Pc游戏(hurtworld官网)锤子怎么用,最好带截图,详细一些

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Title: Hurtworld
Genre: , , ,
Developer:
Publisher:
Release Date: 3 Dec, 2015
What the developers have to say:
Why Early Access?
&Hurtworld has been in development for roughly 18 months. Over that time we have built a strong foundation that will support the massive plans we have for the game. We ran a 3 month limited closed alpha which allowed us to optimize client and server performance and clear out any game breaking bugs. We are now at a point where we're ready to open the gates to the Hurtworld universe. We feel the only way to develop a multiplayer game is to grow it organically with its player base. The foundations are laid, join the community and help us shape a game with endless possibilities!&
Approximately how long will this game be in Early Access?
&We think the current survival genre is only the tip of the iceberg of what is possible. While we plan to lock down the content and direction of the base game by the end of 2016, we hope to continue major content releases long after.&
How is the full version planned to differ from the Early Access version?
&We have our foundations built, lots of the hard engine work is out of the way. However our current content is very much a work in progress.
During development we will be constantly adding:
Weapons
Creatures
Biomes
Clothing
Vehicles
Along with new core systems we have in the works:
Resource Pipes
Meteor strikes
Electricity
A rich modding SDK
Workshop support
Procedurally generated modular gear with random stats
Paintable gear
Most importantly nothing is set in stone. Got an idea? Post it on reddit and we may add it to the list!&
What is the current state of the Early Access version?
&Hurtworld is still very early in development. While we have built a lot of different systems and engine features, most of the content is nothing more than a proof of concept. Things will change rapidly and drastically as we integrate the systems we have in place into a coherent gameplay experience.
Having said that, the game is stable and performs quite well. In its current state you are much more likely to find a game breaking balance issue than a game breaking bug.
We will be releasing a major update roughly once a month with new content and new gameplay features, along with up to hourly hotfixes whenever serious bugs arise.&
Will the game be priced differently during and after Early Access?
&The price will be discounted during early access and return to its full price once the game is more complete.&
How are you planning on involving the Community in your development process?
&The entire team is very active on our subreddit. We have no filter, we read every post. (/r/hurtworld/)
We run a weekly dev blog where each member of the team outlines what they are working on which usually opens a discussion thread on reddit for the week.
Nothing we have planned is set in stone, we will be constantly coming up with new ideas to flesh out the Hurtworld universe and taking cues from our community to set our priorities. We know that in most cases, the players know the metagame much better than the developers. We leave our ego at the door and let you decide what matters.&
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Recent updates
13 December
This patch is the first part of a series to address the cheats that have appeared over the weekend. This is not the final solution but should heavily reduce the impact of cheats until I finish my security refactor and add EAC later this week. This patch also adds a much needed global banlist. If you see anyone cheating, please report them via reddit and we will ban them from all servers.
Changelog:
Speed Hacking is now impossible
Mele weapons can not attack over restricted range and attack speed
Added global banlist
Fixed k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed being returned by steam after spamming connect
12 December
This last week has been insane! We went from our tiny closed alpha of ~20 people online at a time, to over 10000 concurrent users across 1000 active servers in just 7 days. We still don't quite believe that number is real.
This update will be short and sweet, once things settle down a bit I will lay out our roadmap in detail.
You guys have been thrashing the new build, tracking down heaps of bugs and giving us loads of awesome feedback.
With so much going on it's easy to get caught like a deer in headlights watching it all go by. We've been trying to read everything everyone's posted, we were drowning in communication but I think we're finding our feet.
This week I've been in full damage control mode. Putting out patches, breaking stuff, fixing it again etc. The main focus has been keeping everything running and patching out any major exploits that come up.
Exploits
The first wave of exploits were caused by our own bugs. All that we know of are now sorted. The next wave of exploits that are starting to pop up are client side cheats.
I am aware of a few security holes in our server protocol that I'm working on patching right now. We also plan to implement Easy Anti Cheat this week which will give us access to an extra team of people dedicated to hunting down and stopping client side cheats.
Metagame
I've been collecting heaps of feedback on things that affect the metagame like respawn time, infamy balance tweaks, loot frequency etc. Unfortunately I haven't even had a chance to play the game since launch I've been so flat out, so I can't really make judgements on these mechanics until I can really experience them myself. Priority one is stomping out cheats, metagame will be next on the agenda.
