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[官方日志] 《骑马与砍杀2:霸主》开发日志(124)——来自社区的问答

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发表于 2019-9-6 06:08:05 | 显示全部楼层 |阅读模式
本帖最后由 贤狼赫萝 于 2019-9-6 06:11 编辑

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

Last week, we asked for questions from you, our community, regarding Bannerlord's multiplayer closed beta and the early access phase that the game will transition through on its way to a full release. We decided to answer a few more than we originally anticipated, and so, we thought it would be best to save the campaign gameplay video until next week's blog instead (our apologies if that is what you are here for!). We hope that these direct and honest answers will give you an insight into what is happening with the beta and a greater understanding of what to expect from early access. So, without further ado, let's get to it, shall we?
上周,我们从广大玩家群体中收集到了很多问题,都是关于《霸主》的测试,以及抢先体验版如何转变为完整游戏的问题。我们决定要多回答几个之前计划的数量,这样我们就能把单机战役视频留在下周的日志中(如果你是为了这个而来的话,很抱歉让你失望了!)我们希望这些正面回答能让你了解测试中发生了些什么,以及更加了解抢先体验版中都有那些可以期望的东西。那么就不废话了,让我们开始吧。

Beta

测试


The way of reporting feedback is the first question that comes to mind if I join open beta, would I be able to report feedback/issues with ease, and how?
We have a beta section on our official forums which has been segmented in a way to allow players to provide feedback about specific points while making that information easily accessible by our development team. (the forums are hidden right now, but they will be opened up and accessible next week alongside the first wave of beta invites!). In addition to this, we send out regular feedback forms via email to gather players thoughts on different aspects of the game. We also use automated tools as part of the process which allows us to gather data on a number of different things. One such example is our analytics tool on our servers. This allows us to track events in each multiplayer match to aid us in balancing the game. Another tool is our crash reporter, which automatically sends a crash report to us for review in the event of a game crash.

问:我进联机测试第一个想到的问题就是反馈的方式,我该如何轻松地给游戏做反馈或者BUG汇报呢?
答:我们在官网论坛就有一个联机测试版的板块【中文站也有汇报联机BUG的帖子http://bbs.mountblade.com.cn/thread-2046551-1-1.html】,能让玩家就某特定的问题进行反馈,同时也能让我们的开发团队能够轻松查到这些信息(目前官网论坛的板块还在隐藏中,但下周就可以开放访问,同时我们还会发放第一波测试版的激活码!)除此之外,我们还会通过电子邮件定期发送反馈表,以手机玩家对游戏各方面的看法。我们还使用自动化工具作为流程的一部分,能让我们收集到不同的数据。其中一个就比方说我们服务器上的分析工具,这能让我们追踪到多人游戏中发生的事件,以便让我们平衡游戏。另一个工具就是崩溃报告,能在游戏崩溃的时候自动向我们发送崩溃报告以供审查。

What criteria are you basing the waves of invites for the beta on? I’m assuming computer specs mostly.
We have identified several key groups and we’ll be allocating quotas for different groups according to the kind of feedback we need at each specific stage of beta testing. For example, at one stage we may invite old M&B MP players because we are particularly interested in how they will adjust to a certain mechanic. At another stage, we may invite players with low-end PCs because our engine team needs to see how the game runs on their hardware.

问:你们发激活码的标准是什么?我猜是根据电脑配置来的吧?
答:我们已经确定了几个关键群体,并且根据测试内测阶段来给这些群体分配一定数量。比方说,在一个阶段中我们会邀请骑马与砍杀的联机老玩家,因为我们对他们如何适应某种机制而感兴趣。然后我们会邀请一些电脑配置比较低的玩家,因为我们的引擎团队需要了解游戏如何在他们的硬件上运行。

Will the beta expand to include other game modes? I would love to get a look at captain mode, and possibly some multiplayer sieges, etc.
Of course! To give you an idea of how this will progress, when we started the beta, we launched with Skirmish Mode, two factions and one map. Over time we introduced Captain Mode, Team Deathmatch, a selection of maps, and the remaining 4 factions. At times, such is the case right now with Captain Mode, we will disable some content so that it can be worked on and improved before being reintroduced. Moving forward we hope to introduce more content, including siege as a game mode. However, we should say that people shouldn’t expect new content with every patch. Sometimes the patches will be focused entirely on balancing and bug fixing.

