魔兽争霸3冰封王座rpg地图编辑器怎么让AI像战役一样待在家里防守,然后会出兵攻打我?


原标题:守望先锋未来计划——新英雄不会近期到来!
译者注:该文章并非官方发表。其内容属于对官方在各个场合内透露过的未来更新进行整合,并且加以推测。
各位在阅读时还请注意。在原文中,作者附上了官方透露未来内容的具体链接,本文部分补充。若有具体查询需要,请移步原文。
转载请注明作者、译者、原文地址、译文出处,以及保留全文内容。
作者:Ben Barrett
译者:sectumpempra
本文来源NGA守望先锋
The Overwatch development team has been extremely open about what’s happening with the game going forward and what Overwatch updates will happen in the future. As a partner to keeping you
updated on what's happening in the game right now, we’ve gathered everything Blizzard have said about what happens next.
守望先锋开发团队对未来的游戏发展情况以及未来的守望先锋更新情况都非常开放。作为一个伙伴我们可以让您了解游戏开发过程中正在做的项目,我们已经收集了暴雪说的接下来一切会开发的更新内容。
While we’re at it, here’s all the info we have on new Overwatch heroes.
当我们说到这个的时候,这是所有关于新的守望先锋英雄的信息。[守望先锋新英雄推测]
We’ve split this into sections based on rough estimates of when different features are planned for release. In cases where we don’t know, we’ve estimated based on perceived workload, but
make it very clear that it is our estimation, not Blizzard’s. On that note, at least for the forseeable future, it looks like we can expect one major patch at the end of each month,
though that varies depending on big factors like BlizzCon and holidays.
我们根据对不同功能计划发布时的粗略估计,将其分成几部分。在我们不知道的情况下,我们已经根据预计猜测的更新工作量进行了估计,但是要说清楚的是,这是我们的估计,而不是暴雪的计划。基于这个说明,至少在可预见的将来里,看起来我们可以期待在每个月底有一个主要的更新补丁,尽管这些更新的发表速度会受到像BlizzCon和假期这些大因素影响。
It’s worth noting that none of this is guaranteed. Game director Jeff Kaplan and the Overwatch team have been more open than most development teams about what they’re working on,
specifically under the caveat that plans do change, delays can happen, better ideas pop up, and life gets in the way. There are lots of things Blizzard would like to do here, particularly
planned for further down the line - that doesn’t mean they’ll get around to it, or it will be in a predictable form when it launches. That said, since launch they've implemented many of
the features they've promised.
需要值得注意的是,这一切都没有保证。游戏总监杰夫·卡普兰(Jeff Kaplan)和守望先锋的团队已经比其他大多数游戏开发团队对于他们正在从事的工作内容上更加开放,特别他们正处在计划改变,可能发生的延迟,更好的想法的涌现以及生活因素的种种情况之下。暴雪现在希望做很多更新改进,尤其是计划未来还没开始规划的事宜 -
这并不意味着他们会绕过它,或者它将在启动时以可预见的形式展现出来。也就是说,自推出以来,他们已经实现了许多他们所承诺的功能。
Overwatch - what's coming soon in 2017
守望先锋 - 2017年即将到来的更新
Two more Hanzo legendary skins
另外两个半藏的橙色皮肤
目前正在制作中。在周年纪念日,我们看到了三个新皮肤中的第一个,姐夫证实另外两个还在制作中。[https://us.battle.net/forums/en/overwatch/topic/20759240215?page=16#post-302]
"A lot" of new content added to base loot boxes
添加到补给箱中的“很多”新内容
Early 2018 will see the addition of "a lot" of new items to the non-event loot boxes you earn while playing most of the year. Kaplan promised this in a post in late 2017, and we saw some
of them at BlizzCon.
在2018年初,玩家会发现在非节日补给箱(一年的大部分时间都是如此)中增加了"很多"新物品,玩家会在通过游玩游戏时获取这些物品。 Kaplan在2017年末在一个帖子中承诺了这一点,并且我们在BlizzCon上看到了其中的一些物品。[http://us.battle.net/forums/en/overwatch/topic/20759577193#post-5]
Competitive system improvements
竞技系统的改进
In an update post slightly before BlizzCon 2017, Kaplan said that improving competitive mode is an important step for them.
在BlizzCon 2017之前的更新文章中,Kaplan表示改善竞技模式对他们来说是重要的一步。
More custom game options
更多自定义游戏选项
With the introduction of the Overwatch server browser, people want more. Passwords are on the hope list, along with team switching. They don't want to, but Blizzard may need to turn off
XP-gain in custom games. Kaplan also said he thought modular, changable ultimate abilities would be cool in the future. He also said they'd look into adding options to remove outlines and
nameplates.
