S4季前賽遊戲玩法改動的官方介紹:第1篇
發佈時間:2013年10月25日 13:11:52    作者:開心遊戲網    人氣:21462    進入討論區
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  HEADER: An Introduction to our Gameplay Changes with Preseason

  有關季前賽裡遊戲玩法改動的介紹

  POSTER: Morello

  Hey everyone,

  大家好

  With the season coming to an end, we’ve been hard at work figuring out what’s next for League of Legends. With preseason the closest thing to a lull between competitive seasons, it’s the perfect time to make big changes to balance and core gameplay mechanics. The Live Design team has been listening closely to player feedback throughout this year as we take a look at some of our underlying game systems. Ultimately for this new season, we’re on a quest to refine League of Legends while also creating a deeper, clearer and more satisfying player experience.

  這個賽季正在走向尾聲,我們也在努力工作,好推斷出《英雄聯盟》的下一步要怎麼走。季前賽是兩個賽季之間的緩衝期,因此非常適合用來對平衡性和核心玩法機制進行巨大的改動。平衡性設計團隊已經近距離地聽取了有關今年一整年的玩家反饋,同時我們也對遊戲裡的底層系統進行了關注。總之,我們在這個新賽季的任務是,在改善英雄聯盟的同時,讓遊戲變得更有深度,更加清晰且玩家體驗更加滿意。

  So, what’s happening?

  將會發生什麼?

  First, let me share this year’s preseason goals:

  首先,讓我們來分享一下今年季前賽的目標:

  ‧ Introduce more gameplay and strategy when it comes to map vision and wards.

  ‧ 在地圖視野和插眼方面引進更多玩法和策略

  ‧ Ensure all roles and positions can experience power-growth and progression in ways that promote skill

  ‧ 確保所有角色和位置都能體驗威力的成長,並能用多種方式來逐步提升戰鬥技術

  ‧ Improve game pacing and reduce team snowballing

  ‧ 增強遊戲節奏,並降低團隊雪球效應

  To us, these goals are benchmarks for a more competitive and enjoyable environment, and they particularly focus on systems in need of love.

  對於我們來說,這些目標是基準,用來創造更有競技性和更讓人享受的環,並且它們基本上都集中在那些需要愛的系統上。

  What are you changing?

  你們正在改動哪些東西?

  The team will be sharing details on a lot of the specific adjustments to each system, but allow me to give a preview of what to expect:

  我們的團隊將會就每個系統的特殊調整來分享更多細節,但我可以先來一個預告:

  ‧ Xypherous and Xelnath (Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords) will be coming by to talk about wards, vision and the new Trinket system. Fundamentally we want to shift vision from being less of a raw gold race to more of a strategic part of the game with deeper opportunities for gameplay. We’re going to be doing a lot of work here, including a new item slot for specialized vision items, per-player ward limits, and more ward options.

  ‧ Xypherous和Xelnath將會過來談談守衛(眼),視野和新的飾品系統。總而言之,我們想將視野的概念轉換一下:之前的視野系統有點像是未經雕琢的金錢競賽(誰的金幣多就能獲取視野優勢),而我們想讓視野能夠更為深刻地捕捉戰鬥的時機,從而成為遊戲中富有策略性的一部分。我們將會投入很多精力到這個部分,包括一個全新的物品欄位來專門容納與視野相關的物品,限制每個玩家能帶的守衛(眼)數量,以及更多守衛(眼)的選擇。

  ‧ A new jungle is inbound – including new items for carry-style junglers, better rewards/gold flow, and a new fourth monster camp that will provide new clear routes and strategies while opening up the jungle role to more champions. Solcrushed will give you the skinny here.

  ‧ 新的野區正在建設——包括為CARRY(主力輸出)型打野英雄所設計的全新裝備,更多獎勵/金幣來源,以及第四個小野怪營地,將提供全新的清野路線規劃和戰術策略,同時還會為打野這個位置開創更多可用英雄。Solcrushed將帶給你們更多關於野區的小道消息。

  ‧ Support gold is going to be heavily adjusted to put more money in the pockets of duo-lane supports; we’ll also be introducing new items (and refining old ones) to put that gold to good use. Along with this, we’re making changes to help core support champions scale their utility instead of their damage to reinforce their unique identity. To discuss this change we’ve collected all 13 demonstones to summon Xelnath, who will likely destroy us all.

