Off The Grid

Off The Grid

Off The Grid

欢迎来到Off The Grid社区! 
关注
14帖子·14新帖
游戏详情
全部
官方资讯
攻略创作
组队交友
问题反馈

Gameplay Players now retain 80% of their currency (RIP) upon death. Currency (RIP) will no longer be dropped. Wall Jump no longer activates when moving into a wall, reducing unintended activations. Wall Jump can now be triggered from walls located behind your character. Mid-air climb speed increased by 9%. Melee damage increased to 190 (was 155). Melee damage is now consistent across both normal and knockdown targets. Reduced the chance of finding a special weapon variant in loot to 5%. Fixed an issue affecting the drop chance of legendary Teardrop weapons from loot boxes. Weapons Improved First-Person Sight accuracy by adjusting ADS timing so maximum accuracy is reached more quickly. Completed a Camera Shake pass on all weapons (FPV and TP) to reduce motion sickness and provide cleaner visuals during intense firefights. Fixed an issue where Piercer reloads were not interruptible, allowing players to shoot while reloading. Fixed an issue with excessive muzzle smoke VFX when shooting with the Kestrel. Smoke effects are now balanced and consistent with other weapons. Core Character Fixed an issue causing the camera to detach from the spectated player after an execution. Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways, leaving the victim alive and allowing the execution to be repeated. HUD Updated Hit Markers with added visual variety. Reduced jetpack-induced motion sickness. Fixed an issue where weapon icons displayed a dark background in asset holes. Fixed an issue where Netrunner and Supply_Run mission target markers were not displayed on the map for players more than 200m away. Fixed an issue where unique mission markers were not revealed to teammates at a distance. Fixed an issue where the cyberlimb panel icon was not inverted when active. Fixed an issue where the hacked indication appeared in spectator mode and overlapped the player’s nickname. Fixed an issue where owned in-game currency displayed as 0 after spectating another player. Fixed an issue where the skip cinematic hint was not fully visible during the endgame sequence cinematic in Loadout Ladder and Deathmatch game modes when in windowed mode. Fixed an issue where the red trajectory point was not displayed when blocking a shot. Fixed an issue where placing a ping marker and then opening the ESC menu caused players to lose menu input while still being able to move the character. Fixed an issue where the Supply_Run mission hint was missing from the bottom-right of the map. Fixed an issue where the respawn notification was only visible for a few frames after choosing a loadout. Fixed an issue where the Soldier backpack status icon was only visible when affected by another effect. Fixed an issue where some attachments appeared detached from weapons. Cyberlimbs Updated lobby statistics to reflect recent Cyberlimb adjustments. Fixed an issue where the second cyberlimb ability would not activate properly after a weapon swap. Kinetic Shield The shield now automatically releases absorbed damage once maximum capacity is reached. If destroyed, all remaining absorbed damage will be released automatically. The shield will gradually become brighter and more contrasted as its absorbed damage capacity fills up. The shield’s color shifts from white-blue to red as its durability decreases. Slugger Reduced Slugger’s movement slowdown from 75% to 60%. Fixed an issue where Slugger’s Sticky Goo interrupted Hammerheads when landing on ferrofluid. Hookshot Removed the 0.5s cooldown from Hookshot after activation. Paralyzer Increased Paralyzer’s projectile speed from 90m to 120m. Roadrunners Fixed an issue where using Roadrunners while closing the Maxigun in standalone mode caused the character to lose movement speed. Mirrorbreakers Fixed an issue where Mirrorbreakers clones did not continue firing non-automatic weapons after the first burst. Clones should now continue shooting as intended. Hammerheads Fixed an issue where Hammerheads dealt no damage in certain areas of the map. Locations Fixed an issue where the bounty mission log displayed “mission complete” if the target was killed by hunters. It should now display “mission failed.” Performance & Stability Fixed a crash occurring after decoding a HEX when many items and Hexes were present in the inventory. Fixed a PS5 issue where micro-freezes occurred when opening the map during Extraction Royale matches. Fixed an issue where Profile customization items were still displayed in the Career tab and could be selected. Fixed an issue where the Armor Kit counter reset to 1 after equipping the same number of kits already in use. Fixed an issue with incorrect camera placement when spectating a player after an execution. Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways. Fixed an issue where character state broke when using Leapers with the Piercer while firing.