随着守望先锋自定义服务器的推出,人们需要更多选项。设定密码在愿望单上,以及还有团队切换。玩家们并不希望,但暴雪可能需要关闭自定义游戏的经验获取。卡普兰还表示,他认为模块化,可改变的终极技能将在未来变得很酷。他还表示,他们会考虑添加删除轮廓和ID显示的选项。
Subtitles for all voice lines
所有语音的字幕
Thanks to Uprising, Blizzard now have the tech to do this, and it's something the team is "very passionate" about providing.
感谢国王行动(PVE),暴雪现在有技术来做到这一点,这是这个团队“非常有热情”提供的功能。
Play of the Game improvements
全场最佳的改进
Kaplan specifically mentioned making Plays of the Game “more cinematic” in his interview with Eurogamer, and that he hoped they’d get to it during summer. Doing this should allow the
system to become more robust as more things will look cool. With the introduction of Ana, this has become a very commonly requested feature due to her ultimate. Kaplan also spoke about
this on the forums in September 2016.
卡普兰在接受Eurogamer采访时特意提到了使全场最佳“更加电影化”的内容,他希望夏天能够开发完毕。这样做需要让系统变得更强大,然后更多的东西看起来很酷。随着安娜的推出,因为她的终极功能(纳米激素),这已成为一个非常普遍的要求。 Kaplan在2016年9月,在论坛上也提到了这个问题。
Matchmaking improvements
匹配系统改进
In a massive post, Kaplan laid out the whole current matchmaking system, as well as saying they’re constantly improving it. This most likely won’t even be called out in notes every time
it happens, just know that things are being tweaked to give better matches pretty much all the time. Season 3 of competitive play also refactored skill ratings once again. Scott Mercer
also expanded massively on the problems in matchmaking and the solutions being looked at.
Handling leavers is also "high on the list" of things to improve according to Scott. Also of note is his large post about matchmaking and competitive play in general, in which he mentions
several improvements already made to the system. Here's the latest, from April, explaining MMR streak changes. Kaplan also talked about Blizzard's thoughts on Smurfing (fine) and Boosting
(bad).
In a similar theme, Kaplan said they'd like to make it so you could filter custom games by your SR range, meaning it would be actually useful for competitively minded practice.
在一个长贴里,卡普兰提出了现在整个的匹配系统,并且说他们在不断地改进它。这很可能甚至在每次改进时都不会被说明,只是知道他们一直在调整,为了获得更好的竞技体验。竞技的第三赛季也再次重构SR评分。斯科特·默瑟(Scott Mercer)也在匹配问题和解决方案方面进行了大规模的开发更新。
根据斯科特的说法,处理中途退赛者也是“高优先级的事宜”。另外值得一提的是他关于匹配系统和竞技比赛的长篇文章,其中他提到了已经对系统做出的一些改进。这是四月份的最新消息,解释了MMR连续变化。卡普兰还谈到了暴雪关于高手开小号游戏(没问题)和代练(不行)的想法。
在一个类似的主题中,Kaplan表示他们想要这样做,所以你可以通过你的SR范围来过滤自定义游戏,这意味着这对于竞技比赛的练习来说实际上是有用的。
Social improvements
社交系统改善
Similar to matchmaking, social improvements are being developed and implemented constantly, though normally will be called out in patch notes. This was covered in Kaplan’s big future
post. Elsewhere he also talked about hiding the chat box and the possibility of having an appear offline option. He's also spoken about improving the reporting and banning system, as well
as just removing poor sports from competitive play. Similarly, toxicity is going to be targeted severely.
More recently, Kaplan made a large post on the forums detailing the steps they plan to take to fight against toxicity. It's certainly the game's largest problem right now. Social news is
also on the schedule for BlizzCon.
类似于匹配系统,社交系统的改善正在不断发展和实施,虽然通常会在补丁说明中不会被提及。这在卡普兰的广阔愿景的说明中有所涉及。在其他地方,他还谈到了隐藏聊天框和出现离线选项的可能性。他还谈到改善举报和禁言禁赛制度,以及从竞技比赛中去除“玩得差”选项。同样,垃圾话等辱骂行为将成为严重的违规事宜。
最近,卡普兰在论坛上发了一个长贴,详细说明他们打算采取的处罚措施。肯定肯定是游戏现在最大的问题。社交新闻也在BlizzCon的时间表上。(???)
