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H1Z1: King of the Kill
死了之后怎么退出游戏啊小白求问
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&&&&&&&&king of the kill是一款有着快节奏的动作冒险类,在中玩家需要尽可能地利用全身在这个世界中生存下去。 真实的感官体验,不仅需要逃避敌人的追逐,还需要寻找可使用的食物来填饱肚子。中玩家们会共同参与各种混战,可能随时都有被击杀的危险,需要合理的利用武器,并且和队友结盟,更好的在混乱中寻得生存之道! 有着沙盒世界...
king of the kill是一款有着快节奏的动作冒险类,在中玩家
king of the kill是一款有着快节奏的动作冒险类,在中玩家需要尽可能地利用全身在这个世界中生存下去。 真实的感官体验,不仅需要逃避敌人的追逐,还需要寻找可使用的食物来填饱肚子。中玩家们会共同参与各种混战,可能随时都有被击杀的危险,需要合理的利用武器,并且和队友结盟,更好的在混乱中寻得生存之道! 有着沙盒世界的风格,给玩家一个自由的空间。可以自己制作组合武器,强力的都需自己动手制作。可以千人永久在线,还能够组队语音,和小伙伴一起才是最开心的。 玩家可以在大规模的pvp混战中展现自己的操作技术、智慧和运气。每个玩家都必须战斗到最后一刻,最终登上最高的领奖台,成为最强的杀谬之王!生存下来亦是王者,等待拥有王者资质的你
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Title: H1Z1: King of the Kill
Genre: , , ,
Developer:
Publisher:
Release Date: 17 Feb, 2016
What the developers have to say:
Why Early Access?
&H1Z1: King of the Kill has always been developed under the principal of creating a game side-by-side with our players, and we’ve used Early Access as an opportunity to grow our relationship with our community. We will continue to use player feedback to plot the course for King of the Kill and to make it as good as we all know it can be.&
Approximately how long will this game be in Early Access?
&We want to be sure everything is working as intended with our players, prior to an official launch. When we launch out of Early Access, King of the Kill will achieve the quality targets we are putting in front of us -- a game that is competitive, enjoyable, fair, and as fun to watch as it is to play. Once these targets are met, we will launch out of Early Access.&
How is the full version planned to differ from the Early Access version?
&Throughout Early Access, we have made essential updates to the game including improvements to combat and vehicles, general game polish, a new map, new UI, new scoring system, Twitch Integration, and more. The full version of King of the Kill will be a high-quality, highly- one that is well balanced, predictable, fair, and as fun to watch as it is to play.&
What is the current state of the Early Access version?
&Millions of players have already jumped into H1Z1: King of the Kill and competed in large-scale, chaotic PvP spectacles of skill and wit. Millions have watched casual and competitive tournament games live-streamed.
Players can expect to fight against each other in solo- or team-based matches or in rule-based Skirmishes. We are continuing to improve the game with updates, anti-cheat tech, and new features regularly as we work our way toward an official launch out of Early Access.&
Will the game be priced differently during and after Early Access?
&H1Z1: King of the Kill is expected to see a price increase at launch. We’ve added – and will continue to add -- a lot of features and polish to the game over the course of Early Access to create a high-quality, competitive experience -- one that is enjoyable to watch and play. Development is never truly done, and players can expect continued game updates and bug fixes post-launch to further enhance and refine the gameplay experience.&
How are you planning on involving the Community in your development process?
&Player feedback plays a major role in the development process of H1Z1: King of the Kill. Our players challenge us as developers to be that much better at delivering great game experiences, and we invite and encourage them to join the conversation on Twitter, Reddit, and the Steam forums.&
Buy H1Z1: King of the Kill
Recent updates
Servers will be coming offline at 10AM PT on March 8th for approximately 8 hours. Desync Issues:Door desync: We identified and fixed a few issues that could cause doors to appear open for one player but closed for another. We will evaluate if these fixes represent a comprehensive solution.Vehicle passenger desync: There was a similar desync issue where a player could be in a vehicle but appear out of the vehicle to an onlooker. We've deployed a potential solution and will continue to investigate if there are any other fixes that need to be made.Reload ImprovementsThere was an issue where interrupting a gun reload at the beginning of the animation could cause the gun to fire a ghost bullet and reload again. We've submited another potential fix as well as set up some additional logging to help collect more data when reloads fail. Vehicles ExplodingPlayers who die immediately before being struck by a vehicle should no longer cause that vehicle to explode. The team is working on updating The Arena with a number of object and collision fixes to further reduce unexpecte however, that won't be ready for this Test build (or the next Live update).ExploitsWe take exploits very seriously and jump on them as quickly as we can. Thank you to everyone who has sent videos and repro information for these - it's very, very helpful and allows us to diagnose and respond faster. If you're familiar with these, please go ahead and see if you can replocate them anymore. Running at full speed while aiming down the weapon sights
Hiding particle effects
Skipping prone-to-stand animation
Throwing infinite grenades
Additional Bug FixesCleaned up an issue where you could get stuck moving (without auto-run enabled) while the Inventory is open
Fixed another edge case that could cause Turbo to get stuck on
Smoke grenades now have a much longer render distance
Bleed effect should no longer appear through smoke
Hey everyone! We’ve been incredibly busy since my last update, so let’s get right to it.First, since my last letter, the game has continued to grow at an unprecedented pace, which is huge for us, but it has also presented an entirely new set of challenges. In response to popularity of the game, we’ve reorganized the development team to be able to roll out more frequent updates with bug fixes and quality of life improvements (like this week’s update), while still developing the game and improving the overall live service. This includes growing the team substantially and adding more international support staff to handle the global nature of the game’s appeal.Service UpdatesWe have been rolling out service improvements as we make them, usually without needing any downtime or a client update to do it.
