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[翻译] BlizzCast星际2问答部分

本主题由 stephen 于 2008-8-14 20:28 推荐主题

[翻译] BlizzCast星际2问答部分

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原文地址:
http://us.blizzard.com/blizzcast/archive/episode4.xml
翻译:void@sc2c.com
版权说明:转载请保留以上文字

Bornakk                采访者                        ——B
Mike Heiberg        星际争霸2资深游戏设计师        ——M
David Kim                星际争霸2游戏平衡设计师        ——D



Bornakk: The first question is from D10 at teamliquid.net – What is the reason for the decreased mineral collection by workers? (It goes from 8 to 6 per round.) Is it better worker A.I. or a more economy heavy game maybe?

Mike Heiberg: The harvest rates for classic and Starcraft II are basically the same -
David Kim: It feels faster though, the minerals anyway.
Mike Heiberg: It feels faster at certain points, certainly more so mid to late game but it kind of depends on the race and the expansions and stuff. I think that’s a matter of when you cap out on three per mineral field, just how much income you get versus – like in Starcraft a lot of times you get up to like two per mineral field and you couldn’t quite tell if you were capped out or not because there’s a lot of guys moving around and a lot of times you have an empty mineral field for a few seconds here and there.
When we did the original Starcraft harvesting numbers they were just pulling back way too much minerals because the units path so much better and they don’t do the strange harvesting A.I. that classic Starcraft did. But yeah, that’s why when we put in the original numbers they were harvesting way too fast and we had to take it down a notch. We first tried – we tried a lot of things – we tried bringing their movement speed down, then we had a lot of problems, with an SCV moves slower that means you can’t scout as quickly right, you can’t run away from certain threats, you can’t like dance around and avoid a zealot anymore. You know same thing with some of the other slower units but we tried other things like the acceleration, tweaking how fast they accelerate and decelerate, that got really tricky with how good the unit feels when you’re moving him around. So then we tried how much time they spend at the mineral field, which is actually still in there, right now a unit will bring back 6 per trip instead of 8, but at the same time he will spend a little less time at the mineral field. So overall the amount of time that he spends going back and forth he comes out to about the same harvesting rate as a single SCV in the original Starcraft.
Overall we’re trying to make the feel of the harvesting about the same as it was in classic Starcraft where you really have to think about how much money you have and the minerals-gas ratio and what you can afford to do. How do you think it’s feeling for the whole?
B:工人采集水晶数量变少(每次从8单位降低到6单位)的原因是什么?是因为更佳的采集AI还是为了让游戏在资源上更加紧缺?
M&D:II代的采集速度和原版的基本相同。水晶采集感觉上更快。
M:某些时候它的确是快一些,游戏中后期确实快些,不过这与种族和分基地情况都有些关系。我想这有点像你在每个水晶上分配3个工人和2个工人的区别。你无法确切地指出采集是否达到饱和因为总有那么几个家伙在瞎转悠同时总有矿点会闲上那么几秒。
我们采用原来的采集数量8时,得益于比前作好太多的寻路系统和采集AI,他们总是采太多水晶。因此我们降低了每次采集的数量。我们曾经试过降低工人的移动速度,但这带来很多麻烦——假如SCV的速度被降低,你无法快速地侦查,也没法逃离危险,你不能再像以前那样和狂徒跳舞了。还有一些其他慢速单位的问题。我们还试过调整加速度,但这会大大影响他在到处移动时候的表现。我们还调整过采矿时在矿点停留的时间。事实上这个改变被保留下来,工人每次采集6单位资源,同时他在矿点停留的时间比原来稍短。总的来说,经过这些改变,等效资源采集速度与原版几乎相同。
我们试图让资源的采集给人感觉和原版一样。你真正应该关心的是你有多岁钱,你的晶矿/气矿比例和你能用他们做什么。

Bornakk: Yeah- does this affect overall units and how they move? I’ve heard the pathing for StarCraft II has been much improved since the original StarCraft.