Punishment system improvements
惩罚系统的改进
In a post on the forums, community manager Lylirra laid out new, harsher punishments. She also explained that "additional improvements" were on the way including scaling competitive
season bans, notification of punishments handed to players you reported and worse penalties for people who abuse the new reporting standards. Some of this was further detailed by Kaplan
later on.
在论坛上的一个帖子里,社区经理Lylirra提出了新的,更严厉的惩罚。她还解释说,“进一步的改善”正在进行之中,包括延长竞禁赛时间(以赛季为单位),对你所举报的玩家的处罚回馈,以及对滥用举报的人进行更严厉的处罚。稍后Kaplan进一步详述了其中的一些内容。
Gifting lootboxes
赠送补给箱
Kaplan said in his AMA that Blizzard were "working on it."
卡普兰在他的AMA(译者注:Ask me anything,即玩家问答活动,下文不再翻译)中表示,暴雪“正在努力”。
More bots
更多机器人AI
Always in the works but naturally low priority. AI Pharah is apparently very hard.
始终在开发,但自然这是低优先级。 法老之鹰的AI开发显然很困难。
Bug fixing, anti-hack and anti-cheat
错误修复,反黑客和反作弊
Not a lot of info on these beyond that it’s happening, but again, they’re constant efforts. Naturally, Blizzard can't really go into detail on the specifics of anti-cheat measures. They
did post in early February about ongoing action, however.
除了“正在开发”以外没有更多信息。但是他们仍然在不断努力。自然,暴雪无法真正详细谈到反作弊的具体措施。但是,他们确实在2月初发布了关于正在进行的相关措施。
New heroes
新的英雄
Kaplan’s said that new heroes won’t be released in batches, but that several are “very far along” in the production process. For who is coming next check our dedicated new Overwatch
heroes post. Old concepts are never dumpstered, according to Kaplan, so if you enjoy designs you've seen in concept art they might still make it. He also mentioned that constant hero
releases are not required or something he thinks would be a good idea. The next hero "isn't as close as you think" either.
卡普兰说,新英雄不会一下子出一大批,但是在设计过程中有几个距离实装还“非常遥远”。根据卡普兰的说法,旧概念从来都不会被摒弃,所以如果你喜欢在概念艺术中看到的设计,他们可能仍然会制作那个。他还提到持续的新英雄实装是不需要的,他也不认为是一个好主意。下一个英雄的实装“不如你想象的那么近”。
New maps
新地图
In April, Kaplan announced that six maps were in development, split evenly between QM/Comp maps and non-standard ones like the Antartica Arena. All of them are now out, but we'd still
expect to get another one from BlizzCon. In future, they won't be available in competitive in the first week of being on live servers.
今年四月,卡普兰宣布六个地图正在开发中,在几个地图类型之间都有涉及,包括一些非标准地图,如南极监测站。他们现在都初步完成,但我们仍然希望从BlizzCon获得另一个地图。在将来发布后,他们将不能在竞技服务器的第一周上开放。
New cosmetics
新的表情
So far we've received major event upgrade packs and the odd added cosmetic between them. Expect that to continue, but Kaplan also pointed out that each new hero was going to be developed
over time, rather than always come with a full selection of what's been released before.
到目前为止,我们已经得到了活动补给箱表情以及各个活动之间会增加的普通表情。让我们期待这些会继续,但卡普兰还指出,每一个新的英雄都会随着时间的推移而发展,而不是总是选择以前发布的东西。
More animated shorts
更多的动画短片
Obviously, Blizzard want to make more of their incredibly successful animated shorts. Timing is more of the question. Mei got her moment at Gamescom, and we'd expect another at BlizzCon
this year.
显然,暴雪想要制作更多令人难以置信的成功动画短片。时机是比较关键的问题,小美在Gamescom发布了她的动画短片,我们期待着今年的BlizzCon。
Longer-term Overwatch updates
更长期的守望先锋更新
Map Editor
地图编辑器
There will, one day, probably, be an Overwatch map editor, but it's a long way off. The tools just aren't ready for public use yet, says Kaplan, along with loads of other issues.
有一天,可能会成为一个守望先锋的地图编辑器,但还有很长一段路要走。卡普兰说,这些工具还没有准备好供玩家使用,还有其他一些问题。
Permanent access to No Limits, Deathmatch, and so on
永久访问无限制自定义,死斗等
Kaplan says they're working on some changes to get easier access to the more popular custom modes they've made - No Limits, Deathmatch and Total Mayhem - with matchmaking queues rather
than just through custom games. In the short-medium term they'll be going through the arcade rotation.