--
--
--
--

排位赛协议已上线:大型游戏全面更新 零号特工们,我们要换挡提速,让紧张感升级!此次更新对《绝地潜兵》的游玩和竞技方式进行了彻底改革,聚焦竞技公平性、新增功能以及简化游戏体验。 竞技格局已定 全新功能:排位模式正式上线 排位模式终于来了!召集你的小队,参与竞技,从“零号”一路攀升至“图标”段位。 攀升与奖励:随着你在每个段位的提升,将有机会获得独特的季节性奖励。 真正的竞技:排位赛为泪滴岛上的每一场比赛带来了混乱、竞争和相应的后果。 改进的匹配机制:这一改动为所有硬核和休闲的零号特工们提供了更优质的匹配体验。休闲游戏列表 为了更好地区分竞技排位与休闲游玩,我们将经典的“撤离 Royale”模式更名为“休闲撤离 Royale”。 该模式相比排位赛提供更轻松的体验,包含单排和三排两种组队选项。 新功能与自定义选项 ⚔️ 自定义服务器:规则由你制定 Teardrop 现已支持自定义!随着游戏内自定义服务器的推出,我们为你提供了前所未有的控制权。 主机控制:通过便捷的菜单选项选择游戏模式、修改器以及可加入人员。 非常适合:训练赛、与好友娱乐或测试策略。 注意:主机需要 OTG Pro 订阅,但所有玩家无论订阅状态如何均可加入。新功能:物品转换 你的背包里是否有一些老旧、闲置的物品?现在正是体验我们全新转换功能、试试手气的绝佳机会。 试试手气:上线时将提供7种配方,你有多种选择可以用旧装备换取意想不到的惊喜。 新义体:护盾穹顶 全新弧光穹顶义体登场!这款防御型义体可在玩家周围生成一个大型防护穹顶。 功能:除其他“零号”成员外,任何事物都无法进出穹顶。 适用场景:在提取HEX时为你提供保护,或在复活队友时创造一个更安全的空间。⚙️ 核心玩法与平衡调整 武器与装备简化 我们正在简化装备系统,让你的装备选择更具影响力: 武器槽位:我们已移除副武器槽位。现在每场比赛你将拥有2个主武器槽位。这将促使玩家做出更有意义的选择,并简化战斗流程。 手枪增强:因此,手枪现在被归类为主武器,并已进行相应增强,使其更具吸引力。 战利品调整:背包和护甲片不再出现在装备配置中,仅作为地面战利品获取。✨ 传说级泪滴义体 全新强度等级登场!这些能改变游戏格局的新型义体仅可在岛上找到。示例:一个始终激活的幽灵手臂或冷却时间极短的抓钩怎么样?它们确实堪称传奇。全新叙事战役:器官收割。深入《OTG》的世界观,体验名为“器官收割”的第二个叙事战役。选择由你:不必担心尚未完成序章“杀死馈送者”。你可以决定游玩哪个战役并推进进度。获取完整详情。在我们官方的《OTG》更新说明帖中,获取所有武器、肢体和货币改动的完整解析。

