AntonyX
Xia Wei
China
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上瘾的手感,中午、晚上有个一二十分钟的碎片时间都想打两把!手感初级教学可参考 https://www.bilibili.com/video/BV1MD421u7qi

对于这种所谓“迟滞感”,我的理解是,【镜头】迟滞而【枪口】不迟滞,这是目前玩到的最真实的腰射手感射击游戏。接下来详细解释:

1. 传统射击游戏的【枪口】瞄准方向和【镜头】瞄准方向是完全绑定的,也是大家习惯的“无延迟”感,镜头动瞄准点就动,而腰射精度的降低,是通过随机散射数值去控制的(腰射状态散射>ADS状态散射)。

2. 而Bodycam特殊的地方在于,【镜头】方向与【枪口】方向的“分离”(Helldiver2也有类似的双准星设计来强化不同武器类型的操控差异)。Bodycam你鼠标直接控制的是【枪口】方向,这个几乎是没有延迟的(前方有障碍物时候涉及到碰撞规避等情况除外)。而【镜头】方向则是有一定迟滞性,“跟着”枪口朝向跑,腰射状态下这个迟滞比较久,ADS机瞄下镜头迟滞感就很小了。

当了解了这个差异后,再去训练场里打打移动靶场试试,是不是感觉命中率能提高很多,而且感觉有信心通过练习去提升这个“手感”的命中率。

最重要的是,这种“手感”并不是空穴来风,这就是真实使用武器【腰射】射击的感觉,腰射时,你并不能100%保证枪口一定瞄准了你想射击的目标,Bodycam一样也不会像传统射击游戏一样,腰射时也给你一个辅助的准星HUD帮你作为腰射瞄准参考点。因此Bodycam可以说是目前最真实还原了【武器腰射射击】的游戏。这么做的目的也很好理解,这是一个讲究机瞄、peek、信息策略和前置射击战术的游戏,不鼓励无脑持枪乱冲

后续发展预测,和所有新的拟真射击游戏一样,刚上来口碑一定是两极分化的,喜欢的人很喜欢,不喜欢的人也不喜欢。新拟真游戏会在前期迅速过滤掉不喜欢的玩家,留下喜欢的核心玩家。而后续厂家需要做的,就是别犯傻,在不翻车的情况下,留住核心玩家,提供更多的内容和玩法,慢慢吸引更多相对轻度玩家进来(比如合作PVE)

给开发者两兄弟一个建议,可以在仍然保持极度真实感的前提下,降低游戏门槛,就是——赶紧加入激光指示器这个挂件,并且可以让玩家自由开启或者关闭。开启的玩家将能通过激光瞄准线,更好的判断自己的瞄准方位,但代价是别人也可能提前看到这个瞄准线,暴露自己位置。所以基本不影响原有的游戏平衡性。

The addiction to the feel of the game makes me want to play a couple of matches even during short breaks of 10 to 20 minutes at noon and in the evening!

Regarding this so-called "laggy sensation," my understanding is that the camera lags while the muzzle does not, making this the most realistic hip-fire shooting game I've played to date. Let me explain in detail:
In traditional shooting games, the aiming direction of the muzzle and the camera are completely bound, which is the "lag-free" sensation that everyone is accustomed to. When the camera moves, the aiming point moves with it. The reduction in hip-fire accuracy is controlled through random scattering values (hip-fire state scattering > ADS state scattering).

The unique aspect of Bodycam is the "separation" between the camera direction and the muzzle direction (Helldiver2 also has a similar dual-reticle design to enhance the control differences of various weapon types). With Bodycam, your mouse directly controls the muzzle direction, which is almost lag-free (except when there are obstacles in front, involving collision avoidance, etc.). The camera direction, however, has a certain degree of lag, "following" the direction of the muzzle. This lag is longer in the hip-fire state, and in the ADS scoped state, the camera's lag sensation is much smaller.

Once you understand this difference, go to the training ground and try shooting at moving targets. You'll likely find that your hit rate improves significantly, and you feel confident that you can increase the hit rate of this "feel" through practice.

Most importantly, this "feel" is not baseless; it's the actual sensation of using a weapon to hip-fire. When hip-firing, you can't be 100% sure the muzzle is aimed at the target you want to shoot. Bodycam doesn't provide an assist reticle HUD for aiming reference like traditional shooting games do. Therefore, Bodycam can be said to be the most realistic game that reproduces the experience of hip-firing with weapons. The purpose of this is also easy to understand; it's a game that emphasizes scoped aiming, peeking, information strategy, and pre-emptive shooting tactics, not encouraging blind rushing with a gun.

