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[官方日志] 《骑马与砍杀2:霸主》开发日志(106)——经济与贸易

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骑砍中文站APP会员勋章霸主正版勋章骑友真人秀终身成就勋章大航海时代勋章剧本设计大奖赛骑士美德之英勇勋章[杰出会员活跃勋章]

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鲜花(1791) 鸡蛋(11)
发表于 2019-4-26 17:14:46 | 显示全部楼层 |阅读模式
Economy and Trade
经济与贸易



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

Conducting trade runs between towns as a merchant has always been one of the most fun and profitable activities for players in our games. Bannerlord’s trade system improved on this aspect of the game in many ways, by displaying trade rumours on the inventory screen, tracking player profits, awarding trade XP accordingly to characters, etc. which makes playing as a merchant much more fun and rewarding. However, we still had the feeling that something was missing, so we decided to dedicate more care and attention into the economy and trade system.
扮演一个商人在城镇之间进行贸易往来,一直是玩家们在我们游戏中最感兴趣的活动之一,也是赚钱的主要手段之一。《霸主》的交易系统在这方面对游戏进行了很多改进,通过在库存界面上显示贸易传闻、记录玩家的利润来源以及获得角色贸易技能的经验值等等,这使得玩家能作为一个商人在游戏中获得更多的乐趣和回报。尽管如此我们仍然有一种缺失感,因此我们决定对整个经济贸易系统给予更多的关注和改进。


We like making everything in the game connected to each other, however, trade and item prices felt like it was only there to make the game playable as a merchant (and to be honest, it kind of was). We had implemented a rather thorough production system where everything in the game, from food to weapons to cows and horses, were produced in villages or town workshops. This created an uneven distribution of different trade goods in the world, and consequently, there was sufficient price variation across the map. However, we had a rather simplistic system for the consumption of goods where each town consumed a certain percentage of all available items, regardless of scarcity. This, of course, was quite unrealistic. (When faced with a shortage, people don’t tend to politely reduce their consumption to a lower level, they rush to hunt for and grab the last item on the shelf, prying it from the hands of a nice old lady if needs be!). So, while the system was suitably connected to other mechanics, it was grossly unrealistic. We needed a new system!
我们乐于见到游戏中的所有东西都能建立联系,互相影响。但是对于一个商人来说,似乎只有贸易和商品的价格才是他们真正所关注的(老实说,现实就是如此)。我们已经为游戏打造了一个相当完善的生产系统,在这个系统中,从食物到武器,再到牛和马,所有的东西都是在某个村庄或城镇的作坊里生产的。正因如此,不同的贸易商品在世界上的分布并不均匀,整个地图上的价格差距也变得非常大。然而,我们目前对于商品的消费只有一套非常简单的系统——不管这个商品在世界上是否稀缺,每个城镇都会按一定比例消耗掉所有可用的商品。当然,这是不现实的。(当面临短缺时,人们并不会根据实际情况克制自己的欲望,反而会粗鲁而急切地寻找并抓起货架上的最后一件物品。如果需要的话,甚至会从一位慈祥的老太太手里把它抢过来!)所以,虽然这个系统符合其他的游戏机制,但却不符合现实的情况。我们需要一个新的系统来改变这种情况!

For our new system, we started by creating a table outlining how much a typical town would spend on different categories of trade goods and items. For example, a town with a prosperity of 5000 will allocate, say, 500 denars to spend on grain, 400 denars to spend on meat and 200 denars to spend on butter each day. The town then uses the budget allocated to each category to purchase items of that category from the market and consume them. Moreover, every time an item is consumed, it will give a bonus to one of the town stats. Consuming food items, for example, will increase towns food stores, consuming tools will increase productivity, consuming cheaper weapons and armour will increase the number of militia, while more expensive arms will improve the garrison. This mechanism means that low prices are quite beneficial to the town’s development and consequently its lord since towns with cheaper goods can obtain much higher bonuses with their budgets.
对于我们的新系统,我们首先创建一个表格,上面会列出某个特定的城镇在不同类别的贸易商品和物品上的花费。例如,一个繁荣的城镇将分配500第纳尔用于粮食,400第纳尔用于肉类,200第纳尔用于黄油。然后这个城镇会根据这些预算在市场上购买各个品类并消费它们。并且每次消费一件物品,这个城镇对应的某项特定属性便会获得成长。例如,消费食品将增加城镇的食品储备;消费工具将提高生产力;消费一些廉价的装备将增加民兵的数量、而更昂贵的武器和盔甲将直接增加城镇正规军的驻军实力等等。这一机制意味着,利润越高对城镇的发展越有益,贸易发达的城镇可以通过这一机制获得更快的成长。


This system nicely ties town stats and management to the price of goods, but it is also great for merchant gameplay as it allows us to gauge prices in a realistic way. Instead of the rather simplistic price model we used to have, we now have a rather detailed model that determines prices based on supply and demand for each category in a given town. Higher demand from town consumption, workshops requiring raw materials, etc., will increase demand and push prices up, whereas the availability of higher quantities of items will increase supply and deflate prices. As a trader, you will hopefully feel that prices behave realistically during peacetime, as well as, in response to actions such as wars, village raids and sieges.
这个系统不仅很好地将城镇整体的管理水平与商品价格联系起来,同时增加了游戏模拟经营的策略性,它让游戏的商品价格更具有现实的价值和意义。现在,我们有了一套更加具体的游戏运营模型,它会根据特定城镇中每个类别的供求情况来确定价格,而不是过去那种相当简单的消费系统。城镇消费水平的提高、所需原材料的工厂等级提高等等,将会增加需求、提高价格;而商品数量的增加,则会增加供应、降低价格。作为一个商人,你肯定希望所有商品的贸易都能更加真实,特别是在和平时期与在战争时期(如村庄被袭击、城镇遭围攻)带来的价格变化。

