[情報] sivHD在reddit寫下英霸的評論

看板BlizzHeroes作者 (超級小雞雞)時間7年前 (2017/05/12 21:21), 7年前編輯推噓72(775204)
留言286則, 64人參與, 最新討論串1/4 (看更多)
原文連結 https://www.reddit.com/r/ heroesofthestorm/comments/6amxa0/moba_chess_hots_warning_strong_opinions_insid e/ I'm an ancient LoL Content Creator so most of you here probably dont know me, but I have played HotS since day 1 & trust me when I say no one would like to see something Fresh at the top of the Moba scene by now, and it saddened me ho w HotS didn't reach its Colossal potential. I come with strong opinions about what is wrong, why tons of people left, and what needs to change, many of you will disagree but thats where conversation starts, many Gaming subreddit commu nities are not open to talks about change but heres to hoping HotS is. I'm here to talk about "Moba Chess", and make crappy analogies. 我是個老LoL內容製作者,所以在座的各位或許對我不熟,但在英霸的第一天我就加入了 ,當我說沒人比我更想看到在目前的MOBA界有新鮮的東西加入時,請相信我。我覺得英霸 沒有達到它可以有的巨大成就,而這令我難過。接下來我要說的是我十分主觀的見解,為 何一堆人離開英霸、英霸有哪些地方需要改變。你們許多人會不同意我的見解,但至少這 個舉動會讓大家開始討論。Reddit的很多遊戲論壇並不是那麼的開放、容不下改變的聲音 ,但我希望英霸的論壇是容許這樣的聲音的。 我來這想要說說關於「MOBA象棋」以及舉一些可能頗呵的爛比喻。 Moba Chess is what I like to call the basic Gameplay element that makes Mobas fun; the unlimited amount of tactics that are possible. Heroes are Chesspieces on the board, and its up to you to become the master strategist. It fuels the entire game and makes the games fun, even when you are playing the same Hero & Map for the 9999th time. You always have the freedom to make any choice you want. 我把讓MOBA好玩的基本遊戲元素稱之為MOBA象棋;有著幾乎無限可能的戰略(策略)組合 。英雄腳色則是棋盤上的棋子,你(玩家)則是負責盡力成為一個戰略大師。上面所述的 是我覺得MOBA之所以會如此好玩的原因,即便你9999次玩同樣的英雄、同樣的地圖。你永 遠有發展不同可能性的自由。 Both in Moba and Chess, you make shlick tactical choices, partly based on the equallyshlick濳actical choices of your opponent. In HotS, that CORE of moba gameplay is under-represented. It sees too much replacement from "Both you and your opponent must brawl at th e forced, timed objective".糍hats no problem when you're learning one of the r eally awesome Heroes (seriously, they are sick), but once you found your main Hero the game becomes more stale over time since you cant infinitely study "Mo ba Chess" with your favorite Hero as much as in other Mobas;糍he VERY FUN Obje ctives that are defining HotS are restricting player creativity FAR MORE THAN THEY NEED TO, and could easily be toned down. 