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[转贴] 关于竞技,来自Teamliquid,推荐PSer阅读——暴雪官方问答第27批

关于竞技,来自Teamliquid,推荐PSer阅读——暴雪官方问答第27批

来源:PLAYSC   作者: webmaster


Nullifier的中文名字究竟叫什么?上期问答很多水友发表了自己的见解,不过俺没有找到特别满意的。希望大家继续帮忙。这一次暂时把名字定为“否决者”。

另外,由于本人E文水平有限,而这些翻译又要放到PS的首页上,所以希望各位水友,尤其是众多海外PSer帮忙指出错误,以免丢了PS的人。

一些词句如果您有更好的翻译我会适当采纳,并送上当当、威望,在译者名单里加入您的大名。

最后,有意愿帮忙更新E文SC2新闻的朋友可以联系。PM即可。

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We're back to tie up some loose ends about the Nullifier from our last batch, as well as some more focus on gameplay design, to fuel our discussion on the forums (especially to those who are already anxiously creating their build orders- don't lie, I know you are out there )
  本期问答我们将给nullifier否决者做一个收尾,并把焦集中到游戏性上,以期将讨论推向一个新的高潮。(送给那些已经开始琢磨建造顺序的朋友们——嘿嘿,我知道你们已经迫不及待了)

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Chat with Devs: This week I talked with Dustin Browder, our Lead Designer for StarCraft II, to answer some more questions in regards to StarCraft II gameplay. I presented Dustin with some very specific gameplay questions from teamliquid.net, which he was very excited to be able to answer for the eSports community. Hopefully I will be able to get him back for a BlizzCast interview down the road.


与开发团队的交流:
  本周,我和首席设计师Dustin Browder就一些SC2游戏性问题进行了交流。我给他看了一些Teamliquid.net提出的问题,面对这些非常具体的游戏性问题,Dustin很兴奋,表示很高兴能为电竞圈解答疑问。但愿将来我们能有机会把他也弄到BlizzCast上,做一个专门采访。



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Gameplay Blog: By the way, Im still looking for a good name for this section, that I hope everyone here could help me with Additionally, this week I want to elaborate on the second ability of the Protoss Nullifier mentioned in the last Q&A Batch. The Null Void, an ability currently at 50 energy cost, prevents abilities from being cast in an area of effect radius. In recent skirmishes with Terran opponents, when my Zealots engaged a group of M&Ms (Marines & Medics), my Nullifiers were able to cast Null Void over the enemy group, and the Medics were unable to heal for a good 15 seconds. When they retreated out of the Null Void area, I cast a second Null Void on them, and by that time, more than half of their Marines had fallen to my Zealots. Furthermore, my Nullifiers, having a base ranged attack, were able to focus fire on fleeing Marines. However, I still did end up losing that game versus the Terran player, as Ghosts later on were able to devastate my army with EMP, followed with their Marauder units, replacing the old Firebat, making quick work of my ground army. GG. Next time.
游戏体验博客:
  先提一下,我还在为这个版块寻找更好的名字,希望大家能帮忙出谋划策。
  上一批问答里,我们提到了神族否决者;本期,我们将详尽阐述其第二技能——“零点虚空”。该技能消耗50点能量,在其作用半径范围内无法施放技能。
  在新近一场和人族的比赛里,当我的狂热者遭遇MM组合的时候,我用否决者往敌人部队区域施放了一个“零点虚空”,结果人族医生将近15秒不能治疗。当MM集群退出技能作用范围的时候,我又往他们头上扔出第二个零点虚空,此时,半数枪兵已成为狂热者的刀下亡魂。此外,否决者的基础攻击方式为远程攻击,可以用于齐射后退的枪兵。
  可惜我最终还是输掉了这场比赛。稍后登场的人族鬼兵用EMP给我的部队带来了致命打击,紧随其后的劫掠者——这一顶替火焰兵的新兵种迅速解决了我的地面部队。GG。再来。



As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!
老规矩,如果你喜欢这些问答,就请尽情地给我和开发小组送上欢呼吧!



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---StarCraft II Q&A Batch 27--- SC2问答第27批



1) How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool?

[Dustin Browder] The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft III, and we really want to continue to support and encourage this community.
- 战网Ladder 地图库将做怎样处理。是只采用暴雪制作的地图,还是让其它的地图制作者也有机会参与其中?如果是后者,怎样选择/平衡新地图?你们打算多久更新一次地图库?


