[新聞] 大維京的狀況報告
看板StarCraft (星海爭霸2 - SC2)作者kira925 (1 2 3 4 疾風炭)時間13年前 (2013/06/12 15:12)推噓103(112推 9噓 233→)留言354則, 87人參與討論串1/1
http://us.battle.net//sc2/en/blog/10210613
With the awesome conclusion of the global finals of the first season of this
year’s World Championship Series, we thought this was as good a time as any
to offer a detailed update on our current thought processes and how we’re
approaching balance going forward.
隨著今年WCS第一季的結束,我們認為這是個說明我們目前對遊戲的觀察與接下來平衡
方向的好時機
More Action throughout the Game
遊戲當中更多的會戰
We strongly believe that this is the main direction the game should go. More
action means more diversity, which makes the game more challenging to play
and more fun to watch.
我們相信這是遊戲本身所應該走的方向,更多的會戰代表更多的可能性,
這會讓遊戲玩起來更有挑戰性,看起來也更有趣。
Back when Medivac drops were easy to stop, PvT was often a long macro buildup
with little action, and a few large battles determined the winner. Nowadays,
there are more drops happening, and every game plays out very differently.
Different games range from the Protoss player perfectly stopping everything
to the Terran player pulling off awesome drops to both players taking it to
the late game, and everything in-between.
在醫療艇很容易就被打下來的時候,PvT就是個比慫的對決,幾場大會戰就決定
勝負。但現在,更多的空投,每場遊戲都有不一樣的發展。神族玩家完美的應對
空投與人類玩家完美執行空投策略之間,導致了有打到大後期與其他各式各樣
發展的可能。
We feel that this diversity of outcomes makes for a better late game. Sure,
sometimes a Protoss player amasses a large army of High Templar, Colossi, and
Tempests, and against a well-defended opponent there are few options for
harassment. But action-filled games are less predictable and reach the
max-army endgame less often. When there is a huge maxed-out push, it’s the
culmination of all the harassment and skirmishes that came before it.
我們認為這樣子的發展是好的。當然,有時候還是神族無敵組合(加上暴風歐),
對於這種銅牆鐵壁的玩家還是沒有什麼騷擾的方法,不過充滿會戰的遊戲過程
的不可預測性也讓200人口對A的情況減少了。你看到的200人口部隊會戰,其實是
之前所有的騷擾與小型會戰所堆積出來的高潮。
Change the Game to Promote Skill
讓遊戲偏向有高技巧的人
The Warp Prism change we tested last week is a good example of a tweak that
benefits players who are amazing at multitasking, while having little effect
on the game below the pro level. For an eSport game like SC2, we want more
things in the game that separate out the very best from the average, not less.
上星期我們針對稜鏡的測試就是個好例子。這會讓擅長多線的選手有更多優勢,
但是對飛職業級別的選手差距不大。對於像SC2這樣的電子競技遊戲,我們希望
有更多事情可以讓頂尖選手出類拔萃。
We can look to INnoVation as a case where what we’re talking about is
currently working quite well. His strategies are not very different from
those of most other Terran players, but his Widow Mine usage is incomparably
better. When we watch his TvZ games, we see a crystal clear difference
between the usefulness of the unit and the skill of the player.
我們可以拿InnoVation作為例子。他的戰術與多數人族玩家差異不大,但是他
的地雷使用就是比其他人好。當我們觀看他的TvZ,我們可以清楚的看出他擅長
使用這個單位與這位選手的技巧如何
(明明就是火車人空投吧!)
Units Currently Being Discussed
目前被拿來討論的單位
Some units will always be more central to specific strategies and/or matchups
than others, so we’d rather those units be fun to watch and challenging to
use.
有些單位更常被作為戰術的主軸,所以我們希望這些單位能夠用起來有挑戰性&觀賞性
====
We’re currently seeing a lot of discussion about:
目前討論的對象有:
Void Ray
虛空艦
We’re seeing a lot of Void Ray play in PvZ, but Protoss is still not
statistically overpowered.
PvZ裡面虛空用的很多,不過神族統計上並沒有OP
Zerg all-ins aren’t the only counter, as we see many PvZ matches last into
the mid- and late-game, ending in a Zerg victory, despite the usage of Void
Rays.
蟲族的all-in並不只是唯一的反制法,因為我們蒐集到不少PvZ會戰打到中後期,
就算神族使用了虛空也照樣是由蟲族拿下。
Void Rays are much better than they used to be, but we don’t think this is a
bad thing.
虛空比以前強很多,而且我們認為這是件好事
Stargate used to be almost unusable, and now it’s quite important. We also
see a lot of Robo and Templar play.
過去VS線幾乎不可用,現在他看來非常的重要。我們還是看到不少VR/VC為主的比賽。
All tech options are viable now throughout the course of the game.