卡普兰说,他们正在做一些改变,以便更容易地访问玩家制作完成的高人气的自定义模式 - 无限制比赛,死斗和大乱斗 - 通过匹配系统加入比赛而不是通过自定义游戏加入。在中短期内,他们将经历街机游戏的轮换制度。
Sound toggle hotkeys
声音切换热键
Kaplan confirmed this feature but it was never implemented - whether they've forgotten or it was harder to implement than originally thought, we'll presumably find out eventually.
卡普兰证实了这个特征,但是从来没有实现过 - 不管他们是否忘记了,还是比原先想象的更难实现,我们最终都会发现的。
Genji and D.Va ult-block voice-lines
源氏和D.Va阻挡终极技能语音(比如矩阵吸收重力喷涌)
No ETA on it yet, but this was confirmed as happening, but requires more voice acting work (obviously).
还没有ETA,但是这被证实正在实行过程中,但是需要更多的配音工作(显然的)。
Symmetra Shield Generator voice-lines
辛梅塔的护盾发生器语音
Also on the way are lines for reacting to and destroying shield generators placed by enemy Symmetras. It'll take a while, though, as all the voice actors need to come back into the
office.
同时在制作的还有对敌方Symmetras放置的护盾发生器作出反应和消灭的语音。然而,这需要一段时间,因为所有的声优都需要回到录音棚重新配音。
More competitive point rewards (or maybe not)
更多的竞技点数奖励(或者更少)
Specifically, Kaplan said they'd like to add more things to buy with competitive play points beyond the golden weapons. He also said they don't want to allow the buying of normal skins
through competitive points, keeping that and the gold/loot box economy seperate. More recently he said again they want to add stuff, but are worried about over-rewarding. He also gave a
timeframe of beyond Season 4. In his AMA, he mentioned again about over-rewarding competitive play and attracting players who don't want to be there. With much of the drama around season
5's poor experience, this may have been cancelled in favour of not rewarding players who don't want to be in competitive mode for playing it.
具体来说,卡普兰表示,他们希望增加出更多的东西,使得竞技点除了金色武器以外还能买别的东西。他还表示,他们不希望通过竞技点来购买普通皮肤,保持这一点,并保持金币/补给箱经济系统的独立性。最近他又说他们想补充东西,但担心奖励太多。他还给出了第四赛季以后的时间表。在他的AMA中,他又提到了奖励过多的竞技比赛吸引了那些不想打竞技的玩家。由于第五赛季糟糕的竞技体验带来的各种事情,竞技点可能会被取消,为了不奖励那些没有竞技点就不打排位的玩家。
In-game tournament mode
游戏内比赛模式(类似于单败/双败赛制)
Another on the long, long developer wishlist, but something you could expect in the far future.
这是另一个关于长期的开发者的愿望单,但你可以期待在遥远的将来会实现。
Competitive 3v3 / 1v1
排位3v3 / 1v1
This is something both the community and Blizzard want to see implemented, but wasn't an immediate feature due to wanting to make sure the system worked first. It clearly did, and is
quite popular, so we'll hopefully see it one day. Upcoming improvements to the mode were also confirmed in early 2017, and again in April with more custom game support. After the new 3v3
and 1v1 maps were added, Kaplan said they were still looking at turning it into a competitive mode but it required more testing. In late 2017 he mentioned they still thought it was a
"really cool idea."
这是社区和暴雪都希望实现的东西,但不是一个马上会加入的功能,因为要确保这个系统能正常工作。这显然是很受欢迎的一个模式,所以我们希望有一天能够看到它。即将到来的改进模式也在2017年初得到确认,并在4月份再次得到更多的自定义游戏支持。在添加新的3v3和1v1地图之后,Kaplan表示他们仍在考虑把它变成一个竞技模式,但是它需要更多的测试。
2017年年底,他提到他们仍然认为这是一个“非常酷的主意”。
Replay system
回放系统
Kaplan said on the forums that this is a lower priority than highlights improvements, and is therefore “not on the immediate horizon” but they do have a system working internally. He
later pointed out that the same team is working on high-bandwidth servers, which has taken priority as it actually improves the level of play in-game. Replays still weren't on the horizon
at the end of 2016 and again in March 2017.
