Hellpoint как играть вдвоем
В новом гайде по Hellpoint мы ответим на один из самых важных вопросов для игроков – мы расскажем, как синхронизировать разломы. Читайте наш гайд далее.
Hellpoint – как синхронизировать разлом?
Прежде всего, нужно знать, что в Hellpoint разломы функционируют по тому же принципу, по которому работают и костры в игре Dark Souls. То есть, они позволяют улучшать персонажа, расходовать аксионы, а также сохранять прогресс в игре. Во время игры вы будете находить предметы, которые нужны для синхронизации разломов. В случае с большими боссами разломы, находящиеся возле них, будут синхронизироваться в автоматическом режиме. А вот в других случаях придется использовать именно найденные предметы – синхронизаторы разломов, которые найдете на самих локациях. Между синхронизированными разломами работает быстрое перемещение. Синхронизатор можно получить, не только найдя его прямо на локации, вы также получите его, если активируете Камень Преисподней (выглядит как плита фиолетового цвета). Важно помнить, что синхронизаторов не очень много, и не активировать больше одного разлома на один уровень.
Amazon откладывает New World и Hellpoint
Как официально сообщает компания Amazon, грядущая MMORPG New World откладывается из-за коронавируса. То же касается и souls-like проекта Hellpoint. Читать далее
Гайд Hellpoint. Где взять паспорт?
Продолжая нашу серию мини-гайдов по Hellpoint, ответим на еще один важный вопрос, волнующий игроков – где можно найти паспорт в игре? Читайте наш гайд далее.
Hellpoint – где взять паспорт?
Паспорт наркологии вы получаете после убийства Небесного Зверя. После этого вам он, собственно, и понадобится. Но учтите, если вы убиваете босса и умираете сами – лут теряется, так что постарайтесь не погибнуть в битве со Зверем. Читать далее
Гайд Hellpoint. Как играть с другом?
В нашем мини-гайде по Hellpoint мы расскажемб как можно играть в эту игру вдвоем на одном устройстве. Подробнее об этом читайте ниже.
Hellpoint – как играть с другом?
На самом деле, в этом нет ничего сложного. Hellpoint действительно позволяет играть с другом – в этом случае игра проходит на одном устройстве, при этом один игрок использует клавиатуру, а второй – геймпад. Однако для такой игры нужно будет создать еще одно, уже второе по счету сохранение. В этом случае вам будут доступны сразу два героя, по одному на игрока. То есть, вы создаете еще одну новую игру, а затем, зайдя в необходимого персонажа, нужно нажать кнопку Start на джойстике. Играть вы будете вдвоем с разделением экрана.
Гайд Hellpoint. Где лежат сохранения?
В новом гайде по Hellpoint мы расскажем, где можно найти игровые сохранения. Это может вам пригодиться во время игра Hellpoint. Читать далее
Гайд Hellpoint. Как делать удар щитом?
Новый мини-гайд по Hellpoint посвящен удару щитом. О том, как его делать, читайте ниже.
Hellpoint – как делать удар щитом?
Для того, чтобы делать удар щитом, потребуется нажать блок, после чего с кнопкой бега пойти вперед, на противника. И во время замаха врага ваш персонаж ударом щитом сбивает его атаку – враг на несколько секунд становится уязвим. Это – основной плюс удара щитом. Читать далее
Гайд Hellpoint. Где найти скафандр?
Наш новый гайд по игре Hellpoint посвящен скафандру. Если вы пока не можете отыскать скафандр – читайте ниже, как это сделать. Читать далее
Hellpoint как играть вдвоем
19 мая. 2017 в 19:15 Currently the devs don't have the budget for the servers to support online play. They want to if they can afford it somehow if players are allowed to host their own servers then the devs wont have to worry about that problem. why do people always automatically assume that the devs have to host the servers We are not talking about dedicated servers, but about matchmaking/cloud servers. But even then, all the support to make the game fully online is a cost we cannot aford right now. if players are allowed to host their own servers then the devs wont have to worry about that problem. why do people always automatically assume that the devs have to host the serversWe are not talking about dedicated servers, but about matchmaking/cloud servers. But even then, all the support to make the game fully online is a cost we cannot aford right now.
But you have enough to be able to put it on Xbox One and PS4 eh? Seems like you would be able to set up a simple P2P system when even indie games that are 2 bucks on steam can set that up. Just saying.
You could at least bother to make the tags a bit less misleading. Just leave it at 'shared/splitscreen'. By putting both 'local coop' and 'coop' tags, it gives the impression that there's both local and online coop.
