向右转(尽量每天更新…)

2008-01-24

1到75级升级指南 完美 全面 速度超快

Filed under: 游戏, 转贴 — admin @ 1:12 pm

我在这个区玩过两个号,一个68鬼王╄永恒╄云天 ,一个60青云云天帅帅,对冲级也算有些心得,在这里写出来给大家分享.(鬼王号因为感情上面出了些问题,所以我没玩了,练了个小青云,虽然我两个号都没到75,但是好多朋友都75了,我向他们请教过的,而且只要掌握的冲级的方法,也可以说有冲75的经验了,
)

这个游戏杀怪的经验相对较少,任务经验相对比较高,也就是说,任务越快,升级就越快.因为大部分任务都能共享,所以组队刷任务成了升级的最快法门,即使刷传功任务,也是组队刷才划算.

在这里先介绍一下诛仙里的各种任务.

诛仙任务:黄金色任务。经验高,但是跑路多.

游历任务:蓝色任务。经验高,也是跑路多。到一定级别就能接到相应的任务(多使用查找最新任务这个功能)。经验颇高,而且有称号奖励。

挑战任务:红色任务。。很难接到,经验颇高,有几率得到物品奖励比如:魔影(天工宝鉴)。

寻宝任务:橘黄色任务。很低等级可以接到,完成任务需要的道具都要从寻宝任务中随机获得。很难接到,经验一般。有物品奖励。
但是好浪费时间

平妖任务:暗绿色任务,经验高,容易接到。

试练任务:白色任务,接得最多的任务.60级以前有概率得到紫星石,60以后有概率得到暗月石,刷当级别传功必备.

诛仙任务和游历任务的特点就是经验奖励高,但是做起来麻烦,很耗时间.建议有效率队伍的时候不要做诛仙任务和游历任务,队伍效率的时候刷任务管理员那里接的任务,那是最快的,一满队人,10来分钟就可以刷一轮任务(5个任务接满).但是人总有落单的时候,你不可能永远在效率队伍里的,特别是级别冲到了前面就比较孤单了,队伍很难组了,这种时候就做诛仙任务和游历任务比较划算了.

要什么样的队伍才算效率呢?我个人觉得职业无所谓,因为这个游戏的职业平衡比武林好,组满队以后,每种职业都可以做为输出,都可以贡献自己的力量,所以我组人一般都不分职业.在我的概念里,大家级别差不多,都努力打怪不偷懒,5到6个人的队伍就是效率队伍了.

有了效率的队伍以后,就是升级的路线了,下面介绍一下我升级的路线,供大家参考.

1到15级就很简单了.做完这个级别的诛仙和游历就差不多14级了,到了14级没有诛仙任务和游历任务了,就组好队伍去任务管理员那里接试练任务吧,这个级别主要刷去草庙村路上的怨灵和凶灵这两种怪的任务,大概个把小时不到就可以到15级了,选择好自己的门派组转职去吧.

转好职业就该去青云混了,做完青云地图的诛仙任务和游历任务,你也差不多23级了,这时候刷野猪,通臂猿的任务升到24.

24到28:组好效率队伍,在青云任务管理员那里接剑奴和剑魔的任务,接满5个,就去青云后山刷怪了,如果队伍好,大概10分钟就可以刷完任务回去交了.这个级别就不停的刷这里的任务.

28到30:在后山升到了28就可以接到猫女,神火教护法,幼齿猫女的任务了,因为这几种怪的位置距离城里比较远,路上很容易造成队伍分散,所以建议队伍里的人一起接任务一起去刷,然后一起回来交任务.在这里刷到30以后就换装备吧,准备去天音咯.

30到34:30级以后,诛仙任务和游历任务在升级的时候占的比例比较小了,所以在有效率队伍的时候建议先不做,等每队伍的时候再做.这个级别就接门口的鸦人和黑熊兽妖的任务,也是接满5个任务直奔怪点去刷,经验相当快.

34到38:这个级别主要接骷髅魔兵和山贼的任务,最近的骷髅魔兵和山贼在天音地图的仙姝林,这个级别段也是比较好冲的.