Official Servers
We don't have enough, some keep disappearing. We've outgrown our current operation and need rethink our approach. I have someone on the task of sourcing our own dedicated servers and will be automating more of the process so we can manage the official servers much better. This might take a week or two but will be worth it.
Spencer: Cowtrix wasn't in the office for this dev update so I will summarise. He built the awesome new server browser, put more languages in and has been on bug fixing duty.
Well its been a pretty crazy week for which we have all you guys to thank.....SO THANKS!
Once things settled down a bit I have gotten back to cranking out content.We wanted more ways for players to be able to individualize themselves, so I have started to make a bunch of masks crafted from the various Hurtworld animals. First up is a BorMask as they are probably still my favorite creature so far :wink:
Oh yeah and we have a handgun now!
Wow, what a week! In between responding to as many emails and forum posts as possible, I also managed to work on some wheels. So I'm working on more sexy wheels for the cars. This new wheel is inspired by the style that suits, 1960's - 70's muscle cars. I have a bit of a passion for these vehicles.
Will be making a few more varied sizes and styles over the coming days. Will be nice to see you all rolling these down the road soon.
Pretty intense 6 days! I haven't posted that much on Forums in 6 years! Good to get to know a lot of you. Anyway, will keep the support coming, but I have animation tasks that I have to get moving on. First up is taking the Pistol from Gav and making it move. Few small bugs and improvements to be made to state-flow too (they will go in with patches). Expect some gyfycats in coming weeks!
Report bugs and leave feedback for this game on the discussion boards
About This Game
WARNING: Hurtworld is still very early in development. It may be worth waiting until we are further through development before getting on board (We're not going anywhere).
Hurtworld is a hardcore multiplayer survival FPS with a focus on deep survival progression that doesn't become trivial once you establish some basic needs. That feeling when you're freezing to death trying to make a fire, or you're defenceless being chased by creatures. These experiences are what make a survival game. When you overcome that challenge and find a level of comfort it's a great feeling, but what do you do next?
Hurtworld tempts you out of your comfort zone with rich resources, better loot and higher tech. It will also throw more dangerous creatures, harsher environments and new challenges at you that can't be taken on without the proper gear or refined skill. Will you settle for bows and arrows and a campfire, or push deeper into the map and start scavenging for vehicle parts and better weapons?
Built from the ground up with solid multiplayer foundations. Designed for fast skill based PVP and PVE. You will constantly have to decide which is the biggest threat, the player opposite you or the creatures that will hear your gunshot.
Crafting Gear, Tools, Weapons and Machines - Combine what you find in the world to make hundreds of different items.
Structure Building - Claim land solo or with friends, build from a hut to a city using our attachment point based structure system.
Procedurally Generated, Customizable Vehicles - Find a car or quad bike wreck in world with random panels. Scavenge for parts and get it moving again. Find rare paint colors and skin patterns to get it looking just the way you want. Upgrade your engine and gearbox. Make sure to carry a spare tire!
Mining Resources - Heaps of different minable resources that require different tools to gather, from Pickaxes to Dynamite. Alternatively you can build some automated drills and let them do the work for you.
Twitch based PVP - Some areas of the map will be highly contested, are you willing to share the limited resources needed to survive? If you aren't, we have many different projectile and melee weapons to do away with your opponent. Careful though, murdering your peers may increase your own penalty for death.
Farmable Plants - Find wild seeds and get a crop going back home.
Hunting Neutral and Hostile Animals - Environment is filled with animals, they may be your lunch, you may be theirs.
Town Ruins and Relics with Random Loot - Tightly contested, if the radiation and mutated creatures don't kill you, another player will. You might just find those engine parts you've been looking for here.
Dynamic Day/Night + Weather - Pick the right time of day to attempt crossing sand dunes, but watch out for sandstorms.
Stat Simulation - More than just a hunger bar, everything in the world is affected by time of day, current biome, localized effects like radiation, dynamic weather, heat given off by machines etc. Items can have different behaviors based on current stats too. That steak in your backpack might just freeze in the snow, at least it will take longer to go rotten. Put that storage chest too close to your fire you may come home to a pile of Ash.
Drastically Different Biomes - Explore the harsh world. From the snow forests of the North to the colorful parrot Tokars of the red desert, gear that lets you survive in one biome may kill you in another. Players with a home base advantage will likely be better equipped to handle their surroundings than invaders.
