on low and medium graphics settings.
  • Fix implemented for avatar skin not utilizing ambient occlusion correctly.
    “In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting”
  • Fix implemented for incorrect proportion of dark nebulae rendering in the galaxy.
  • Fix implemented for cracked glass effects and condensation effects not displaying on the Python.
  • City lights effects on non-landable planets have been re-balanced – they’re visible again now!
  • Fix implemented for some weapon scopes not displaying paintjob textures correctly.
  • Improvements and fixes have been made to impact decals (again, any kind of visual effect on a surface that’s caused by impact, like from a weapon).
  • Fix implemented for ship schematic displaying in the FSS Scanner view.
  • Fix implemented for planetary rings not displaying as exoected in the FSS Scanner view.
  • Fix implemented for the exclusion zone of White Dwarfs not being drawn.

Server
  • A server error has been fixed which players were experiencing when editing a bookmark of a Fleet Carrier that has since been decommissioned.
  • Selling cargo will no longer result in a Yellow Adder server error.

Settlements (Odyssey)
  • Fix implemented for Restricted Area inconsistencies.
Commanders were experiencing the following kind of situation:
“Warned for trespassing when on the 1st floor but only when walking over the power room below.”
“The power building has a level 2 security access but does not warn you for trespassing unless you enter the power room that has a level 3 restricted security access or go upstairs and walk over the power room.”
  • Fix implemented for floating objects found in a variety of settlement types.
  • Fix implemented to an offset hitcheck on a particular radar dish.
  • Fix implemented to a gap in the roof of an Agricultural building.
  • Fix implemented for z-fighting/mad flickering of wall or floor textures seen in some station social spaces
  • Around 150 fixes and improvements have been made to the look and feel of props and buildings at settlement locations.

Settlements (Horizons)
Fix implemented to hologram that would display incorrectly in ship HUD for some planet ports when targeted.

Ships/SRV
  • Cockpit dirt & scratches have been re-balanced to look more in line with real aesthetic.
  • Fix implemented for emissive scaling on Crypsis paintjobs - these should match Horizons versions of this paint type more closely now.
  • Fix implemented for missing hitcheck on the Corvette landing gear.
  • Improvements made to the hitchek of the Beluga Liner and Orca to prevent players from being able to get stuck when underneath them.
  • Fix implemented for the Krait MKII having misaligned canopy ice effects.
  • Fix implemented for the Type 10, which could hover above the ground until the SRV was deployed.
  • Fixed ships jerking to the side when released from the pad while undocking with flight assist off in a rotating station:
    As Commanders would potentially undock from one of the large spinning stations in FA off, the station would shift away from underneath them causing quite the disturbance and occasionally resulting in them crashing into things.
  • Malfunctioning cargo hatches no longer prevent hyperspace jumps.
    Issue of this type included:
    “Can’t use FSD after deploying SLF and enemy hatch breaking your cargo hatch”.
  • Ship engine smoke trails no longer appear ahead of the ship after exiting Supercruise.
  • Condensation and ice effects have been fixed to be more accurate.

Tutorial
Ship-focused tutorials no longer allow on-foot actions such as disembarking.

UI
  • Conflict Zone capture point icons are now be visible when in SRVs and Ships.
  • SRV Radar signatures will now no longer float in the air when at, for example, Barnacle Site.
  • An icon has been added to the Conflict Zone browser to show if players are wanted in the target system.
  • An issue has been fixed whereby the transfer popup would softlock/freeze up in some kind of way when attempting to make an item transfer from storage to backpack whilst in Ship.
  • Fix implemented for orbit lines being visible during loadout management UI when in Supercruise.
  • Several issues have been fixed with scrolling of comms panel social tab.
    Notably, this one used to happen:
    “On the Social tab of the on foot Comms Panel, the page does not scroll down accordingly when the arrow/WASD keys or mouse scroll wheel are used to select UI elements on the page - you can select and move down the menu via these keys just fine, but upon reaching the displayed bottom of the page the UI selection will then continue off-screen as the page does not automatically scroll down to keep these elements in view. As such, the only way to currently scroll down the page is to manually drag the scroll bar on the right which will then keep selected UI elements in view.”
  • Fixes have been made to incorrect text being shown in vehicle rolepanel displays.
  • Bookmarks can now be successfully made via the system map.