所有的科技線目前看來在遊戲當中都可用
We don’t currently have any plans to nerf Void Rays.
我們目前沒有計畫nerf虛空
Widow Mine
地雷
Widow Mines are currently overshadowing units such as Siege Tanks and Thors,
but their use doesn’t correlate distinctly with wins over Protoss or Zerg
opponents.
目前地雷把坦克跟雷神的地位吃掉了,不過這與TvP/Z的比賽勝負沒有關係。
So our question here becomes “is this a good thing that Widow Mines have
replaced Siege Tanks as the primary splash damage units?”
所以問題就變成了"地雷取代了坦克是件好事嗎?"
We believe the answer is yes.
我們認為是的。
When you see an army of Marines and tanks clash with a Zerg army, you pretty
much know who will come out ahead, even before the battle.
你看到一堆槍坦跟Z主力對戰的時候,你大概就能知道將會發生什麼事。
When you see an army of Marines and Widow Mines, it comes down to the skill
of the players in that specific battle.
但是看到一堆槍雷,那就變成決定於選手的技巧
(This is Totally BS)
The current design of Widow Mines rewards both players who are skilled at
using them and opposing players who are skilled at defeating them.
目前地雷的設計對於擁有高超佈雷&排雷技巧的選手有所獎勵。
It doesn’t look like Siege Tanks have disappeared. They’re critical in TvT,
and in TvZ they’re key to playing a safe early/mid game. Additionally,
Terran Mech also has potential.
坦克並未消失,他們依然在TvT&早中期TvZ扮演重要角色。更重要的是,
機械化還有它的可能性。
(機械化的靈魂是坦克阿)
As long as Widow Mines reward skilled players and Terran can’t legitimately
be said to be better than the other races, we don’t plan to adjust this unit.
只要地雷能獎勵有實力的玩家而且人族並未完全凌駕於其他種族之上的情況下,
目前沒有計畫調整這個單位。
=====
Casual observers often take a new or unexpected tactic or strategy that gains
widespread use and just label it “OP”. In addition to Void Rays and Widow
Mines, PartinG’s Immortal Sentry all-in got this treatment. Because it was a
new strategy and it was working for PartinG, it was dismissed as OP. At the
time, even other Protoss players at the highest level weren’t having as much
success with the Immortal Sentry all-in after Zerg players had seen it for a
week or two. We prefer to analyze a new strategy and ask:
業餘的觀賞者們通常會用一些很奇葩的戰術與策略,然後打贏了就說他"OP"。
除了VR與地雷以外,跳跳的三不朽也得到了這樣的稱號。因為這是個新戰術而且
只有跳跳能夠成功執行,所以他不被認可為OP。目前,即使是最高端的神族選手,
這一兩星期內也沒看到能成功執行的案例。我們還是希望能夠分析新策略並問:
Is this actually making the game more fun?
遊戲有因此變得有趣嗎?
What would happen if we nerfed this powerful unit?
如果我們nerf這種單位會怎樣?
Would a proposed change make the game more or less stale?
這會讓遊戲變得更慫嗎?
Balance Testing Plan
接下來的平衡測試計畫
We have two main goals for testing. First is making sure that we are dealing
with units/strategies that are making gameplay stale. For example, we’re
looking carefully at Swarm Host + mass defenses play. Our second goal is
locating a race that is playing weaker than the other two, and improving it
in ways that are fun for the game.
我們有兩個主要的目標:測試哪些單位讓遊戲變得很慫;譬如百生猥瑣陣。
另外一個目標則是鎖定有個"種族"目前看來比其他兩族弱,並且強化他。
It’s important to note that we like trying out changes in balance test maps
that are more aggressive than we might intend to implement in the live game.
This is better than theorycrafting and gathering theorycrafted feedback. The
more we experiment in real gameplay, the more we learn. We’re constantly
reaching out to as many pro players and casters as we can, and we’re willing
to try out changes that sound cool in testing.
有件事情是必須要澄清的;我們在平衡測試地圖上通常都會使用比我們預計還要
更侵略性的調整,這更容易預測推演到極致的情況&更容易收到回饋。我們做更多
的實驗就能學到更多。我們常態性的聆聽職業選手與主播們的回響,而且也願意
測試許多聽起來很酷的東西
As always, we believe everything can be improved. We’re very thankful that
you share your thoughts with us.
感謝你,我們下次見
--
長久以來,我們將許多地方,與許多時刻視為理所當然。
我們對這個理所當然很冷淡,所以理所當然,終於忍受不了悲傷,逃走消失了。
失去之後,我們才重新注意到,這理所當然。
然而今後,也還會有很多的理所當然,漸漸的消失吧。
--
※ 發信站: 批踢踢實業坊(ptt.cc)
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※ 編輯: kira925 來自: 140.113.49.86 (06/12 15:18)
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