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Clement
7 mins ·
與LoLesports合著的文章,
討論換線的歷史,感謝 MiSTakE題供的意見。
有興趣可以看下,有提到當時的TPA在GPL如何學到換線。
FLIPPING THE SCRIPT: THE HISTORY OF LANE-SWAPS
By Jason ''Riot Whiski'' Killingsworth - Wed 05/08
翻轉腳本:換線戰術的歷史
Contrary to a popular videogame aphorism, war is always changing -- at least
on the forested battlefields of professional League of Legends, where teams
must constantly update their strategic playbook to stay ahead of the
opposition.
和一句流行的電玩格言相反,戰爭總是不斷地變化-
至少在英雄聯盟的職業賽場這個叢林中是如此,
隊伍們必須要持續不斷地更新他們的戰略套路,
以求在與敵人的對陣中取得先機。
This tactical arms race is particularly apparent in the evolution of
lane-swaps, which have transformed the landscape of professional League and
the manner in which it’s played at the highest level. But why did lane-swaps
ever become a thing? What problem were players trying to solve by scrambling
the chess board of Summoner’s Rift? And when you break a lane-swap down,
what do the moving parts look like? We spoke to pros, analysts, casters, and
Riot’s live-gameplay team to get the inside story.
這樣的戰術比拚體現在換線思維的演進上,
這個戰術帶來了英雄聯盟這個遊戲質變,形塑了現在的的職業生態。
為什麼換線如此地重要?選手們藉由換線能解決那些問題?
成功阻止對手換線的時候,局勢看起來會是如何?
我們訪談了職業選手、分析師、主播以及Riot的遊戲分析團隊,
藉以對換線戰術有更深的理解。
“Once you understand how a lane-swap works, it becomes a lot more fun
watching a lane-swap,” says Martin “Deficio” Lynge, EU caster. “Because
you want to see if somebody's messing it up, if somebody's doing something
different. Then maybe that can be another thing about watching League that
viewers will find entertaining.”
「理解換線是如何運作的以後,觀賞職業隊伍執行換線會變得有趣非常多。」
Martin "Deficio" Lynge,一位歐洲的主播如此說道。
「因為你會想知道是誰沒有和團隊做好配合,而搞砸了戰術。
這或許能夠成為賽事的另一個有趣之處。」
MUSICAL LANES
Put simply, executing a lane-swap involves pulling a switcheroo on your
opponent by reversing your top and bottom lanes. If it’s your team
initiating the lane-swap, you start the game by sending your AD carry and
support top to square off 2v1 against the opposing top laner, while your top
laner goes bot to fend for himself 1v2 against the the opposing team’s AD
carry and support.
簡單地說,執行換線戰術就是藉由交換上下兩路,製造對手沒有預料到的情況。
如果你的隊伍執行了換線,那你做的事情就是把AD跟Sup換到上路,
藉以製造一個二打一的對線情勢;
相對的,你的上路選手就要移動到下路去面對敵隊的AD和Sup。
The initial motivation for lane-swapping was about giving your top laner a
chance to dodge an unfavorable matchup. In his characteristically blunt
fashion, veteran top laner Mike “Wickd” Petersen offers a TL;DR on the
mindset of lane-swap pioneers: “Back then it was basically just, ‘Oh, our
lane’s shit. We don’t want to play this lane, we’re going to move around.’
” In other words, the lane-swap gives you a chance to alter the normal state
of a game into a state that’s hopefully beneficial to you.
換線戰術的最初動機是想讓上路的選手避開不想面對的敵人。
一向傻傻的資深上路選手Mike "Wickd" Peterson簡短地說明了換線的發明者在想什麼,
「當時就只是想著『噢,這線有點靠杯,不想打這線,我要換到別路。』
換句話說,換線讓你有機會面對一個比較容易應付的局勢,
進而比較有希望能在遊戲中取得一些優勢。」
You may be thinking to yourself, wait a second, how is leaving your top laner
outnumbered preferable to the 1v1 you’re dodging? Isn’t there a
cancelling-out that happens by trading one disadvantage for another? You’d
think so, but in reality there are certain top-lane champs such as Rumble
that can hold their own just fine 1v2. The mech-suited, flame-spitting Yordle
remains effective on low farm once he hits level six and the team starts
grouping around objectives. Or maybe you’re running a scaling top laner like
Vladimir who’d get murdered in a 1v1 against Darius, but is all too happy to
farm under tower in the 1v2 as he builds toward his power spike.