Codex
Fix implemented for the "distance travelled on foot" stat sometimes recording twice the actual distance travelled.

Controls
Key binds preset will no longer reset when you open Horizons after Odyssey.

VR:
Fixed Holo-Me character disappearing in VR when in close-up views

Weapons:
Fix implemented for railguns not firing in slots on the Beluga, Type 9, Krait, Type 10 & Fer De Lance.

Stations:
Fix implemented for Stations (and Fleet Carriers in several instances) not spawning immediately when dropping out of Supercruise manually.

----------------------

As always, Commanders, we appreciate you and your incredible passion for the game and improvements toward its development further.

Really hope Update 9 brings some fun and excitement ahead of the Holidays.

o7
Elite Dangerous - Frontier Developments
Greetings Commanders.

Today’s update for Elite Dangerous Horizons only.

Elite Dangerous: Horizons servers for both PC and Console Commanders will be offline from approximately 09:00 UCT
Servers are expected to come back online, with the update available at around 12:00 UTC.​

Updates of Note

Multi Limpet Controller Modules.
Multi-Limpet Controllers are now available from Outfitting.
Multi-Limpet Controllers can program a limpet to perform one of a given set of tasks and will be available in multiple types which will dictate what functions it is able to program.
  • Mining Multi Limpet Controller module (Available in Size 3)
  • Operations Multi Limpet Controller module (Available in Size 3)
  • Rescue Multi Limpet Controller module (Available in Size 3)
  • Xeno Multi Limpet Controller module (Available in Size 3)
  • Universal Multi Limpet Controller module (Available in Size 7)

Module Management.
A fix has been implemented for pre-engineered modules from community goals not being marked informatively, as such.
  • Pre-engineered module rewards will now have their description display the fact that they are pre-engineered, as well as have it display in the outfitting screen.
  • Also trying to apply modifications to pre-engineered modules which specifically cannot be modified further (very niche circumstances) will now be disallowed with a message stating why.

Stability.
We’re actively continuing to help with tracking down as many continuing stability issues as possible, with your continued support in providing logs and reports where possible.
  • A crash could occur when selecting telepresence crew member fighters to deploy. This has now been addressed.
    Player example:
  • “Once you have joined a ship via Telepresence, attempting to select an onboard fighter from the bottom screen will cause the game to immediately crash. This will only crash the second player (passenger) as they attempt to board fighter. Helm player one is unaffected at time of crash.”

General Fixes.
  • Fix implemented whereby Megaship Cargo and Escape Pod canisters could become stuck inside the ships.
  • Handing in multiple bounty vouchers at a terminal in quick succession could cause the text string containing the credit number to cascade to the next bounty voucher on the list, prefixing the text that indicates how much that bounty voucher is worth. This issue has now been fixed.
  • Core mining fragments should no longer become trapped inside asteroids.
    The team have been heavily investigating and attempting to reproduce cases of this happening and will keep the checks in mind as we're aware this issue has quite the tendency to bounce back.
  • Handing in multiple bounty vouchers at a terminal in quick succession could cause the text string containing the credit number to cascade to the next bounty voucher on the list, prefixing the text that indicates how much that bounty voucher is worth. This issue has now been fixed.
  • Fix implemented for being unable to switch tabs on comms panel when looking with headlook.
  • Various missing translations have been added.

---------------

o7
Dec 9, 2021
Tales From The Under-Realm: Hazel - Winter Wolves
What's New in 1.0.4
- fixed a crash bug during Tori's route when Sasha asks: What did she say? Did you ask about the dead witches? and you pick "No, I didn't ask her (lie)"
Dec 9, 2021
Incremental Cubes - makisann4
Fixed a bug that allows you to press the Next button even if your HP is 1.
Dec 9, 2021
Warhammer Underworlds - Shadespire Edition - Steel Sky Productions
Easily the biggest, strongest, and meanest fighter in all the underworlds, Mollog the Mighty can hammer all comers with his fearsome club! Joining him are a mob of the bizarre denizens that once dwelt in his beloved cave beneath the dunes of the Desert of Bones.

