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[官方日志] 《骑马与砍杀2:霸主》开发日志(102)多人游戏:冲突模式

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有生之年勋章战团正版勋章拿破仑正版勋章维京征服正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之大无畏勋章[杰出会员高级活跃勋章]骑士美德之仁慈勋章[杰出会员互助勋章]骑士美德之正义勋章[杰出会员荣誉勋章]杰出汉化小组成员勋章骑士荣誉之霸主汉化勋章骑士荣誉之维京征服汉化勋章第一届战团中国联赛季军勋章

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发表于 2019-3-29 06:22:46 | 显示全部楼层 |阅读模式
本帖最后由 贤狼赫萝 于 2019-3-29 20:08 编辑


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

While Bannerlord’s singleplayer campaign offers great adventures to all, for many players, nothing quite matches the excitement of testing their skills against human opponents in Mount & Blade’s engaging multiplayer matches. In this week’s blog, we want to take a look at Skirmish mode, which is a brand new multiplayer game mode for the upcoming Bannerlord...
尽管《霸主》的单机模式给所有人带来大冒险的乐趣,但对不少玩家来说,没有什么能比和其他玩家在《骑马与砍杀》的多人比赛中大显身手来的更刺激了。这周的日志里,我们要讲的是冲突模式,也是霸主所带来的全新多人游戏模式……

But, before we go any further, allow us to give you a brief history of Mount & Blade multiplayer. Our previous title, Mount & Blade: Warband, was the first game in the series to feature multiplayer. This was a highly requested feature from fans of the original Mount & Blade, and something that we thought would go hand-in-hand with our skill-based directional combat system. We launched Warband with a multiplayer Beta that allowed players to jump in and test their Mount & Blade skills against players from all over the world. Our community really ran with this: clans were formed, scrims were organised, and eventually, tournaments started to take place (and still are!). Flash forward 7 years, and we were finally able to show our recognition to this amazing part of our community by hosting our own LAN event, The Battle of Bucharest, with the best individuals and teams in the scene being invited to participate.
但在我们深入之前,让我们来简单回忆一下骑马与砍杀多人游戏的历史。我们的前作,《骑马与砍杀:战团》,在这个系列中最先拥有多人联机的功能。这在当年是骑砍粉丝们最渴望的功能,我们也认为这是可以和骑砍的定向战斗系统并驾齐驱的特色功能。 当时我们推出了带有多人游戏的战团测试版,能让世界各地的玩家加入进来展示他们在《骑马与砍杀》中的战斗技巧。我们的社区真的就这样做了:战队成立,组织训练,最终开始比赛(直到现在依然持续!)。7年过去了,我们终于能够通过举办我们自己的局域网比赛,布加勒斯特之战,以及邀请现场最优秀的个人和团队参加,向我们社区一直以来做出的卓越贡献表示了认可。

With Bannerlord’s multiplayer, we want to build upon this strong foundation and offer a deeply engaging multiplayer experience that is easy to pick up, yet offers great depth and variety. To this end, we are working on a number of multiplayer modes.
在《霸主》的多人游戏中,我们希望能在这个稳固的基础上更进一步,提供容易上手又有足够吸引人的多人游戏体验,同时还有极佳的深度和多样性。为此,我们正在开发多种多人游戏模式。

Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
冲突模式是6打6,玩家VS玩家(PVP)的游戏模式。这里没有NPC可以依靠,只能靠你自身和队友的战斗技巧。虽然战术实力和战略能在战胜对手时发挥重要作用,但扎实的合作和良好的沟通是成功的关键。

The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
冲突模式背后的初始设计是不对称作战。绝大多数多人游戏都力求平衡的兵种和角色,确保没有一个兵种会有主导地位。我们在早期设计中考虑过这路线,但后来认定这在以中世纪的游戏中无法发挥代表作用,毕竟全副武装的骑士会和拿着草叉的农民在现实中是在同一战场的。当然,有很多方法能让强大的兵种变得很脆弱,因为我们可以轻易地把骑士变得非常缓慢迟钝,或者削弱他们的伤害。但这种做法会很不真实,而且会打击沉浸感,这就违背了我们的游戏精神……

