[情報] David Kim 回覆玩家的平衡性討論
(下面有再加一段)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=442782
TL上面看到的,討論的內容頗多,
我開始先翻一點,剩下的看有沒有高手幫我繼續。
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DeathBall:
Q:Why is Starcraft 2 so much more deathball-y than Brood War?
Have you thought about changing SC2 to allow for battles that last
longer and let players more easily recover from setbacks?
為什麼SC2比SC1-BR更加地deathball? (應該是指兵整陀整陀地a)
你有沒有想過把改得SC2有比較多長會戰?而且會戰完的恢復也改得容易些。
A:We believe armies as a whole are easier to move around and control
because of the better pathing and unlimited unit selection.
我們認為把兵力集合可以讓移動和控兵更方便,
因為它的路徑會更智能而且可以選無限多單位。
(讓我想起BR的Goliath和坦克互卡,以前真的會因為互卡到輸砸鍵盤)
As far as deathball goes, we believe having to micro armies and their
positioning correctly to win major battles is a good thing. We don't like
seeing games where two players both just sit back and mass up to
their composition before engaging. This is why we're currently looking
into the EU late game PvZ issue.
在目前的deathball中,我們認為玩家得微操和選位置是好事。
我們不希望玩家一直龜在家,等兩百a一波。
對了,我們最近正在觀察歐洲的PvZ中的上述情形。
(明明200人可以整陀圈才是造成龜家等aoe的主因...)
We feel like we've done a lot in this area in HotS, especially compared
to the end of Wings. If you recall towards the end of Wings, especially
in PvT, both sides often just defended and macroed up for 1 final battle.
We don't think we're completely there yet and will continue working
towards a more action packed game where there's a lot of action leading
into army vs. army battles sometimes. The end goal in this area in our
opinion is not to get rid of mass army vs. mass army scenarios, but more
so to have a lot of action, a lot of harassment opportunities, and have
each game feeling different.
我們覺得我們已經在HOTS改進這個問題很多了,尤其是和WOL後期相比的話。
你還記得嗎?在WOL最後面的PvT是怎麼打的。兩邊都在龜家拚營運,最後衝一波。
我們覺得目前的調整還不夠,我們還會繼續朝數次小規模會戰的方向調整。
最後它仍然會有大軍會戰的場景,但是會有更多的各種搞,更多的騷擾機會,
而且會讓人覺得每一場比賽都很不一樣。
--------------------------------
1.偷看的,不能翻太多,先翻deathball就好。
2.明天退役,潮~~~~爽der
--------------------------------
(好像還有時間,再翻一點)
(這一段也太x了吧!下面要罵請自便,不要踩龜就好)
Q: Why are the developers so resistant towards the idea of changing
Warp Gate and Forcefield?
These two specific items have been criticized since the game's beginning as
one of the chief reasons Protoss feels more death-bally than
the other races, (along with the collosus) and yet there's never
been any interest on the developer's part to even have a discussion about them.
為什麼你們開發人員這麼排斥改躍傳和力場?
這兩個東西讓P看起來更像deathball(對了,還有巨像也是!),
這個從一開始就一直有人在批評了。
不過我目前還沒有看到任何開發者的聲音,甚至連討論都還沒開始。
Why so resistant? What is so special about Warp Gate and Forcefield
that makes them immune in balance talks?
你們在堅持什麼?為什麼躍傳和力場可以不用被討論平衡性?
A: We feel Warp Gates are very race defining for Protoss.
It's a completely different way to produce units. Because we want every
race to feel unique and asymmetric, we like the design of Warp Gates.
我們覺得躍傳還頗符合神族的設定(俗稱「這不是很酷嗎^^」)
它讓造兵的方式變得很不同。因為我們希望讓每一族的造兵都不一樣,
而且非對稱(也就是優勢期不同),所以我們喜歡躍傳的設計。
Warp Gates were problematic in the past
when 1 base or 2 base all ins were too common.
We've addressed this a lot in past years.
躍傳在以前有問題。那個時候單礦或雙礦多bg很流行,
不過這個我們去年已經修掉了。
We've talked about our stance on Force Fields in the past,
and it still remains unchanged. We feel like we get a lot of feedback
from forums saying there's no micro anyone can do against Force Fields.
However, we just don't see this.
For example, why do Zerglings or roaches try to bait out Force Fields
if micro against them is not possible? Terran players picking off units
on one side of Force Fields and dropping them on the more
favorable side is another good example.
其實我們已經申明過我們對於力場的看法,而且我們到目前還沒有改變。
你們以前不是常說:「力場根本不可能用微操克服?」
其實我們覺得事實不是如此。
例如說小狗和蟑螂不是會騙力場?你怎麼說它不能微操?
還有喔!人類也會用運輸機救人,然後丟到另一邊啊!
We believe Force Fields are a very unique ability that sometimes
feel there was nothing you could do, but that is okay because there
are varying degrees of successes and failures. That is just StarCraft:
If DTs come in when I have no detectors I'm dead, but that doesn't
mean there was nothing I could have done.
我們覺得力場很特別,所以有時候你會覺得它根本就無解,
但我們覺得這樣很ok,這遊戲本來就有很多贏法和輸法。
這就是星海!如果隱刀到你家時你還沒有防隱的當然會輸,
但這不代表你玩的種族無法對抗隱刀。
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