Mollog had to abandon his mushroom-littered cavern after an infestation of Skaven, and has wandered into the ruins of Shadespire. This means YOU can now take control of the powerful Troggoth, an incredibly fast Bat Squig, a self-detonating Spiteshroom and an immovable Stalagsquig!



https://store.steampowered.com/app/1824460/Warhammer_Underworlds_Online__Warband_Mollogs_Mob
18 new Challenges!

The latest update not only introduces Mollog's Mob into the online fray, but also allows you to access three new Challenge paths for Garrek's Reavers, Eyes of the Nine, and of course, Mollog's Mob.



Winning a Challenge unlocks the subsequent Challenge. If you score enough Glory you earn a new portrait for that warband (this can be added to your deck for online play). Score enough Glory across all the Challenges and you'll unlock a special skin for that warband too!

Not only that, but even if you don't own the DLC associated with that warband Challenge, you'll still be able to play the first two Challenges. A great way to try out a warband that you don't own!

Note: You should see 1.8.0 in-game once you have the most recent update.
As always be sure to verify the integrity of your files through Steam if you get any weird crashes, hangs or invisible fighters.

Dec 8, 2021
Road to Eden - Zouking™
Hello survivors!

Happy holiday!
I have added horde annihilation rewards, high tier hordes will drop a jam-packed chest full of ammo and rare weapons. happy hunting!

I also added new build areas around the gate in zone 2 and a few other places, with a very nice view.

The widow maker is now in the game and you can only find it at the bottom of the silo

Stay safe







Alpha 5.64

  • Added Xmas decorations
  • Added Xmas loot
  • Fixed barnyard zone 2
  • Added new buildable zones in zone 2
  • Added large stone stairs platform in the stoneworks
  • Added horde reward drops
  • Server optimizations
[/b]
[/list]
Dec 8, 2021
Steel Division 2 - [EUG] Gal Marcel Bigeard
Hello commander!

We are back with some more news about the Tribute to the Liberation of Italy expansion. Like the busy bees we are, our much-appreciated Strike Team is currently hard at work testing and helping us fine-tune our latest offering. We can’t tell you - yet - when the expansion will launch (read the full reason at the bottom of this post… *wink*).

Instead, today we take to the sky with the two new Aces featured in our upcoming expansion. Rather uniquely, we have our high-scoring pilots squaring off from the same nation. These daring flyboys fought for two different sides during the war: Mussolini’s Aeronautica Nazionale Repubblicana (ANR, or National Republican Air Force) and the Allied Aviazione Cobelligerante Italiana (ACI, or Italian Co-belligerent Air Force).

Let’s welcome to the stage ANR’s Tenente Ugo Drago and ACI’s Sergente Maggiore Teresio Martinoli.

If you want to read more about the airpower included in the Tribute to the Liberation of Italy expansion, check out this detailed DevBlog here.

Ugo Drago

Lieutenant (Tenente) Ugo Drago is our first Ace, fighting for the Axis ANR. He started as a biplane pilot on the CR.42 Falco, scoring his first confirmed kill during the Greek-Italian War where he shot down a Greek biplane fighter. Three weeks after this feat, he single-handedly fought off five enemy biplanes, escaping by the skin of his teeth.



Transferring to a Macchi C.200 and deployed in North Africa in 1941, by the end of the year he had flown 150 missions. When the Armistice was signed in 1943, he didn’t directly join the RSI. Instead, he tried to contact his family but was arrested by the Germans, who pressured him hard to fly in the Luftwaffe. He refused, and as a result, was shipped to a prison camp in Germany. On the way, he escaped. When hearing of Mussolini’s air force, the ANR, he reappeared. Immediately reinstated as a pilot officer, he flew first on the G.55 Centauro before transferring to a German Me-109.

He ended his World War II career with 17 claimed kills, 4 of which he achieved by flying biplanes.

In Steel Division 2, Ugo Drago is featured with the G.55 Centauro.