--
--

Features: New Game Mode: Loadout Ladder In Loadout Ladder (aka Gun Game), Zeroes go head-to-head in fast-paced combat across different arenas throughout Teardrop. With unlimited respawns, the pressure’s on to rack up kills and climb the gear ladder, each takedown earns you a loadout. It’s a constant arms race, and the first Zero to land a kill with the final loadout seals the win. New Delivery Drones: When calling in your custom loadouts, you’ve got the option to spend a little extra RIP to bring in some serious backup. One’s all about firepower, laying down extra heat when things get messy, while the other focuses on surveillance, scanning the area for threats and giving you the tactical edge. It’s a smart upgrade if you’re looking to turn the tide of a fight or just keep your head above water when things get chaotic. Battle Pass: We’re making changes to improve your Battle Pass experience, starting with how items are unlocked. Instead of receiving a new page every 10 levels, each item will now unlock at its own specific level, meaning most levels will now grant you a reward to claim. This new system makes progression feel smoother, more consistent, and more rewarding throughout the entire Battle Pass. And this is just the beginning, more improvements are on the way, so stay tuned. New Cyberlimb - Mirror Breakers: With these bad boys using cutting-edge holographic tech, you can deploy a mirror image of yourself straight into the field. This decoy isn’t just for show, it draws enemy fire, exposes hidden threats, and can even trigger traps like mines. It's the perfect distraction tactic, giving you the upper hand while your enemies waste time and ammo on a ghost. Added Wall Jump: Wall Jump can be activated by pressing the jump button close to a wall while falling. This adds a new dimension of movement to the game and allows gaining enough height to activate jetpack from the ground. Careers Page: All Zeroes now have the option to customize their OTG Contestant badge in the brand-new Career Page. Choose the profile picture of your liking, update the badge background to match your style, and customize your Clan tags to whoever and whatever you’d like to represent. The Career page also allows you to scroll through the currently active Challenges. But that’s not all, Zeroes. We’ve overhauled the Leaderboard and moved it to the new Career page. Track your Global and Friends rankings across Extraction Royale, Deathmatch, and Loadout Ladder. New Lobby: Updated lobby: Welcome to the Lobby, the newest, most up-to-date OFF THE GRID Launch Studio. Located aboard the Dreadnaught Carrier the Lobby is where you'll customize your Zero, put together your Loadout and prepare to drop out of a Hopper plane straight onto Teardrop Island. Fitted with state of the art cameras and sporting the newest weapons and cyberlimbs, it has all you need for you to go out and win. Huurah! Updated Usability: Camera positions adjusted for most menus to better match intended use, and made improvements on scenes and menu navigation. Overhauled HUD: Completely reworked the player HUD with a new style and visuals. Inventory Management System: The inventory system now features dedicated slots for each type of ammo and equipment, simplyfing overall iventory management. Backpacks now determine the maximum capacity of these slots. Plus, any items on the ground will be automatically picked up if there’s available space. Additional QoL changes: Added fade transition to final cinematic and overall improved visual experience for match end stats display Reworked hitmarker visuals Cleaned up inconsistent button styles across the HUD Add display of weapon attachments in HUD, loadout selection and player inventoryGameplay: Reworked finishers to be more cinematic, visceral and fast. Added Hold-to-Shoot accessibility feature which now allows to hold down the fire button to keep shooting semi-auto and burst-fire weapons, similar to automatic weapons. This can be disabled in the settings. Pressing the armor plate button now queues all 3 plates at once. Most actions can be used to cancel the plating. Removed ability to fast-heal with Adreno-Shot Deathmatch: Added option to insta-spawn with last used loadout HEX Extraction Hacks will now insta-complete when the terminal gets covered by the Grid Added auto pick-up for all ammo and armor plates Increased lifespan