在MOBA與象棋裡,你可以做出很屌的戰略,有部分可能依據敵隊所做出的一樣屌的戰略。 在英霸裡,那個MOBA的核心遊戲元素不足。 我認為「你們雙方強制必須在指定的時間、指定的戰場機制打架」太多了。如果你只是在 練習英霸裡的一隻超酷英雄(認真的,英霸的英雄真的超屌)這可能不是什麼問題,但當 你一直重複玩你的main角、而你又無法像其他MOBA遊戲只用一隻愛角無止盡的學習這個「 MOBA象棋」的時候,遊戲則開始覺得越來越漫長;英霸最有趣好玩、定位英霸的戰場機制 遠超過所需的限制了玩家創意,而這件事可以很容易的調低。 Imagine playing actual Chess but you are both forced to brawl it out on pre-se t places, restricting your tactical freedom to make your moves. - Yeah, you ju st ruined the point of chess;啱nstead of reacting to eachother, you are now bo th reacting to the MAP, making every game on that map far more similar and far less interesting than they could to be. 想像玩象棋的時候,你跟對手都被限制你的戰略空間,被指定在同一個地方打架 - 沒錯 ,這種象棋根本沒有玩的意義;本來應該是回應對方的舉動,現在變成了回應地圖的舉動 ,每次打同樣的地圖的時候遊戲變得越來越相似,也越來越沒有那麼好玩。 This problem also extends to why the E-sports side is underperforming & uninte resting to watch,濳he teams are largely held back by forced objectives from ma king their interesting/clever chess choices. Which is exactly what is normally fun about watching E-sports. Last year I talked to some Pro Teams about it & they agreed - which further cemented my opinion. We are watching the players r eact to the map, instead of to eachothers moves. When I watch HotS esports, it feels like my cousin making me watch Finding Nemo with him for the 54th time- I have seen this movie by now. 這個問題也導致了英霸的電競不如預期、也不好看。隊伍們大部分都被這些強制的戰場機 制給限制住,無法做出有趣/巧妙的戰略選擇。而觀看電競有趣的通常是這些點。去年我 跟一些職業隊伍聊了這些,他們同意我的看法 - 所以我更肯定這些觀點無誤。我們看到 的是玩家對戰場機制做出反應,而不是對彼此做出反應。當我觀看英霸電競的時候,覺得 就像是我堂表兄弟姊妹要我看第54次的海底總動員一樣 - 我已經看過了。 Blizzard seems to have the mindset that forcing players to do a different thin g on each map is good against staleness, but the "forced" part restricts the c reativity that is a -much stronger force- against staleness. I realise there will be certain amounts of嚒urvivorship Bias澵ince we are stil l here playing/enjoying the game, but try not to overlook the people who left, and focus on positive improvement, I care deeply about this game and would li ke to see some talk. 暴雪似乎已經覺得強制玩家們在不同地圖上對應不同的戰場機制來對抗緩慢節奏的遊戲, 但「強制」限制了創意,而創意是個對抗緩慢節奏的遊戲更強的武器。 