All the features above are currently in the game and functional, however much of the content in these systems is placeholder. While we've done a lot of the hard work developing robust systems to underpin gameplay mechanics, we haven't yet spent a lot of time generating and balancing content for these systems. As this is mostly configuration work, we will be able to quickly deliver lots of new content in the coming months.
Most multiplayer open world games use a MMO style network architecture. While this allows for greater player numbers per server, it opens up the game up to endless cheating exploits that are impossible to stomp out. Hurtworld uses an architecture closer to that of a modern FPS, where all physics and game logic are calculated on the server. While cheats can never be fully stopped, this structure makes a large amount of the exploits impossible from day one. Due to this, our servers will use a bit more resources for the same number of people than your usual survival game, but we think it's totally worth it.
Keeping your FPS high and smooth is crucially important to us. As members of the PC master race we know 60+ FPS is a right, not a privilege. Not to mention PVP gunplay just doesn't work at low FPS. This is an ongoing battle while we are developing the game, adding new stuff slows things down, doing an optimization pass gives us some breathing room. It goes in cycles.
Currently things are running very well, we did a lot of hard work during our closed alpha to bring performance up and to get rid of big spikes. On mid range 2 year old machines we're currently getting 80+ FPS on medium settings. Our biggest bottleneck is player skinning on the CPU. Meaning if your CPU is a potato, and there are lots of players in your area, it will chugg. We have a fairly comprehensive graphical settings menu that should let you scale things down even on lower spec machines. We are constantly working to improve performance and we'll do our best to keep everything running well throughout early access.
Hurtworld has competitive FPS in its DNA. Violence isn't the only option, but when it's needed you want to be sure it's a fair skill rewarding system. We are keeping the gear cap low on PVP items. This means a player with 150 hours in a server and endgame loot can't faceroll their way around the map with impunity. Higher grade gear will allow you to survive in harsher environments and take on fiercer creatures, it won't however stop a bullet to the face.
We are currently testing a new system that changes the way gear is dropped on death. By default all gear you have equipped like tools guns and clothes won't drop on death.
Secured gear in your hotbar and equipment slots (gear you are wearing) can only be dropped if your infamy level is above zero.
Infamy is a stat bar that increases by one every time you kill someone, and slowly decreases over time back to zero. For each point of infamy you currently have, you have a chance to lose a secured item (equipped gear / weapons / tools).
We hope this will have a few effects.
Most people will actually use their best gear all the time
New spawns being harassed at spawn that can’t fight back won’t lose much
Players harassing fresh spawns are putting a target on their own head, as some of their gear is now up for grabs to anyone who kills them, creating interesting skirmishes.
Farming yield of a player will be dependant on the territory they can control. If a player tries to mine the limited resources around your base, you can kill them to claim the resources back without completely ruining their day.
We can make tiers of gear much more expensive to create without crossing the too valuable to lose bracket
As with any new gameplay system, it sounds great in theory to us, how it plays will be the real test. This behavior is currently enabled by default, however server owners can override playerlootmode to 4 different settings depending on preference including the classic lose everything.
Modding is one of our top priorities. We have been working with the awesome guys at Oxide, to integrate their modding framework with Hurtworld. You can download their API right now and start writing server mods for Hurtworld in Lua, C#, Javascript or Python!
In the future we want to build Hurtworld into a platform for different sandbox game types (Think Dota 2 custom games). We are designing the game we want to play most, however the framework of player movement, gear, combat, environmental effects, AI, vehicles, construction and gathering can all be applied to vastly different game modes with very little work. We are slowly building up a more powerful SDK we plan to release sometime in 2016. I can't wait to see what other people do with a solid FPS framework with the backing of a fleshed out survival game.
Will you add procedural maps?
Currently we are focusing on hand crafted maps. We are a good way through developing an SDK for Unity we call &Shigi Tools& designed to allow the community to create their own maps in-engine. It's not out of the realm of possibility that a server will have its own unique map designed by its admins that is downloaded on connection. This combined with server side mods should open up the gameplay possibilities a lot. We don't have an ETA on this yet, we are using it to build internal maps but it will require some new engine systems to handle runtime loading that we will prioritize amongst other things.
Can I host a server?
Yes! We have a Windows and Linux headless server build that can be downloaded through the tools section of Steam or via SteamCMD, check out the Hurtworld Wiki for guides.
How many players per server?