卡普兰在论坛上说,这是一个比对全场最佳的改进优先级要低的优先事项,因此“不在眼前”,但是他们确实有一个内部工作的系统。他后来指出,同样的团队正在研究高带宽的服务器,因为这实际上提高了游戏的玩家水平,所以它已经被优先考虑了。在2016年底和2017年3月,新回放系统的上线仍旧在遥远的天边。
Spectator/Broadcast system
观战/广播系统
Kaplan has said that despite improvements already made, more could be done with the spectator UI. No immediate timeframe on that, though Kaplan did post again saying that they want to
make it possible to spectate friends' competitive games.
It's getting "significant efforts" at the moment, likely meaning it will be in a PTR patch soon - perhaps for BlizzCon.
卡普兰已经表示,尽管已经有所改善,但观战界面还可以做更多的事情。没有即时的时间表,虽然卡普兰再次表示,他们希望玩家能够观看好友的竞技游戏。
目前它正在做出“重大的成效”,可能意味着它很快就会出现在PTR补丁中,或许是为了BlizzCon而准备的。
Spectator mini-map
观战迷你地图
As part of this, Kaplan said that a mini-map would eventually be in place for spectators to more easily understand how a game was developing, but specifically said they wouldn't be adding
one for normal in-game situations. This was reiterated more recently.
作为其中的一部分,卡普兰说,最终将有一张迷你地图让观众更容易理解游戏的发展过程,但他明确表示,他们不会在正常的游戏中增加一个迷你地图。这是最近重申的。
Permanent progression in PTR
PTR收益转移体统
As part of an effort to get more players testing on PTR, Blizzard and the community both want a system whereby progression and loot boxes could be moved to the main client after being
earned on PTR. Blizzard are finding that coming up with a solution is quite difficult but continue to work on it. Kaplan even responded to people saying they need to hire more people.
More recently, Kaplan said this was still being worked on, but it's one of the "significant development tasks that would directly take away from development time on the core game."
Similar is true of having live and PTR accounts more closely mirror each other. Putting PTR on the arcade simply doesn't work.
作为鼓励让更多玩家在PTR上测试的一部分,暴雪和社区都希望有一个系统,在PTR获得收益后,可以将成就和战利品箱移到主客户端。暴雪发现做出一个解决方案是相当困难的,但他们在继续开发。卡普兰甚至回应说,他们需要雇用更多的人。
最近,Kaplan表示这个工作还在进行中,但这是“直接从核心游戏的开发时间中抽离出来的重大开发任务之一”。现在的情况是正式服和PTR账号更加密切地相互映照。另外把PTR放在街机模式上根本行不通。(译者注:没有玩过PTR不是很清楚)
Mercy and Lucio in 1v1, more 1v1 modes
天使和卢西奥加入1v1比赛,以及更多1v1模式
There's a "long term plan" to get these guys into 1v1 games without it being horrible. This was reconfirmed more recently. There's also a plan for more 1v1 modes in the works.
有一个“长期计划”,让这些家伙进入1v1游戏,而不会让游戏体验变得糟糕,最近也再次证实了这一点是可行的。开发中的中还有更多1v1模式的计划。
Pause
暂停
Kaplan said they would "look into" adding a pause mechanic, specifically for esports-tier games in case of problems. This is one of several improvements they want to make over time.
卡普兰说,他们将“详细分析”增加一个暂停机制,特别是在电竞级别游戏的情况下。万一发生问题,就可以暂停(译者注:心疼天国的NB和IGI)。这是他们希望随着时间的推移而进行的几项改进之一。
More highlight intros like Sombra's Hacking
增加类似Sombra的骇客入侵的特写
For the unfamiliar, this is a highlight intro that interrupts other highlight intros to show your own, because Sombra is cool as heck. It's "definitely possible sometime in the future"
but quite complex.
对于不熟悉的人来说,这是一个你打断了其他人特写的特写,因为Sombra是外瑞库。这“绝对有可能在未来实装”,但相当复杂。
Progression system improvements
展示系统的改进
Specifically described as “more long term” in, again, Kaplan’s big future post, further improvements to progression and cosmetics are planned. This includes the possibility of a random
pose/highlight intro function. Here’s Kaplan also saying they’d like a random cosmetic option.
在Kaplan的大未来计划中,再一次将“更长远的”描述为进一步改善展示和表情的计划。这包括随机姿势/亮眼表现介绍功能等。这里的卡普兰也说,他们会喜欢随机的表情(皮肤)选项。
Cosmetic selection in-game
游戏中的皮肤选择
Kaplan has posted that Blizzard want it to be possible to change skins in the game-beginning phase, but not at will while mid-match.