我覺得一定會有某些同溫層偏見,因為我們都在打英霸、享受英霸,但不要忘了那些離開 的人,讓我們一起專注在正向的進步,我真的很喜歡這個遊戲,也希望大家一同討論。 然後是我很喜歡的最多讚的留言 I see what you are trying to say, that contesting objectives makes tactical st rategy in this game more stale due to how it forces team fights fairly regular ly. 我懂你的意思,搶地圖機制的設計迫使團戰定時發生,讓整個遊戲的戰術變得僵化, I would argue that's what keeps this game fun. In other mobas sure you have th e freedom to move around all game but that never really encourages team fights since you have people soaking for so long. What I find really interesting abo ut heroes is you can decide how you want to contest objectives. You can go wit h a poke soak strategy where your team soaks but has characters like ming or Z arya who poke as abba super soaks lanes. Which gives your team an advantage to team fight furture ones. 我反而認為這是這款遊戲好玩的地方。在其他 MOBA 裡,雖然你有到處跑來跑去的自由, 但遊戲的設計並不鼓勵團戰,因為大家都縮著猛吸經驗。我覺得英霸最有趣的地方是你可 以決定要用什麼樣的方式來搶得機制。你可以打 Poke 加 吸經驗的戰術,像是隊上有李 敏跟札莉雅不斷 Poke 騷擾,然後阿巴瑟窩在線上瘋狂吸經驗。讓你的隊伍在下一次團戰 中比敵隊更佔優勢。 Or if you want to go the tlv route and have them soak as your group of 4 goes around and ganks. 你也可以用維京人戰術,由你自己來吸經驗,其他四個人到處 Gank。 Or you go with a sustain comp that out lasts your opponents. etc etc. 或是組一個高消耗能力的組合,慢慢磨贏你的對手。還有更多其他的戰術可用。 I guess the point I am trying to make is the tactical strategy is still there, it just forces the teams to respond to an event. How they respond is still up to the team. I think it creates more engaging games, and more tactical team f ights, and less emphasis on laning. Which in my opinion makes the game much more fun and engaging. 我想表達的意思,就是戰術依然是存在的,遊戲只是逼迫雙方對地圖事件作出反應,要怎 麼應對仍然操之在隊伍手中。我認為這會讓遊戲更引人入勝,更多戰術性的團戰,也更淡 化對線的比重。 在我的看法裡,這樣是讓遊戲更好玩更吸引人啦。 ----------------------------------------------------------- 我覺得Siv發這樣的文章是善意的,但是我認為他可能真的沒有玩的太深入才會有這樣的 看法,就拿他說的地圖機制逼會戰這一點來說,其實很多時候機制真的不是太重要,他能 有效的幫助你拿塔沒錯,但是戰術的調度還是非常重要,什麼時候可以放,什麼時候去打 ,都是需要團隊去討論的。 就拿HGC韓國L5對MVP某一場來說好了,MVP整場優勢,但是最後被L5全地圖飛的伊利丹一 人硬爆核心吞敗,就看的出來這遊戲其實有著非常多的可能性。 其實很多人說英霸簡單,但是其實英霸是一款易玩難精的遊戲,Siv這種名人,如果沒有 精通遊戲而繼續用LOL的觀念玩,或許這就是他認為不好玩的原因。 翻譯部分轉的是吧哈姆特 https://m.gamer.com.tw/forum/C.php?bsn=25199&snA=12316&bpage=1&keyword=&page=1 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 101.138.97.166 ※ 文章網址: https://www.ptt.cc/bbs/BlizzHeroes/M.1494595277.A.771.html

