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[官方日志] 《骑马与砍杀2:霸主》开发日志(117)——多人联机:兵种系统

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鲜花(918) 鸡蛋(14)
发表于 2019-7-12 06:25:30 | 显示全部楼层 |阅读模式

Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!

With the closed beta underway, we thought it would be a good time to discuss some elements of the multiplayer side of the game in some more detail. In this week’s blog, we will take a look at the multiplayer class system.
随着封闭测试的展开,我们认为现在是时候讨论一些关于游戏联机方面的更具体的元素。在这周的日志里,我们要讲的是联机兵种系统。

So, what is the class system? To put it simply, the class system is a selection of predefined loadouts that you can choose from before spawning. In Bannerlord, these classes are divided into three distinct categories: infantry, ranged, and cavalry.
那么,什么兵种系统?简单来说,兵种系统就是你在出生前就能选择的一套预定的装备。在霸主中,兵种被分为三大类:步兵,远程和骑兵。




Our aim is to ensure that each class is a viable choice, allowing players to choose their preferred unit type while playing. Each of the classes has its own strengths and weaknesses, meaning no single class is particularly effective in every scenario. Some classes are clearly stronger and better equipped than others, but this doesn’t necessarily mean they will perform at a higher level in all instances, and of course, they also come at a much higher cost which limits your options when it comes to respawning. We feel that this approach puts a stronger emphasis on coordination, communication, and synergy in our team-based game modes, and encourages players to experiment and react to the events that unfold during a match.

我们的目的是确保每一个兵种都能作为可行的选择,能让玩家选择他们偏好的某个单位进行游戏,意思就是没有哪个兵种能在任何情境下都能有卓越的表现。有些兵种很明显更强而且装备更好,但这并不意味着他们能在所有情况下都有优秀的表现,当然,他们的成本也非常高昂以限制你出生的选择。我们认为这种方法能更加鼓励玩家在我们的团队游戏模式中更有合作,沟通和协调的精神,也鼓舞玩家能对比赛期间发生的事件进行实验和反应。

Bannerlord also features a perk system that allows players to slightly change their loadout if they so desire, tailoring their class choice to their own particular playstyle or perhaps to counter the class selection of the opposing team. This change allows players to jump straight into the action, safe in the knowledge that they aren’t at a major disadvantage to their opponents in terms of equipment.

《霸主》还有特长系统,能允许玩家在他们的迫切需求下略微改变他们的属性,调整他们的兵种选择去对应自己的游戏风格,或者用来反制对手的兵种选择。这种改变能让玩家直接行动,利用自己的知识来安全避免对手装备选择前所导致的巨大劣势。

One connected system that has carried over from Warband’s multiplayer, but has been slightly reworked, is the money system. In Bannerlord, we refer to money as points. Instead of using points to purchase gear for your character, you spend these points on selecting a class. Some of our game modes feature a respawn system, so how you manage those points throughout the course of a round will determine which classes you have access to, and the number of respawns that you have available.

一个有关联并且是从战团联机继承来的系统被略微重新设计了一下,就是金钱系统。在《霸主》中,我们将钱算作点数。你可以不必用点数来购买角色的装备,而是用这些点数来选择兵种。我们的一些游戏模式中还有重生系统,所以你可以利用这些点数来计划整局游戏,决定你选择的是什么兵种,并且能重生多少次。


With these changes, the entire focus of the gameplay is put onto player skill and teamwork, rather than whoever has the superior equipment or loadout. We think these changes will go a long way in preventing a snowball effect, in which the winning team just gets stronger with each consecutive round win. In Bannerlord, every round starts on a somewhat level playing field, which should provide for a more exciting back and forth between the two teams throughout the course of a match.

通过这些变化,游戏的整个焦点就放在了玩家技巧和团队合作上,而不是拥有高级装备和属性的人能够大杀四方。我们认为这些改变能从长远上防止滚雪球效应,即常胜队伍能在每回合胜利后变得更加强大。在《霸主》中,每场开局都在一个相对公平的场地进行,以便让双方在比赛中体验到更刺激的角逐。

While creating the class system, we decided that it was important that each class should reflect the faction they are from, not just in terms of their appearance, but also with the equipment they use and the roles they perform. And, as such, the strengths and weaknesses of the classes take into account the strengths and weaknesses of the faction as a whole. This design approach for our factions influences the kind of strategies and tactics that are effective, both for and against, each individual faction, leading to a more dynamic multiplayer experience where no two matches feel the same.

而创建这兵种系统时,我们认为每一个兵种都应反应他们所在的阵营,而不仅仅是他们的外表,还要考虑他们使用的装备以及所扮演的角色。正因如此,兵种的优势和劣势都要考虑到整个阵营的兵种优势和劣势之内。我们这种阵营设计方法影响到了每个阵营的利用和反制的战略和战术,从而让多人体验更加动态,而不会让两局比赛都感觉一样。

Overall, we think these changes to the multiplayer class system will make for a fairer, more accessible multiplayer experience that promotes teamwork and communication, and centres the gameplay on the skill-based directional combat system that is at the very core of Mount & Blade games. It ensures that, at a glance, you can see exactly who your opponent is, and what their abilities and limitations are while eliminating the possibility of obscure meta builds from becoming prominent and ensuring that the game remains somewhat balanced.

总的来说,我们认为联机兵种系统的变化能带来更公平,更易上手的多人游戏体验,来促进团队合作和沟通,以及将游戏玩法集中在骑马与砍杀系列最核心的技巧性战斗系统。它能确保你一眼可以看出对手到底是谁,他们有什么优点和缺点,并同时消除了模糊的元设定而带来优势的可能性,并确保游戏能保持某种程度上的平衡。

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各位帮忙来投个票并发表一下自己的看法

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战团正版勋章拿破仑正版勋章汉匈决战正版勋章

鲜花(27) 鸡蛋(0)
发表于 2019-7-12 14:38:26 | 显示全部楼层
日志越来越水了,这么多字我来总结下

骑马与砍杀2有八(?)个职业,很平衡

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平衡性还需要时间的检验,战团够平衡了吧?斯骑还能横扫大陆。  发表于 2019-7-12 23:23

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第九届班霸天下第一武道会铁骨勋章【战团】2024国庆青训杯冠军勋章第十届战团中国联赛征战勋章第十届战团中国联赛铁骨勋章第九届战团中国联赛铁骨勋章战团正版勋章汉匈决战正版勋章元老骑士勋章第二届战团中国联赛季军勋章第八届战团中国联赛亚军勋章天梯匹配S1赛季铜质勋章

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鲜花(163) 鸡蛋(0)
发表于 2019-7-12 15:33:35 | 显示全部楼层
相当于取消购买装备?

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鲜花(93) 鸡蛋(1)
发表于 2019-7-12 15:37:42 | 显示全部楼层
不能带4袋标枪了

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鲜花(1) 鸡蛋(0)
发表于 2019-7-18 20:37:38 | 显示全部楼层
这日志是发到第999篇的时候发布游戏呢还是发到9999篇的时候发布游戏?
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