We are optimizing for 50. We run all our physics on the server with low jitter and a high tickrate. This means we won't reach the 200+ mmo class of servers, however we think the tradeoff is worth it for a more responsive experience and a game more resistant to cheats. It also means we can do more interesting things with AI that feel more like Left for Dead and less like World of Warcraft.
MAC USERS NOTE: If you get a crash on startup of the game, please disable Steam overlay
System Requirements
Minimum:
OS: Windows XP 64
Processor: 2 GHz
Memory: 4 GB RAM
Graphics: GeForce 460/Radeon HD 5850/Intel HD 4600 with at least 1024 MB video RAM
DirectX: Version 9.0c
Storage: 2 GB available space
Recommended:
OS: Windows 7 64
Processor: 3 GHz
Memory: 8 GB RAM
Graphics: GeForce 660/Radeon HD 6970
DirectX: Version 11
Network: Broadband Internet connection
Storage: 4 GB available space
Minimum:
OS: OS X Lion 10.7
Processor: 2 GHz
Memory: 4 GB RAM
Graphics: GeForce 460/Radeon HD 5850/Intel HD 4600 with at least 1024 MB video RAM
Storage: 2 GB available space
Recommended:
OS: OS X Mavericks
Processor: 3 GHz
Memory: 8 GB RAM
Graphics: GeForce 660/Radeon HD 6970
Network: Broadband Internet connection
Storage: 4 GB available space
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I've played tons of survival games and have hundreds of hours across most of them so I think I have some legitimate grounds on my opinion on the release of this game and what they've created thus far.The release was smooth as butter. No huge traffic or server crashes. Every once and a while a server goes down but it quickly comes back up. This is your basic survival game. If you were a fan of Rust Legacy than you will more than enjoy this game. Start at nothing, then end up with everything. They made C4 EXTREMELY hard to get so you have to truly hate someone in order to raid their base.The best part about the game is the Infamy System. Let me explain what that is. You have your basic tools, gear (cloths) and items including resources and ammo and such.
When you're starting out and get killed by another player you will lose all of your ammo and resources BUT NOT lose your tools and clothing, basically the essentials. If you've killed another player you get infamy which means for 15 minutes if you die, you have a chance of dropping your tools such as guns, pickaxes and other things. This will stack higher and higher if the player does not let his infamy disappear first.This makes the game so much better due to the fact that not EVERYONE will KOS. You will need to be cautious.Game is 10/10
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603 people found this review funny
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15 people found this review funny
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Got around 1100 hours on legacy Rust. When I first launched this game, it felt like legacy rust. - ProsVery optimized for a early access gameI've played for 5 hours and encountered one &bug&. As soon as the cheap campfire is out of wood, it disappears (don't know if this is a bug). So you have to craft a new one which is pretty expensive for early game. There are towns that drops loot (I've only got gasoline and ammo from the boxes so far)It's easy to learn how to play the gameHeadshots are deadly unlike new Rust (for those who doesn't play that, It takes around 2-3 arrows in the head to kill your target if he's armored on new Rust)Building system is simple (works like the building plan in Rust)Vehicles. You don't have to run across the map to find a certain resource. Because of the biome you live in doesn't have much of that resource.Map is always the same and the size of the map is good. I always see a bunch of people running when I'm out of my base. (50 players is maximum on a server)The AI is OK. The monsters and the animals has different kinds of attacks. The boar charges towards you for example.There are also monsters that are difficult to kill if you're alone or you have just started, like the Yeti. The Yeti takes alot of damage.- ConsThere are no budget clothes that will protect against the cold in the snow biome. So you have to sit infront of the camp fire all the time during the night in early game. (Will edit this review if this is a bug)The rubberbanding is crazy sometimes and it will get you killed. The vehicles are pretty hard to control right now. Sometimes you can't stop the car or turn the car.
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22 people found this review funny
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Early Access Review
Please understand that my english is not perfect .
The game in the current stage is in Early Access but still plays better than most Early Access Titles :)
Why is it well Pre-Planned? The game in the current state is really well pre-planned you are not able to attack the PVE monsters at early game. You need to hunt for your food on easy mobs such as Dears or Rabbits . if You try to fight a Boar on a early stage of the game without a bow you are most likely going to die but that's not the case of it beging pre-planned but the really well balanced loot and difficulty.
