[外絮] LotV 多人遊戲更新 2015/2/12 by DK

作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 10:15:21
http://us.battle.net/sc2/en/blog/17944912/legacy-of-the-void-multiplayer
-development-update-february-12-2015-2-12-2015
http://waa.ai/4ACa
廢話我就通通拿掉 只看改了什麼
General Gameplay Changes
Resource changes
資源更改
We’re feeling more confident about the proposed resource changes from our
last update. This change lowers half of the minerals to 50% of their Heart of
the Swarm value while leaving the other half at their current HotS value of
1500. Internally, we’re seeing that this change not only encourages
expansion across the map, but each base location remains a high point of
contention. Assuming internal testing continues this way, it’s looking like
we’ll go to beta with this change where we can see testing on a much larger
scale with a wider variety of skill levels.
八個晶礦 一半1500 一半750 看來就是要這樣實裝了
內部測試的效果不錯 不只是鼓勵擴張而且還確保了每個礦都有農
BETA應該就是這樣上了
Experimenting with slowing down the pacing of combat in SC2
減緩戰鬥的步調
This is a topic we got a lot of community feedback on, so we did some heavy
exploration in this area. The biggest thing we tried here was reducing the
attack speed of each unit in the game by 40% and altering some damage values
to compensate. Even though a change like this would seemingly have a huge
implication on balance, we realized the gain wasn’t as big as we expected.
Games feel different from before, but the main question has to be “Is this a
positive change that makes games better?” We’re just not sure of this yet.
For example, we’re seeing that slower engagements seem to reduce the skill
component in combat. Additionally, games feel more dragged out than before.
But we’ve only had limited testing at this point, so we’ll continue to
explore this area in more detail before making a final call.
簡單的講:提速提過頭 所以現在要慢一點下來
目前最激進的改法是砍掉所有單位40%的攻速 然後提高了部分單位的輸出
不過還沒定案 因為這個影響太大
(譯按:成真的話,生化已死)
Scan range experimentation
掃瞄範圍
We've also seen some community feedback about changes that can be made to the
scan range to increase the responsiveness of units in combat. We’ve made
some adjustments internally and we’re initially liking how it plays out.
This is something we’re planning on testing further in the beta.
掃描範圍修改實驗中
Here are a few changes and areas we’re looking at:
Terran Changes
人族變動
HERC
The HERC has been removed.
The HERC redesign isn’t going as smoothly as we had hoped, and in our most
recent build the HERC has been removed from the game. We’ve instead switched
our focus from trying to make the HERC work to just going back to the drawing
board to see what other new unit idea Terran can benefit from.
The latest design we’ve tested for this unit slot is a combat construction
type of unit that travels with your army and constructs useful things
mid-field to support your bio army. This among many other changes we’ve
tried with the HERC hasn’t turn out well for us, but this is not surprising
as it really takes a lot of time and effort when it comes to new unit design
iteration. We’ll continue to pursue potential new units that fit into the
Terran army and we’d love to hear your feedback on this topic.
一句話: Herc (2014/11/8~2015/2/12)
Thor
The Thor self-repair ability has been removed.
The Thor self-repair ability isn’t really working. As we’ve pointed out
before, we don’t like that fact that there’s no strategic decision outside
of combat. If a Thor is damaged, players will always use the self-repair
ability if they’re not in combat. Our current plans are to remove this
ability for the start of beta and see how the Thor works without the added
complexity of a different mode or an active ability.
雷神自動修復砍掉 廢物技能
Protoss Changes
神族變動
New Protoss Unit
新的單位
As you may know, one of our main focus points since the last update has been
working on the design of a new Protoss unit. Although not final yet, we have
a unit and are very happy with how it is currently playing out. While we don’
t yet have a name, we wanted to provide you with some details on this new
unit:
It is a core gateway unit with a ground-only ranged attack and normal
movement speed.
The unit has an ability that sends out a Shade of itself, and after a fixed
duration, the unit teleports to the location of the Shade.
The Shade can independently move around, but cannot attack or be attacked,
and does not impede upon the actions of the main unit.
We intend to offer a more in-depth look at this new unit in the near future.
依然設計中 對地BG兵 移動速度普通 分身傳送能力 分身不可攻擊or被攻擊
Immortal
不朽者
Barrier is no longer an upgrade
Damage absorbed has been reduced to 100 down from 200.