你可能會想:
「奇怪,為什麼讓上路一打二會比起一打一更有優勢?
這不是把一個人的劣勢拿去換成另一路的劣勢而已嗎?」
事實上,有些上路角色-像是藍寶-可以很好地應對一打二。
操縱巨大機械、噴著火焰的約德爾人不需要農很多兵,
只要上到六級,就能夠在隊伍的目標爭奪中發揮很大的效用。
又或者你操控的是很滑溜的上路,像是佛拉迪米爾,
他可能會被達瑞斯單殺,不過很能在塔下穩農到自己的力峰期。
這些情況中,都適合換線。
A lane-swap can also be an effective way of punishing a top-lane melee
opponent such as Irelia who needs time to scale. “People would be so
surprised by it that the top laner would be stuck in that lane trying to get
CS,” recalls Mitch “Krepo” Voorspoels, EU caster and former pro support
player. “Obviously if you're a melee range champion against two ranged,
you're going to have a tremendously hard time getting that farm, so that was
kind of the initial thought pattern: ‘How can we use our resources to shut
down their resources the best?’”
換線也可以有效地壓制上路近戰英雄,像是需要時間位移的伊瑞莉雅,
「人們會感到很驚訝,上路選手在線上掙扎,企圖要多洗幾隻兵,」
Mitch "Krepo" Voorspoels,EU的主播、前職業sup選手回憶道:
「如果你是一隻上路近戰英雄,面對兩隻遠距英雄,
你會農得非常痛苦,這就是換線戰術最初的想法:
『如何運用我們的資源,盡可能地壓制他們獲取資源?』」
BEYOND MECHANICS
We all enjoy watching the pros pull off flashy outplays or solo kills in
lane. We thrill at teamfights where the VFX from 10 simultaneous ultimates
looks like somebody lobbed a grenade into a firework factory. These moments
are the coal that keeps the hype train’s engine furnace burning bright.
我們都很喜歡看職業選手瞬間做出的精妙操作,或者線上的單殺。
十個同時施放的大絕帶來的視覺效果會讓某些賽評一陣嬌喘以後感到高潮,
就像是丟一粒芭樂到煙火工廠裡面一樣。
這種場面像是火車的煤礦,能在添進燃爐以後,讓引擎熊熊地燃燒。
But picking apart high-level strategy can be less sexy for casual esports
viewers. For the same reason nobody posts a photo of their university diploma
on their dating profile, intelligence lacks curb appeal. Even the term ‘
lane-swap’ sounds like a tactic used by drivers to shave a few minutes off
their morning commute. Yet in present-day League of Legends, strategic
ingenuity is what separates the top teams from the rest of the pack. Snazzy
outplays may win fans, but deftly executed strategy wins tournaments.
但對觀眾們來說,這種高端的策略可能不是那麼吸引人。
就像沒有人會在交友網站上面放自己的大學文憑一樣,
智商壓制在普羅大眾眼中並沒有那麼好看。
「換線」聽起來就像是開車的人每天早上通勤想貪快幾分鐘用的小伎倆。
但在現今的英雄聯盟哩,開發戰術的能力才是頂尖隊伍和其他隊伍的關鍵差異,
看起來很潮的outplay可能會帶來很多支持者,不過精熟的戰術執行才能帶來賽事的勝利。
“The longer the pro scene exists and the more professional players there
are, the more players can at least match each other,” says Deficio. “Once
you start having 40, 50, 60 professional players who are almost equal level
in terms of mechanics, then strategy will always win, because then it's more
about shotcalling, it's more about game knowledge, it's more about
pre-planning… You can’t have five of the best players in the world but zero
strategy and expect to win.”
「越來越多的職業玩家讓玩家們更容易撞到彼此,」Deficio說,
「當你有四十、五十、六十個職業玩家,實力都差不多在同一個等級,
成功的戰術執行永遠能帶來勝利,
這種時候,大家在比的就是遊戲理解、戰術規劃等等的東西,
如果沒有戰術,就算有世界最強的五個選手,都沒有辦法獲勝。」
Origen top laner sOAZ, whose earliest memory of lane-swaps involved HotshotGG
lane-swapping Galio at IPL 4 back in April 2012, agrees that lane-swaps
really emphasize the importance of strategy and teamplay in pro play.