Teresio Martinoli

Much like his Axis counterpart, Sergeant Major (Sergente Maggiore) Teresio Martinoli started as a biplane pilot for the Regia Aeronautica, once more in the cockpit of a CR.42 Falco fighter. He claimed his first three victories at the beginning of Italy’s entry into World War II in 1940, including a French bomber over Tunisia. He followed his first kill by shooting down an RAF Gloster Gladiator later in the year over Egypt.



He too transferred to the Macchi C.200, flying fighter sweeps over Malta, during which he claimed four British planes in just two months. He claimed a further four in 1942 before rotating back to North Africa, where he shot down four more. Defending Sicily during the Allied invasion in 1943, after the Armistice he joined the Aviazione Cobelligerante Italiana (ACI). He flew missions against the Luftwaffe over the Balkan, where he fought and shot down at least one more plane.

Martinoli’s total of 22 kills painted on his plane included four different nations, from both sides: France, UK, USA and Germany. During the war, Martinoli shot down an eclectic array of planes, from Gloster Gladiators to Hawker Hurricanes, Spitfires, P-38 Lightning, a B-17 Flying Fortress, and even a Junkers Ju 52. On August 23rd, 1944, he died in an accidental crash while converting on P-39 Airacobra.

In Steel Division 2, Teresio Martinoli is featured with the C.205V Veltro.



Other news

In case you missed it, we have recently released two new free Reinforcement Packs: the new Kostriza map and Lucky 13, bringing two free divisions to our game.

https://store.steampowered.com/app/1810030/Steel_Division_2__Reinforcement_Pack_12__Kostritza/

If you want to read more about the Axis Panzerdivision Tatra and the Allied Task Force Butler, be sure to check out this blog post here.

https://store.steampowered.com/app/1810031/Steel_Division_2__Reinforcement_Pack_13__Lucky_13/

Until next time

That’s it for this week. We know you might be clamoring for more details about our upcoming Tribute to the Liberation of Italy expansion and the Nemesis: Raid on Drvar DLC, but you need to hang on tight a little bit longer.

What we can do is lift the tip of the veil on something else though. We have been hard at work on our secret project, and we are getting ready for a big call to arms in the very near future! Things are moving fast, so keep a very close eye on our Steam forums and Eugen forums, or check our Facebook and Twitter channels. Looking for an online game in the meantime? Visit the kick-ass Discord server or Reddit page.

New battlefields lie around the corner, commander. Get ready!


重装燎原 - BOOMCAT大王不要停
十分感谢为我们人数不多,少的可怜的小团队产品(零售极为凄凉的)提出详细而又人文深度的问题,如下我作为这个产品的核心制作人,
也是这个产品的投资人,为各位详细回复反馈如下:

Q1:这款游戏里有几个系统或者设计符合“协同效应”

A1:Synergy Effects协同效应 (如无理解错你是指这个词义)
百度百科里面https://baike.baidu.com/item/%E5%8D%8F%E5%90%8C%E6%95%88%E5%BA%94/1112361?fr=aladdin
按照德国物理学家赫尔曼·哈肯提出概念,若没理解错,这个定义及其使用概念(存在的现实机制可行下)我们的游戏从STEAM
的搜索---》视频预览---》游戏简介描述---》付费(如果您刚好是我们为数不多的付费玩家)---》到游戏登录进入和战斗过程都
符合 【 Synergy Effects协同效应 】,按照数量来预估(概述粗略)符合的有23个机制。


Q2:游戏的体验图,x轴游戏时长,y轴玩家所了解的游戏内容
游戏的情绪图,x轴单局游戏进度,y轴玩家的压力(难度 除以 强度)
外线玩家强度第一次进入游戏时为1,那么外线强度随游戏时间增长的曲线是如何的?x轴总游戏时间,y轴外线强度

A2:这个问题反馈内容应该没理解错是同一个范围的定义,也是一个统计学变量定义,当X和Y轴在没有一个足够大的纪录统计下(以最少变量参考值10000为单位下)
我觉得交流这个为时过早,毕竟如果此刻我交出来的变量值和用户体验情绪反馈图的收集只有不到10人以下(少的可怜的零售数)不足以支撑完整和科学的反馈
在此,我作为制作人只能希望你能报以见谅理解。