During the development of the new trade system, an interesting point came up. As you probably know, in Warband, as in many other trading games, the price point changes every time you purchase an item from or sell an item to the market. This sometimes feels counter-intuitive since as soon as you purchase a desert horse for 100 denars, you see that the price jumps to 106 denars. And once you pay that for the second horse, the price now becomes 113 denars. You were perhaps expecting a discount for buying multiple items in one go, but instead, you got a price hike.
在这个新贸易系统的开发过程中,我们发现了一个有趣的现象。也许你也发现了,和其他很多游戏一样,《战团》中每次玩家在市场上购买或者出售一个商品,它们的价格都会发生变化。比如你刚以100第纳尔的价格购买了一匹沙漠马,当你准备再买同样一匹沙漠马时,它的价格却变成了106第纳尔,一旦你付款买下这第二匹沙漠马,它的价格就变成了113第纳尔。这的确出乎了大多数人的意料,玩家们一般都认为一次性购买多件同样的商品应该有折扣,这里的价格却不降反升了。

We considered whether we should keep using the same mechanic for Bannerlord, and in the end, we decided that this was actually entirely realistic and therefore opted to keep it. Think of this not as how the price of goods change in a single shop (with a particularly annoying shopkeeper!), but rather as prices of the same type of good in different shops across the town. One horse merchant may have a pack horse for sale for 106 denars, another could offer one for 113 denars, and yet another who perhaps needs cash urgently will let you buy his pack horse for a mere 100. Being a wise shopper, you, of course, choose the cheapest offer. However, if you want to purchase a second horse, you will now need to take the next best offer, and so on.
我们的确考虑过是否应该让《霸主》继续沿用《战团》的这一机制,但最终我们认为这是符合现实情况的,因此还是选择了保留。不要把这种商品的价格变化看成是来自同一家店(尤其不要看成是同一个烦人的店主),实际上这种变化是来自整个城镇各个不同的商店和店主。一个马商可能有一匹驮马以106第纳尔的价格出售,另一个马商则只愿意以113第纳尔的价格出售,而同时还有一个可能正急需现金的马商却仅仅只卖100第纳尔。作为一个明智的买家,你当然会选择最便宜的价格。但如果你想继续购买第二匹马,你就必须接受余下最好的报价,如此类推。

And that concludes this week’s blog. Thanks for reading and hope to see you next week!
本周的日志到此结束。感谢你的阅读,我们下周见!




鲜花鸡蛋

ajhfgk  在2019-4-26 18:23  送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下
大猫头  在2019-4-26 17:55  送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下
不要私信我,短消息一直看不到

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鲜花(93) 鸡蛋(1)
发表于 2019-4-26 17:55:48 | 显示全部楼层
“本周的日志到此结束。感谢你的阅读,我们‘下周’见!”
祝你周周见!

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鲜花(3) 鸡蛋(0)
发表于 2019-4-26 18:12:53 | 显示全部楼层
嗷呜~嗷呜嗷呜嗷呜~

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元老骑士勋章

鲜花(35) 鸡蛋(0)
发表于 2019-4-26 18:23:21 | 显示全部楼层
队伍旗子好小

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战团正版勋章拿破仑正版勋章维京征服正版勋章元老骑士勋章骑士美德之英勇勋章[杰出会员活跃勋章]汉匈决战正版勋章

鲜花(149) 鸡蛋(20)
发表于 2019-4-26 19:14:06 来自手机 | 显示全部楼层
饼越画越多,啥时能吃?

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汉匈决战正版勋章霸主正版勋章

鲜花(6) 鸡蛋(0)
发表于 2019-4-28 01:02:27 | 显示全部楼层
《骑马与砍杀2:霸主》开发日志(107)——在骑砍世界中,你甚至能从商人处购买物品。
《骑马与砍杀2:霸主》开发日志(108)——在骑砍世界中,你甚至能卖出战利品给商人。
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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

鲜花(1152) 鸡蛋(22)
发表于 2019-4-28 02:43:00 | 显示全部楼层
这更像个功能介绍,而不是前瞻日志

越来越想打人了
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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

鲜花(1152) 鸡蛋(22)
发表于 2019-4-28 02:45:43 | 显示全部楼层
我们的确考虑过是否应该让《霸主》继续沿用《战团》的这一机制,但最终我们认为这是符合现实情况的,因此还是选择了保留。不要把这种商品的价格变化看成是来自同一家店(尤其不要看成是同一个烦人的店主),实际上这种变化是来自整个城镇各个不同的商店和店主。一个马商可能有一匹驮马以106第纳尔的价格出售,另一个马商则只愿意以113第纳尔的价格出售,而同时还有一个可能正急需现金的马商却仅仅只卖100第纳尔。作为一个明智的买家,你当然会选择最便宜的价格。但如果你想继续购买第二匹马,你就必须接受余下最好的报价,如此类推。


既然如此,如果游戏城镇里还是跟现在一样只出现一个马商,那可就有问题了
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战团正版勋章维京征服正版勋章霸主正版勋章元老骑士勋章

鲜花(125) 鸡蛋(1)
发表于 2019-4-29 22:04:40 | 显示全部楼层
这游戏的UI怕不是比EVE还硬核,难道准备直接出VR版?
The Night is long and the Path is dark
黑夜漫长,前路黯淡;
Look to the sky, for one day soon
遥望天际,天将破晓.
Bare your Blade and raise it high,
亮出你的剑刃,将它高高举起
Stand your ground
坚守脚下的土地
The Dawn will come.
黎明终将到来
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