[藍帖] 蟲族之心平衡報告:醫療艇可能削弱
來源:http://ppt.cc/SHLK
翻譯:PS論壇 orlandostar
The Heart of the Swarm beta has come to an end and we’d like to thank you for
making a huge difference and helping us address numerous issues. We’re very
pleased with the level of participation and enthusiasm you brought to the beta
test, and we appreciate all of the detailed feedback you’ve provided. We hope
to continue hearing from you long after the game goes live. In this update, we’
d like to share our thoughts on the current state of balance for Heart of the
Swarm.
蟲群之心的測試已經結束,大家的努力幫助我們解決了不可勝數的問題,我們對此深表感
謝。我們也很感謝大家在參與測試中展示出來的極大熱情,已經大家提供的詳盡反饋。我們
希望可以在資料片正式上線後繼續聽取大家的建議,現在我們想分享一下我們對目前蟲族之
心平衡性的觀點。
To begin with, we’re not seeing any glaring issues right now for any matchup
from Bronze through Master leagues, and our adjusted ratings for each league
are actually showing that balance has steadily approached 50% over the course
of the beta. Additionally, the top 30 for GM league is currently made up of 7
Zerg, 13 Terran, and 10 Protoss players, and the win/loss ratios for Heart of
the Swarm tournament matches thus far have been solid for each race.
首先,我們在從青銅組到大師組的分析中並沒有看到什麼突出的問題,我們通過數據分析後
基本可以看出在不同組別不同種族的勝率基本都在50%上下。另外,在宗師組的前三十名玩
家是由7個蟲族, 13個人族和10個神族組成,同時就目前來看,蟲族之心的職業比賽中所展
示出的勝負關係對於每個種族而言也相對公平。
We feel the game’s balance is in a good place as we head into release, but
that doesn’t mean we think it’s absolutely perfect. We’re always on the
lookout for changes in how the game is played, and we track the community’s
concerns as they come up so that we can adjust our views accordingly. We
realize that just like with Wings of Liberty, not every player is going to take
the game seriously until it goes live, and we’ll have to continue to tune
Heart of the Swarm after release. While we’ll be keeping a close eye on
concerns that some of you have with units such as the Hydralisk and Oracle, we
don’t want to rush potentially drastic changes before we’ve had a chance to
see how the game develops. We feel that players still need time to really
master HotS, and we need more high-level tournaments to take place in order to
gauge these concerns as accurately as possible.
我們覺得遊戲的平衡性在發布前已經調整得不錯了,但是這不等同於我們認為遊戲完美無瑕
無懈可擊。我們總是在看遊戲的發展和改動,同樣我們也在關注論壇社區的反饋從而可以有
根據地調整我們的觀點。我們意識到因為自由之翼還是正式發布的遊戲,所以並非每個玩家
都認真對待測試中的每場對抗直到資料片正式發布,我們也將繼續在資料片發布後關注遊戲
的平衡度。在我們仔細觀察大家所提到的一些問題單位例如刺蛇和先知時,我們不想在沒看
到遊戲潛力被完全發掘前就做出過於匆忙的搞懂。我們覺得玩家們依舊需要時間來掌握資料
片,我們也需要更多的高水平比賽來盡可能地準確了解問題。
With that said, we'd like to address a couple of strategies that seem to
frequently inspire debate among the community:
現在,我們希望評論一些論壇社區中經常被提及的討論:
Medivacs with Ignite Afterburners are too strong.
帶有後燃推進器的醫療運輸機過分強大了。
When we first introduced this change, we mentioned how we think certain
strategies are really awesome to see as a viewer, and this is a perfect
example. Back in Wings, Medivac drops were all we were seeing at the pro level,
but their use has greatly diminished over time as players learned to react and
deal with them better.
Our general thinking on new units and abilities is that using them will always
be learned faster than defending against them for obvious reasons. Because we’
re already seeing some players defend against the new Medivacs extremely well,
we definitely want to wait on this feedback to really make sure that it is in
fact overpowered before making a change.
