The 'cut off' problem should be fixed now.
以上句子未引用任何帖子,比较诡异,前因后果似乎是一位玩家投诉Q&A的内容纯粹是复制粘贴,并引用了其中一段例证。
然后KARUNE就说了这么一句话,说复制粘贴的问题应该已经解决了——也许是该了帖。
You can be sure that if the game turns out to be too difficult for new players to get into, we will make necessary changes to fix that. As we keep progressing through the development phase, we are seeking to give expert players more depth in gameplay as well as make the game playable and fun for beginning and intermediate players. The solutions to both of these goals lie both in gameplay design as well as in our future battle.net plans. This will no doubt be one of the biggest challenges in creating StarCraft II and we are spending the necessary resources in making sure both goals are achieved.
可以肯定地是如果游戏变得让新玩家觉得太难上手,那我们就必须要把这状况修正过来。在我们不断开开发的同时,我们也不忘让玩家能更深入到游戏当中,让游戏变得让新老手都觉得具有可玩性,有趣。除了透过游戏本身的设计来达到这个目的意外,我们的BATTLE NET计划也会成为达成目标要素之一。毫无疑问这将是星际争霸2开发当中有一巨大挑战,而我们却是也花上了必须要的人力物力来确保目标的达成。
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Q u o t e:
引用:
Karune, why are the defensive structures not built by the Queen anymore?
卡轮子~为啥米防御建筑不是女王来造了?
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Through balance, we deemed losing a Queen to be too punishing of a loss for a Zerg player, as they not only lose their most powerful defensive unit, but they lose the ability to build base defenses all together. Similarly, the loss of the Queen did also feel more like losing a Warcraft III hero, and we did not wish to have your race as dependent on one particular unit.
经过平衡测试,我们觉得失去女王对虫族选手的打击太大了,一旦失去女王,他们不但失去了最强的基地防御单位,连防御建筑的制造能力都一起丢失。同时,女王死去,给人的感觉很像在玩魔兽3时英雄战死,而我们很不希望任何一个种族要完全依靠某单一主要单位。
Nonetheless, the Queen will still be a very valuable asset within a base, especially for defense. We have just toned it down a notch, that is all.
然而,女王对于基地而言依然非常有价值,尤其是协防。我们只是稍微给女王进行了小修改,大方向没有更改。
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Q u o t e:
引用:
Karune:
卡轮子:
Of course you realize that queen making static vs Larva making drones making static is two completely different economic models?
你应该知道的,女王制造静态防御,和幼虫制造工蜂然后转成静态防御应该是两个完全不同的经济模式?(笔者:干嘛用问号。)
That isn't as simple as changing a units price, because it changes larva count, which is the most critical aspect of playing zerg.
这可不是像改一下单位价钱那么简单的事情,因为他改变了幼虫的数量,这可是ZERG最为关键的点。
Now if the zerg was having trouble losing his queen and defenses before, how much more trouble will he have with a lower larva count?
如果之前是虫族玩家因为失去女王和她的防御能力而陷入困境,那现在虫卵数量不够,又会带来多大的困境?(笔者:请容我用工口黄来BS一下此人。虫族在星际1里面干脆连女王协防都没,多了女王还嫌少?另,这人在BN上为常客,名为craftmatic2,其言论较为……让本人不敢苟同)
The queen making the buildings was actually one of the few real advantages SC2 Zerg had over BW zerg so far due to saving larva count.
女王建造建筑可是在母巢之战之后虫族的少数几个进步之一,用以保存幼虫。
Now the queen will just die faster, and the defenses will just die faster, because the zerg has fewer larva to make other units and structures with, back to BW economy.
现在女王斯的更快了,而防御建筑也死得更快了,因为虫族没有额外的幼虫来建造其他单位和建筑,经济模式降到了母巢之战时候的模式了。
[最后两段为无关内容,略有讽刺之意,不翻译了]
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Craftmatic2, you bring up a good point. This is also why the Queen will be able to create Morphalisks(name still changing), larvae that will be able to exist independent of the Hatchery and be able to be morphed into units very fast.
Craftmatic2(笔者:卡轮子,人家开头的c是小写的……),你指出了一个很好的点。这也是为什么女王能够建造Morphalisks(名字尚在更改中),一种独立于虫族大本营建筑、可以快速进化成其他单位的幼虫。
(笔者:后来craftmatic2引用并加粗了KARUNE后半句话,MS错误以为所有幼虫都是独立于基地的……要不就是一直不知道这个信息的火星人。)
北美时间7月17日新闻,持续更新。
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本帖最后由 张永 于 2008-7-18 09:39 编辑 ]