Origen的上路sOAZ最早對於換線的記憶來自2012年的四月,
HotshotGG在IPL 4的比賽上用加里歐換線。
他也認為換線顯示了戰術和團隊合作在職業賽場上的重要性。
“Lane-swaps helped the game to be a lot more strategic,” he says. “When
you play in a 1v1, 2v2, it's a lot more about individuality, the better
player will win most of the time. But the lane-swap made it so that even if
you are the weaker player, if you are better strategically, you had a chance
to win still. So it was not as bad if you are the weaker player but had the
best team, you could win. That's what lane-swaps have impacted the most.”
「換線為遊戲帶來更多策略要素,」他說,
「當你在玩一打一、二打二的時候,個人技巧是比較重要的,
不過在換線的情況下,就算你實力略遜一籌,仍然有機會靠著換線取得優勢。
所以你如果是優秀隊伍中相對比較弱的點也沒關係。這就是換線帶來最大的衝擊。」
FIRST CONTACT
Back in in July 2012, Krepo was playing support for the legendary CLG.EU
squad alongside iconic EU pros Wickd and Froggen. The team had flown to Korea
to compete in Azubu The Champions Summer 2012, a welcome opportunity to
bootcamp in Korea ahead of Season 2 Worlds, testing their mettle against the
most dominant teams in East Asia. When you travel to far-flung corners of the
globe you expect a bit of culture shock, and Krepo and his teammates found it
when they stepped onto Summoner’s Rift during scrims with Chinese team World
Elite.
回顧2012的七月,當時Krepo還在CLG與Wickd和Froggen並肩作戰,
這支隊伍到了韓國參加Azubu The Champions Summer,
與東亞最具宰制力的隊伍一較高下。
到了世界的另一端,你會期待有一些文化衝擊,
這個衝擊就在Krepo和他的隊友們踏進召喚峽谷對陣WE的時候出現了。
“We had no idea what they were doing,” says Krepo, recalling his first
impressions of World Elite’s lane-swaps. “Initially we thought they were
cheesing us, but then they did it in all the games. They actually
lane-swapped in every game regardless of the matchup. They seemed to like
that strategy more than just laning, so it actually evolved to a point where
we predicted the lane-swap eventually and just met them there, but only
because we knew they did it so often.”
「我們完全搞不懂他們在幹嘛。」回憶起對WE換線戰術的第一印象,Krepo這麼說,
「剛開始我們以為他們只是在亂我們,但接下來他們每一場都那樣打。
他們不管陣容如何,每一場都換線。比起單純的對線,他們似乎更喜歡換線本身,
所以我們最後猜到了他們會換線,然後成功堵到他們,
不過會猜中也只是因為他們太常換線而已,沒有依據別的線索。」
Wickd remembers trying to keep a level head, adapting his approach in real
time. “In the beginning we didn't really know what to do,” he admits. “We
were kind of confused, but we were like, ‘OK, this is what they do, that's
fine, what do we do against it?’ In the beginning you take a safe approach,
you're like, ‘OK, don't die, just take out what you can in top, figure out
how strong you can be, and stuff like that.’ And then we'll try to give you
jungle pressure to make sure you're fine. Because we don't really know what
we should do exactly.”
Wickd試著記起更早以前的事,重現他當下的想法,
「剛開始我們真的不知道該怎麼做,」他承認,
「我們有點被搞混了,然後我們就想:
『好吧,他們就是這樣打,那我們怎麼反制?』
剛開始你會想打一個安全牌,所以就會想說:
『好吧,那我不要死,在上路就盡量打,看自己可以發育到多強。』
我們只能試圖靠JG給上路一點壓力,確保Top的發育,因為我們不知道該怎麼面對。」
World Elite would start the game with a lane-swap, send two people top and
then quickly send their jungler to join them and rush down an early tower.
The natural counter CLG.EU devised involved sending their jungler to the
bottom side of the map. However, instead of sending him through the lane,
they sent him behind the lane, at which point he could dive the unlucky enemy
champ left defending the tower and then take the tower for himself.