- 地图库将只采用暴雪制作地图或者暴雪认证地图。我们很乐意看到来自网络社区的新地图,如果有优秀的作品我们一定会采纳。我现在还不知道多久更新一次地图库。这取决于地图制作者和计划时间表。我们还有一些很酷的计划,用以支持SC2战网的MOD(译者:地图修改、创作等)活动,不久我们就会向网络社区推出。我们很兴奋地看到,MOD制作者对暴雪以往的游戏,尤其是WC3做出了很大贡献,我们将继续支持和鼓励这些MOD团体。



2) Terran in StarCraft 1 had a very interesting dynamic in that the optimal strategy combating a Zerg would require large amounts of infantry and science vessels, whereas Protoss would require a large amount of factory units, leading to more diverse gameplay between the two matchups. This dynamic existed in mirror matchups as well - Goliaths, Battlecruisers and Wraiths were very useful in Terran vs Terran, but are rarely seen versus Protoss and Zerg (with the exception of Goliath vs Carrier). Protoss and Zerg also had this trait - Protoss would often need large amounts of Corsairs, Zealots, and Archons to combat Zerg and a large amount of Dragoons, Arbiters, and Carriers to combat Terran, skipping zealots entirely until the speed upgrade is done. Zergs would frequently use Hydralisks versus Protoss, but would always immediately morph them to Lurkers vs Terran until Plague was researched. For some people this was viewed as a positive aspect of SC, others are frequently disappointed that Terran cannot realistically integrate marines into their strategy vs Protoss and so forth. What style of gameplay is StarCraft II looking to attain - will each of the 9 different matchups play in a unique fashion with less viable strategies overall, or is the game looking to ensure that every unit has a useful role against every race? - Zanno
[Dustin Browder] So far StarCraft II plays similar to the original StarCraft in that different matchups require a different unit mix. On the design team we enjoy this type of gameplay and prefer to have players use different strategies and different units against different races. Our goal is that every unit will have some use against each race, but that players will tend to prefer certain units against certain races. We are going to strive to make sure that no unit is completely worthless against any one race but there will definitely be better and worse choices depending on the enemy race, strategy, the map, and your start position on the map.
- 在SC1里,人族的最优策略选择有一个十分有趣的动态变化。
  人族玩家使用大量步兵+科技球对抗虫族,凭借大规模机械化部队对抗神族,这使得人族在这两种种族对抗中打法截然不同。这种动态变化也出现在同族对抗中,机甲、大河、隐飞在TvT里非常有用,但很少出现在对抗神虫的比赛中(机甲vs航母除外)。
  神族和虫族也有这一特点:神族往往需要大量海盗机、狂热者、执政官来抗衡虫族;依靠大批龙骑以及仲裁、航母来对付人族,在腿速升级完毕之前甚至不出一个狂热者。虫族经常使用刺蛇来对付神族,但是在对付人族的时候总是将口水直接孵化成潜伏者,除非蝎子的血咒已经升级完毕。
  一些人把这种动态变化看作SC积极的一面,另一些人则不以为然,比如他们总为枪兵无法真正融入TvP战术体系而感到失望。
  SC2会采用怎样的做法?是使9种种族对抗风格各异,但可行的战术选择非常有限,还是设法保证每一个单位在对抗不同种族时都能发挥重要作用?


- 到目前为止SC2的游戏方式与SC1类似,不同的种族对抗需要不同的兵种组成。开发小组喜欢这种游戏方式,希望玩家能使用不同的策略和不同的单位对抗不同的种族。我们的目标是使每一个单位在对抗任一种族时都有一定用途,但是玩家在对抗某一种族时会更倾向于使用某些兵种。我们努力保证每一个单位都不会在对抗某一种族时完全没用,但是单位的选择总会有好坏之分,这取决于敌人种族、战略选择、地图以及出生点等等。




3) In StarCraft 1 the basic tier 1 units were balanced against higher tech units almost equally by their unique role within each race as they were by unique unit upgrades and a greater benefit from the standard upgrades. How much effort are you putting into making lower tech units viable higher up in the tech tree in ways other than upgrades that just makes them a "better unit" such as hit points and damage? (This question is brought up because of the Terran Marine +HP upgrade which IMHO is really cheap) - CuddlyCuteKitten
[Dustin Browder] We are putting a huge amount of effort into making sure that the tier 1 units are useful throughout the game. We are also putting a large amount of effort into trying to get as much mileage as we can out of each of our upgrades so that upgrades really change how you can use a unit (but without fundamentally altering its role). The Marine is an example of a work-in-progress unit. We think the shield looks cool, but we are still working on how it will affect gameplay. Actually, in current builds Marines+Medics+Stim are so powerful that the shield is not that necessary in a lot of matchups.
- 在SC1里,初级兵种依靠独一无二的战场定位,专门的升级科技以及从攻防升级中获得更多利益的方式来制衡高级兵种。在SC2里,除了诸如增加HP、增加攻击力的升级选项之外,你们还做了多少努力以使低级兵种在科技树上更有价值? (恕我直言,我之所以提出这个问题是因为我觉得人族提升枪兵HP的技能实在太便宜了。)

