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RedBerylFTW 最近的評論

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目前尚未有人將此評論標記為值得參考
總時數 4.1 小時 (評論時已進行 3.7 小時)
Amazing game.

Think it'll rain?
張貼於 4 月 22 日。
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9 個人認為這篇評論值得參考
總時數 17.5 小時 (評論時已進行 1.8 小時)
I first saw this game before the original release and I kept my eyes on it. After the extreme negative reception I was pretty sure it would just die out fast so I didn't bother. Cut forward to today. I saw that a new team took over development, and they have been tirelessly updating this game to make it into something good. Not amazing yet, but definitely getting better. But reader beware, there are still some very noticeable problems.

- There is either a huge memory leak or a failure to establish garbage collection. Under no circumstances should this game be using 10gb ram on medium settings. Play for long enough, explore far enough, the game will crash. For me it only took two hours.

-Click registration is not perfect. You can't click things directly in front of you.Even if they're highlighted, you have to turn the camera slightly. Monster click detection also isn't great, especially with tiny creatures like rats. This can make combat feel a lot clunkier than it should. A more loose click window for creatures would be fantastic.

-Needs a better tutorial island. Something more guided. It's not hard to understand, but there's a lot of unused land space there that could be used for something.
張貼於 2024 年 12 月 8 日。
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6 個人認為這篇評論值得參考
總時數 10.5 小時 (評論時已進行 8.2 小時)
I didn't play this game during its inception, and prior to lately the only time I played it was for a very short period during a steam free weekend over a decade ago. I started playing just looking to scratch an MMO itch and it's pretty great. I can see why it survived. For the first few hours I knew I liked it but couldn't put my finger on why. Then it really hit me. Everquest is familiar in all of the ways I never usually see. This is all from a F2P perspective. I would pay $5 for a monthly subscription to just Everquest, but I'm not interested in the other games so $15 doesn't feel worth it.

First is the aesthetics. It looks closer to what a 3D Elder Scrolls Arena would look like than Morrowind or later games in that series. I think the D3D9 style really is just that. A fantastic style. Things have flashy effects. You can play in first person, third person or isometric. The music and sound effects are charming. The character designs are interesting. The whole vibe is just right.

Gameplay feels like an MMO, which is a good thing because it doesn't feel too grindy or restrictive. I spent a long time in Gloomingdeep, but I didn't actually have to. You can walk out into the world at any time and just start questing at the level 1+ spots. Things like tradeskills provide interesting options and variety. Some quests are fetchy, some are about combat, some are about the tradeskills, and then you have the bigger MMO stuff like raids. One thing I really love is the dialogue system. To talk to an NPC you first hail them, and then you can type or click on words in the game chat box to engage. It reminds me of Wasteland, and it's a very little-used mechanic that's great when done right. I also noticed the faction reputation system. Very neat to feel like I'm impacting how I'll interact with parts of the world.

As for new player friendliness, I solo'd my way through Gloomingdeep for the most part, except for the extremely friendly strangers who provided healing and a neat weapon. The tutorial area really gave a great overview of everything that I could expect for at least a little while, and it provided some room to level and learn the systems before I stepped out into Norath. The first areas I saw outside were interesting, and there was a great variety of interesting things to do in the first city area I came upon. I know it's a fetch quest, but I spent 10 levels in Gloomingdeep fighting kobolds. I did a quest where I delivered a few different love gifts to the most indifferent NPCs ever written, and I was rewarded for my extremely easy efforts after what felt like fighting through a dungeon from the start. Yeah it's a fetch quest, but that's not a bad thing when it's funny or interesting.

Long to short, it's a good game. Will keep playing, recommend more people to play.
張貼於 2024 年 12 月 4 日。 最後編輯於 2024 年 12 月 7 日。
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總時數 0.6 小時
This game hits different in all of the right ways.
張貼於 2024 年 8 月 3 日。
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6 個人認為這篇評論值得參考
總時數 4.5 小時 (評論時已進行 1.4 小時)
I have so many good things to say about this, but for now I'll just say it's fantastic. Really something special.
張貼於 2024 年 6 月 26 日。
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總時數 0.5 小時
I nominate this one for GOTY
張貼於 2024 年 3 月 8 日。 最後編輯於 2024 年 11 月 28 日。
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4 個人認為這篇評論值得參考
總時數 37.1 小時 (評論時已進行 2.2 小時)
So I suppose the name of this one is what makes it so easy to misunderstand. "AppGameKit" as if it were some kind of game-specific engine with engine quality-of-life features.
AGK is an IDE and not really an engine. It's modular enough to become an engine, and you can write an engine in it. But on the surface, it's really just a notepad and a compiler. AGK Studio is more of an engine, with more engine features built into it; But both of these editors support the exact same form of BASIC so things you can do in one can be done in another.

Right now, the only thing holding this back is not being freeware. Anybody buying AGK will be buying AGK Studio. This iteration may well have another decade of life, but I don't foresee any growing popularity unless it becomes freeware. If the dev sees this, considers it, but really wants to make sure AGK Studio is still worth buying: Release a freeware version *without* the image packer or layout editor.
張貼於 2024 年 1 月 31 日。 最後編輯於 2024 年 2 月 3 日。
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23 個人認為這篇評論值得參考
總時數 0.8 小時 (評論時已進行 0.5 小時)
Don't play this yet. There's rumor of a unity port floating around.
This version, as well as the Xbox app version are both completely broken. This is a windows game, so why they chose to emulate the DOS port instead of hiring somebody to develop a no-cd patch I will never understand. The best way to do this would have been the windows version with a no-cd patch wrapped in dgvoodoo2. Instead, you get to play with hacky dos emulation.
張貼於 2024 年 1 月 24 日。
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10 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 1.7 小時 (評論時已進行 0.7 小時)
I bought this game specifically to fix the poor configuration mismanagement from Bethesda.

Mission accomplished.
張貼於 2024 年 1 月 24 日。
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1 個人認為這篇評論值得參考
總時數 0.9 小時 (評論時已進行 0.2 小時)
Unity really is the best thing to ever happen to this game.
Vanilla Daggerfall is like playing TES Arena with infinitely worse gameplay in exchange for more lore and better visuals. It doesn't matter how I remap the controls or try to adjust. This is so much worse than Arena. Attacking feels worse. Walking feels worse. Turning feels worse. Attacking forces use of the entire screen instead of a slight movement. Look up/down is uncontrollably fast. I constantly see reviews that talk about how hard it is to play Arena with vanilla controls. Compared to this, Arena is like a comfortable SNES game. This is like performing rocket science just to walk up a set of stairs. Without Unity, this is one of the most uncomfortable dungeon crawlers ever made.
張貼於 2024 年 1 月 13 日。 最後編輯於 2024 年 1 月 24 日。
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