Immortal Barrier ability being an upgrade isn’t working out well for us, so
we went back to no upgrade and reduced the damage absorbed. It was too buried
in tech, and in order to use Immortals with max efficiency, you had to have
the additional building. So we’re trying to just balance the unit without
the ability being an upgrade.
護盾技能不需要研發 傷害吸收200->100
Tempest
暴風
We’re considering changes that make the role more similar to the Heart of
the Swarm Tempest.
We’re thinking the current changes may be too big of a redesign in terms of
unit role. We’re leaning towards going back to the Heart of the Swarm
Tempest with a couple of changes. Since we still don’t want Tempests to hard
counter units like Brood Lords, Carriers, or Battlecruisers we’re looking to
remove the +massive damage component and then add Disintegration.
改過頭了 可能會修回來變成HotS式樣 去除對巨型單位加成 依然有"解離"法術
Zerg Changes
蟲族變動
Infestor
感染蟲
The Infestor ability vs. mass air units has been moved to the Viper.
We want to explore something else with the Infestor that is cool to have
instead of Neural Parasite, while also giving a bit more of a core role to
the Viper. We also thought that having this ability alongside Fungal Growth
wasn’t right because of how well the two abilities synergize, so we wanted
to explore moving this ability to a different unit. This way, depending on
unit composition, we can see different scenarios where the abilities might be
used separately or in combination.
對空技能改到飛蟒身上 會有新技能取代神經寄生
Roach
蟑螂
Roach burrow move now works when Burrow is researched and no longer requires
an upgrade.
This ability allows for some cool micro that we’d like to see more of in
Void, so we made it a bit more accessible for now. We’re also considering
increasing the movement speed of Roaches while burrowed.
遁地移動不需要研發 有遁地就可以跑來跑去了 而且還在考慮提高遁地移動速度
(譯按:你認真的嗎....
作者: web946719 (韋伯就是漏氣依舊)   2015-02-13 10:19:00
逼死三不朽的節奏
作者: jay19910413 (J6)   2015-02-13 10:20:00
更強的昇龍霸要來惹
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 10:20:00
不朽根本變成渣
作者: Mraofrot   2015-02-13 10:26:00
Herc連測試都撐不到 不意外
作者: BurgerGod (我愛漢堡)   2015-02-13 10:26:00
HERC?
作者: Mraofrot   2015-02-13 10:28:00
大味精記得遁地現在是一本科技嗎?
作者: HenryLin123 (HenryLin123)   2015-02-13 10:35:00
很好 7分鐘就有遁地蟑螂在你家鬧了
作者: elvis222   2015-02-13 10:35:00
大維京又開始各種nerf了
作者: Meds (F)   2015-02-13 10:36:00
遁地獸對現在沒自殺蟲 沒蟲霧的異型來說 好難搭
作者: sakubo (大蚵甜不辣)   2015-02-13 10:37:00
九彎十八拐
作者: s958256 (安卓)   2015-02-13 10:38:00
Herc砍了最好....根本做壞了
作者: FAlin (TRANSFORM/marvelousroad)   2015-02-13 10:40:00
Nice阿~
作者: frank123ya (法蘭克123耶~)   2015-02-13 10:41:00
Herc我連爽都沒爽到就死了
作者: ake1234 (折紙は俺の嫁)   2015-02-13 10:43:00
提速過頭...還不就你妹子加速>飛膛加速>鳳凰加速然後先知加速<--這個真的莫名其妙
作者: TFsonG   2015-02-13 10:47:00
星海變好大,已經不同遊戲了
作者: ake1234 (折紙は俺の嫁)   2015-02-13 10:49:00
幹 我想到了 之前不是才說要加速擴張速度才把晶礦砍少
作者: TFsonG   2015-02-13 10:49:00
移速攻速大改我覺得對K社非常有利
作者: sova0809   2015-02-13 10:50:00
呵呵 改完又是一款新遊戲了
作者: redfeet (紅咖)   2015-02-13 10:58:00
蟑螂………
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 10:59:00
@ake 他的意思是 戰鬥的時候部隊損失速度變慢 不是打慢降低攻擊速度會導致戰鬥時間的拉長 部隊損失速度也會降低但不會因此你擴張變慢/打起來速度變慢
作者: FAlin (TRANSFORM/marvelousroad)   2015-02-13 11:02:00
遊戲速度打"慢"就好啦
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:02:00
我所謂提速過頭的意思是SC2從一開始就把戰鬥節奏拉太快
作者: elong (人只是需要被需要)   2015-02-13 11:03:00
戰鬥時間跟遊戲步調不一樣啊 是單位死太快了 各種秒殺
作者: GoalBased (Artificail Intelligence)   2015-02-13 11:04:00
果然,我大普羅托斯要沒落了,最後喊一聲P英霸明明就在講攻速,有些人講啥飛龍先知速度,真不懂還假裝不懂啊...