of loadout containers in the Grid to 2m Added advanced smoothing settings for motion aiming using controller gyro. Added weapon unholster during landing roll animation. Improved landing roll animation by gradually reducing excessive speed at the end. Improved the default aiming experience by changing default controller sensitivity, aim sensitivity multiplier, aim acceleration and response curve settings. Added interrupting reload by shooting when there are bullets remaining in the old magazine. Tweaked camera framing when siding or sprinting. Increased move speed in legless or knocked down states. Reduced minimum height required to be able to activate jetpack. Reduced minimum move speed required for glass to break on collision. Removed climb attempt animation for unclimbable walls and jumping backwards out of a climb. This was replaced by Wall Jump and reduces unintended climbs. Improved movement smoothness in some networking conditions.Weapons:Weapon Attachment Rebalance: In today's update, all weapon attachments have undergone a complete rebalance to provide more varied gameplay options and give players much more choice in how they kit their weapons out. There are too many changes to list every single one so we will discuss the general direction here. In the previous updates, a lot of players tended to steer towards recoil reduction as their main choice for OTG. This was fine, however we felt it wasn't nuanced enough to truly capture the spirit of gearing yourself up for a specific playstyle you wanted to use, especially considering the relative synergy between weapons and Cyberlimbs. Additionally, the previous attachments all had far too much in the way of "push-pull", where the "push" would be a bonus or benefit and the "pull" would be something we'd take away from you in return to even the odds and in a lot of cases the pull either felt either underwhelming or overwhelming depending on your abilities. We felt there was a better way to handle this, to provide more push and less pull and have players be able to modify their weapons in a way that would reinforce their playstyles and not just end up one setup ruling over all. To this end, you will now find that there are more choices on attachments, with less pull, meaning you won't necessarily have to sacrifice anything with some options. In cases where we provide extremely strong options, some pull is required to offset such a strong bonus, but then other slots can be used to lessen that pull dramatically. To give you all a brief example: Light Barrels now increase your headshot damage to reduce the number of headshots required to knock someone (typically by 1 shot, with the exception of the Kestrel). These barrels however also drastically increase your horizontal and vertical recoil. With various combinations of other attachments such as stocks, underbarrel grips and others, you can reduce these huge recoil increases down to more manageable levels. This is just one of the new dynamics to decide on, others might include multiple options that when combined increase your movement speed by a significant amount or ones that increase your damage range and bullet velocities. It's up to you to decide how you see your style of play and what works best for you. There are no doubt some combinations that would be straight up difficult to play with, but we are hoping that there is no truly right or wrong way to modify your weapons with these changes, but some will obviously be more effective in more situations than others. Additional balancing for these values will come in due time based on player feedback and internal diagnostics. Additionally, different weapon classes (AR, Sidearms, etc.) may have differing amounts of these bonuses and penalties based on their general usability and limited number of attachment slots, so you'll need to experiment with what works for you.Aim Camera: Cameras have been pulled back slightly in ADS to provide a bit more peripheral view in combat situations.Sights (1x-2x): All Short-Range sights below 2x magnification are now 1.25x magnification only and differ only in visuals and the stat bonuses/penalties they provide. This is to provide more comfortable and consistent short-range ADS both in Third Person and First Person ADS modes and provide more choice for players on both a statistical as well as aesthetic level.Recoil: All