38到42是天音地图最难冲的,因为这个级别要刷的是流寇和骷髅魔兵,而这两种怪的任务相对比较少,任何一种怪的任务都接不满5个,所以一般接三个流寇任务,两个骷髅射手的任务,而最让人郁闷的是,这两种怪是分开的,不象前面的怪在一个区域.所以队伍很容易分散,因此还是建议大家统一行动,一起接任务,一起交任务.

42到45是比较好冲的,前面刷了那么多任务,这个时候你的紫星石应该不少了吧,做做传功,做做游历和诛仙任务,很容易就44了,到44以后建议不要刷传功,因为44级可以接到很多人梦想的马牌任务,所以建议44以后接凶鸦和嗜血妖僧的白任务刷,这样刷到马牌的概率大,而且冲级也快.

到了45级就去河阳自己的门派使者那里接转职任务吧(顺便鄙视一下完美,鬼王的转职要杀500个比自己级别高的蜘蛛,而且是在换装备之前杀,太变态了,偶当时杀了一个下午啊)

做完转职就该去流波混了,升级没其他法门,还是组起效率队,队伍效率才是升级的王道.

45到49:到了流波以后我几乎就放弃了做诛仙任务和游历任务了,这个级别段就不停的刷门口的蜘蛛(毒蜘蛛和5花蛛),组好队伍接好任务,就开始冲级吧.

49到53:这个级别主要刷螃蟹(铁背蟹和横行蟹),怪也在门口,螃蟹和蜘蛛都在门口,离村子里好近的,所以这段时间冲级显得很轻松.

53到57:这个级别主要刷海女和流波海贼.这里的任务在地图上看起来好象离村子比较远,其实并不远的,因为渡口那里有个传送,那里传送过去很快就到鱼澄溪和流波水塞之间那块沙滩就是这两种怪的最近点,我一般都组队伍去那里刷,因为近嘛,所以刷任务快些的.

57到60:这个级别段比较难升,任务比较难接,而且是血蜘蛛,流波海盗和远古犀甲人这三种怪的任务,最变态的就是血蜘蛛了,技能多多,还是主动攻击的,可怜我的小青云,云天帅帅在那里挂了N次咯(网络卡,米办法).所以我一般都接海盗和犀甲人的任务去那里刷,能不接血蜘蛛的就尽量不接(偶怕怕).要想尽快结束这段非人的生涯,紫星刷传功是必不可少的,不过那是有钱人的玩法,仅贡参考哈.

到了60去死亡沼泽,升级又开始变容易了.

60到65:以前一直是接耕地任务,接了任务跑到任务地点,然后回来交,一分钟可以做两次,升级很快的,不过现在更新了之后,貌似耕地任务每以前那么好接了,以前60级到75级,有这个任务都是必接的.现在不好接到耕地任务了,就只要刷门口的死泽孤魂和死泽巨鳄好了,怪点里城近,升级刷任务都很容易,还有暗月石(60级以后的传功任务必须)拿.

65到68:这个级别刷的是蚂蚁(蜢毒蚁和腐尸蚁),怪在长生堂废墟处,接好任务组好队就开始刷吧,跟前面升级也没什么两样.

68到72:主要刷死泽铁鳄和毒血飞芒,怪在毒蚁巢处,65到68刷的怪都离村子不算远,练起来也算比较容易吧,只是升级需要的经验多了,花的时间当然也要多些,但是这个是一种必然,没办法解决的.68级以后打怪好耗药,因为怪的攻击太高了,但是打出来的东西也很值钱,比如75的配方,一个就可以卖 10来金,再比如75的材料,那也是高价啊,所以在这里是不会穷的,放心大胆的喝药冲级吧.

72到75:到了72,你也是个高手了,也不用我多说什么,就接死泽野鬼和死泽鱼人的任务刷,怪在内泽那里,离城里也不算远,但是这个时候升级需要的经验实在是太多了,需要的时间也太多了,不过好在前面应该刷到了不少暗月石,刷传功应该可以帮助你升一级,如果你有钱,也可以收暗月石刷,如果没钱,那就只好和时间赛跑,和队伍效率赛跑了

以上这么多,总结成一句话就是,效率队伍刷同等级怪的任务是升级的王道(如果你是有钱人,可以不停刷传功,那你可以是例外,但是刷紫星也要效率队伍才划算,效率的队伍始终是冲级的必须).

