此楼是我发的意见: I am chinese Player ,First, let me outline the key issues I believe must be addressed, based on problems I encountered while playing your game: Remove the design where higher difficulties grant fewer ability points upon leveling up. Instead, adopt a more reasonable system for acquiring abilities. Higher difficulties should increase the challenge by enhancing enemy strength rather than weakening the player's combat performance. If you must nerf the player, focus on non-combat aspects, such as: Natural health regeneration Food spoilage mechanics Carry weight limitations Vehicle, weapon, and armor maintenance These systems can feel tedious, so consider restricting them to the highest or second-highest difficulty levels or allowing players to customize difficulty settings. 1.1 Strengthening enemies shouldn’t just mean stat inflation. Improve enemy loadouts and AI, such as: Human enemies carrying grenades Adding one or two heavy weapon specialists to enemy groups Placing a highly accurate sniper in a tricky position Enemies targeting weak points in precision shots Avoid scenarios like Owlcat’s design, where you’re forced to fight a demon with 33 AC at level 4. Non-human enemies can have slightly higher stats, but the increase should be reasonable. 1.2 Traits: In Trudograd, many traits’ negative effects were significantly amplified, which I find problematic. In my view, traits should aid players in roleplaying and character-building, not arbitrarily increase difficulty. Negative effects should be proportional to the benefits. The first game had fewer traits, but they were relatively balanced. Why were so many traits in Trudograd made much worse, especially when there aren’t more alternatives? 1.3 (Optional, consider revising): More logical weapon categorization and skill allocation. I understand the devs may have made certain choices for balance (e.g., classifying the VSS as an automatic weapon), but this feels counterintuitive. In Trudograd, automatic weapons no longer benefit from rifle perks, rendering some guns useless. Weapons like "scoped automatics" or "fully automatic rifles" need clearer design intent—if they’re meant to be viable, the weapon and skill systems may need adjustments. Desired Improvements for the Sequel (Personal Wishlist) Add a cover system, similar to Wasteland 2, to improve combat depth. The current Fallout-style stationary shooting is serviceable, but I’d prefer a more tactical experience. 2.1 Initiative system: Currently, if you enter an enemy’s detection range, they always act first, regardless of your initiative stat—unless you attack from outside their range. A proper turn-order system based on initiative would be much better. 