卡普兰已经表示,暴雪希望能够在游戏等待开始阶段改变皮肤,但是在比赛中不会。
Character backstories in-game
游戏中的角色背景
Lead story-man Michael Chu has said that Blizzard would like to make backstories and biographies, as well as other lore-entries, readable in-game. It's probably not the highest priority,
and would require some new UI elements, hence its position in this section. Chu confirmed in mid-March it was still under development, and small versions were added in patch 1.10. Chu
mentioned this was still upcoming in his AMA.
背景主管Michael Chu曾经说过,暴雪希望能够在游戏中制作可阅读的背景和传记,以及其他的传说。这可能不是最高优先级,并且需要一些新的UI元素,因此这一条在本文中的位置在这里。Chu在3月中旬确认了它仍在开发之中,并且补丁1.10中增加了小版本。Chu在他的AMA中提到这些还在开发过程中。
Hero language options
英雄语言选项
This one is likely a long way off, but David Clyde, a programmer, confirmed on the forums that Blizzard would like to do XCOM 2-style nationality-based language select for hero voice
lines, for an extra touch of realism. It isn't supported by the code currently, but he wants to "make it work in the future."
这可能还有很长的一段路要走,但程序员David Clyde在论坛上证实,暴雪希望完成XCOM 2-型的基于国籍的英雄语音选择的语言选项,以增加现实感。它目前还没有写出代码来,但是他希望“能够在未来的工作中”把它完成。
Three-round burst gun
三点连射枪
Kaplan said that he'd love to put a burst-fire gun in the game at some stage, similar to the M16 from Modern Warfare 2.
卡普兰表示,他喜欢在游戏未来某个阶段加入一把连射枪,类似于现代战争2中的M16。
Gun game mode
枪战模式
Kaplan said they're big fans of this sort of mode at Blizzard, and would love to try it. As you can imagine, in a game where nobody is ever supposed to change gun, it would require quite
some engineering to get right.
卡普兰表示,他们是暴雪中这种模式的忠实粉丝,并且很乐意尝试。你可以想象,在一个没有人可以换枪的游戏中,这需要相当一些工作才能走上正轨。
GDC talk about server tech
游戏开发者大会谈论服务器技术
Something of a throwaway line from Bill Warneck, but chances are it will happen eventually - he wants to talk about Blizzard's run time configuration tech "at GDC or something similar in
the future."
比尔·瓦尔内克(Bill Warneck)提供了一些不必要的线索,但最终还是有可能发生的 - 他想在“游戏开发者大会”或者将来的类似场合谈论暴雪的运行时配置技术。
Forum improvements
论坛改进
Kaplan mentioned on the forums that the team isn't a big fan of the way the forums work currently, especially the way voting is presented and the ability to 'bump' your own thread.
Obviously, when this gets fixed is more down to the Blizzard webteam than the Overwatch developers.
In January, he mentioned the changes were still "months away." Same again in February. Again in October 2017, but he did talk about the possibility of splitting blue posts so that forum
mods and developers were more clearly idenitified.
卡普兰在论坛上提到,这个团队并不喜欢当前论坛的风气,尤其是投票方式和“顶”自己主题的能力。显然,当这个问题得到解决的时候,比起Overwatch的开发者,更多的会是暴雪网络团队在其中出力。
1月份,他提到这些变化还有“数月之遥”。二月份也一样。 2017年10月,他又一次谈论了区分蓝帖的可能性,这样论坛的管理员和开发人员就区分得更清楚了。
Competitive queue confirmation
竞技排队确认
While not definitely on the way, Kaplan posted in a thread about this in January, noting a couple of possible solutions.
虽然不是一路上的,Kaplan在1月份发表了一篇关于这方面的文章,指出了一些可能的解决方案。
Clan/Guild system
家族/公会系统
This is probably a long, long way out but Kaplan's enthusiasm likely means it could happen one day.
这可能是非常漫长的,但Kaplan的热情可能意味着它在某一天会实现。
Mystery hero fixes
神秘英雄修复
There's some "clean up" coming to this custom game mode at some point and Blizzard are thinking about changing the way ultimate charge operates within it. Kaplan expanded on this idea a
couple of months later. Some changes are now live.
在某种程度上,这种自定义游戏模式有一些“清理工作”,而暴雪正在考虑改变终极技能充能的方式。几个月后,卡普兰扩展了这个想法。现在某些变化已经登陆了正式服。
Colour Blind improvements
色盲改进
Kaplan's AMA revealed they want to do more with colour blind options, but that it's difficult to prioritise.