當時的WE會換線開局,把兩個人調到上路,
再把JG也調去,然後很快地拿下一座塔,
CLG當時自然發展出來的反制法就是把JG調往下路,
不過他們不把JG調到線上,而是把他調到線的旁邊嘗試dive守塔的英雄,再把塔拿掉。
RIVAL OF THE FITTEST
As the lane-swap meta progressed, Krepo saw teams try to prevent that dive by
sending their support to reinforce the top-lane champ on the bottom side of
the map. You’d get this weird scenario where your ADC is now your solo laner
up top in the 1v1 against the enemy top laner, which tended to be a
favourable matchup for champs like Corki or Lucian that benefit a lot from
levels, had a gap-closer and could bully melee-ranged top laners. Meanwhile,
the top laner and support combo had the potential for some unexpectedly
potent synergy.
隨著換線戰術的發展,Krepo觀察到有些隊伍的作法是把sup調到下路保護Top。
AD單線發育,對上敵隊的Top看起來是有點詭異,
但這個情況很適合庫奇、路西恩這種能靠等差取得優勢的英雄,
他們能霸凌對手的近戰Top;
另外,top跟sup的合作也可能產生意料之外的連動。
When asked about the genesis of lane-swaps, CLG’s veteran AD carry
Doublelift deadpans, “We did it ‘cause it was new.'” The answer seems
glib, but if you think about the dizzying number of games played by any pro,
it seems perfectly natural that in an effort to keep things fresh, the urge
to experiment will prompt mutations in how the game is played. Lane-swaps
turned pro play into something resembling a chemistry lab. You could mix the
various elements of your team together in a much wider variety of styles and
see which combinations created the biggest bang.
談到換線的起源,CLG的AD Doublelift面無表情地說:
「我們這麼做只是因為他是個新招。」
這看起來是一個耍嘴皮的回應,不過想到職業選手打過千百場比賽,
想做新的嘗試也是很自然的事情。
換線戰術讓職業競賽變得像是化學實驗室一樣,
你可以結合隊伍的各種要素,製造出更多風格上的變化
然後再看看哪一種組合打起來最有效。
Clement Chu, an LMS caster and analyst for the Taiwanese region, remembers
the lane-swap emerging mid Season 2 as a desperate attempt to curtail a reign
of terror by one of the region’s most dominant top laners.
“There was a huge skill gap at the time between the Taipei Assassins and the
rest of the teams,” says Chu. “And one way that was apparent was through
Stanley. He played whatever he wanted and he killed whoever he wanted in
lane. Other GPL teams started to swap the duo lane against him. Teams didn’t
understand the aspect of fast-pushing then, but it successfully stemmed the
amount of lane kills that TPA had.”
Clement 祝,臺灣區的一個主播兼賽評,
回憶起S2時,換線戰術被用來抵制該區域內最有宰制力的上路選手。
「當時TPA跟其他所有隊伍的差距非常大,」愷信說,
「一個顯著的理由就是Stanley。
他隨便玩他想玩的英雄,而能殺死線上所有他想殺的人。
其它GPL隊伍開始把雙人線調來對他,
當時的隊伍都還不了解速推,不過換線成功地壓制了TPA在線上的擊殺數。」
Chu views the rise of the lane-swap meta as a mixed blessing. “It brought
depth to the game,” he says, “spawning a need for analysis, for more
attention on the international game, and really separating professional play
from solo queue. At the same time, lane-swapping detracted from the game as a
spectator sport. It’s a very complex process where leads are often gained
without direct confrontation between players.
愷信認為換線戰術的流行有利有弊,
「它為這個遊戲帶來了深度,」他說,
「對於分析師的需求開始出現,大家也更多地關注國際比賽,
也是因為換線這樣的戰術,職業比賽才跟soloQ有了區別,
在此同時,換線也讓遊戲不再是一個具有高度觀賞性的競技,
這是一個非常複雜的規劃,主要的目標是不讓選手們正面交鋒。」
“It also heavily limited top-lane champion pools. Watching top laners trade
with each other in lane one-on-one was the reason I fell in love with the
game. Before lane-swaps, top laners were the stars of the game. Imagine
Maknoon, Reapered, or Stanley going head to head on a wide array of
champions. It was infinitely more exciting to watch than seeing an AD freeze
a lane.”