For example, over the last weekend, we identified a new technique employed by some players to circumvent normal gameplay. The team implemented new security solutions, and we have banned and continue to actively ban those using the new technique. We are now in the process of cleansing the leaderboards in all regions as a result. We’d like to thank the community for their on-going support to identify and prevent this kind of activity. We are committed to a fair and competitive service and we will always need your help to keep it that way.I have covered some notes on
server work continues to be our number one priority and will continue to be so until we are happy with how they are performing.
We have been rolling out improvements each week, sometimes multiple times per week, as we monitor performance and collect feedback on how they are doing.
This goes across the board from game servers to login servers and everything in between. A number of changes have already been rolled out to improve performance. For example, we’ve essentially eliminated queue times.
To achieve this, we installed entirely new hardware in Europe, and we have quadrupled capacity in Asia along with increasing it in every other region. This is something we are constantly working on.There’s a lot more in progress now to continue to improve server performance.
One of the most noticeable focuses is on the early game lag, which can cause some side effects, such as not being able to interact with objects or, in severe cases, falling through the world.
In addition to other optimizations and improvements to packet sizes, we should continue to see a more stable and consistent server environment. On the hardware front, we just moved our Asian datacenter to Tokyo which we believe provides a better connection throughout Asia compared to where we were.
In North America, we are beginning work to establish an East Coast server.
When we roll it out, this will appear as a second NA region with its own leaderboard.
Over time, I would like to combine all NA leaderboards into one, but we are focused on getting it out as an option over ideal functionality.
I expect the East Coast server to be available within the next several weeks.
Perhaps the hottest topic in the community right now is “region locking.”
We are currently testing a feature that will force a connection test from your local machine to each datacenter to see which ones you have a reasonable connection to.
We will allow you to play on any region server that you have a reasonable connection to, but if your connection is too poor to a given region, we will not allow you to play there.
I also expect this to be available in the next content update. This Week’s Bug Fix UpdateWe are prepping an update to go live this week with a group of fixes that are .
We intend to roll out smaller updates like this every few weeks. If you didn’t get a chance to play on Test, here is the summary of what to expect.Desync IssuesDoor Desync: We identified and fixed a few issues that could cause doors to appear open for one player but closed for another. We will evaluate if these fixes represent a comprehensive solution, or if players continue to encounter the issue.Vehicle Passenger Desync: There was a similar desync issue where a player could be in a vehicle but appear out of the vehicle to an onlooker. We've deployed a potential solution and will continue to investigate whether there are any other fixes necessary.Reload ImprovementsThere was an issue where interrupting a gun reload at the beginning of the animation could cause the gun to fire a ghost bullet and reload again. We've submitted another potential fix as well as set up some additional logging to help collect more data when reloads fail. Definitely let us know if you encounter a reload issue!Vehicles ExplodingPlayers who die immediately before being struck by a vehicle should no longer cause that vehicle to explode. In order to reduce unexpected vehicle explosions, the team is working on updating The Arena with a number of object however, that won't be ready for this update.ExploitsWe take exploits very seriously and jump on them as quickly as we can. Thank you to everyone who has sent videos and repro information for these - it's very, very helpful and allows us to diagnose and respond faster. If you are familiar with these, please go ahead and try to do them on Test and send us your feedback!Running at full speed while aiming down the weapon sights
Hiding particle effects
Skipping prone-to-stand animation
Throwing infinite grenades
Additional Bug FixesCleaned up an issue where you could get stuck moving (without auto-run enabled) while the Inventory is open
Fixed another edge case that could cause Turbo to get stuck on
Smoke grenades now have a much longer render distance
Bleed effect should no longer appear through smoke
Next Content UpdateWhen I talk about Content Updates, it will be referencing a larger game change, usually introducing a new set of features or significant improvements to existing features.