05/12 21:23, , 1F
05/12 21:23, 1F

05/12 21:29, , 2F
每次看別的地方(通常是西洽)在那邊戰HotS,一堆人罵HotS
05/12 21:29, 2F

05/12 21:29, , 3F
05/12 21:29, 3F

05/12 21:29, , 4F
差勁的地方,就會想「你們講的那些全都是我認為的優點..」
05/12 21:29, 4F

05/12 21:30, , 5F
不過lol可以說是前10分鐘都在你農我農然後再找機會把東
05/12 21:30, 5F

05/12 21:30, , 6F
西丟到對面臉上,覺得更無聊…
05/12 21:30, 6F

05/12 21:30, , 7F
btw連sivHD都出來講話了 英霸元年無誤XD
05/12 21:30, 7F

05/12 21:30, , 8F
插眼的藝術你不懂就不要哭XD
05/12 21:30, 8F

05/12 21:31, , 9F
05/12 21:31, 9F

05/12 21:31, , 10F
講滿實際的啊 LOL掉巴龍損失沒HOTS掉任務掉BOSS來得大
05/12 21:31, 10F

05/12 21:32, , 11F
半強制性的去解地圖機制 讓遊戲玩法限制滿多
05/12 21:32, 11F

05/12 21:32, , 12F
真的玩過LOL嗎?巴龍超關鍵相比之下一個祭壇或是前幾個
05/12 21:32, 12F

05/12 21:32, , 13F
暴虐魔我覺得還好
05/12 21:32, 13F

05/12 21:32, , 14F
有趣的阿巴瑟又OTZ
05/12 21:32, 14F

05/12 21:32, , 15F
其實我覺得很多人玩暴雪 都用LoL的概念先套入
05/12 21:32, 15F

05/12 21:32, , 16F
不過他說的一部分也的確是事實,部份地圖的機制的確大幅
05/12 21:32, 16F

05/12 21:32, , 17F
因為巴龍有毒阿(?)
05/12 21:32, 17F

05/12 21:33, , 18F
限制了玩家的選擇啊...比方花村誰敢不去推飛彈...
05/12 21:33, 18F

05/12 21:33, , 19F
當然如何分配推和干擾對面的過程會有戰術上的考量
05/12 21:33, 19F

05/12 21:34, , 20F
花村擺明硬要你打架啊 這是守望特色啊
05/12 21:34, 20F

05/12 21:34, , 21F
可是這種「大家都要搶飛彈」的可預期性正是本文所不樂見
05/12 21:34, 21F

05/12 21:34, , 22F
的情況
05/12 21:34, 22F

05/12 21:34, , 23F
花村只是舉例啦 以前的掠鴉王還有三顆可以戰術性放棄
05/12 21:34, 23F

05/12 21:35, , 24F
可是蟲族入侵也好 暴虐魔也好,都不是能說放就放的
05/12 21:35, 24F

05/12 21:35, , 25F
我認同地圖開戰機制太頻繁 但不會無聊阿 他所謂玩象棋不
05/12 21:35, 25F

05/12 21:35, , 26F
過是要線上單殺的帥感 LOL農到有裝後 龍吃一吃 兩方跳洽
05/12 21:35, 26F

05/12 21:35, , 27F
洽等有人跳錯全部衝上去 好像也差不多 暴雪只是讓這個過
05/12 21:35, 27F

05/12 21:35, , 28F
程縮時而已
05/12 21:35, 28F

05/12 21:36, , 29F
我想玩英霸夠久的老玩家也應該都知道 地圖機制很有趣
05/12 21:36, 29F

05/12 21:36, , 30F
但也的確在某些時候強迫玩家只能選擇地圖機制
05/12 21:36, 30F

05/12 21:37, , 31F
異形入侵那個應該是最不能放的吧XD放了那條線就要崩了
05/12 21:37, 31F

05/12 21:37, , 32F
就是老玩家才知道除了某些圖機制不是一切吧?
05/12 21:37, 32F

05/12 21:38, , 33F
我的意思跟你的意思沒有衝突啊
05/12 21:38, 33F

05/12 21:38, , 34F
而且LOL掉地圖機制逞罰更大 暴雪你覺得沒機會搶還可以用帶
05/12 21:38, 34F

05/12 21:38, , 35F
線和吃傭兵補 LOL某方面更限制你要在巴龍 小龍間開戰吧~
05/12 21:38, 35F

05/12 21:38, , 36F
其實我覺得花村前面可以不用硬推車,推車又沒經驗值
05/12 21:38, 36F

05/12 21:38, , 37F
比起推車可以更放多一點心力在推塔上?
05/12 21:38, 37F

05/12 21:39, , 38F
結果同溫層的意見在文末就出現了 XD
05/12 21:39, 38F

05/12 21:40, , 39F
要玩得夠深入才能寫出這樣的文章....
05/12 21:40, 39F
還有 207 則推文
還有 1 段內文
05/13 00:50, , 247F
你們為什麼都在討論罵LoL的缺點
05/13 00:50, 247F