「它也大大地減少了堪用的上路英雄數量。
看上路英雄交手是我愛上這個遊戲的原因,
在換線戰術出現以前,上路選手往往是遊戲中的明星。
想像Maknoon、Reapered或Stanley帶著廣闊的腳色池對上彼此,
這比看著AD凍線來得刺激千百倍。」
LANE BEFORE TIME
Since lane-swaps seemed to emerge for the first time at some point in Season
2, this raises an obvious question: why not sooner? Why didn’t the lane-swap
innovation occur shortly after the game’s release? Surely there were
unfavorable top-lane matchups then? I put this question to Patrick “Scarizard
” Scarborough, the Rioter in charge of design communications.
換線好像首見於S2-這產生了一個問題:
為什麼不是在那之前?為什麼換線不是在遊戲剛發行的時候就出現?
那個時候當然已經有了不容易相互壓制的上路對戰組合,為什麼那個時候沒有人換線?
我訪問Patrick "Scarizard" Scarborough,Riot的設計統籌者。
“Players just didn't want to do it,” he says. “You're taught from a young
age in League of Legends that [laning 1v2] puts you at a massive
disadvantage. And solo laners like Voyboy and Dyrus are known to be some of
the team's biggest playmakers, so is it intuitive for you to think, yeah, let
me put my strongest guy at a terrible disadvantage? No, of course you
wouldn't want to do that. You want to give them these big champions that go
ahead and crush the game.
「玩家就是不想這麼做,」他說,
「在那個時候,大家都知道一打二會陷入巨大的劣勢,
單人線上的玩家像是Voyboy或Dyrus通常被當作隊伍中最重要的playmaker,
所以玩家不會想說,『好,我把我最強的選手放到逆境裡面。』
你想要讓他們拿最猛的英雄,然後統治整場遊戲。」
“So the game for a long time was in an arms race. How high can we get people
up there to start crushing lanes? Until we hit the point where top laners
became nukes -- it was like, if you go top lane, no one else can fight you,
we have hit the apex of what the champion pool could possibly do. At that
point lane-swaps were just the natural innovation. It's like, what do we do?
We either keep running the same three champs at each other. Or we beat the
power pick some other way.”
「所以這個遊戲有很長一段時間都是軍備競賽。
我們要怎樣讓英雄成長到能打崩一條線?
這像是說,你如果去上路,沒有人可以打倒你,
我們只是盡力地去找選手角色池能發揮的最大值。
所以換線其實只是一個自然的發展,就像是說,我們能幹嘛?
我們要不然就是永遠選最強勢的同樣三隻英雄,
不然就是要想辦法用別的方法擊倒對手選到的最強勢英雄。」
Wickd thinks that the substantial gold reward for securing dragon in Season 1
affected teams’ mindsets and made them reluctant to shift the duo-lane top,
thereby losing pressure on that objective. “Back then it was just a hard
sell,” he says. “It's like, dragon gives a thousand gold. Do you want a
thousand gold? Or do you not want a thousand gold? It's very straightforward,
right? If you can't get a thousand gold by getting a tower or getting a lot
of CS or something, it seems not worth it. Even if you get an XP lead, which
would be worth it, it seemed not worth it because it’s natural to focus on
the hard stat of gold.”
Wickd認為擊殺小龍帶來的金錢使得隊伍們不想調動雙人線,以免喪失對小龍的控制,
「當時這(換線)是一個很難以抉擇的做法,」他說,
「那就像是說,龍給你一千塊,你想要一千嗎?這是非常容易回答的問題。
你如果不能從拿塔或洗兵中賺到相應的一千,換線看起來就不太值得。
就算你能有比較多的經驗,看起來還算值得,你還是不會這樣做,
因為金錢這個數據比起來更加實在。」
TURRET’S SYNDROME
As Season 3 wore on and lane-swaps grew in regularity, the situation in
top-lane began to feel increasingly abusive. The old days of thrilling duels
were history, replaced by an increasingly predictable scenario where you as
the blue-side top laner sit pinned beneath your tower, zoned off CS and XP by
the enemy team’s AD carry and support duo. They build up an enormous creep
wave, and right as it crashes into your tower, you’re still level 1, the duo
laners are level 2, and then the jungler rocks up and the three of them dive
you. There was negligible room for counterplay. As a result, the viable pool
of top-lane champions dwindled precipitously. You could only play champions
like Rumble that could remain useful to your team even while being miles
behind.