Q3:何为正反馈,何为负反馈
例子:当玩家被连续眩晕至死时,这是正反馈还是负反馈
玩家的子弹穿过敌人却没有造成伤害时,这是正反馈还是负反馈
玩家掉落了最高稀有度的道具,这是正反馈还是负反馈;但当他发现这个道具对他没用时,是正反馈还是负反馈(冷热水效应)

A3:这个在学术界,包括但不限于人类行为心理学及社会心理学范畴内,都是处于不断交流和迭代的理论,在游戏开发过程包括已有的产品过程
我们都能找到数以万计的模型和公式,包括有成功的案例和失败的案例,但很可惜,至今为止都没有一个能明确解决用户的正负反馈基础模型,
因为这就像我要找1个100%保本500%收益的理财产品去告诉你闭着眼睛买就对了那样难。
PS:如果魂系列玩家在这个理论价值基础上模型化,那么他们退款率(劝退概率应该是90%)或许 以撒这款游戏估计直接倒闭。


A4:何为内因,何为外因
例子:玩家掉落的道具不足以支撑玩家追赶上时间带来的难度,这是内因还是外因导致的
玩家的操作不当导致消耗光了护盾和医疗包,这是内因导致的还是外因导致的

Q4:这里请允许我用一句佛学哲学(节选《坛经》)来回答这个同样是哲学逻辑的问题:本来无一物,何处惹尘埃!

A5:几个心理学理论
边际效应
霍布森选择
齐氏效应
超限效应
成败效应
韦伯-费希纳定律
怎么运用到游戏设计中?

Q5:作为多年对心理学和社会心理学,商业行为心理学略有研究的游戏制作人(在逃中科院心理学咨询师学生),我觉得这个问题我们必须先从用户的16型人格MBTI问卷进行测试反馈
当我们获得一个足够覆盖可供参考的统计模型数据后,我们会选取其中符合我们游戏的这批性格行为学的玩家用户进行深入的导向,这样就能严谨的
和科学的分析和采纳不同玩家的心理学效应应用到我们的游戏运营中和设计中,我也相信这个价值宝贵的数据模型能给与人类社会带来新的参考价值。
它不应该只限于游戏设计中,而是广泛的应用在整个人类学上面。而对于我们的游戏而言,我们是多么的微小,别说效应了,连经济学里面最简单的
路劲依赖我们都没能达成,望你谅解我们的卑微不足。



Q6:这款游戏中,成长的权重是怎样分布的,
例如技能是100/150/200%攻击力,武器是50/80/150点攻击力,天赋提供10/20/50点,刨除其他系统和设计,那么哪一系统对强度提升的权重更大,这对玩家强度曲线会带来什么样的影响
这款游戏中哪些系统是重要的,玩家需要时刻注意的,哪些是边缘的,玩家无需投入大量精力的,甚至可以完全不在乎的。

A6:这里有一个要指出,在整个系统架构机制下(则核心玩法机制)不能单一的刨除其他系统和设计,这好比一个建筑物地基和梁柱和内框,和水泥结构,和施工图都是一个完整密切关联的,
作为一款非联机,非氪金的单机游戏,我们只想简单的给与玩家直接的操作爽快乐趣和难度行为递进阶梯方式,或许这个机制并不完善和完整(这是我们还在进行不断的优化机制)
我们尝试和参考各种成功和有效的案例,并从中选取适合我们现阶段开发能力和开发资源(开发成本烧钱烧时间的活儿)进行优化到我们的游戏中。数值和技能设计是一个长远长久的长尾效应,
没有完美的数据数学公式就如世界没有炼金术一样,我们都是在不断的和用户反馈和细微的调整优化中让游戏越来越适合他们的玩家群体。


Q7:游戏的定义
好游戏的定义
区分好坏的标准?