weapons have undergone another recoil pass to smooth out the amount of erratic direction changes. Additionally, the speeds at which the crosshair returns down have been adjusted to provide smoother feeling recoil post-shot.Loot Containers: Loot Containers now have a 5% chance when spawning a weapon to pick from the pool of previously released Epic Variant weapons. All previously released and none-current weapons are included in this loot pool. These act as island-only loot, can't be taken off the island or extracted and function similar to the Teardrop Legendaries system.Weapon Balance: ARs: All Assault Rifles have had their damage reduced by 10% through the Damage Fall-Off system at their mid-ranges. M4 Commodore: Base Damage reduced to 32 (was 34) LMGs: Boomslang: Base RPM increased by to 400 (was 350) Headshot Multiplier increased to 2.5x (was 2.25x) Marksman Rifles: Proton: Base Damage increased to 150 (was 140) Ichnya: Base Damage increased to 100 (was 90) Sidearms: Tap9: Base Damage reduced to 100 (was 105) Headshot Multiplier increased to 1.75x (was 1.5x) Type 227: Base Damage reduced to 75 (was 80) Headshot Multiplier increased to 1.5x (was 1.25x) Kelowna: Base Damage increased to 70 (was 60) Headshot Multiplier reduced to 1.5x (was 1.75x) Burst Cooldown increased to 0.235s (was 0.225s) Shotguns: Squall: Headshot Multiplier increased to 1.75x (was 1.5x) Influencer: Headshot Multiplier increased to 1.5x (was 1.25x) SMGs: Tacoma: Base Damage increased to 40 (was 38) Headshot Multiplier increased to 2x (was 1.75x) Tacoma Pioneer: RPM increased by 5% Tacoma AVAX Gen 04: Now increases movement speed by 8% Now has an additional 5% bonus damage per shot Base Spread reduced by 10% Woodpecker: Base Damage increased to 55 (was 50) Woodpecker Prankster: Sway Increase Penalty removed (was +25% Sway) Kochi: Base Damage increased to 48 (was 42) Sniper Rifles: Osprey: Fixed an issue with the Default and Compact Magazine sizes, the Default Magazine had 2 rounds more in it than intended and the Compact Magazine had the wrong value set in it's Cons section. Kestrel Templar: Due to the weapon attachment rework, the Kestrel Templar can no longer switch barrels to prevent a 1-shot sniper situation. As compensation for this, it now comes with a Heavy Barrel by default which increases it's damage range and bullet velocity as standard.Cyberlimbs: New colour visualization for friendly skunkpaw clouds. Friendly skunkpaws also no longer damage you. Fixed an issue where Drone Goblins would not be targetable by Javelinas. Fixed an issue where Roadrunners were not properly affected by Slugger. Sluggers will now overheat jetpacks on direct hits. Updated Assault Drone’s visual stats to match their actual data. Fixed an issue where Phosphor Fury sometimes did not stick to enemies when both players were in the air. Updated Phosphor Fury’s lower direct charged hit 600 -> 590, reduce charge time from 1.5s ->1s. Recon drones will now be destroyed when a new one is spawned using the same limb. We’ve also removed the destruction delay. Improved the linking system for Tripmines. Hookshot improvements: Increased hookshot projectile speed to 150m/s (was 130m/s) Increased the return speed when the hookshot didn’t land anywhere Kinetic Shield improvements: Updated the Kinetic Shield’s damage value to 350HP across all rarities and changed the effective force release radius to 25m from the shield surface. New cooldown values: Common 27 sec Uncommon 24 sec Rare 21 sec Epic 18 sec Slamfist improvements: Unified charge damage scaling across all rarities: Instant Shot Damage: 125 HP Full Charge Damage: 275 HP Damage scales linearly with charge percentage across all rarities. Leapers recharge cooldown and charge count rebalance: Common: 2 charges / 30s Uncommon: 2 charges / 25s Rare: 3 charges / 30s Epic: 3 charges / 25s BounceBomber changes: Expanded the vacuum effect radius by +100 units to improve visual pull coverage and damage effectiveness. Restored manual detonation control for explosives Any limb within the vacuum zone will be temporarily disabled 0.5 seconds after entering, preventing immediate activation during vacuum surge. Updated cooldown values for CyberLancers. All rarities will have 2 charges but cooldown decreases with higher rarities: Common: 29s Uncommon: 26s Rare: 24s Epic: 22s Missions: Changed rules for Bounty Hunter opportunity