S3實裝以後,換線看起來成為了常態,上路的情況看起來越來越慘,
以前常見的刺激生死決鬥走入了歷史,被一個越來越容易預測的套路取代。
當你是藍方的上路選手,你就待在塔下穩農,
默默地被對方的雙人線壓制而損失金錢和經驗。
他們會累積出一大波兵,然後在它衝進你塔下的時候,你還是只有一級,
他們的雙人線則已經上到二級,然後JG靠過來,三人把你給塔殺。
可以選擇的上路英雄少了很多,
你只能選用藍寶這種就算被壓爛還是能對團隊有貢獻的角色。
In July 2013, when the EU LCS hosted week six of its schedule in Tenerife,
Spain, Scarizard flew over to conduct a design summit with some of the pros.
He remembers sitting with Wickd and Krepo, listening as both expressed their
distaste for the 2v1s so prevalent at the time. “Krepo is at the table with
me telling me how 2v1s are terrible for the same reason we’d kind of thought
about it [as a design team]: you can’t opt out of it. You have to plan for
that scenario and then you could get shafted if they don’t do it. But you
have to play as if it’s going to happen.”
2013年七月,EU LCS在西班牙的Tenerife舉辦第六周比賽,
Scarizard飛到那邊舉辦了一個高峰會,和一些職業選手討論改動方向,
他還記得坐在Wickd和Krepo旁邊,聽著他們說自己對於常見的二打一陣勢有多麼厭煩。
「Krepo跟我同場討論,告訴我二打一感覺有多麼給洨,
這是你無法逃開的東西,你要自己去規劃打法,
讓自己在他們沒換線的時候能穩穩地打,也必須要想辦法對換線有所防備。」
When Scarizard returned to California, Riot’s live-gameplay team began
considering how to address the feedback he’d received from LCS pros in
Spain. The team considered making a new tower item. “We did some things we’
d never really done before,” he says. “In players’ minds we enforced the
meta a bit.”
Scarizard回到加州以後,Riot的遊戲團隊開始思考如何回應他接收到的血淚控訴。
他們考慮要做一個新的防禦塔物件,
「我們做了一些從來沒幹過的事,」他說,
「對玩家來說,我們有點像是蓄意把meta導向某個方向。」
After much deliberation, the decision was made to put damage reduction flatly
on certain towers before 10 minutes to disincentivize the 2v1 blitzkrieg. The
idea was to create a trade-off where if you decide to lane-swap, you risked
losing your bot tower. But instead of being dissuaded, teams simply doubled
down and picked hyper-aggressive tower-sieging duos like Jinx and Nunu in
order to brute-force it.
仔細地考慮之後,團隊決定要在十分鐘前降低某些塔的傷害。
在這樣改動以後,如果你打算換線,你就要冒著丟掉下塔的風險。
不過這並沒有成功,
隊伍們反而更傾向選推塔超強的下路組合(像是吉因珂絲配上努努)來暴力地拿塔。
Then players devised a 4v0 tower push that the opposing team would be forced
to mirror on the opposite side of the map or risk losing critical seconds
assembling team members to defend. This effectively delayed the start of the
game by several minutes, at which point there were two towers down on each
side before the teams began interacting with one another. “Then we had
really hit the absolute darkest time,” says Scarizard. “Shit’s just in a
bad place at this point because nobody’s playing, no one’s doing stuff.”
玩家們又發明了四人集結推塔的戰術,
逼迫敵方隊伍要在相對應的鏡像位置做一樣的事情,
不然就要冒著集結時機錯誤的風險守塔。
這有效地拖延了數分鐘的遊戲時間,玩家們會先推掉兩座塔,再跟對手碰頭。
「推完以後我們就到了最悲慘的一段時間,」Scarizard說,
「這段時間真的有夠賽,沒人在玩遊戲,也沒有人在做事。」
The design team examined why the 4v0 tower-pushing strategy had become the
default in most pro matches and decided it was important for towers to remain
valuable conquests, but not necessarily as valuable when five people take
them. The solution? Gold from a destroyed tower would be distributed across
the team instead of awarded in a flat sum. This tweak reduced the focus on
early-game towers. Pros gravitated toward strategies that involved trapping
foes and denying them, giving rise to big-play junglers such as Lee Sin,
Elise and Evelynn.