作者: amos9520 (讀讀讀)   2015-02-13 11:07:00
戰鬥時間慢 就分不出頂尖跟業餘差異了
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:08:00
你這樣想就會掉到SC2一開始的陷阱了
作者: MinChuan (銓)   2015-02-13 11:08:00
攻速變慢...是會給更多操作時間?因為單位不會一下就葛屁還是我理解有問題?
作者: MinChuan (銓)   2015-02-13 11:09:00
不過他所說的"某些單位",到底是哪些?
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:09:00
現在看起來只是不想自打嘴巴的掩飾
作者: MinChuan (銓)   2015-02-13 11:10:00
單位還來不及操作就掛掉,這之前好像講過很多次了
作者: colan8 (′◎ω●‵)   2015-02-13 11:10:00
很明顯就是槍胖 槍胖在中期拉扯 太強勢 一船就可以1X秒內幹爆主堡 imba
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:10:00
沒挑明了講 但我猜是槍兵/鳳凰之類的高攻速單位基本上就是靠攏BW的路線
作者: MinChuan (銓)   2015-02-13 11:11:00
星海要回家了(嗎?
作者: colan8 (′◎ω●‵)   2015-02-13 11:11:00
就是逼T不能從初期到後期都只要出BB兵就好
作者: amos9520 (讀讀讀)   2015-02-13 11:12:00
不太明白 但是槍兵鳳凰不就是需要操作的兵種
作者: colan8 (′◎ω●‵)   2015-02-13 11:12:00
鳳凰這麼弱的單位 除了對Z比較好用外 我還真不知道要NERF啥部分
作者: amos9520 (讀讀讀)   2015-02-13 11:13:00
槍兵不就是最容易一瞬間蒸發的單位....
作者: colan8 (′◎ω●‵)   2015-02-13 11:13:00
NERF移動的加速度?
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:13:00
因為沒明確講是誰會被nerf 所以我也只是抓幾個高攻速當代表
作者: Kendai (ShouldIStayOrShouldIGo)   2015-02-13 11:13:00
戰鬥變慢是對的 再稍微增加一點碰撞體積 就能拉出大戰場了
作者: NicoRobin26 (S)   2015-02-13 11:14:00
虛空之遺已經變另一個遊戲了吧
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:14:00
但是實際情況有可能會變成之前貼過那個IMBALeague的感覺
作者: colan8 (′◎ω●‵)   2015-02-13 11:14:00
強勢才是真的 狗的兩倍攻速那個科技拔掉吧 (′◎ω●‵)b增加實際能派上用場的單位才是真的 星海也是到了怒火才發展地異常龐大
作者: amos9520 (讀讀讀)   2015-02-13 11:15:00
現在變成另一個遊戲也許不是壞事 反正都已經沉淪了
作者: colan8 (′◎ω●‵)   2015-02-13 11:15:00
你看P一堆兵種跟烏龜一樣 有射程又如何 摳連有速度的又軟的跟什麼一樣 造價又貴又爛的單位一堆
作者: amos9520 (讀讀讀)   2015-02-13 11:16:00
暴風改成那樣我感覺不如整個砍掉算了
作者: colan8 (′◎ω●‵)   2015-02-13 11:17:00
乾脆開方VT科技 讓兩隻破壞能再次合體呈混元體算了 XD
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:19:00
降低攻速的另外一個好處就是厚甲單位你的感受會變硬XD
作者: joseph860504 (巴巴巴巴巴巴巴巴)   2015-02-13 11:20:00
有沒有可能到時候大家繼續照玩Hots不買虛空-_-
作者: colan8 (′◎ω●‵)   2015-02-13 11:23:00
趕快砍槍胖 每次我都覺得TVZ 單位之間的相剋是假的
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:27:00
問題其實是 跑速對於火力發揚也是有影響的如果砍槍胖 那毒爆跟狗不nerf跑速就會一面倒
作者: qqq87112 (kaim)   2015-02-13 11:28:00
盛大教主的猥瑣教 能重出江湖嗎
作者: colan8 (′◎ω●‵)   2015-02-13 11:28:00
nerf毒暴傷害! VF建造時間少8秒之類的如何?NERF毒爆 讓毒爆一次撞不死槍兵 XD
作者: comedymania   2015-02-13 11:30:00
真的要變成別的遊戲啦!
