Re: [新聞] PATCH 更新 2016/06/21
大概看了一下
總而言之就是整個配隊系統不是各位想得如此簡單
不過看到有一段值得提出來
If I were to summarize match results into 5 broad buckets it would be these:
My team won. We beat the other team by a long shot.
My team barely won.
My team barely lost.
My team lost. We lost by a long shot. It wasn’t even close
It was a broken match somehow. Maybe someone disconnected, was screwing
around or we played with fewer than 12 people.
(of course there are more cases than this – I am overly simplifying here)
Most players will say that they want a match to be either type 2 or type 3 as
I described above. Those sound even. Barely win or barely lose. But I believe
when psychology comes into play, most players actually expect type 1 or type
2 to be the result. Even an amazingly close type 3 match can turn into a
highly negative experience for a lot of players. And if you keep “barely
losing” it’s not a very fun night. Winning is fun and good. Losing is less
fun than winning.
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大概翻譯
對戰結果大概可以分為以下五種:
1.我們贏了.虐殺場
2.我們贏了.拉鋸戰終於贏了
3.我們輸了.拉鋸戰輸了
4.我們輸了.被屌虐
5.這是場不完整的對戰(有人斷線、有人亂玩、對戰人數不足12人)
(當然還有更多種情況 這裡只是分個大概)
大多數的人都會說好的配對最好是2或3
拉鋸戰贏或輸,這樣比較平衡
但我相信實際遊玩的時候,多數人還是希望結果是1或是2
就算是幾乎接近的狀況3也會導致多數人不愉快的遊戲體驗
而且如果你整個晚上都差一點贏(最後還是輸)
那你就會整晚很不爽
贏很爽,輸很幹
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所以結論就是
"Life"
--
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