The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
我们的解决方案是利用有限出生的游戏模式,让你兵种的质量决定你所拥有的出生次数。为此,我们引入了点数系统。玩家开局会有一定的点数可以用来选择每回合出生的职业。有精良装备的高级兵花费更多,这就限制了他们每回合的可选次数。而低级兵更便宜,能每回合给玩家多一两次出生的机会。在最后一回合,如果你还有没花完的点数,这些点数会有部分转移到下一局游戏,这能让队伍有了更多战术选项。

Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
另一个问题是在保持快节奏游戏的同时还要引入有深度的战术。为此,我们决定调整我们的队长模式,让玩家能争夺地图上最多三个旗帜点的控制权。这些旗帜点是战斗的焦点,并和能鼓励团队保持活跃度的士气系统紧密关联。每个旗帜点都有一个旗帜,并可以被其中一队所占领。旗帜点较少的一方队伍士气会逐渐衰退,如果士气掉光的话这队就输了。整场战斗中,其中的2个旗帜点会消失(实际上,有一个机制可以让玩家决定删除哪些旗帜点,精明的团队可以利用这个机制来获取胜利!),这能让整个战斗的高潮集中在一个地方。这个机制加上有限的出生系统,就能创造出一种更让人沉迷而又紧张的多人游戏体验。过于保守的队伍会被士气系统惩罚,并且会在最后一回合处于极度劣势的状态,而过于激进的队伍会在早期受到无法弥补的损伤。

Each of the maps featured in Skirmish has been made specifically for this game mode and with a set number of players in mind. Spawn points, flags, and the paths between them are all measured and placed in a way that ensures players can navigate the map with ease and jump into the action quickly. Likewise, careful placement of obstacles in the maps ensures that no single class is dominant in all situations, which encourages team diversity and an evolving strategy.
冲突模式中的每张地图都是专门针对这个游戏模式和玩家人数制作的。出生点数,旗帜和他们之间的路径都是经过计算和测量并专门设置的,这种模式下,地图的导航将变得很简单,并确保玩家能更快速的进行反应和行动。同样,在地图中的障碍物也是被精心设计的,可以确保所有情况下都不会有一家独大的情况,从而鼓励队伍多样性和研发新战略。

Of course Skirmish mode, like other multiplayer modes, is still under development and there is still a lot of work needed to fine tune and balance everything. To do this more efficiently, we are planning to carry out a closed multiplayer beta where we hope to get help and feedback from members of our community.
当然,冲突模式和其他多人模式一样,都处于开发阶段并需要很多工作来完善和平衡。为了能更有效地这么做,我们计划开启多人游戏封测,希望能获得社区玩家的帮助和反馈。

We realise that this overview of Skirmish has probably raised a lot of questions about multiplayer in general, especially for Warband veterans. However, fear not! We will discuss much more about multiplayer in future blogs, including Bannerlord’s new class system, matchmaking, additional game modes, and, of course, details about the upcoming closed beta!
我们意识到这篇关于冲突模式的概述已经涉及了很多关于多人游戏的问题,特别是对战团的老玩家。但别担心!我们会在接下来的日志里讨论更多关于多人游戏的内容,包括霸主的新等级系统,匹配系统以及其他游戏模式。当然还包括即将到来的封测!

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砍二 ?愿他长寿

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再多的烤肉,我的寿命也不足以吃得到

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发表于 2019-3-29 10:52:41 | 显示全部楼层
卡拉迪亚的战士们,大家好! 愿长寿
别担心!我们会在 {以后} 的日志里讨论更多关于多人游戏的内容,包括霸主的新兵种系统,匹配,其他游戏模式。

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衣谷首次众筹勋章 汉匈决战正版勋章战团正版勋章维京征服正版勋章霸主正版勋章

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发表于 2019-3-29 14:38:30 | 显示全部楼层
不如来点实际的,比如什么时候出

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论有生之年系列:
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元老骑士勋章有生之年勋章霸主正版勋章战团正版勋章汉匈决战正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之大无畏勋章[杰出会员高级活跃勋章]骑士精神之文韬勋章骑砍中文站微博会员勋章

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就希望这种精良装备和拿着草叉的农民的差距不会太写实太夸张的大...要不然多两条命也不够花的。

PS:喜欢这紫金配色
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