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本帖最后由 贤狼赫萝 于 2018-12-21 18:34 编辑

Greetings warriors of Calradia!
In this week’s blog, we want to introduce you to a brand new feature to the Mount & Blade series: the persuasion system.
卡拉迪亚的战士们,大家好!
这周的日志里,我们要给大家介绍的是骑马与砍杀系列全新的功能,说服系统。
No medieval drama, from Shakespeare to the Game of Thrones, is complete without a few scenes of high-stakes negotiation. Although most of our development effort goes into battles and combat, we also want to offer players alternative gameplay. Be it a plot to betray a king, a dynastic marriage, or just a way to handle a thorny conflict between your bickering subjects, skilled persuaders can find solutions to solve problems and save a bit of wear-and-tear on their sword-edges。
中世纪题材的戏剧,从莎士比亚系列到权力的游戏系列,都有高风险的谈判桥段。虽然我们大部分的开发工作都是投入在战斗和格斗当中,但我们也希望能给玩家带来另一种体验。无论是密谋背叛国王,家族婚姻,或者只是处理和对手的争吵,一个熟练的口才大师都能找到解决问题的方案,并减少一些关键的损失。
The persuasion system is based on the premise that, even in a dark and desperate land like Calradia, there are some things that money can’t buy. An honorable emir may feel compelled by his oath of fealty to stick by even the vilest of sultans. A conniving one might turn down the choicest bribe because frankly, he doesn’t think you have what it takes to win a civil war, and silver is no use to him if he’s dead. Persuasion is a means to help players overcome these reservations.
说服系统是建立在这样一个前提:即像卡拉迪亚这种充满黑暗和绝望的土地上,有些东西也是无法用金钱购买的。一个诚实的埃米尔可能会被迫向最无耻的苏丹许下自己的誓言。一个狡猾的领主可能会拒绝贿赂,因为他觉得你并没有什么胜算能赢得内战,而且万一他死了,拿再多的钱也没什么好处。于是,说服就成为了解决这一类问题的后手。
The persuasion system is also one of the main ways that Bannerlord’s personality and reputation system comes into play. If you have a reputation for generosity, people will believe you tell them that, if they do a favor for you, you’ll make it up to them further down the road.
说服系统也是霸主中的个性和名誉系统发挥作用的主要方式之一。如果你能用名誉让别人相信你的话,让他们帮你做事,那么你就可以在以后能补偿他们。
Likewise, if people know you take honor seriously, they’ll be reassured if you tell them that, in your opinion, no one will ever blame them for breaking their oath to the Khan, who never kept his oath to anyone else. The NPC’s personality also plays a major role. A valorous warrior might respond better than a timid one to your courtship pitch, that he should marry you, a shield maiden who’ll fight by his side, rather than some dainty maiden with nothing to recommend her but vast tracts of land.
同样,如果人们知道你很看重荣誉,你便可以轻易说服人们去与从不遵守诺言的可汗决裂。NPC的性格也起着至关重要的作用。如果你是个骁勇善战的盾女,那么英勇的战士比胆小懦弱的人更容易接收你的求爱,这样他就会和你结婚并且并肩作战,而不是让你待在家里静静守着大片农田。
Personality is only part of the equation. You can also draw on a variety of skills. Charm helps you guess an NPC’s motivations and appeal to them. Charisma helps you inspire them. And, even if you don’t have much of an army at your back. Roguery is a good way to convince them that you’re not someone they ever want to mess with. Finally, the game tracks most major events, and if you can remind the Countess that the king you want her to betray murdered her cousin, or passed her over when last handing out fiefs, that will make your task much easier. We want players to feel the dynamic sandbox history of Calradia, and persuasion is often the time when a lord’s past mistakes, the dirty deeds, the slights to fragile egos, the unpopular policies, all come home to roost.