打了5600多字哇,大家看完一定要顶哦.

2007-11-24

ut3[虚幻3] beta patch 101出来了

Filed under: 游戏 — admin @ 12:47 am

下载地址:

Epic Games
Multtiplay UK
Multiplay EU
 

修改的东西有:

UT3第一个patch的修改列表已经出来了,可以看到很多被人指出的不足和bug都得到了修正,希望它越来越好吧。

主要修正包括
game play:

修正一些模型的大小,增大模型高度和眼睛高度。
增加hellbender副活力威力
增加坦克上机枪的威力
增加Flak, Rocket, Shock 对manta 和viper的伤害

Demo播放
修正主视角看demo的bug
demo可以暂停
可以从菜单里删除demo
修正旁观载具的问题

Server Browser
加入历史服务器页面,可以在里面添加favourite
可以用旁观模式加入服务器

UI
不建立profile也可以保存设置
增加ping和游戏时间到分数板上
可以精确控制鼠标灵敏度
可以改变FOV

具体看原文:

UT3 Beta Patch 1 - start your download!!! *Mirrors added*

 

The first Beta Patch for Unreal Tournament 3 is now available, so dont hesitate and start your download!

Epic Games
Multtiplay UK
Multiplay EU

Changelog

Gameplay:
- Fixed scaling of certain player meshes (increased in size some human and
robot meshes). Addresses meshes being smaller than collision box, as well as
eyeheight issues.
- Fixed feigning death into/through ForcedDirVolumes.
- Fixed grenade effects in water.
- Increased hellbender rear turret damage.
- Reduced Goliath machine gun spread, plus slight damage increase.
- Fixed warfare scoring for locking down a prime node not called “prime
node”.
- Slightly increased momentum taken for damage by mantas and vipers.
- Flak, Rocket, and Shock do slightly more damage to manta and viper.
- Made sure Hellfire SPMA cannon can’t fire through walls.
- Increased incoming SPMA fire sound radius.
- Fixed impact jumping with hoverboard.
- Fixed bot Pawns losing their PRI at the end of the match, causing them to,
among other things, be invisible
- Fixed being able to switch away from the rocket launcher in the delay
between the third rocket being loaded and the weapon autofiring.

AI:
- Improved bot AI with darkwalker.
- Tweaked bot voice message frequencies.
- Bot aiming tweaks.
- Fixed bots attacking friendly player in rare cases when that player recently
stole an enemy vehicle.
- Fixed bots not handling the “Hold This Position” order correctly when the
player giving the order is in a multi-person vehicle.

Demo playback:
- Fixed demo playback not ending/looping correctly when the demo ends due to
the DemoRecSpectator being destroyed before the end of the file is reached.
- Demos can now be paused.
- By default, demo playback now runs at full speed and interpolates in between
demo frames using the normal client simulation code. The old frame-locked
method is still available by passing ?disallowinterp. Timedemos are unaffected
by this change.
- Fixed demoplay URL parsing counting the options as part of the filename
unless an extension was specified in the demo name
- Added a “Delete Demo” button to the demo playback menu.
- Demo playback now properly handles rotation when viewing a Pawn in first
person.
- Fixed looking around while spectating a vehicle.

Server Browser:
- Implemented “Server History” tab page in server browser, with ability to
“lock” favorites on that page.
- Added ‘Join as spectator’ feature.
- Server browser uses smaller font to display more servers.
- Fixed custom mutators not appearing in server browser.
- Fixed custom gametypes not displayed in server browser’s window.
- Fixed server browser’s listed MaxPlayers being incorrect.
- Added filter option for dedicated servers.
- Fixed server browser showing an incorrect goal score and time limit when the
.ini values were used.