--
--

各位新手注意: 你们之前觉得击杀所需时间已经很快了?准备好,因为它即将再快50%! 在接下来的24小时内,“快速击杀”修正器将在死亡竞赛模式中生效。 修正器:快速击杀(击杀所需时间减少50%)- 死亡竞赛

--
--
--
--
--
--

游戏玩法 降低了主机平台的灵敏度辅助至50%(原为60%)。 修复了从高处落下着陆时初始滑行方向的问题。 修复了在少数情况下对蹲下或被击倒敌人进行近战攻击的问题。 修复了从高处坠落着陆滑行时角色未受到坠落伤害的问题。 更新了普通HEX的纹理,使其更具金属质感。 义体 修复了使用幽灵义体时按住武器切换按钮角色会显形的问题。 修复了使用幽灵义体时HEX特效持续可见的问题。 修复了在幽灵义体技能生效期间被击倒后角色皮肤变黑的问题。修复了角色处于表情状态时无法使用锤头鲨义肢的问题。 修复了在向下飞行移动中激活跳跃者义肢后角色出现抖动的问题。 用户界面/大厅 修复了Steam上部分用户名显示不正确的问题。 修复了禁用Steam覆盖层的Steam用户出现R13001错误导致无法购买OTG Pro或GUN包的问题。 修复了好友列表较大的玩家登录后出现的错误。

--
--
--
--

“爆破与砍杀”撤离 royale 活动现已上线! 接下来24小时内,泪滴岛仅允许使用以下物品: [table equalcells="1" colwidth=","][tr][th] 武器[/th][th] 义体[/th][/tr][tr][td] 霰弹枪[/td][td] 撕裂者、跳跃者、奔路者、幽灵和钩爪枪[/td][/tr][/table]

--
--

假期已至——“杀戮圣诞”活动也同步开启! 登录游戏即可解锁活动限定圣诞HEX、节日主题外观以及限量奖励,包括我们首款动态武器皮肤。所有“杀戮圣诞”活动物品均可通过游玩免费获取。 活动限定战利品 ✨ 动态武器皮肤 ️ 通过常规游戏玩法获取奖励 “杀戮圣诞”为限时活动,活动结束后,这些物品将不再开放获取。 即刻加入,享受这场节日狂欢吧。❄️

--
--

零号特工们,请查看今日更新的补丁说明。以下是本次更新的全部内容: 界面/大厅 更新了队友标记,以提高清晰度。 新增了以下界面设置: 扭曲效果 缩放比例 不透明度 准星颜色和饱和度 缩小了整个HUD,带来更简洁的视觉体验。 缩短了物品工具提示的悬停距离。 减小了整体HUD的曲率,以减少屏幕中央的视觉干扰。 修复了赛后伤害显示不正确的问题。 修复了“留在小队”和“静音”按钮的功能异常。 修复了与特殊任务和侦察无人机相关的小地图显示问题。 修复了背包的工具提示和物品栏描述。 修复了玩家装备显示不正确的问题。修复了已解码的十六进制物品(HEX items)在后续游戏会话中仍出现在 inventory(物品栏)且无法再次解码的问题。 修复了关闭装备配置菜单后武器变得不可见的问题。 个人资料头像和背景的“查看所有报价”按钮现在能正确打开完整列表。 好友的个人资料自定义内容现在在小队邀请弹窗中可见。 排行榜类别图标现在能正确适配不同的屏幕分辨率。 性能与稳定性 优化了子弹轨迹特效(bullet trail FX),以提升视觉效果和系统性能。 优化了终结技动画,实现更流畅的视觉过渡。 修复了连续第二次使用喷气背包时没有音效的问题。 现在肢体被分离时会播放相应的音效。修复了自动拾取功能仅在玩家直视物品时才生效的问题。 武器 瞄准镜 修复了轻机枪、精确射手步枪和狙击枪所使用的远程(LR)和中程(MR)瞄准镜在缩放行为上的不一致问题。这些问题曾导致玩家在第一人称视角下空中射击时精准度下降。 武器平衡 突击步枪 M4 Commodore 略微增加每发子弹的后坐力随机性。 水平后坐力增加4%。 垂直后坐力增加5%。 M4 Controller 在近期的配件重做后,略微增加水平后坐力。 轻机枪 Boomslang 基础伤害降低至60(原为68)。 爆头倍率降低至2.25倍(原为2.5倍)。 射速(RPM)提升至425(原为400)。Boomslang Player Zero 由于基础武器调整,射速略有降低 由于基础武器调整,伤害略有提升 义体 疾跑者腿部义体 为改善平衡性和成长体验,超级冲刺持续时间现在将随稀有度变化: 普通:7秒 uncommon:8秒 稀有:9秒 史诗:10秒 侦查无人机义肢 修复了侦查无人机义肢在玩家被敌人的污染者击中后停止工作的问题。 快速订单无人机 修复了拾取相同装备后义体无法使用的错误。 游戏玩法与界面 当玩家没有剩余队友或自复活物品,但装备了 redeployment backpack 时,现在将直接死亡,而非进入击倒状态。 实现了滑铲后平滑过渡到攀爬的动作。任务 – 赏金猎人:修复了主要目标被其他队伍消灭时任务会失败的问题。 修复了玩家无法在装备阶梯中推进任何挑战的问题。 泪滴号上见!