问:测试会拓展到其他模式么?我很想看看领军模式,可能还有多人攻城等等
答:当然可以!为了让你了解这些进展,在我们刚开联机测试的时候,我们开放了冲突模式,两个阵营和一张地图(6V6模式)。之后我们会引进领军模式,联机混战,还有一系列地图以及其余的4个势力。有时候,比方说在领军模式中,我们会禁用某些内容,以便让我们在重新开放前能够处理和改进一些内容。之后我们希望能开放更多内容,包括攻城游戏模式。然而,我们还是得说大家不要期望每次更新补丁都会带来新的内容。有时候补丁会主要集中在平衡和修复BUG上

Will you give a chance to SP players to try MP and hear their opinion or will your first choice be MP players for the Beta?
We are interested in hearing the thoughts of people from a wide range of gaming preferences and backgrounds. Bannerlord’s singleplayer and multiplayer share a lot of core systems, in particular, the combat system, which means that changes we make based on the feedback from our beta testers has a knock-on effect with single-player. It is for this reason that won’t strictly select people who prefer MP over SP.

问:你能让单机玩家有机会试试联机模式,并听取他们的意见吗?还是说测试的首选是联机玩家?
答:我们很乐意从各游戏有各种偏好和背景的玩家听取想法。《霸主》的单机和联机都共享很多核心系统,特别是战斗系统,也就是说我们从联机测试那得到的反馈并作出的改变也会对单机游戏产生连锁效应。出于这个原因,我们不会只选择喜欢联机的玩家而不是单机玩家。

Will beta be ongoing until (or very close to) the launch of EA? If not, when will it close?
For now we plan to run the beta up until the launch of EA, however, there may be times when we decide to close the servers down for certain periods while we make adjustments and improvements. It is also possible that our plans may change as we close in on the start of EA, but if they do, we will let you all know!

问:那么测试会持续到(或者很接近)抢先体验版的发布日期么?如果不是,那么什么时候关闭?
答:现在我们计划让测试持续到抢先体验版发布为止。不过我们会在某些时间段关闭服务器来做调整和改进。也有可能在抢先体验版临近时我们会改变计划,不过如果真的发生了,我们会让你们知道的!

Early Access

抢先体验版


How long is it planned to be in early access?
We have some internal estimates of how long the game will stay in EA before making it to full-release, however, at this moment in time, we would prefer not to share those. We are more focused on creating a game that players will enjoy and can keep coming back to and playing well into the future. This means that our estimates could change depending on how happy we are with the state of the game and whether we feel it is ready for a full release or not.

问:抢先体验版计划维持多长时间?
答:我们有内部估计抢先体验版到完整版发布之前要持续多久。但目前我们还不想说这些。我们会更集中在创造一个能让玩家享受的游戏,并且能让玩家不断地开新档并好好玩下去。这就意味着我们估计会根据对游戏状态的满意度,以及我们认为它是否准备好后才发布完整版。

Will the price change upon full release?
We will be sharing more information about the price of the game closer to the start of EA, and whether or not this will differ from the full release price.

问:游戏发布完全版后价格会变么?
答:当我们快接近抢先体验版发布的时候再来分享关于游戏价格的信息,以及抢先体验版是否和完全版的价格有所不同。

Roughly what percentage of single-player features and gameplay mechanics will be in-game upon early access release? Many of the blog posts make it seem as though it will be nearly feature complete, while some suggest otherwise.
Most of the basic features will be there and we can say that it will be possible to play a campaign from start to end with 100+ hours of gameplay. However, some features may be missing or turned off if they are not in the state that we would like to present yet. We encourage players who want a complete and fully polished experience to hold off on buying the game until full release.