I mentioned at the end of last year making a lot of changes internally. One of those changes is how we plan and execute the work in front of us.
We have changed up a lot in the background, which is the reason why it has been awhile since the last content update - we had to reset things a bit. This next Content Update (detailed below) will land on Test in the next few weeks. After we’ve had some time to evaluate it, we’ll announce a firm release date. This one is pretty loaded with good stuff going into it.
More details in the coming weeks, but from a higher level, here is what we are planning:Region Connection TestTo help keep quality connections within appropriate regions, a new connection test will be implemented.
This test will check your ping to each of our datacenters.
If your ping exceeds 150ms to a region, then you will not be able to choose that region as one to play on.
It will simply not allow it.
This will help keep all players in fair and consistent matches. Look for this new flow in the character select screen as you start the game. Team Follow CamWe have a new iteration that worked out the kinks and the camera is now much smoother as it follows your teammates around.
There will also be some new UI elements to help you understand the current state of your team.
I am really happy with how this turned out and am excited to get it live.Vehicle ChangesA few vehicle changes are going in to help prevent end game situations with all cars just driving around in circles.
The first will be vehicle performance degradation. Cars will lose more performance based on the amount of damage they have taken, including losing their turbo. This will be pretty obvious with a new UI element to display the amount of damage and warning lights with the current state of your ride.
Secondarily, you will now not be able to exit a vehicle that is travelling above a set speed threshold.
We look forward to your feedback on these changes, particularly when they arrive on the Test server.
We want vehicles to provide an advantage, but not become a negative experience at the end of the match.Hit Feedback ChangesWhile we continue to work on servers to create the best experience possible, we wanted to make some changes to how combat is messaged back to you as a player.
When players talk about hit registration, it is actually a much more complicated problem that includes messaging and feedback during combat.
We updated the effects and sounds to make it a lot more obvious when you are hitting armor versus flesh, when you are on target vs off target, or when your armor pops in the middle of a gunfight. Trade Lock ChangesThere will be a change to the imposed seven-day trade lock on items received in your inventory.
The seven-day trade lock will now only be imposed on any new items you receive from the game.
If you received the item via trade, no seven-day trade lock will be enforced.
Essentially, it just means there will be a seven-day lock applied once to each item when it is originally obtained, but not again after that.
A caveat on this one that there are some other priority contentions, and we may end up pushing this out after the next content update.
Our goal is to include it as part of it, but there is a chance we may have to move it a little. The ArenaA new iteration of The Arena will be included in this patch with a number of changes and improvements including:Cleaning up floating objects and objects penetrating other objects
Cleaning up some objects that could not be picked up off of other objects
Some collision volumes were updated to help with vehicles randomly exploding when least expected.
If this happens, please send us a video or screenshot so we can fix any objects in question.
Optimizations were made to the residential areas.
Some homes are boarded up completely, while others have just their windows boarded up.
House layouts have been tweaked to make them easier to navigate.
Optimizations have been made to Ranchito and Pleasant Valley to increase framerate in those cities.
Office building layouts have been tweaked to make navigation easier while moving through them.
I am pretty excited to get
it has a lot of things that have been in progress for a long time, along with a lot of foundation stuff to setup some other much-needed fixes to the game. Between now and the next major patch you can expect more communication from us. Big thanks to everyone who comes out to our Q&As on Reddit and Twitter and everyone who provides feedback from their experiences on the Test Server.
Report bugs and leave feedback for this game on the discussion boards
About This Game
H1Z1: King of the Kill is a large-scale, fight-to-the-death shooter where every moment counts. Drop into the high-intensity, arena-style grudge match and activate your inner beast mode. Gear up fast, throw together a game plan, and we’ll see if you have what it takes to be the last man standing. Rack up a kill streak or just add to the chaos – this is a spectacle and only one can be King of the Kill. #TakeYourShotVisit the King of the Kill
for more info!
System Requirements
Minimum:OS: Windows 7, 8, 8.1, 10 (64 bit only)Processor: Intel i5 Quad-CoreMemory: 6 GB RAMGraphics: nVidia GeForce GTX 280 series or higherDirectX: Version 10Network: Broadband Internet connectionStorage: 20 GB available spaceSound Card: DirectX Compatible Sound Card
Recommended:OS: Windows 7, 8, 8.1, 10 (64 bit only)Processor: Intel i5 Quad Core or higher / AMD Phenom II X6 or higherMemory: 8 GB RAMGraphics: nVidia GeForce GTX 560 series or higher / AMD HD 6870 or higherDirectX: Version 10Network: Broadband Internet connectionStorage: 20 GB available spaceSound Card: DirectX compatible Sound Card
King of the Kill(C)2016 Daybreak Game Company LLC. Daybreak, H1Z1, King of the Kill, and their respective logos are trademarks or registered trademarks of Daybreak Game Company LLC. All rights reserved.
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