設計團隊開始檢驗四人集結推塔成為職業隊伍主流戰術的原因,
並且決定要讓塔當一個有一定價值、但又不值得投入五個人奪取的戰略標的。
解決方式?破壞防禦塔得到的金錢被改成均分給整個隊伍的人。
這樣的變動讓人不再急於拿塔。
職業選手們變得更傾向於採用對敵人設下陷阱、進而擊殺的戰術,
讓能打出big-play的JG腳色-像是李星、伊莉絲和伊芙琳-漸漸出了頭天。
“It’s not that lane-swaps were ever inherently awful,” says Scarizard. “It
’s just that this thing that removed options became the default choice all
the time… When the game becomes rote in any form, that’s not what we like.
And I think you can tell because we haven’t eliminated lane-swaps. Teams
still do it. They did it this weekend. They’re going to do it next weekend,
just not in every single match.”
「換線並不是本質上就那麼給洨,」Scarizard說,
「它只是變成了一套大家都遵守的套路。我們不想要這樣死板的遊戲。
但你可以知道,因為我們沒有完全消滅換線的戰術,
很多隊伍仍然採用它,他們這周末換了,下周末還是會換,
他們只是沒有每場比賽都在換線而已。」
MACRO MACHINES
For any studious observer of the international competitive League scene, it’
s clear that the once-enormous skill gap between East and West has narrowed.
Case in point: 2015 saw North America’s Team SoloMid sweep Team WE in three
games to triumph in the IEM Season 9 World Championship Finals. Then at the
Mid-Season Invitational, European powerhouse Fnatic took Korea’s SK Telecom
all the way to five games. The West’s heightened mastery of lane-swaps
accounts for at least some of this increased competitiveness.
對那些高度關注國際賽事的人來說,東西方選手們實力間的鴻溝明顯地縮小了,
2015的TSM在IEM 9中把WE給直落三、MSI時FNC跟SKT鏖戰了五場都可以作為例證。
西方對於換線戰術的嫻熟掌握是實力差距縮小的部分原因。
“You could put H2K and Fnatic in Korea and give them Korean names and you
would just think this is a standard OGN team,” says Deficio. “Some Western
teams have adapted play styles that we see in Korea or China, as opposed to
the traditional western approach of just bringing some good individual
players and smacking them against each other to see what happens - a strategy
that clearly does not work. The current top teams in the west put a lot more
focus on shotcalling and overall macro play now.”
「你可以把H2K跟FNC丟到韓國去,給他們取一個韓國名字,
你會覺得這就是一隻韓國隊伍。」Deficio說,
「有些西方隊伍已經漸漸地習慣了韓國或中國的風格,與西方風格大相逕庭。
傳統西方的打法就只是把最強的選手放上來,看看會怎樣-這已經證實行不通了。
現在西方的頂尖隊伍比起以前更為強調總體指揮以及遊戲的大局觀。」
According to Scarizard, it wasn’t just that players lacked ingenuity -- they
just flat out didn’t want to swap lanes. “They would just both opt out and
say honorably that they wanted to 1v1, but the truth was, they didn't have
the ability to pull off the 2v1,” he recalls.
根據Scarizard的說法,選手們不是缺乏創造力,他們只是完全不想換線,
「他們只會雙雙逃避換線,然後宣稱自己想要單挑,
但事實上,他們沒有能力去面對二打一。」
“When you see people who are paid to play League of Legends revolting
against how the game is played at a top level, you know there's something
wrong. It's like, theoretically, this ‘2v1 style and then dive the guy’ is
how you play League of Legends. But these guys don't want to get better,
because the thing that requires them to be better takes away from what is fun
and resonant with them in League. It's crazy to me that that happened, but it
happened.”
「當你看到有人拿了錢打英雄聯盟,可是又不願意照職業的玩法去打,
你知道有哪裡出了問題。
就是說,這個『二打一、再塔殺』的風格是英雄聯盟的標準玩法,
這些人就只是不想進步,因為這樣的要求奪去了他們感到有趣的部分,
也讓他們必須比聯賽中的其他人有更巨幅的進步。
對我來說,選手的反彈是很瘋狂,不過它就是發生了。」
STRAT ‘O CASTER
With good humor, Krepo admits to falling into this category of players who
proved less elastic in adapting to shifts in the tactical meta. When asked
what makes lane-swaps such an enthralling subject for him, he grows pensive.