- 我们做了极大的努力以使一级兵在整个过程中都有用。我们同样花费极大的精力以保证每一项升级都物有所值,使得升级能在不改变单位基本定位的前提下,促使单位的使用方式发生改变。枪兵就是一个尚未完工的例子。我们认为盾牌看起来确实很酷,但是我们仍在调整其影响游戏的方式。事实上,在目前版本里枪兵+医生+兴奋剂已经足够强大,盾牌在许多种族对抗中看起来并非那么必要。




4) Some new maps used in the pro scene for StarCraft have started to include permanent spells like "Dark Swarm" and "Disruption Web" as a part of terrain. Are there any plans to allow this as a kind of special terrain by default or allow map makers to add it as a special attribute to some sections of the terrain? Examples would be areas with decreased movement for some or all units like shallow water, terrain making units immune to missile fire like dark swarm or terrain making the units unable to fire like web. If you plan to include it will it be usable on melee maps or UMS only? - CuddlyCuteKitten
[Dustin Browder] Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.
- 一些职业比赛地图开始将一些永远存在的魔法效果作为地形的一部分,比如黄雾和分裂网。是否打算将此类魔法直接作为特殊地形?或者允许地图制作者对某些区域添加特殊属性以达到相似效果?比如,浅滩地形可以减慢所有单位(或某些单位)移动速度,某些地形可以使远程攻击无效(好比黄雾),而某些地形则导致处于其中的单位无法攻击(类似分裂网)。


- 我们的数据编辑器将支持此类地形。你可以轻易地在对战地图里实现此类地形。我们还没有最终确定地形种类,所以最终的暴雪默认地图究竟是什么样子还不能确定。

---End of Transmission---
播报完毕



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Karune在回帖中的补充


关于Nullifier否决者的改变。
Nullifiers are now Tier 1.5, being built from the Protoss Gateway, requiring a Cybernetics Core prerequisite building. The unit also costs 50 minerals and 100 gas. They also have a base attack similar to a Terran Marine. Thus, a player can still get them relatively early, especially if you skip the Forge, and go straight to gas. Using a Zealot and Nullifier combo is pretty decent against any Zerg based melee army, with Zealots using up your minerals, and Nullifiers, using up your gas. In the current version of the game, Null Void if used correctly is actually able to prevent an EMP hit, allowing just enough time to cast your own Psi Storm on those pesky Ghosts. It does take some micromanagement, but nonetheless, EMP is still being looked out heavily in terms of balance. Also, to clarify about the Null Void ability, when a unit is in the area of effect, it cannot use any abilities which take up energy. When the unit exits that area of effect, it can resume using abilities taking up energy. For instance, a Terran Ghost will not be able to use his EMP or snipe ability while under the Null Void's area of effect, but if it moves out of that range it can then cast those abilities.


  否决者现在是1.5级兵译者:初级兵种里,枪兵、狂徒、小狗为1级兵,医生、口水、龙骑为1.5级兵),需要先建造“控制核心”(SC1里生产龙骑要造的那个东东)。
  该单位消耗50矿+100气。基础攻击方式类似人族机枪兵。
  玩家很早就可以生产否决者,尤其是采用跳过锻造厂(译者:神族BF)直接造气矿的开局。使用狂热者+否决者的组合对抗所有虫族初级近战单位都相当有效。狂热者消耗水晶矿,而否决者主要消耗气矿(译者:资源配比也比较合理)。
  在目前游戏版本中,否决者如果使用得当的话可以阻止EMP打击,让你有足够的时间施放心灵风暴解决那些烦人的鬼兵。这需要一些微操作,而EMP目前依然是平衡性调整的重点。
  另外,补充说明一下“零点虚空”技能,当某一单位处于该技能作用范围之内时,它无法使用任何消耗魔法的技能。一旦该单位离开其作用区域即可施放任何耗魔技能。
  以鬼兵为例,处于“零点虚空”作用下的鬼兵无法使用EMP或狙击技能,但是它离开其作用区域之后即可使用这两个技能。



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翻译整理:PlaySC_wby
上帝若有十分美, 九分在耶路撒冷——<塔木德>

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