When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.当我们做了2.0,我们知道的规模变化将是巨大的,因此我预算超过正常数量的开发时间发射后支持。 目标是吸收和处理玩家反馈,并执行bug修复以及平衡调整和改进。 几乎就有许多独特的游戏风格Stellaris球员,和我们的目标是达到最大数量的一个很好的平衡点,然后可以进一步调整与新游戏自己的喜好定制选项。
总结就是大家都是测试员
总结就是大家都是测试员