卡普兰在AMA上表明他们想用色盲选项做更多的事情,但难以优先考虑。
Stats transperancy
统计面板公开化
While full transperancy is unlikely according to Kaplan's AMA, they're looking for ways to improve their internal tracking so some things could be made public. This was mentioned again in
August 2017.
根据卡普兰的AMA,尽管不可能完全公开化,但他们正在寻求改进内部跟踪的方法,以便公开某些数据。在2017年8月也再次提到了这点。
Console ping
主机ping
Bill Warnecke, lead software engineer on Overwatch, posted in response to a thread on Reddit that this seemed doable, and would hopefully be in a future patch.
Overwatch的首席软件工程师Bill Warnecke在回应Reddit上的一个帖子时表示,这似乎是可行的,并希望能在未来的补丁上实装。
Unified Console/PC accounts
统一主机/ PC帐户
Kaplan says they're constantly trying to work this one out, but technical problems (plus Microsoft and Sony not wanting to play ball) are an issue.
卡普兰说,他们一直在努力尝试来把这个实现,但技术问题(加上微软和索尼的消极应对)是一个问题。
Features not coming to Overwatch
不会加入Overwatch的功能
This section is for things that the team have explicitly said they don’t want to do, can’t do or isn’t worth the time investment.
这部分是针对团队明确表示不想做的事情,不能做或者不值得投入时间去做的事。
Surrender option
投降选项
Some players have been asking for a surrender option so losing teams can throw in the towel if they wish. However, game director Jeff Kaplan says this isn't likely to happen. "We do not
currently agree that the game needs a surrender option, especially with our quick match lengths," he said.
一些玩家一直在要求增加投降选项,所以逆风队伍可以掀桌子不玩。不过,游戏总监Jeff Kaplan说这不太可能发生。他说:“我们目前不同意游戏需要投降的选择,尤其是在我们的快速比赛中。"
Daily quests
日常任务
For either currency or loot boxes, Kaplan says the team “aren’t super keen” on doing these, at least as far as they’re implemented in Heroes of the Storm and Hearthstone. They don’t want
players creating poor team comps because they want to finish, for example, their offensive class daily when their team desperately needs a tank or support.
卡普兰表示,无论是金币还是补给箱,这些团队都“不是非常热衷”实施这个,至少是在“风暴英雄”和“炉石传说”中这种程度的实施。他们不希望玩家制造糟糕的团队配合,仅仅因为他们想要完成比赛,例如,在进攻类日常任务中他们的队伍会对于需要支援或者重装英雄的需求显得十分迫切。
Fall damage
坠落伤害
They tried this and it didn’t work across the board, then felt weird on specific characters.
他们尝试了这个,但是这个机制并没有能够很好的运行,然后在某些特定的角色上会显得很奇怪。
Increased FOV or 'proper' 21:9 support
增加FOV或“适当”的21:9支持
Kaplan made it clear in this post that they'll never increase the FOV above 103, even for resolution reasons. This makes proper 21:9 support impossible.
卡普兰在这篇文章中明确表示,即使是出于解决方案的原因,他们也绝不会增加103以上的FOV。这使得正确支持21:9的分辨率成为了不可能。
Multi-hero in competitive
在竞技中选择相同英雄
Kaplan confirmed that the one-hero limit would remain in competitive, as feedback and results had been good.
卡普兰证实,单个英雄选择机制将会在竞技中保持,因为反馈和结果是好的。
Deathmatch mode in regular games
常规游戏中的死斗模式
In response to a question about the addition of a kills-based mode, Kaplan confirmed that it's not something they want to put in the game as part of regular play. They could see it as a
Brawl or other side-event, however.
在回答一个关于增加只看人头数的游戏模式的问题时,卡普兰证实,这不是他们想要作为常规游戏的一部分投入游戏的东西。但是,他们可以把它看作某种死斗或者其他附带的事情。
Scoreboard icons reflect skin use
记分牌图标上显示不同的皮肤
This isn't being implemented to make sure the scoreboard is quick and easy to read as far as members of each team are concerned.
这并没有被实装,以确保记分牌就每个团队的成员而言是快速和容易阅读的。
Retiring heroes
删除英雄
After some confusion on the topic, Kaplan made it clear that they are "not even remotely thinking about retiring heroes right now or anytime in the foreseeable future."
在对这个话题进行了一些打哈哈之后,卡普兰明确表示,他们“在可预见的将来,甚至不会对删除英雄进行哪怕一点点考虑”。
Vertical Tracer blink
猎空垂直闪现
Kaplan said they experimented with this but it created imbalance and totally changed how Tracer played.