说服系统并不只由性格因素来决定。你还可以利用各种技能。“魅力”技能让你猜出NPC的心思并吸引他们。“气质”能让你激励他们。并且,就算你背后没多少军队。"诡计"技能也是一个能让人知道你是个不好惹的人物。这些还会导致游戏会进入一些重大事件,比如你能提示女爵背叛她的王兄并篡位登基,或者在分封的时候不考虑她,这会让你的任务变得更加简单。我们想让玩家感受到充满活力的卡拉迪亚沙盒历史,而说服也通常是领主在作恶,自负,推行不受欢迎的政策之后亡羊补牢的手段。
So how does the system work? All persuasion attempts are initiated through dialogs. You first need to steer the conversation to the relevant subject. You need to hint to the lord that his liege isn’t really worthy of his service, or maybe suggest to a lady that, it being a truth universally acknowledged that any ambitious young lady of title and substance must be in want of an upwardly mobile warlord to marry, you should perhaps discuss whether you are mutually compatible. At this point, the system calculates a “persuasion difficulty”. If this value is too high for any reason, the NPC will turn you down right away. But if not, you can start discussing specifics.
那这个系统怎么运作呢?所有说服都是建立在对话上。你首先要把话题引导出来。你可以对一个领主进行离间,暗示他的君主不值得让他继续效忠,或者对一个你心仪的女士进行求婚,告诉她任何一个像她这样有钱有名而且对未来充满憧憬的年轻女士应该接受像你这样同样雄心勃勃,有上进心的领主的示爱。当然,你需要先考虑一下你们是否真的适合成为夫妻。当你提出建议之后,系统就会计算一个“说服难度”。如果难度太大,NPC会直接拒绝你的提议,如果难度不那么大的话,那就可以进入讨论阶段了。
The NPC will then present you a number of issues where you will need to persuade him or her. During persuasion, you will see a progress bar, which shows how far you’ve gone toward convincing the other party. Every time you succeed in convincing the lord over a point, the persuasion bar will fill up a certain amount. If at the end you can fill up the entire bar, the NPC’s objections will be overcome.
NPC就会问你一些问题,而你要说服他/她。在说服过程中,你会看到一个进度条,会告诉你现在说服的进度如何。每次你说服成功后进度条都会增长一些指数。如果最后进度条满了,就代表你已经成功说服了NPC。
His moral and long-term objections, anyway. Money can’t buy everything, but it’s usually at least part of the deal. The persuasion system is often a gateway that leads you into the barter system. Some lords will do anything for honor, or for revenge, but most want some sort of token of your appreciation up front. Each successful persuasion attempt will help to reduce the monetary cost of the action you would like to perform when it comes to the bartering stage, whereas repeated failures might make a deal impossible to reach. And if you push your luck too much, then you run the risk of severely impacting your relations with NPCs in a negative way.
金钱虽然买不到所有东西,比如NPC的品格以及他的任务目标,但金钱仍然能会成为交易的一部分。说服系统同样能让你进入讨价还价的系统。一些领主会因为荣誉或者复仇而做事,但绝大部分还是希望或得到一些奖励。讨价还价中的每以次成功的说服都能让你减少金钱上的成本,然而重复的失败可能会无法达成协议。如果你一直在用尽自己的好运,那么就有可能严重影响你和NPC之间的关系。
Overall, we feel that the persuasion system adds a massive amount of depth to diplomacy in Bannerlord, giving players different options and ways to approach challenging situations that they are presented with. We think that it will give players greater control in playing the game in the way that they want to, opening up avenues and possibilities that were unavailable in previous games in the series.
总的来说,我们认为说服系统能为霸主的外交上增添更多深度,给问价提供不同选项和方法来应付他们面对挑战。我们认为它可以让玩家以他们想要的方式更好地控制自己的游戏,开辟出骑砍游戏系列之前没有出现过的的途径和可能性。

And that’s it for 2018 folks! We will be back in the New Year with more blogs (with the next one due on the 10th of January), so make sure you follow us on Twitter and/or Facebook to keep up to date with all the latest Bannerlord news as we march ever closer to that elusive release date. We hope that you all have a wonderful time over the festive season!
各位,2018年就到此结束了!我们会在元旦之后给大家献上更多日志(下一期日志是在1月10日),所以一定要关注我们的推特或者Facebook来获取霸主的最新消息,并接近那难以捉摸的发售日期。我们希望大家在这段假期中有一段美好的时光!
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鲜花鸡蛋华啸明 在2018-12-21 07:52 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
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