“Mostly because in terms of flexibility and strategy, it's been one of my
weak points in my career,” he says, with a note of regret in his voice. “We
got completely dismantled as a team in Season 3 because we were unable to
adapt and we felt there was one way to play League. I'm a much more
lane-dominant player. I just prefer laning for 20 minutes because I like
perfecting a certain style, but it's not the way you play League right now.
Krepo幽默地承認他也是這種不太情願接受新戰術的選手,
被問到為什麼換線戰術如此迷人的時候,他哀怨地說:
「大部分是因為當時我在生涯的低潮期,」他聽起來些微後悔,
「我的隊伍在S3的時候差點要垮台,因為我們不能適應新戰術,
我們覺得英雄聯盟只有一種打法。我對線很強,我就是喜歡農20分鐘,
我喜歡把一個風格打到最好,不過這不是大家現在打英雄聯盟的方式。」
“You can’t master just one aspect. Because you'll just get countered. If
you're really good at laning 2v2, people will just continually lane-swap
against you and exploit you that way. If you can't lane 2v2 at all, people
will just find the lane 2v2 and destroy you. So there's this mix between
being able to lose gracefully in bad matchups, find the right openings, and
combine it all together and be reactive as a team, group up at the right
times when you have item spikes. So this flexibility in strategy and being
able to do that in game, I have so much respect for people who can do that,
because I could never do it.
「你不能只精通一個面向,不然你就很容易被剋。如果你對線二打二很強,
其他人就會一直用換線來吃你夠夠;
如果你不能應付二打二,其他人就會想辦法製造這樣的局面,然後把你打爆。
所以這遊戲開始混合了在劣勢中輸得盡量少一點、
找到好的破口,把優勢結合在一起想辦法靠團隊合作反打、
在角色有裝備優勢的時候集結。
也就是說,遊戲的重點變成戰術的制訂和執行,
我非常佩服能夠做到這些事情的人,因為我一直沒辦法做到。」
“If you compare League players back in Season 2 to a chef, teams would make
the same recipe over and over until they get it perfect - which was lane,
lane, lane, group and team fight. Every time. But as the game progressed, one
recipe is not enough for your restaurant, so now these good teams, they can
make 17 different recipes and they're good at all them because they're so
flexible in their approach to League of Legends.”
「如果你把S2的選手們比做廚師,當時的隊伍會不斷重複做同一道菜,直到完美,
也就是對線、對線、對線,集結然後團戰,每次都這樣。
不過隨著這個遊戲不斷演進,一道菜已經不夠了,
現在的優秀隊伍可以做十七道不同的菜,每一道都做得很好,
因為他們一直以來有著更大的彈性。」
FAMILY TREE
One of the chief joys of following League of Legends is having that front-row
seat from which to observe the game’s evolution and deepening complexity.
Pulling up a gameplay video on YouTube from just a year or two ago, it’s
hard to fully register that you’re looking at an adolescent snapshot of the
same title -- that epoch of League history B.C.E., before the crab era.
Lane-swaps form yet another discrete evolutionary branch of this big old tree
in which we climb and play and periodically tumble.
觀看英雄聯盟賽事的主要趣味之一是看這個遊戲的演化和日漸增加的複雜程度,
在youtube上找一段一兩年前的遊戲影片來看,
你很難說你是在看同一款遊戲的另一個階段。
換線在遊戲的演化上帶來了全新的方向,走向了不同的分支,
我們企圖繼續向這個樹狀結構上游探尋新的可能,雖然偶爾會絆跌一陣。
Lane-swaps are special, however, in that Riot never never deployed them in a
patch. Tracing the trend’s forking branches back to their point of origin
leads you not to an office whiteboard, but to the spark-emitting intellect of
League’s most exceptional players. Riot may have built the game, but it’s
players who really make it
換線是很特別的,因為Riot從未在哪次更新中把它加入這遊戲。
追溯一個風潮的始源不是帶領你到一個辦公室中的白板,
而是看見傑出選手的靈光一閃。
或許是Riot設計了這款遊戲,但玩家才是實質上打造了遊戲。
--
※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 77.250.91.249
※ 文章網址: https://www.ptt.cc/bbs/LoL/M.1438949530.A.7BA.html
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