We are not talking about dedicated servers, but about matchmaking/cloud servers. But even then, all the support to make the game fully online is a cost we cannot aford right now.But you have enough to be able to put it on Xbox One and PS4 eh? Seems like you would be able to set up a simple P2P system when even indie games that are 2 bucks on steam can set that up. Just saying.
You could at least bother to make the tags a bit less misleading. Just leave it at 'shared/splitscreen'. By putting both 'local coop' and 'coop' tags, it gives the impression that there's both local and online coop.
Noted on the "local coop" vs "coop".
At this point, we are not promising anything for multiplayer except what was officially announced; splitscreen. Anything else is subject to change. Of course, what we want is online, but we have to do what we can with what we have.
But you have enough to be able to put it on Xbox One and PS4 eh? Seems like you would be able to set up a simple P2P system when even indie games that are 2 bucks on steam can set that up. Just saying.
You could at least bother to make the tags a bit less misleading. Just leave it at 'shared/splitscreen'. By putting both 'local coop' and 'coop' tags, it gives the impression that there's both local and online coop.
Noted on the "local coop" vs "coop".
At this point, we are not promising anything for multiplayer except what was officially announced; splitscreen. Anything else is subject to change. Of course, what we want is online, but we have to do what we can with what we have.
And yet, like I said, you can put your game on PS4 and Xbox One. You know, if your game is going to so blatantly copy Dark Souls right down to simply renaming the stats, you could at least copy the coop, but oh well.
But the very least you could do is fix the tags.
27 июл. 2017 в 19:18Noted on the "local coop" vs "coop".
At this point, we are not promising anything for multiplayer except what was officially announced; splitscreen. Anything else is subject to change. Of course, what we want is online, but we have to do what we can with what we have.
And yet, like I said, you can put your game on PS4 and Xbox One. You know, if your game is going to so blatantly copy Dark Souls right down to simply renaming the stats, you could at least copy the coop, but oh well.
But the very least you could do is fix the tags. I had no issue interpretting the co op as local co-op when I bought the game. Co-Op = true and local co-op = true. Online co-op = false(and its not present). The tags don't need to be fixed as it truly represents what the game is. A broader tag is still true even if it doesn't include all subsets. Any confusion is purely on the part of imagining features you wish it had.
I would rather have both tags as when I look for games by tags, I rely on the tags to properly represent the game so I can find them. As someone that frequently looks for co op/online co-op/local co-op games/multi-player and local multiplayer games I find them very helpful to accurately represent what they feature. The other thing is that networking adds a whole other layer of complexity that a small studio may not be able to afford. Its not impossible but if it wasn't built from the start with hosting local servers in mind, it is not something that can easily be rigged in after the fact.
And yet, like I said, you can put your game on PS4 and Xbox One. You know, if your game is going to so blatantly copy Dark Souls right down to simply renaming the stats, you could at least copy the coop, but oh well.
But the very least you could do is fix the tags.
I had no issue interpretting the co op as local co-op when I bought the game. Co-Op = true and local co-op = true. Online co-op = false(and its not present). The tags don't need to be fixed as it truly represents what the game is. A broader tag is still true even if it doesn't include all subsets. Any confusion is purely on the part of imagining features you wish it had.
I would rather have both tags as when I look for games by tags, I rely on the tags to properly represent the game so I can find them. As someone that frequently looks for co op/online co-op/local co-op games/multi-player and local multiplayer games I find them very helpful to accurately represent what they feature. The other thing is that networking adds a whole other layer of complexity that a small studio may not be able to afford. Its not impossible but if it wasn't built from the start with hosting local servers in mind, it is not something that can easily be rigged in after the fact.
By having 'shared/splitscreen', 'local coop' and 'coop' all being tags, you don't see that as the least bit redundant in the least? 'Coop' by itself is entirely misleading, and many games simply use the 'local coop' and 'coop' tags and not 'shared, local coop, coop, online coop, local multiplayer, online multiplayer' all at once because they are, as I said, redundant.
And no one ever said it wasn't complex. But that doesn't mean it's beyond the realm of possiblity by any means.
28 июл. 2017 в 3:56It is certainly redundant. But if I do a search for co-op tag, then I'll find it. Local co op I'll find it. Multiplayer I'll find it. And so on. I can't blame the developer for putting tags on a game when said tags are how people find games with features they want. I know other develpers put one or the other and that is what makes it difficult for someone to find thier game.
I understand the perspective if it says Co-op and local co-op it could be construed as having more than just local co op as there are 2 tags. While I do understand that, these tags are like HTML tags in terms of finding a game. I think the issue isn't with the developer but the steam interface itself. They really should have a tree of Co-op and local co op would be under it and that tree would be under the mulitplayer tree. They should only give developers the option of choosing the more narrow tree and then when you search you should be able to search every narrow and broader element to find the game you want. To me, that would eliminate 100% of the confusion and improve the functionality.
28 июл. 2017 в 10:15Noted on the "local coop" vs "coop".
At this point, we are not promising anything for multiplayer except what was officially announced; splitscreen. Anything else is subject to change. Of course, what we want is online, but we have to do what we can with what we have.
And yet, like I said, you can put your game on PS4 and Xbox One. You know, if your game is going to so blatantly copy Dark Souls right down to simply renaming the stats, you could at least copy the coop, but oh well.
But the very least you could do is fix the tags.
I'm confused about why you seem to think that giving the PC version online multiplayer is somehow more important than porting the game to other consoles. If they want to be able to distribute the game to the broadest demographics they can, it's an absolute no-brainer that multi-platform is the path to take.
For example, porting/testing/submission on PS4 might cost us X $. But in return, you reach a different platform and more potential copy sold, so you hope to make profit and repay that port cost.
We currently evaluate the multiplayer at 4 times X $, but it doesn't reach any different platforms. Arguably, you can say we might make more sells if the feature is there, but it's a lot harder to prove.
From a business point of view, porting is a better idea. Obviously, our goal would be to do both. We would be glad to chat more about it if you know an investor is search of a deal opportunity. ;)
For example, porting/testing/submission on PS4 might cost us X $. But in return, you reach a different platform and more potential copy sold, so you hope to make profit and repay that port cost.
We currently evaluate the multiplayer at 4 times X $, but it doesn't reach any different platforms. Arguably, you can say we might make more sells if the feature is there, but it's a lot harder to prove.
From a business point of view, porting is a better idea. Obviously, our goal would be to do both. We would be glad to chat more about it if you know an investor is search of a deal opportunity. ;)
If you rate online coop as so valuabe then why take what's arguably a riskier route? I mean think about it, if you have a game with coop, then one customer can turn into two or three if the entire group of friends gets a game. Hell plenty of people will simply not buy a game if it lacks coop. Or a game that may not have been bought as a single player game suddenly becomes a worthy purchase if you know you can play through it with a buddy.
As for investors, wouldn't it be your job, especially after running a very successful kickstarter, to find an investor? Why ask your playerbase?
And if coop is hard to prove as being a profitable factor, then porting is even less so. Really you can't be sure either way if porting will actually help the game. One could make the argument that porting has no guarantee of success and could cause the game to flop as console players might not be as interested as PC players. Hell I usually find that PC presents a better platform for indie games than do consoles. PC players are also used to the concept of early access and bug reporting for games more so than consoles, which greatly helps games that are starting out in development and might need to make some changes before full release.
My suggestion would be to make a better, more complete game on PC first. Release on PC (early access even), iron out the bugs, listen to community for feedback, add more features (including implementing online coop), and THEN porting to other consoles when you're confident, based on community feedback, that the game is in its best state for profit. What you're wanting to do, port to consoles first and hope it does well enough to create more features, just seems like an overly risky strategy.
In the end, it's your game so you can do what you want, but I just don't see why you believe the PC market to be too small of a pond to make a profit on the same level as a console game.
Гайд Hellpoint. Как играть с другом?
В нашем мини-гайде по Hellpoint мы расскажемб как можно играть в эту игру вдвоем на одном устройстве. Подробнее об этом читайте ниже. Читать далее
Hellpoint обзавелась бесплатной «главой-сиквелом»
Грядущая RPG Hellpoint получила DLC еще до собственно выхода игры. Правда, DLC вышедшую недавно в Steam бесплатную «главу-сиквел» можно назвать с большими оговорками, ведь для игры не требуется сама Hellpoint. Скорее это самостоятельный проект, нечто вроде демо-версии, действие которой происходит через 10 лет после событий основной игры.
Hellpoint
Гайд Hellpoint. Как синхронизировать разлом?
В новом гайде по Hellpoint мы ответим на один из самых важных вопросов для игроков – мы расскажем, как синхронизировать разломы. Читайте наш гайд далее. Читать далее
Гайд Hellpoint. Как взять оружие в две руки?
Есть ли вообще в Hellpoint двуручный хват оружия? Именно этому посвящен наш новый гайд, который мы предлагаем вашему вниманию. Читать далее
10 фактов о Hellpoint
Сейчас, спустя годы после релиза первой Dark Souls, уже можно смело говорить, что детище студии From Software сформировало новый поджанр экшен-RPG. Игры, которые пресса окрестила просто и понятно – souls-like – берут проверенную формулу серии Souls и забрасывают ее в новые сеттинги. Читать далее
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