--
--

嘿,零号特工们, 全新的战斗通行证已上线,包含80级的磨砺与荣耀。每个奖励都在特定等级解锁,两位杰出角色将引领冲锋:电光四射的电网运维工程师和冷酷无情的独指。 电网运维工程师 电网运维人员维系着泪滴城的运转——正是他,让你的义肢得以灵活运作而非烧毁。他的装备兼顾生存与破坏,从绝缘装甲到能释放电弧的科技装置。有了电网运维工程师,伏特不仅是能量,更是武器。 独指 独指战斗并非为了生存——他是为了证明荣耀并未随旧世界一同消逝,只是换了更锋利的刀刃。他的装备由愤怒与传承铸就,为那些拒绝屈服之人而生。戴上他的面具,穿上他的战衣,带着他的伤疤——让战场见识什么才是真正的锐不可当。 此致, Gunzilla Team!

--
--

FEARDROP 现已上线——不给糖就捣蛋(或死亡) 今年万圣节,加入我们的“不给糖就捣蛋(或死亡)”活动,坠入 FEARDROP 的橙色深渊吧。毕竟,没有什么比看着陌生人为了几袋糖果而丧命更能体现“社区精神”了。 本次活动是我们迄今为止规模最大的一次!在万圣节魔法商店中可收集超过 100 种全新物品,还有 10 个隐藏糖果袋等待发现,更有地图变化供你在危机中求生,以及众多社区挑战等你来攻克。 活动时间:2025 年 10 月 17 日 - 2025 年 11 月 31 日 糖果袋收藏品 岛上散落着 10 个糖果袋——这些甜蜜的小死亡陷阱是那些认为万圣节需要更多鲜血的公司疯子留下的。 收集全部 10 个糖果袋,即可在你的生涯页面内全新的活动标签中解锁“Tooch Decayer”成就。解锁此成就还将奖励你全新的地狱麻袋面具。首位找到全部10个的“零号”玩家将获得收藏家专属的1号序列号。没错,这次所有内容都可在游戏内完成!没有大型Discord抽奖活动。 万圣节主题诅咒 幸运的“零号”玩家现在能在地图各处发现我们的万圣节主题诅咒。尽快将它们提取出来,有机会解码出甜蜜的奖励! 对于运气欠佳的“零号”玩家——别担心,我们为你准备了方案。我们还添加了从主菜单使用GUN直接购买万圣节诅咒的功能。请注意,每日限购2个万圣节诅咒。万圣节诅咒包含: 一次性精神病面具(每个平台限量100个) 3套幽灵角色套装(共10个独立物品待收集) 5个表情动作 2个个人资料横幅 15个万圣节个人资料头像 3款新武器皮肤(共72款皮肤待收集) 恐惧泪滴改动 大致是公开的季节性压抑。活动期间特定时间,燃烧的迷雾将笼罩泪滴岛,将其转变为恐惧泪滴岛。新的喷气背包尾迹、诡异音效和巨大南瓜飞艇将萦绕岛屿的每个角落。 万圣节快乐,零号。

--
--