在我們首次加入這個改動的時候,我們提到了一些策略會給觀眾帶來很多精彩鏡頭,醫療運
輸機的改動就是個很好的例子。在自由之翼中,我們可以看到醫療船空投隨著對手經驗的豐
富變得越來越少人會去使用。 我們對於新單位和技能大體的觀點是,學會使用一個新單位
或者技能的速度要比學會防守它明顯要快許多。因為我們已經看到一些玩家已經可以完美地
對抗新版的醫療船,我們想再等待下玩家的反饋以確保它確實過強,才能給醫療船貼上太強
的標籤並且削弱它。
The strength of Protoss air, especially against Zerg.
宇宙天空流的神族,尤其是在對抗蟲族。
We do somewhat agree that Protoss air, in combination with splash damage units,
might be difficult for Zerg to deal with during no-rush 15 minute games in
which both sides take an equal number of bases. However, we are not seeing
signs of this in pro games. We do see Protoss players attempting this strategy
often, but the success rate doesn’t seem high enough for us to deem it
overpowered.
我們大體上同意神族的空軍搭配一些AOE傷害單位,在一個雙方經濟相同對憋15分鐘的場次
中,這個兵種組合對於蟲族而言是難以招架的。但是我們沒看到這個技巧在職業比賽中得以
大規模應用。確實有些神族選手會經常嘗試轉型宇宙天空流,但是他們的勝率還沒高到我們
認定這個戰術過強。
The main reason why we feel this way is that it’s difficult for Protoss to
keep up in economy while executing this strategy. In pro level tournament
games, we’ve seen this army composition countered in many different ways, and
we’re pretty sure that even pros haven’t quite developed an optimal
counter-strategy for dealing with Protoss air compositions.
We will definitely be keeping a close eye on where this strategy ends up, but
right now our stance on air Protoss is that it’s really powerful, but we’re
not seeing signs of it being broken to the point that Zerg has no chance
against it.
支持我們這個觀點的主要原因是在執行這個戰術時神族很難發展經濟。在職業水平的對抗
中,我們看到了宇宙天空流的兵種組合被許多不同的方法擊破,我們也很確定目前沒有職業
玩家完美破解宇宙天空流。我們肯定會仔細觀察這個戰術,但是現在我們的觀點是雖然神族
宇宙天空流十分強大,但蟲族還不是無計可施。
Please remember that none of this is final, and we are still willing to make
changes going forward. We’re constantly playing the game with all three races,
watching as many tournaments and high-level streams as possible, analyzing
community and pro feedback, and meeting on a daily basis just to discuss what we
’re seeing. The game is changing rapidly at the moment because players are
generally still in the learning phase for Heart of the Swarm, and our thoughts
on a particular topic might change completely depending on how the game
evolves. Please take everything we’ve said with that in mind, and we hope to
continue working with our community to make StarCraft II as awesome as possible.
請記住這些東西並非最終的決定,我們依舊希望把遊戲改得更好。我們對於三個種族的測試
從未中斷,也在不停地觀看盡可能多的職業比賽和高水平直播,分析論壇和職業玩家的反饋
,每天開會討論我們的所見所想。遊戲的戰術在不停地發展因為玩家依舊在對於資料片的學
習和理解階段,我們如果要修改遊戲,也要基於遊戲的發展。請記住我們所言,我們希望和
我們的論壇社區一道,繼續把SC2做成一個很棒的遊戲。
Thank you once again for all of the engaging discussions and constructive
feedback during the beta. Your help has been, and continues to be, invaluable
to us. We hope to see all of you on the Heart of the Swarm ladder come March 12.
再次感謝大家的討論和在測試中提出的建設性意見。你們的建議曾經是,現在是,將來也是
我們的無價之寶。大家在3月12號資料片發布後活躍在天梯的身影就是我們最大的期待。
--
※ 發信站: 批踢踢實業坊(ptt.cc)
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