Making anything that's based on late game is a real challenge recipes for crafting are really well planned so it's not easy or either very very hard for the basic items but items such as Riffles are not that easy to make and would require a lot of time grinding items.Building in this game is really good planned you can't grief somoene's house with just an axe you need to grind really really hard to get C4.C4 is not really that common as you may think and it requires a lot of time trying to get the correct materials to craft 1 piece of it.Last but not least the cars and temperature system , cars are really easy to find around rad zones (radiation zones)/ Towns. The trick to that is that you will need to find a lot of parts before you can drive this beauty and that's really based on your luck in towns cause the only way to get parts is from looting towns.Temperature System is really balanced you can't get rid of the cold with crafting some clothes, you are only going to get Cold Resistance so each night you are going to need to stay close to a fire otherwise you are going to freeze to death. Death In This Game Death in this game is based on how much Infamous you are.(You get more Infamous by killing people . I'am not 100% sure about this part but from what i red and learned myself. When you are not Infamous you drop only your items but the items in your Hotbar are still there after death that means if you had tools in your Hotbar you are going to keep them and also your clothes, backpack etc. When you get Infamous you are going to lose all your items on death. Diffuculty of learning the game. The game itself is really easy to learn you don't need to dive into tutorials on how to do certain things crafting is the most simple thing you could think off.You can get into the game and get experienced really quickly without spending hours. About Hurtworld Hurtworld is a hardcore survival game and the developers did a really good job on making it really a hardcore game.First 10 minutes when I got into the game it was really hard to survive at all i barely made it alive from the first night the cold was really hard to get through while running for supplies to make a basic camp fire my i was getting colder every single second.Every night you need to stay close to a source of heat otherwise you are going to die.Ofcourse there is a way to increase cold resistance but it's still challenging to survive the night. Game Pros and Cons
Game Pros + Really Really good survival it's rough to survive the first days and still challenging in the later stage of the game.+ It's really hard to get guns,So basicly pvp is bows and spears+ Cars are really balanced they are there but they are element of the end-game.+ The entire game is very well pre-planned.+ You can't get griefed easily and it's really hard to make c4 to grief somoene.+ There is a lot of PVE elements such as hard creatures to kill such as (Yeti and a bird with 8x times bigger head than normal birds) Game Cons - Map is not the biggest but it's good for the current state.- There is couple of glitches such as your head can glitch through the wall of your own house and you can die from somoene outside.-Wipes,Wipes,Wipes...The game is in EA so there will be a lot of wipes while updating so get ready for it before buying :)
Do i recommend the game in the current state? : Yes.
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39 people found this review funny
43.0 hrs on record
Early Access Review
Listen people, this game has been out 5 days and there is over 6000 people online. There is a reason why!I have played practically all the well known survival games on the market. DayZ, Arma2, Arma 3, Rust, Miscreated, H1z1 Reign of Kings.. the list goes on. And year after year a new survival game comes out which is IDENTICAL to the last. Be warned, this game is considered a Hardcore Survival. This isn't your average &Get everything in 4 hours of gameplay& game. It's hardcore, the biggest initial challenges is keeping your hunger bar under control and staying warm. The players aren't the only enemies in question here. The terrign, the animals, the players are all out there to kill you, and it's your job to stay alive. Having said that, when you have aquired your clothes as you may know you keep it (unless you're infamous). I love the infamous system as it makes people think twice before shooting noobs. This game is absolutely amazing, I have played 6 hours of it currently and will be playing many many more. Those that are saying &Oh right, yeah another survival sandbox big deal& think again my academically challenged friend, this has all of the best parts of Rust, Arma 3, ARK all mixed into one orgggggggasmic game. The developers work hard, the game has frequent updates to what has been shown and it's phenominal.Two words word. Rust Legacy. I'm not going to go ahead and say the game is identical to legacy because it is far from it, but I don't know what it is about it, but it's so so good. Looking at gameplay, it has the ability to make the game not look good, but when you get in, and you're doing it believe you me it's awesome.&Do I buy this game?& Well, do you need oxygen to breath? Graphics: 9/10 = Quirky and you soon get used to itFPS: 10/10 = Highly Optimised for such an early access titleGameplay = 9/10Developers so far: = 9/10Verdict: 9.2/10
= Kiss goodbye your life and get it on the DLPS: If you're looking for a great server to get set up on search in the community bar &Noob friendly& and you will see &=UNITY= Noob Friendly ‐ Kits ‐ Extra Loot ‐ DDOS Pro ‐& or type in the f1 console &connect 185.38.149.27:12881&
it's great and the admins are really helpful for teaching newbies the game:D
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