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:30:00
猥瑣神教歐? 有可能 但是這個變動太大 也會牽涉到地圖我只敢說有可能 因為改成這樣高消耗的一方非要開到五礦不可 相較之下交換比比較高的機械化可能可以靠四礦穩住
作者: colan8 (′◎ω●‵)   2015-02-13 11:32:00
被迫開礦會讓多線弱的種族吃虧吃很大 Z某種程度會慘除非地圖多是寬口機械化血多皮厚 造價主要吃瓦斯 扣掉建造時間 真的沒缺點
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:33:00
缺點多了...數量不足保護全局、單位補充速度太慢、對空能力全靠維京
作者: colan8 (′◎ω●‵)   2015-02-13 11:34:00
你想說的缺點之前的虛空BETA改動改很多了吧
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:34:00
每人口傷害不足LotV的Alpha只解決了對空能力
作者: ake1234 (折紙は俺の嫁)   2015-02-13 11:35:00
當初把晶礦砍少我覺得就是要加快速度節奏 不擴張經濟跟不上 就容易崩盤 如果把單位攻速減慢加強生存又感覺怪怪的
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:37:00
降了攻速有加攻擊 但我猜加攻擊的是坦克之類的XD
作者: ake1234 (折紙は俺の嫁)   2015-02-13 11:39:00
另外 如果降攻速 我想移動速度也會改 不然那會很詭異...
作者: r66555 (benzerg)   2015-02-13 11:40:00
以後就是各種蟑螂多線的時代了
作者: JokerRF (RF)   2015-02-13 11:40:00
BB勇:你把我喜歡的單位給砍了.....
作者: colan8 (′◎ω●‵)   2015-02-13 11:41:00
以後就是P去吃屎 T整天微操手斷掉 Z只要出更多的劫毀獸名字好像錯了 更多的火球蟑螂?
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 11:43:00
還不是完成品 繼續觀察吧 目前看來開發方向還算正確
作者: purplenight (KY)   2015-02-13 11:56:00
可以ㄧ直玩蟲心下去嗎.....
作者: GianniC (法官之無恥,是謂國恥!!!)   2015-02-13 12:03:00
砍掉聖堂的反饋 還有合白球要額外的150點瓦斯
作者: MoMovincent (MoMoTea)   2015-02-13 12:13:00
LIFE:先吃肉再說 http://imgur.com/ba3aCnW,Mrzxhr0教主:我的份呢? life:現在我是一哥,肉都歸我!
作者: GianniC (法官之無恥,是謂國恥!!!)   2015-02-13 12:19:00
教主改成吃菜
作者: poge0824 (呆海苔)   2015-02-13 12:33:00
菜教主吃菜
作者: rssai (遺忘需要多久)   2015-02-13 12:37:00
感覺一點也不酷~~
作者: framepetal (Yuin)   2015-02-13 12:48:00
遁地移動不需要研發好歹要比較容易看的到吧...EX詭雷
作者: dinbeer (少...笑死人了)   2015-02-13 12:49:00
應該是說降低所有的單位攻速吧40%吧好像不是只降低某些
作者: homelife (SKY)   2015-02-13 12:51:00
目前感覺不出來到底會不會變比較好玩
作者: Baneling (爆炸一哥)   2015-02-13 12:53:00
除了劇情 對於這個遊戲我不知道還要期待甚麼 Orz
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 12:55:00
已修正 感謝
作者: Emerson158 (紅豆 X 八嘎 X 烏魯賽)   2015-02-13 13:11:00
離經典之名 好像越來越遠惹
作者: teren (blank)   2015-02-13 13:15:00
教主只能雞吃蟲
作者: rssai (遺忘需要多久)   2015-02-13 13:40:00
StarCraft-blood war是經典.....SCII是可對戰RTS...