05/13 00:50, , 248F
一邊打英霸的臉一邊打LOL的嘴
05/13 00:50, 248F

05/13 00:55, , 249F
說真的我看不懂你在講啥
05/13 00:55, 249F

05/13 01:17, , 250F
本文類比嚴重錯誤 LOL比英霸更重視單一英雄表現 怎麼會
05/13 01:17, 250F

05/13 01:18, , 251F
像棋類遊戲呢? 單一英雄影響越大 策略比重就會降低
05/13 01:18, 251F

05/13 01:18, , 252F
技術和操作比重就會上升 它的核心比喻我完全不能同意
05/13 01:18, 252F

05/13 01:19, , 253F
更何況英霸的機制雖然重要 但在比賽中 也常看到職業隊伍
05/13 01:19, 253F

05/13 01:19, , 254F
那要看什麼角度 英霸英雄的技能戰略性十足 吃表現的
05/13 01:19, 254F

05/13 01:20, , 255F
選擇放棄機制去推線的 強制會戰的程度並沒有那麼大
05/13 01:20, 255F

05/13 01:20, , 256F
不管是製造傷害還是控場 治療 位移 沉默 都需要精準
05/13 01:20, 256F

05/13 02:00, , 257F
英霸說重要很重要 說不重要也挺不重要的...
05/13 02:00, 257F

05/13 02:01, , 258F
前期英雄弱 機制效果很好很強大
05/13 02:01, 258F

05/13 02:01, , 259F
後期英雄強起來 LV.20掉一波團戰比沒搶機制還傷
05/13 02:01, 259F

05/13 02:13, , 260F
說巴龍的那個是不是這兩款遊戲都沒玩過?
05/13 02:13, 260F

05/13 02:18, , 261F
棒球跟籃球的概念,棒球投手戰很無聊
05/13 02:18, 261F

05/13 03:13, , 262F
不太認同,只有部分圖比較吃重在機制處團戰而已
05/13 03:13, 262F

05/13 03:15, , 263F
像禁區、花村、煉獄、永恆,其他圖策略都很多元
05/13 03:15, 263F

05/13 03:19, , 264F
棒球和籃球的類比還不錯
05/13 03:19, 264F

05/13 03:47, , 265F
who care ~
05/13 03:47, 265F

05/13 07:25, , 266F
錯了 天梯花村真的有人開場不推飛彈了
05/13 07:25, 266F

05/13 07:26, , 267F
直接強上反方向外塔 主分311 地圖機制還是要吃
05/13 07:26, 267F

05/13 07:28, , 268F
車和兵線 都會有很微妙的匯合點 對手也不可能推的
05/13 07:28, 268F

05/13 07:30, , 269F
花村這張地圖真的難到哭妖
05/13 07:30, 269F

05/13 08:50, , 270F
花村分推很強 真的 推一堡=一台車 不擋一定是推堡比
05/13 08:50, 270F

05/13 08:51, , 271F
推車快 經驗值又贏
05/13 08:51, 271F

05/13 09:58, , 272F
在專版比得很開心,在外面有人比就不開心啦
05/13 09:58, 272F

05/13 11:03, , 273F
還我花魔,那張地圖真的很好玩
05/13 11:03, 273F

05/13 13:58, , 274F
又是一篇經典的過氣遊戲的討論區才會出現的文
05/13 13:58, 274F

05/13 14:00, , 275F
酸酸 酸起來
05/13 14:00, 275F

05/13 15:07, , 276F
之前這裡和諧多了,有爭議才有人氣 英霸元年~
05/13 15:07, 276F

05/13 15:59, , 277F
哈~開門做生意就是會遇到各種人
05/13 15:59, 277F

05/13 16:03, , 278F
他現在到底靠什麼過活啊?
05/13 16:03, 278F

05/13 16:13, , 279F
靠名氣在台灣接很多活動啊!youtuber很賺
05/13 16:13, 279F

05/13 20:11, , 280F
等lol花了十幾分鐘在沈悶的對線期,農完裝準備要會戰的
05/13 20:11, 280F

05/13 20:11, , 281F
時候,我英霸都已經打完一場了XD
05/13 20:11, 281F

05/13 23:33, , 282F
如果是這樣不就只剩dota2可以玩了?
05/13 23:33, 282F

05/13 23:50, , 283F
說真的鬥塔二的悟空變樹超帥
05/13 23:50, 283F

05/14 16:18, , 284F
暴雪就是一個很喜歡限制玩家的公司 一定要照著他們的想
05/14 16:18, 284F

05/14 16:18, , 285F
法來玩
05/14 16:18, 285F

05/14 18:07, , 286F
dota一場都一小時,學生時代很愛,現在無法了
05/14 18:07, 286F
文章代碼(AID): #1P5RRDTn (BlizzHeroes)
討論串 (同標題文章)
文章代碼(AID): #1P5RRDTn (BlizzHeroes)