2.2 Proper stealth gameplay: Stealth should be a viable playstyle, allowing: Infiltrating enemy bases undetected Stealing key items or assassinating targets Eliminating entire camps silently, like a spec-ops team 2.2.1 Suppressed weapons (e.g., VSS, crossbows) would become far more useful. 2.2.2 Add synchronized shooting (Ghost Recon-style), where the whole squad marks targets and fires simultaneously. 2.2.3 Melee stealth kills and synchronized melee takedowns. 2.3 Squad movement: Sometimes, teammates lag behind when the player moves quickly, which is disastrous in combat. Implement a Aliens: Dark Descent-style formation system where the squad moves cohesively—or allow manual repositioning for ambushes. 2.4 Tactical pause: Pressing space could freeze time (or slow it on higher difficulties), letting players issue commands (e.g., sync shots, positioning, stealth kills) before engaging. 2.5 Full party control: Let players directly control all squad members. 2.6 (Undecided, but worth mentioning): Free respec options. All these improvements should be implemented without reducing the game’s content compared to the first game (including Trudograd). After all, this is still a CRPG—depth and player choice should remain priorities. That’s about it. Let me know if you’d like any refinements! 嗯,上面是ai翻译的,这里说下我的原文吧 首先我说下我认为必须改的点,这是我在玩你们游戏时遇到的问题: 1.取消难度越高,升级获取的能力点越少的设计,改用一种更合理的设计来获取能力,高难度应当通过提升敌人的强度来增加难度,而不是削弱玩家的性能,尤其是战斗性能,如果实在想要削弱玩家,可以在非战斗方面上入手,比如:生命值的自然回复,部分食物有保鲜设定,负重,载具,武器和护甲维护等等,当然考虑到这些系统在游玩方面比较繁琐,你们可以将其放在最高和次高难度或者可以让玩家自定义难度 1.1 加强敌人不是单纯的加数值,可以给敌人更高的火力配置,更致命的ai,比如让人类敌人带上手雷,给对面敌人加一两个拿重武器的家伙或者在敌方阵地里加上一个枪法很准,位置刁钻的狙击手,让敌人也能对准部位精确射击,等等,不要像猫头鹰一样,4级就让你去打一个33AC的恶魔,非人类敌人可以适当加些数值,具体加多少你们可以自己决定 1.2 特质,到了Trudograd里,许多特质的负面属性被大幅度强化了,我认为这不可取,在我的理解里,特质应该是帮助玩家构建和扮演自己角色的助手,而不是给自己游戏体验增加难度的负重包,特质的负面特性不是说不能有,而是它的负面效益要与它的收益相匹配,一代虽然特质比较少,但是整体收益和减益是相对平衡的,为什么到了Trudograd里,许多特质的负面减益被大大强化了呢,而且还是在没有更多特质可选的情况下? 1.3 (这一条是可选的,你们看情况要不要改)更合理的武器类型分类和加点,我明白制作组可能是出于平衡考虑,所以特意做出了VSS是自动武器的这种设计,但是这样的设计真的很反直觉,尤其是Trudograd里自动武器不再能享受步枪的加成,导致这类武器成了废枪,我认为“带瞄准镜的自动武器”和“能全自动的步枪”的武器制作组要好好考虑它们的定位,如果想让它们有用,那可能需要好好的改下武器系统和能力 以上是我认为游戏流程的问题,接下来说说我想要的二代游戏的改进,这部分是我的个人期望 2.加入掩体利用机制,类似废土2,让玩家有更好的战斗体验,而不是像老《辐射》系列一样站桩打枪,虽然我本人不是很讨厌,但是我还是想要更深度的战斗系统 2.1加入遇敌先攻机制,现在如果你走进敌人的警戒范围里,敌人会立刻先你一步行动,无论你先攻多少,都是如此,除非你能在敌人的警戒范围外先开火,我想,能否加入真正先攻顺序机制,在遇敌后,会先根据先攻排行动顺序,然后再战斗? 2.2 加入真正的潜行玩法,潜行可以作为真正的一种游戏方法来设计,比如躲过敌人的眼线,潜入敌人大本营中偷走对方老大的老婆,或者是拿走重要物品,杀掉特定目标等,也可以让玩家的队伍像一支真正的精锐特种小队那样,在黑暗中悄无声息的端掉对方的营地,杀光所有坏人 2.2.1 潜行玩法完善的情况下VSS和弩箭这种消音武器用处就很大了 2.2.2 潜行玩法可以加入类似幽灵行动那种的同步射击这样,让队伍里的所有人都选一个目标,然后一声令下,大家一起开火 2.2.3 近战攻击也能进行潜行刺杀,并且也能够和队友同步刺杀 2.3 有时玩家走得快,队友会有掉队的情况,这在战斗时很要命,建议加入类似《异形:坠入黑暗》中,一个小队一起前进的方式来行动,当然,也可以解绑队伍,让各个队友也可以单独操纵行动到指定地点准备发动攻击 2.4 加入战术暂停机制,按下空格键可以暂停,在非战斗状态下给队友下命令(比如前面说的同步射击,潜入到指定位置准备战斗,刺杀),高难度下可以改成不暂停而是子弹时间 2.5 队友也可以由玩家控制,而不是ai(尤其是npc队友都不会精确射击) 2.6 这一条是否要加入我本人也没想好,不过还是说下吧:希望可以洗点自由 差不多就是这些了,最后说一下,以上这些,都是希望建立在内容不少于一代(加上Trudograd)的基础上实现的,毕竟这还是一款Crpg游戏