作者: MugenRR (MugenRR)   2015-02-13 13:42:00
超白痴
作者: rssai (遺忘需要多久)   2015-02-13 13:43:00
然後製作人自己覺得很酷這樣...
作者: sadcolor   2015-02-13 13:45:00
可能想看到像MOBA GAME那種跳恰恰的感覺吧= =
作者: NormalX (唉)   2015-02-13 13:46:00
很討厭某人一直弄出像紅警一般車輛單位的設計..
作者: waa1019520 (逐浪阿賢)   2015-02-13 13:51:00
...
作者: rssai (遺忘需要多久)   2015-02-13 13:58:00
把碰撞體積變大, 減少AOE的影響應該可以減少imba的部分問題
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:01:00
我覺得可能看到的是提高會被AOE殺慘慘的單位跑速雖然說改碰撞體積這件事情大家抱怨過很多次了
作者: elong (人只是需要被需要)   2015-02-13 14:02:00
把碰撞體積變大也可以減少mmm瞬間輸出高導致要AOE恐怖平衡
作者: d200190 (瞌睡熊)   2015-02-13 14:18:00
攻速變慢那像閃電地雷毒爆這種就相對變強囉
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:18:00
對 所以相對應的一定也要給一點小buff...
作者: a25172366 (Ei)   2015-02-13 14:28:00
槍兵吃大便的感覺
作者: elong (人只是需要被需要)   2015-02-13 14:32:00
應該同時削弱AOE單位 因為AOE就是為了解決這些高密度輸出除非他們真的從碰撞體積下手 不然AOE都太強
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:33:00
看誰拉 閃電大概不會被nerf 坦克我認為還會被buff主要是毒爆比較可能被動刀 真菌也是
作者: elong (人只是需要被需要)   2015-02-13 14:35:00
真菌已經夠悲劇了還要砍XD
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:36:00
不一定是nerf就是 應該會有變動是真的 直接不給操作太兇
作者: XsleeperX (~JJJ~)   2015-02-13 14:39:00
到最後還是往BW節奏邁進嗎... ?
作者: GianniC (法官之無恥,是謂國恥!!!)   2015-02-13 14:40:00
大維京真的是搞爛星海的元凶
作者: XsleeperX (~JJJ~)   2015-02-13 14:41:00
話說這遊戲的確最剛開始的平衡都圍繞在MM沒錯啊XD
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:42:00
MMM反應的就是最高強度的良好展開+數量戰力平方法則阿而且他不是狗 狗還要看接觸面積
作者: julia4525 (阿噴)   2015-02-13 14:44:00
這是要逼我放棄星海的節奏嗎?
作者: comedymania   2015-02-13 14:50:00
我一直幻想SC2像世紀帝國2有不同的隊伍排列選項...這樣就不用散兵了,哇哈哈
作者: kira925 (1 2 3 4 疾風炭)   2015-02-13 14:58:00
其實這樣操作的壓力是下降而不是上升就是
作者: rssai (遺忘需要多久)   2015-02-13 15:52:00
平衡部就是不肯承認碰撞體積過小導致會戰AOE過強的問題改來改去還是有某些imba(過強過弱)都是,然後大家覺得不酷這樣搞到最後我真的打遊戲會只想報復社會
作者: aegis43210 (宇宙)   2015-02-13 16:04:00
要增加會戰時間的話,300人口是一定要的呀減低攻速的話,大家就不用煩惱先昇攻還先昇防了
作者: jacky1990b   2015-02-13 16:32:00
無感 只打戰役
作者: UltraKill (PbQ)   2015-02-13 22:26:00
極度贊成降低攻速 能加強會戰可看性
作者: tsai150105 (不劍客)   2015-02-14 01:42:00
對非職業玩家來說,降低攻速是好事啊
作者: ryan8409 (樂天)   2015-02-14 02:43:00
很好啊 會戰可以有很多操作空間是好事 剩下的平衡再修就好了吧 觀賞性的增加才能拯救這款遊戲
作者: ojo32 (古風里戰神)   2015-02-14 03:44:00
看推文可以看出誰玩哪一族 真是有趣
作者: royerrick (野草)   2015-02-15 15:59:00
大幅提升容錯率,是不錯的改動,但是毒爆必定得NERV。說不定會改成自爆後有幾秒鐘持續性傷害的二段式傷害,使槍兵不會第一時間就蒸發...

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