As for the future development forecast, like all new realistic shooting games, the reception will be polarized at first—those who like it will really like it, and those who don't, won't. New realistic games will quickly filter out players who don't enjoy them in the early stages, leaving behind the core players who do. What the developers need to do next is not to make foolish mistakes, retain the core players without flipping the game, and provide more content and gameplay to gradually attract more relatively casual players (such as cooperative PVE).

Here's a suggestion for the two developers: You can lower the barrier to entry for the game while still maintaining an extremely realistic feel by adding a laser pointer attachment and allowing players to turn it on or off at will. Players with the laser on will be able to better judge their aiming position through the laser aiming line, but at the cost of potentially revealing their position to others who can also see the aiming line. This basically doesn't affect the original game balance.
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Great ideas! But I stop playing after half of an hour. As an experience FPS player, I don't like and I'm really weak on memorize things. My advantages are fast reaction, moving and shooting, and they are core fun for FPS players. I can make quick decision on some immediate choices such as choose the left or right sides of a full cover when there is an enemy behind the cover while engaging. But I don't need to remember many things in FPS games(memorize a map is easy because map is fixed, won't change)
创意碉堡了!但我还是玩了半个小时就放弃了。作为一个FPS老玩家(真的老了),我不喜欢也不擅长去记忆事情。我擅长在快速反应,快速移动以及精准射击,这也是FPS游戏的核心乐趣。我可以在一些特殊情况下做出快速决策,比如在看到一个高大掩体后有个敌人时,我会快速做出从掩体左边还是右边去攻击对方的战术决策。但我并不需要在FPS里记忆很多事情(记忆地图很简单,因为地图不会变来变去)

In this game, it seems like a shooting game, but if you want to win, you MUST remember all of your enemies history movements to make your right strategy for the new round. If you are not good at memorizing, you will lose all your best performances in previous rounds, that's really frustrated. Now, it's not a simple FPS game, it's a First Person Real-time Strategy Shooting game (FPRTSS, awesone! ).
然而在这个游戏里,表面看起来是一个射击游戏,但如果你想赢,你必须记住所有你的敌人在之前回合里的移动轨迹,才能在这局做出正确的战术决策。如果你并不擅长记忆,你很可能输掉你之前回合的优异表现,被人翻盘,非常沮丧。现在这已经不是一个简单的第一人称射击游戏了,而是一个第一人称即时战略射击游戏(屌爆了有没有!)

So in my personal opinion, if this game want to keep more FPS players stay, it has to cut some challenges/difficulty on memorizing. Make it easier and simpler. For example, the game will always shows all your enemies' history movement path/tracks/even ghost shadows in translucent display to allow me see them through the wall, make me clearly to know where and which are the enemies in the previous rounds, and then I can focus on the 'real' 'live' enemy in the current round. This will help a lot and make all information very clear, nobody have to memorize much information (I'm not a VCR), players can focus more on shooting now.
所以在我个人看来,如果这个游戏希望留住更多的FPS玩家,不得不需要削弱一些在记忆上的考验和挑战。让其变得更简单一些。比如,游戏里始终都会显示你之前回合敌人的路线/轨迹/幻影等并且能够透视显示,这样可以让我更清楚的知道之前会和的敌人是谁和在哪里,这样我就能更好的聚焦在如何对付本局那个真人玩家敌人。这将对我有很大帮助并让信息更加清晰,没有人再需要记住大量信息(我不是行车记录仪),而且现在就可以更加聚焦在射击本身的乐趣了。

Anyway, this is still a great game, and I will call it a '4D' game, because all other games, you playing in a 3D world and only focus on right now. In this game, you are playing and dealing with a 3D world on a complex timeline, it's actually a 4D game. Hope these information are helpful. And really recommend try this game!
无论如何,这是个牛逼闪闪的游戏,我更愿意叫它4D游戏,因为所有其他游戏,你都在一个3D世界里游玩,体验当下。而这个游戏里,你玩的是在一条复杂时间线上每分每秒都在变化的3D世界,所以实际上,这是一个4D游戏。希望上述信息能有帮助,并且真心推荐试一下这个游戏!
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滋王峡谷 29 janv. 2024 à 19h49 
:steamhappy: