[情報]玩家對2077免費DLC不太滿意CDPR訴苦 已回收
來源:PCGamer
https://www.pcgamer.com/uk/players-knew-cyberpunk-2077s-first-free-dlc-would-be-small-but-not-this-small/
CD Projekt Red has revealed the full patch notes for Cyberpunk 2077's
upcoming 1.3 patch, as well as details on the free DLC included with the
update—which despite costing nothing has not made a very positive impression
on some players.
Those new DLCs include two new jackets for V, an alternative appearance for
Johnny Silverhand, and a new vehicle, the Archer Quartz Bandit, which can be
purchased or earned as a reward.
"This is the first of our small DLCs," senior quest designer Patrick Mills
said during today's reveal livestream. "These are small DLCs. I have seen
people getting really hyped because, 'oh my god, DLCs are coming!' These are
small DLCs. We'll be releasing more later."
Senior level designer Miles Tost also emphasized that the DLCs are distinct
from the expansions planned for the future, an approach similar to that of
The Witcher 3: Wild Hunt, which alongside two full-scale expansions—Hearts
of Stone and Blood and Wine—also enjoyed a slew of additional free content
including new quests, outfits, monster contracts, and more.
Mills acknowledged that "things have not gone exactly as planned" since the
launch of Cyberpunk 2077, which was such a mess (especially on consoles) that
it forced a complete overhaul of the post-launch roadmap and cancellation of
a planned multiplayer mode.
"[The livestream] is something that we're experimenting with, because we know
that there's not been a lot of communication from us, certainly not clear
communication about what's going on with the project, where we are with
things, why are things taking so long?" he said. "This is an attempt to sort
of try to fix that situation."
Despite that plea for understanding, many Cyberpunk 2077 players were not in
a forgiving mood. The Twitch chat was filled with complaints about both the
extremely limited scope of the DLC and the plodding presentation, which
included developers slowly reading entire dialog windows. The reaction on
Reddit wasn't much better: xXDarkAceXx may have summed up the mood best when
they wrote, "Everyone did say to lower your expectations. But even with low
expectations this is pretty awful."
At this pace the game shouldn't have launched till at least 2022. This game
is still recovering from launch. It'll be forever until DLC comes out that
will make the game worth visiting again.August 17, 2021
Seen all the patch notes, I have to say this focus on cosmetic issues seems
like a PR strategy. Very disappointing. We, as players, have a great deal of
patience when it comes to bugs and visual glitches. We want better systems.
Crowd, NPC and police AI. Next gen update!
Perhaps sensing the dissatisfaction with the state of things eight months
after Cyberpunk 2077 was released, Tost also dropped some "sage developer
advice" on the difficulty of updating big, interconnected games like this one.
"People don't seem to be aware how difficult it is to create patches for a
game that has been already launched," he said. "It's a process that takes a
lot of 'finicking around' with existing systems. The main idea behind making
patches is of course to improve a game, and not to end up breaking it more.
How you need to imagine making fixes in a game works like is basically open
heart surgery, right? You have this whole system that's sort of been working,
and you need to get in and try to fix stuff around stuff without making sure
everything else falls around it, or breaks around it."
"These fixes connect to so many other systems that turning one wheel
somewhere else will actually cause [something] somewhere else to fall off.
You need to make sure you don't mess with the entire system while you try to
improve the state of it overall, and that's why sometimes it can take much,
much longer to fix even small things than we anticipate."
But that explanation, while no doubt accurate, didn't elicit widespread
sympathy either. "They're spending half of the damn stream trying to make up
excuses and talking about how hard it is to patch a launched game, instead of
discussing what they're actually fucking doing to fix it," redditor
RemnantProductions wrote. "Maybe they shouldn't have launched the fucking
game in this state, then?"
Another, BootyGoonTrey, added, "Dev literally talking about how hard making
patches is INSTEAD OF TALKING ABOUT THE FUCKING CHANGES. I get it but this
really ain't the time or place."
Some fans did express support for developers working on the game—a redditor
named wobmaster said CD Projekt should have just dropped the patch notes and
got on with things, because "anything besides 'we completely fixed the game
and here is a couple hours of DLC' would always come across as disappointing"
—but as an effort to win players over, neither the patch nor CD Projekt's
presentation made a very good impression.
The 1.3 patch is a definitely a big one, with changes ranging from individual
mission fixes and tweaks to minimaps fixes and the ability to reallocate perk
points, which is a major improvement all on its own. There are a PC-specific
fixes too, including improved support for 8K resolution in tooltips, better
switching between windowed and fullscreen modes via alt-enter, and a more
compact version of the mouse cursor.
For anyone hoping it will completely fix the game, though, we have the same
advice we did after the 1.2 patch in April: Keep waiting. Cyberpunk 2077 was
released well before it was finished and a few patches, even big ones, aren't
going to result in a finished game, which could still be a couple years away.
Evidence of that was seen in a gameplay segment during the livestream, when
an NPC enjoying a burger suddenly threw a T-pose:
Also absent from today's livestream was a release date for the 1.3 patch,
which is currently listed only as "coming soon." The full patch notes are up
at cyberpunk.net.
對岸翻譯:
近日CDPR官方公佈了《賽博朋克2077》1.3版更新內容情報,新補丁即將在PC、主機和
Stadia平台上推出,將改進遊戲性、調整平衡,修復許多Bug問題。 並且包含免費DLC“
強尼·銀手的替換外觀”和“天穹石英“強盜”。
《賽博朋克2077》高級任務設計師Patrick Mills在Twitch上直播時表示:“這是我們的
第一款DLC,我看到許多人已經開始興奮起來。有人在喊'哦,我的上帝,DLC就要來了',
這次是小型DLC,以後我們會發布更多的。”
高級關卡設計師Miles Tost強調稱,這些DLC與計劃中的未來擴展內容不同,其做法與《
巫師3》類似,後者除了有兩款大型DLC“石之心”“血與酒”之外,還有很多免費DLC,
包括新服裝、新任務、新怪物等等。
Mills承認《賽博朋克2077》推出後,後續工作並沒有完全按計劃進行。 因為這款遊戲發
行後遇到很多問題,搞得一團糟。 CDPR被迫對未來路線圖進行了大改動,並取消了計劃
中的多人模式。 他說:“在線直播是我們正在嘗試的方式,因為我們沒有與玩家深入溝
通過。這個項目發生了什麼事,我們的情況如何,為何花了這麼長時間。直播是嘗試,我
們試圖解決溝通問題。”
儘管他們懇請玩家理解,但許多人還是在Twitch上抱怨此次的免費DLC過小,更新介紹冗
長,開發者回复太慢等等。 有人表示:“許多人說要降低對你們的期待值,但即便期待
低了,你們的表現也很糟糕。”
或許是感受到人們對《賽博朋克2077》發售後的表現不太滿意,Tost解釋了更新這類大型
遊戲的難度。 他說:“人們似乎沒有意識到為一款已發售的遊戲推出更新是多麼的困難
,這需要對現有系統進行大量的修改,製作更新的主要理念當然是完善遊戲,而不是破壞
遊戲。你可以想像下,修復遊戲問題就像做心臟手術一樣。進入一直運作的系統裡,嘗試
修改周圍的東西,並確保沒有其他東西落在它周圍,或破裂。”
“這些修復措施與其他許多系統相連,在這個地方轉動一個輪子,或會導致其他地方的東
西脫落。你需要確保在改善它整體狀態時,不會弄亂整個系統。這就是為何有些看起來很
小的Bug,我們修復起來也要花比預期更長的時間才行。”
但這樣的解釋並沒有引起圍觀群眾的同情,有人表示:“他們花了一半的時間來編造藉口
,談論修補一款大型遊戲是多麼困難,而不是討論他們到底在做什麼?”“也許他們不應
該在這種情況下推出這款該死的遊戲,對不?”“開發人員大談製作更新補丁有多難,而
不是談論如何改變,我明白了。”
==========================================================
偉大的CDPR,重新定義了"持續運營式的遊戲"
哀~
有的遊戲發售一年了,還在熬夜趕工修bug,
有的遊戲上線一年了,免費地圖更新了一個又一個。
--
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※ 編輯: unlimit999 (118.171.44.174 臺灣), 08/18/2021 16:34:08
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