A7:请允许我用广州人的谚语(出处 司空茂《脚印》)回复这个既复杂又充满社会学和经济学的内容“百样米养百样人”
按现在的俗气一点的理解就是“林子大了什么鸟都有”

Q8:这款游戏的设计目标是什么
怎么实现这个目标的同时满足更多的先进理论?

A8:赚大钱!(这是我们最核心最有价值的目标)毕竟我们是公司,是一个俗气商业小团队,我们不是慈善事业NGO,都要养家糊口,但在目标的核心底层下,我们却是抱着如何表达出简单好玩容易上手,深入难度的这个想法来设计的,
我们是长不大的孩子,抱着一个理想主义者的情怀去做一个致敬童年的记忆的小作品,我们甚至还在中途不断推翻和改动,也是在各种纠结和迷茫中验证游戏的乐趣和玩家的体验(100条玩家真人试玩的视频)
通过观摩和了解玩家的操作行为优化游戏的各种不足(当然还在不断优化),这里面没有任何先进理论,也不会有任何创新的理论和价值,只有给与参与到体验的玩家那一刻是否满足于快乐,简单的爽快乐趣。

Q9:以及67块钱能在steam买到多少完整、精良的俯视角射击?

A9:买不了上当去不了马来新加坡,双11不砍手能省下多少钱去旅游?别说67块钱了,就算免费我也觉得不好,你看STEAM的命运2,制作开发3个亿美金,免费!
地狱伞兵 还能联机 圣诞促销大节日 只需要10块钱! 我们真不配!挺进地牢 大制作大团队 只需48 折扣我18块入手的,我们真的不配!腾讯爸爸投资的上行战场,开发2000多万 才卖99块钱!
SYNTHETIK 又能单机玩又能联机爽 各种画面爆炸炫耀 还免费!我们还是不配,所以67块钱你买的是我们给与你后面无上限的可能性,包括一种情怀支持,就像是众筹,我们给与你的是事实
当然你可以等待折扣时候购买,如果67块钱是你的心理消费底线,那么我们十分抱歉。

Dec 8, 2021
The 8 Sins: New Hell Order - Piotr Sowa Omegan's Domain


Envy:
- refreshing the graphics;
- increasing the Brain and Overmind initiative from 20 to 70 points;

Lust:
- increasing the Dildo, Iron Maiden and Double Dildo initiative from 20 to 70 points;

Pride:
- increasing the initiative of the Flutist and Flute Master from 20 to 70 points;

Sloth:
- increasing the initiative of Stinker and Monstrous Stinker from 20 to 70 and 75 points;

Wrath:
- increasing the Howler and Dreadful Howler initiative from 20 to 70 points;
- Creepy Howler - upgrade cost changed from 0 to 80 Blood;
- Beak and Battering Ram (warriors of wrath) have been moved with the unlocking of the upgrade to level 2;
- The cost of unlocking these upgrades is 200 blood instead of 800;
- The cost of upgrading Brawler to Boxer and Battering Ram has been reduced from 75 to 50;
- Maniac advances to level 3 as the maximum level without advancing indefinitely;
- Horrifying Horned - character level improved from to 2;
- Fixed an issue where the wrestler's artwork was mixed up with the Battering Ram;

Battlefield:
- Defensive stance: preparation and steadfastness do not increase the parameters indefinitely;
- Passing a turn disables the execution mode;
- AI is already executing on weakened targets;

Campaign:
- loading the game or continuing further conquest with a large nation, does not affect that these provinces cannot be conquered during the new campaign;
- loading the game in the central province is now correct;
- Autosave and Autosave-start are performed simultaneously after entering a new province;
- Autosave-start makes the correct save, where the player does not have to click the end of the turn to go to him;
- provinces around the central:
- have the threat level set from 2 to 3;
- have a revised list of neighbouring provinces;
- Enclosure province: the list of neighbouring provinces has been corrected;
- Tremors province: the list of neighbouring provinces has been corrected;
- Bloody Gate province: visually improved;
- Debris province: improved for troops and facilities;
- Lab province: fixed for troops
- Wrath: The campaign level 3 fortification is now available at level 7 promotion;
- Nations: The requirements for the promotion of the capital city to level 8 have been increased from 14 to 16 prestige points;
...