  ‧ 輔助的金錢將得到劇烈的調整,這意味著雙人路的輔助英雄錢包更鼓了;我們將會引進新的裝備(並改良舊的裝備)來提供更多可供支配的金錢。此外,我們還進行了很多變動,來幫助核心輔助英雄更好地獲得功能方面的成長,而非原來的傷害方面的成長,這樣就能加強他們的獨特性了。為了討論這個改動,我們已經收集了總共13塊惡魔石,用來召喚出Xelnath為大家顛覆舊有觀念。

  ‧ Game flow and mathematical system changes will reduce team snowballing. Changes to tower and first blood rewards, assist streaks, dragon rewards, a revised brush layout and experience changes will all create an experience that constantly rewards good play. Our rabid equine FeralPony will be around to discuss these changes.

  ‧ 遊戲流程和數計系統的改動將降低團隊雪球效應。我們改動了防禦塔和一血的獎勵,並讓連續助攻可以獲得更多獎勵,還改動了巨龍的獎勵,對一處草叢的位置進行了調整,還對經驗值進行了改動,所有的這些,都將為玩家創造出一種不斷獎勵良好遊戲行為的優秀體驗。我們的烈馬FeralPony將會圍繞這些改動進行討論。

  Finally, ricklessabandon and FeralPony will be joining forces to talk about out-of-game strategy, with a specific focus on Runes and Masteries. Masteries will be revamped along with our seasonal update and, while we won’t be doing a significant Mastery rebalance (except when targeting specific roles), we’ll be aiming to offer more opportunities for diversity. For Runes, our core focus will be on creating more dynamic and balanced Rune options while smoothing out the overall experience of customizing your strategies outside of the game.

  最後,ricklessabandon和FeralPony將會一起談一談局外策略,特別是符文和天賦。我們將在進行賽季更新的同時,對天賦系統進行修改,但我們不會對天賦的平衡性進行顯著的改動(除非是在把特殊角色作為目標時),我們的目標是為多樣性提供更多機會。符文的話,我們的核心關注點是,創造更加動態和平衡的符文選擇,同時讓玩家在制訂局外策略時,整體體驗更加平滑。

  More strategic options!

  更多策略性的選擇!

  Tens of millions of players with thousands of extra gold, items and options in their pockets will uncover tens of millions of combinations and strats that the Live Design team couldn’t dream of (even after months of constant testing!), and we’re really excited to see what you’ll think up. As an addendum, we do want to pick and choose our battles with these kinds of changes, and the systems we chose to overhaul are the ones that we felt needed the most love while requiring a season break to do right. There are other outstanding projects remaining, so this is by no means an exhaustive list of things we’d like to tinker with, but this post covers the ones we’ve targeted for this update.

  上千萬的玩家能用身上的金幣、裝備和其它可用的東西弄出不計其數的組合和策略,而且都是平衡性設計團隊難以想像的(即使是在數個月的不斷測試後!),並且我們真的很期待能看到玩家的創新。需要補充的是,我們非常想在戰鬥中選擇並體會這些改動,與此同時,我們還對那些需要投入大量愛的系統進行過大修,並且需要在賽季休整期進行調校。還有一些出色的項目正在進行,所以這篇文章所列出的東西,還不是我們想要進行修補的全部事項,但這篇文章包含了我們在這次更新中的主要目標改動。

  Anyway, we’ll be taking a couple months here to make rapid iterations to our new systems while fine-tuning these updates, so expect this to be a test of your evolutionary league skills. Balance will typically be a bit chaotic in the short-term but, with extensive changes like these, it’s important that we get the right levers in place to get to a balanced state in the mid-to-long term.

  不管怎樣,我們將花費數個月的時間,來對我們的新系統進行快速迭代,同時對這些更新進行微調,所以,期待這次更新能夠成為你們改進遊戲技術的一次測驗。平衡性將在短期內呈現出典型的無序狀態,但是,通過大量諸如此類的改動,它能讓我們的平衡槓桿在很長一段時間內處在正確的位置,而這很重要。

  In the coming days, we’ll be following up with a series of posts on our upcoming system changes, so you can expect Xypherous and Xelnath to kick things off with vision changes. You’ll also be able to join us on reddit for deeper discussions (no hard specifics!) as we reveal each feature. See you then!

  在接下來的日子裡,我們將會發佈一系列帖子,來討論我們即將到來的系統改動,所以你們可以期待Xypherous和 Xelnath 前來對視野改動進行討論。當然,也歡迎加入我們,來對我們的特色內容預告進行更為深度的討論。到時見吧!

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