卡普兰说,他们尝试了这一点,但它造成了不平衡,完全改变了猎空的表现。
Leaver compensation
中途退出游戏补偿
A forum user brought up the idea of increased health, altered spawn times, or ult charge changes for teams that have had leavers in competitive play. Kaplan said they'd thought about it,
but didn't want to change core gameplay values, and also pointed out problems with catch-up mechanics in general.
一个论坛用户提出了增加生命值,改变技能冷却时间,增加终极技能充能等想法作为团队内有玩家中途离开比赛的补偿。卡普兰说,他们已经考虑过了,但是不想改变核心玩法的价值观,并且总体上也指出了重连机制的问题。
Death medal
死亡奖牌
Kaplan revealed Overwatch used to have a fewest deaths medal but it created some toxic gameplay patterns to try to get golds - like not leaving the spawn room.
卡普兰透露,“守望先锋”曾经拥有死亡金牌(死的最少的人),但玩家为了获得金牌就会做出一些消极的游戏行为——就像不离开重生室。
Emote invulnerability and cancelling
表情无敌和取消表情
Both of these have implications for using emotes during combat, as explained by Kaplan on the forums.
Kaplan在论坛上解释说,这两种方式都会让玩家在战斗中使用表情。
Arcade rewards based on games played rather than won
街机奖励基于游戏表现而不是胜利
Kaplan said this would create deviant behaviours.
卡普兰说这会造成不正常的行为。
Buffing Sombra's EMP / Hack
加强黑影的EMP /入侵技能
Geoff Goodman wrote a fairly long post in the forums about how buffing Sombra's Hack or EMP likely wouldn't be happening, as it's already such a strong part of her kit.
杰夫·古德曼(Geoff Goodman)在论坛上写了一篇相当长的文章,讲述为何不会加强加强黑影的EMP /入侵技能,因为它已经是黑影技能组中非常强大的一部分了。
Bloom reduction
减少爆炸(???)
In his Reddit AMA, Kaplan said that a bloom reduction graphical setting was unlikely as it is a part of the artstyle.
Kaplan在他的Reddit AMA中表示,由于它是艺术风格的一部分,所以不大可能降低图形设置。
Console split-screen
主机分屏
Bill Warnecke explained how difficult this was to get working while maintaining quality of graphics and gameplay.
Bill Warnecke解释说,在保持图形和游戏质量的同时分屏,这是一个非常困难的工作。
Console PTR
主机PTR
Warnecke also commented on this being very difficult to achieve in a reasonable time frame due to the controls in place on the Xbox One and PS4 ecosystem.
Warnecke也评论说,由于Xbox One和PS4生态系统的控制措施,这在合理的时间内很难实现。
Player avoidance
匹配玩家屏蔽(不排到TA)
The ability to block players and make it so you didn't have to play with them again was originally in the game. However, it ended up only harming the people that used it, as explained by
Bill Warnecke.
屏蔽玩家的功能,让你不必再与他们玩,原本在游戏中是存在的。然而,正如Bill Warnecke所解释的那样,结果只是损害了使用它的人。
Quick play / Competitive map blacklisting
快速游戏/竞技游戏地图黑名单
Kaplan explained that the custom games feature fulfills this function.
卡普兰解释说,自定义游戏功能已经实现了这个功能。
Widowmaker Noir skin for all
预购黑百合皮肤重新开放获得
Kaplan said there were "no plans" to bring Widowmaker's pre-order exclusive skin out separately.
卡普兰说,“没有计划”把黑百合的预购皮肤单独重新开放获得渠道。
Lowering Legendary drop rates
降低橙皮掉落率
They've never done it before and it seems odd they'd start now. Kaplan also confirmed here that legendaries are more common during events. This post also explains how the drop system
operates during events, explaining that two drop tables are used meaning you essentially receive extra legendaries.
他们从来没有这么做过,而如果现在做的话看起来就会显得很诡异奇怪。卡普兰在这里也证实,在未来活动中橙皮会更普遍。 这篇文章还解释了掉落系统如何工作,解释了他们使用两个掉落表,这意味着你基本上可以获得更多的橙皮。
Linux version
Linux版本
This "isn't on [the] road map right now" at the end of 2017, according to Bill Warnecke, lead software engineer.
首席软件工程师比尔·瓦内克(Bill Warnecke)表示,到2017年底,这个“目前还不在规划上”。返回搜狐,查看更多
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