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法爹关于这个V443这个PATCH的解释

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这是尤金老大关于做出今天这些平衡性更新的解释,主要解释了为什么移除永久隐身和伏击系统这两点,我晚上还有些事,如果有谁有爱的话,希望能够帮忙翻译一下,谢谢大家啦
My Dear players,
I've read that some of you are upset about the removal of the perma-stealth and the ambush mechanics. I feel really bad for you guys who like the Cartel and think it'll lose all interest. I also feel bad when you think the game is 'going casual' because of whining noobs.So here's what I think on this matter. And why I decided to change those two things.
1) Perma-Stealth:
Before starting, I’ve read that the hold fire option must be done to prevent the Spectre (and other stealth units) to shoot, in order to maintain their stealth. Note that this feature has already been updated in the game, and it’s automatic. Spectre won’t shoot targets unless they've lost their stealth or you order them to attack a unit.
So regarding the perma-stealth, (I believe from your comments that we are more likely to talk about the Spectre rather than any other units) it’s so powerful that it becomes obvious for all players to forsee counter measures all the time. So all players have to use anti-stealth units all the time. It’s not anymore a tactical choice, it’s an obligation. And this obligation requires attention to these anti-stealth units (i.e. be sure to have plenty of them, micromanage them to keep them safe…).
It’s not really about skill, about strategic creativity, it’s just about constraints. I consider that it is not valuable enough and it brings too much frustration.
Plus, I think removing the perma-stealth doesn’t make the Spectre weaker against good players, because they already were using anti stealth units.
2) Ambush :
The ambush system was based on the relation between the shooter and the target. If the target didn’t see the shooter, the shooter got 50% more damage.
The problem is that it raises the pace of all fights when they start if you have all long range units (50% more damage, so roughly 50% acceleration). As the mechanic was, every side was gaining ambush attacks at the beginning of the combats. So it wasn't really ambushing the enemy, it was more starting up a combat with a 50% bonus at the beginning. This acceleration leads to a more lethal combat. It reduces the falling back opportunity, and viable micromanagement… I thought this gameplay mechanic isn't interesting enough. That’s why I decided to remove it.
Finally, I wanted to tell you that we are looking very carefully to community feedbacks. We are dedicated to our game, we’re playing it a lot and we have high expectation for its quality. I hope the reason of these changes are clearer to all of you and why we are convinced it will improve the game.
Alexis Le DressayEUGEN BIG BOSS


IP属地:广东1楼2015-08-20 18:49回复
    取消了这个功能,目前一些反隐的轻型单位变得更没多少存在价值了,估计而后可能会在部份兵种数据上进行一些平衡吧


    3楼2015-08-20 20:17
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      假死还是不打算修...?


      IP属地:中国台湾4楼2015-08-20 21:13
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        我回来了,我来翻译吧(意译渣翻)
        亲爱的玩家们
        我知道你们中的一些人对于永久隐身和伏击机制的移除感到失落。对于那些喜欢财团的玩家来说,有人可能认为这些改动会让财团这个阵营失去所有的乐趣,为此我感到十分抱歉与难过。此外,对于你们所认为的“这游戏越来越休闲化了,法爹这是在向什么都不懂只懂哭的菜鸟妥协”这一点,我也感到很难受。所以我打算在此谈谈我对这些事的看法,以及改动它们的原因。
        1)永久隐身:
        在此之前,我想说我知道游戏应该引入一个禁火指令,以防止幽魂坦克(或者其他的隐形单位)主动开火打破隐身。我想指出,这个机制已经随着更新被加入到游戏中了,而且它是全自动的。也就是说,除非幽魂坦克被侦查到了或者被玩家下令攻击,它们不会再主动射击视野内的单位。(可刚刚ALEXIS又在论坛回帖称这个机制仍未被引入,他们正在努力工作争取尽快加入,现在到底有没有仍待大神测试@灵石君TBY)
        所以说对于你们所称的永久隐身(我们都明白说的就是你,幽魂坦克),这太TM 强了以致于让所有玩家无时不刻地在寻求克制手段。所有的玩家都必须一直使用反隐单位。这已经不再是一种战术选择了,而变成了一项义务。而这项义务要求玩家始终关注着这些反隐单位(比如保持大量的反隐,不断微操以确保它们的安全.....)
        这(指造一大堆反隐)已经不再与技术和战术创新有关了,这变成了一种约束。而我认为这并不是那么有价值,反而会使人沮丧。
        另外,我认为移除幽魂的永久隐身对于高端玩家来说并不会让幽魂坦克变得更弱,因为这些高手们早就在使用反隐单位了。(意思就是说高手都认为幽魂永久隐身不屌,菜鸡才会怕
        2)伏击:
        伏击系统是基于开火单位和目标之间的关系所建立的。如果目标看不到开火单位,那么开火单位将获得50%的额外伤害(简直可怕)。
        可问题是,这让战斗节奏变得太快了。战斗开始时,如果你们使用的全是远程开火单位,这基本就相当于把战斗进程加快了50%。按照这个机制,双方在战斗的初始阶段都会获得伏击加成。所以这并不是真正意义上的“伏击”,而只是在战斗初始给双方各加了50%的攻击增益。这将导致战斗迅速完结,而没有撤退的机会以及微操的空间。我认为这个机制并不是那么的有趣,所以决定也把它移除了。
        最后,我想说的是我们对玩家群体的反馈是很重视的,我们对我们的作品是很专注的,我们对它的期望是很高的(开始客套话了),我们希望你们能清楚这些改动的原因,也希望这些改动能切实地改善这款游戏。
        Alexis Le Dressay


        IP属地:广东5楼2015-08-20 23:06
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          至于PUMA那些因为伏击被移除而几乎残废的单位,Alexis称他们正在努力寻求解决办法(快降价吧


          IP属地:广东6楼2015-08-20 23:11
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            话说法爹以前有没有这么主动回应过玩家?@Ally_of_Justic法爹老大Alexis现在官网论坛和STEAM社区都发帖并回复了玩家,此外AOAreplay有几个老外也都对这次更新感到不满,除了Onyx(一个主玩奇美拉的玩家)认为这次更新是个good patch


            IP属地:广东7楼2015-08-20 23:14
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              还有个PENTA SPORTS是什么鬼,现在这帮老外在讨论要给法爹提平衡的意见,Alexis还TM同意听取了


              IP属地:广东8楼2015-08-20 23:18
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                虽然现在不完美,但是目测正在往好的方向发展


                IP属地:广西9楼2015-08-20 23:47
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                  同样的话我是不是白天的时候和你们说过
                  我只能说法爹的心思太好猜了,然而很多时候他们只是意识不到看起来很合理的想法在特殊情况下可能会造成不合理的影响。


                  IP属地:四川11楼2015-08-21 04:03
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                    翻译得不错


                    12楼2015-08-21 04:25
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                      然而移除永久隐身还是让我不爽,起码满足一下混战或者娱乐玩家啊


                      IP属地:广西来自Android客户端13楼2015-08-21 08:24
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                        卧槽那是不是忍者也是开火后破隐?本来想试试断财团矿场的


                        IP属地:上海来自Android客户端14楼2015-08-22 20:04
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