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Treyarch的David Vonderhaar在PlayStation的Blog上发表了一篇文章:
http://blog.us.playstation.com/2 ... ps-iii-multiplayer/
标题为《你是如何帮助我们提升使命召唤黑色行动3多人的游戏质量的》
原文及大意如下:
We’ve said it before but it bears repeating: thank you to all the players in the PlayStation Nation who were the first to play our Call of Duty: Black Ops III Multiplayer Beta!
感谢PS平台的玩家参与到BO3Beta中
Preparing for the Beta required a lot of work — basically, it was a launch-before-the-launch — but we all knew that it would be worth it because of the amount of data it would generate and the invaluable input that would get from you, our fans.
Beta很辛苦,但能从玩家那里获得的数据和反馈很值得
With the Beta, we talked a lot about “providing feedback to help contribute to a better Day One experience.” Today, we’re here to provide a recap of the most common pieces of gameplay feedback we received, and fill you in on some of the design changes we’ve made to address that feedback.
Beta期间我们说了很多有关玩家反馈可以提升游戏发售时品质的话,现在我们会概括一下收到最多的反馈并且据此在游戏设计上做出一些改变
Here is a sampling of the gameplay changes and improvements that you can expect when Black Ops III launches on November 6th.
这里举一些11月6日发售时游戏会进行的变动和改进的例子
Some players were dissatisfied that the Black Hat equipment was too powerful. We agree. Our new hacking mechanic scales the hacking speed based on how close you are to the target, and will require precise aim to hack Scorestreaks in a reasonable time. Time-to-hack has been adjusted upwards across the board to make it more challenging to hack, especially at the higher end of rewards. Hackers now also appear as a red dot on the minimap for the duration of the hack, which, along with VO notifications that a Scorestreak is being hacked, provides players the ability to counter by hunting down the attacker.
黑敌人连杀奖励的Black Hat被削弱,黑东西的速度调整,同与目标的距离有关,而且需要瞄的更准才可以。黑东西的时候敌方的小地图上会显示自己的位置
Rejack sparked its fair share of controversy during the Beta for a number of reasons, most of which were valid. Included in that list: putting players into Rejack did not count as a kill, and players were using Rejack to stack Scorestreaks. Now, putting a player into Rejack counts as a kill. Players receive kill credit immediately in-game, on the scoreboard and leaderboard, and in persistent stats. Rejack now also resets all Scorestreak progress so that it cannot be used continuously throughout a match to pad progress towards high-level Scorestreaks.
复活技能在Beta的时候有很大的争议,比如复活不会计死亡数、不会中断分数奖励的计分。但调整之后,只要玩家进入即将复活的状态就会立即增加一个死亡次数,分数奖励也会重置
We’ve talked a lot about the flinch mechanics during the beta — that’s when getting hit causes your weapon to move out of position. Our improved networking code would sometimes cause bullet flinch to stack, so we put a cap on how much you can flinch while ADS. While you will still flinch when shot, it will be within tighter constraints to keep you closer to your aim.
关于枪的抖动,由于网络问题所以有时候子弹的判定会堆叠到一起,所以我们给开瞄时枪口抖动设置了上限
We improved the feedback that you have downed your target by including the red “kill marker.” This marker will subtly grow in size with each subsequent hit, turning red upon dealing lethal damage as added reinforcement to confirm the kill.
击杀提示(就是Hit Mark在击杀时候的样子)的调整,会更红更大,好像还有连杀越多击杀提示越大的设定
During the beta, any downward or backward player movement could make the grenade toss distances feel awkwardly short. This has been adjusted so that player velocity never negatively impacts grenade trajectory. We also tweaked grenade speed and distances.
Beta期间,玩家在向后或向下运动的过程中投出手雷会导致扔的距离变近,现在玩家的动作方向不会对手雷轨迹有负面影响了,我们还调整了手雷扔出的速度和距离
Players felt Concussion and Flashbang grenade types were very powerful. While both grenade types need to be in order to stay viable as equipment choices, we reduced the Concussion grenade stun time by 1 second and are now unlocking the Tactical Mask perk (the counter for both Concussion and Flash Bangs) earlier in the progression system at level 13.
玩家们表示震撼弹和闪光弹太强了,我们在保证这两个道具还有人会接着用的同时,把震撼弹的震撼时间减少了一秒,并且降低战术面具技能的解锁等级到13级
By popular request, we’ve added a “Time in Hill” stat for the scoreboard and leaderboards in the Hardpoint game mode.
我们在Hardpoint模式中加入了一个很多人提出的占点总时间统计数据
Players did not feel sufficiently rewarded for escorting the robot in Safeguard. Players now receive +25 score for every 3 seconds that they escort the robot toward the enemy base.
舒肤佳模式中玩家们感觉护送机器人并没有什么好处,于是现在每护送3秒钟机器人就可以获得25分了
Players wanted additional details about how they were eliminated. The Kill Cam and Final Kill Cam now show what killed you (including weapons, Scorestreaks, Specialist weapons, equipment, etc.) and what perks the player has equipped.
玩家们表示想要知道自己被干掉的更多细节,击杀回放和最后一杀的回放现在可以显示什么东西干掉的你(包括武器、分数奖励、职业武器、道具等等)以及击杀你的那个人装备了什么技能
Additionally, various weapon-balancing changes were implemented, including to the Razorback and M8A7.
除此之外还进行了一些武器平衡调整,比如Razorback和M8A7
Again, thank you for all of the input and for bringing these and a number of other issues to our attention. Your contributions will most definitely provide a better Day One experience for everyone.
再次感谢各位玩家
Finally, during the Beta we announced that anyone that played would receive an exclusive PS4 dynamic theme free as a ‘thank you’ from the studio. Keep an eye on your email and your system messages on PS4 early next week for more details on how to redeem your dynamic theme.
最后,我们在Beta期间曾经提到过参与测试的玩家会获得免费的PS4动态主题作为答谢,注意你的邮箱和PS4的系统消息,我们会在下个星期告知玩家获取主题的详细信息
Thank you and we’ll see you on November 6th!
我们11月6日见
AW的一些消息:
本周末开启双倍经验,如图
Michael Condrey表示AW还会更新一些东西
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