问:抢先体验版大概有多少百分比的单人游戏功能和机制会出现?很多日志写着几乎快完成了,也有部分说还没完成。
答:大多数基础功能都会有的,我们可以说,一局玩到封档大概有100多小时的游戏时间。然而,如果某些功能还尚未处于我们想要呈现的状态,那么久有可能会缺失或者屏蔽。我们鼓励那些想要玩到完整而且完美游戏体验的玩家等游戏到完全版之后再购买。

Will we be able to host dedicated servers in early access?
This probably won’t be possible at the very beginning of EA.

问:我们能在抢先体验版里自己开服务器么?
答:在抢先体验版的最初阶段应该是不可以的。

Which languages will be available in early access?
We will only support English at the beginning of the early access period. We do plan to offer the game in quite a few languages at the full release.

问:抢先体验版都有哪些语言?
答:在抢先体验版刚放出的来的时候只支持英语。我们计划在完全版发售后放出更多语言。

There was a noticeable absence of banners in the battles shown at Gamescom. Have these been removed? Or was it just a temporary measure?
Banners and banner bearers will definitely come back as even better and more polished than before.

问:科隆展试玩和演示的战斗中没有旗帜了。是被阉割了吗?还是说只是临时屏蔽了
答:旗帜和旗手肯定会回来的,而且还会比以前的效果更棒。

On cloth physics: is this feature still in the game? Can we expect any kind of human hair physics?
Cloth physics is in the game, it works and is used in many places. Hair physics wasn’t a priority since it is difficult to get right and you are usually wearing a helmet anyway. However, it is something we can look into if we can find the time.

问:布料物理引擎还在游戏中么?我们能期待某种人物头发物理引擎么?
答:布料物理引擎在游戏中的很多方面都有。头发物理引擎并不优先考虑,因为这个很难做,而且你们也通常会戴头盔。但如果我们有时间的话就会看看的。

I didn't notice the pommel bashing in any Gamescom / beta video so far, is it still a thing?
Yes, you can still very much bash someone in the face with the pommel of your sword. The animation is different depending on your weapon type, which might explain why you didn't notice it, but regardless, it is still there!

问:我在科隆展和联机测试的视频里没有看到剑柄攻击的动作,这个东西还有么?
答:是的,你依然可以用剑柄砸人脸。攻击动作会根据你拿的武器有所不同,这也就解释了你为什么没有注意到,但无论如何,它依然还在!

In earlier instalments of M&B it was always bothering me that I had to choose a flag that has already been used by a lord. I don't know how this will go in Bannerlord, but since it has the word BANNER in it, will we be able to choose our very own unique banner? Or even better, create one without modding tools? I think this would be a small yet great addition to the game!
We were planning to offer a banner editor, however, we eventually decided to limit it such that each clan has a specific charge with the colour scheme of the banner being determined by the kingdom. This has the advantage that it gives clans within a kingdom a more uniform look while retaining their character. Having said that, we already have quite a variety of different charge designs and it is a great idea to let the player select from unique ones that are not used by any existing clan!

问:在骑马与砍杀的前作中,我很烦那些和其他领主撞同一旗帜。我不知道霸主中是怎么解决的,既然霸主的英文里有旗帜这个词,那么我可以选择我独特的气质么?或者说,我能不用MOD就能自定义旗帜嘛?我想这个小而又棒的点子适合游戏!
答:我们有计划做一个旗帜编辑器,但最终我们还是决定做了一点限制,这样每个家族可以有特定的颜色来决定他们是哪个王国的。这能让一个国家的家族看起来更团结但又保留了他们的特色。话虽如此,我们已经做了不同的图标,而且能让玩家有独一无二而没有被其他家族重复用的旗帜是个很棒的主意!

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