User Interface:
- Can now save settings/progress even if have never created a profile.
- Added ping and connect time to scoreboard.
- Removed annoying confirmation menu when starting a game.
- Removed unnecessary top settings page (can use tabs at the top of the
settings to navigate).
- Added a Messages tab to the mid game menu.
- Friends messages now saved until explicitly deleted.
- Finer control over mouse sensitivity, using an edit box instead of a
slider.
- Added framerate smoothing and FOV options to the advanced video menu.
- Increased max players/bots in menus to 32.
- Fixed auto switching to vote menu at end of match.
- Improved mid game menu performance (don’t render world behind it).
- Added version number to main menu.
- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in
the [WinDrv.WindowsClient] of your UTEngine.ini to enable
gamepads/joysticks).

HUD:
- Added the killer weapon to victim messages.
- Fixed flag and orb scaling in minimap at high resolutions.
- Fixed node teleporter not showing “You can’t teleport with orb” message on
clients.
- Fixed situations where “get in vehicle” pictograph wouldn’t work correctly.
- Still draw the clock on the scoreboard after the game is over.
- Fixed Duel HUD issues.

Networking:
- Implemented STUN support (Simple Traversal of UDP Through Network Address
Translators) to enable clients and servers to connect from behind a NAT.
- Fixed team scores very rarely not updating for a client.
- Fixed bot faction option when running a listen server.
- Fixed link setup not reset correctly when going from a map with a custom
link setup to one using the default.
- Fixed a case where Duel would place an incoming player on the wrong team
when some players were still travelling.
- Bullseye stats are now properly recorded.
- Fixed clients not travelling to downloaded maps correctly.
- Fixed the client and server getting into a loop sending each other close
messages in some situations.
- Quick match incorporates player rating into search decision.
- Fixed issue where Vista clients would not receive all servers from a server
browser search.
- Applied proper fix to suppressing voice on dedicated servers.
- Fixed issues with players not getting on right team in Duel and
Duel+Survival if a player leaves in certain timing windows during map
transitions.
- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
client travels (making it look like players have already scored lots of points
when those clients are in fact still loading)
- Fixed losing your custom character mesh after changing teams during a
match.

Server Administration:
- Reduced tick rate for dedicated servers with no clients (saves CPU on idle
servers).
- Dedicated servers do not require CD keys.
- Added -configsubdir= command line option to cause .ini files to be
loaded/saved from the specified subdirectory of Game\Config\
- Added QueryPort configuration and command line option.
- Added an “AdminChangeOption [option] [value]” console command for server
admins. This allows changing most simple .ini values (e.g. GoalScore) from the
client. This command will not override URL options. The change will take
effect after the next map change.
- Added an “AdminPublishMapList” console command for server admins. This
overrides the server’s map list for the current game type with the one on the
client that used the command.
- Uses GameReplicationInfo.ServerName if set for the name of the server on the
server browser.
- Added “AdminForceVoiceMute” and “AdminForceVoiceUnMute”: Stops/Starts a
player from sending voip to others
- Added “AdminForceTextMut” and “AdminForceTextUnMute”: Stops/Starts a player
from send text messages to others
- Updated AdminPlayerList to show the PlayerID of the players on the server.
- Updated Kick/Ban to allow for using either the player name or the id

Map Specific:
- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city
section.
- Fixed some VCTF-Suspense pathing issues.
- Fixed issues with circular lift on DM-Deimos.
- Fixed translucent mesh sorting issues in DM-Gateway.

Campaign/Co-op:
- Fixed a bug that could cause too many bots to be added to co-op matches in
some cases.
- Added support for seamless travel interrupting a travel to start another
travel. This fixes single player breaking if the host selects the next mission
before the clients have finished travelling to the mission selection level
- Fixed extra copy of a character when a human player leaves a co-op game at
the right time.
- Changed network loss during single player to result in player signed in
locally.

Modding:
- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some
entries are in this array, the mutator will only be visible in the menus if
the selected gametype is found in the array.
- Fixed custom gametype midgame menus not being used correctly.
- Shipping script compiler now allows localized/config defaultproperties
because otherwise autodownloaded mods have no way for their localized/config
variables to work.
- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values
that can be modified without creating a dependancy.

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