David Kim: Okay the pathing is actually pretty interesting because a lot of the tier 1 units, especially the zerglings and the zealots perform a lot better because they can get into places easier.
Mike Heiberg: We have tried to tweak some of the interaction of some of the earlier units with respect to pathing and create a lot of interesting gameplay with not just the types of units that you’re mashing together but the ways that they’re meeting each other on the battlefield. Where in classic Starcraft you could throw a couple zealots on your choke and zerglings coming in would have a hard time getting past them just because you can only fit so many zerglings up against the zealots right? Now you have a similar thing but at the same time out in the field if you have zealots versus zerglings the zealots have trouble because the zerglings wrap around them, start devouring them. Sometimes it helps to even back up your zealots against a wall or a cliff edge and reduce the amount of wrap around that the zerglings can pull off.
David Kim: Yeah and the wrap around itself is a little easier to pull off I guess because the A.I. takes care of some of that for you but you do still need the micro if you want to get the maximum out of your melee units.
Mike Heiberg: Yeah the pathing of zerglings, will instead of just going around and finding some place they can fit on the other side of the zealot they’ll actually try and nudge up a little closer to the other zerglings so they can fit more of them in which is just kind of something that we got with the updated pathing.
David Kim: We also have the difference in deceleration. In our game the unit knows when it’s going to stop so it starts decelerating at the exact right moment so that it stops at the exact spot that it’s ordered to go to. Whereas in the original it didn’t check as frequently so even if you told it to go somewhere it might stop a half an inch past it or a half an inch before it.
Mike Heiberg: Right, a lot of times you’d be floating your guardians in to take out some spore colony or something and they’d float a little too close and you’d be like “Whoa!” and you’d have to back a couple of them out. They’re a little more intelligent now about not floating directly into danger when they don’t have to.
David Kim: So all in all you can give more precise orders and the units will do exactly what you want to instead of just doing whatever they wanted.


Bornakk: It will be a little more consistent?

David Kim: Yeah it will be more consistent.
Mike Heiberg: Yeah for a game like Starcraft we really want a lot of consistency in how units behave when you tell them to do something because you know this is a game that we hope to be played at a very pro level where people want very precise control over everything that their units are doing. I tell a guy to go there he should go exactly there, I tell a guy to attack over there, he should attack to exactly that point and not roughly what I was telling him to do. So basically trying to fine tune the behavior that you get what you expect out of the unit when you tell him to do something is definitely one of our goals.
B:好吧——这是否影响到所有单位的移动方式?据说II代的寻路比原作大大进步了。
D:寻路系统是很有趣的,因为很多一级单位,尤其是小狗和狂徒移动时的表现好多了。
M:我们调整了一些早期单位寻路的互动作,并做出了一些有趣的游戏中效果——不仅是你将他们混编时,还有他们在战场上相遇时的行为。原作中,你可以用几个狂徒堵口,来犯的小狗将很难对付他们,因为你只能有同样数量小狗攻击到他们。现在事情不同了,在类似的情况下,狂徒将被小狗包围而被啃光。有时让你的狂徒背靠墙壁或悬崖来减少能够包围你的小狗数量能起到不错的效果。
D:包围做起来更简单了——AI为你做了不少工作,不过如果你仍然需要操作来发挥近战部队的最大作用。
M:小狗的寻路不再仅仅是在狂徒旁边找一个能放下它的地方,它们将靠得更紧来给其他小狗腾出地方。
D:我们还改变了减速运动。现在单位知道它将在哪停下,它将在正确的时刻开始减速动作,并精确地停在它被命令停在的地方。而在原作中,它并不检测得那么频繁,结果它经常停得比预定的位置或进或远。
M:正是如此,很多次当你用空中卫士清扫孢子炮什么的时候他们经常飞的太近,你不得不拽回几只来。现在它们变得聪明一些了,不会在没有必要的情况下靠近危险。
D:那么总之,你现在能够发出精确得多的命令,单位将严格地按照你的意图,做任何你命令他们做的事情。

B:就是说单位将具有更好的行为一致性和确定性?
M:是的。对于星际争霸这样的游戏我们的确想要高度的单位对命令的行为一致性和确定性。因为它的定位是适合高水平竞技的游戏,在高水平对抗中,玩家希望能够精确地控制他的单位做什么。我让它去哪它就该去哪,我让它打哪它就该打哪而不应该有任何差池。所以让单位行为能够如你所愿是我们的目标之一。
Bornakk: How do the three races feel right now in terms of their resource consumptions in relation to the more popular strategies seen here at Blizzard?

David Kim: Resource-wise the three races feel pretty similar. Terrans usually have to mix in mineral-only units such as marines or jackals with their army and with Zerg you can do the same sort of stuff you could do in the original just like fast mutalisks, or fast lurkers, but on top of that we also have interesting strategies, like surprise strategies, such as going fast banelings.
Mike Heiberg: Yeah and you know the other races like reapers and banshees and whatnot, but yeah it’s really a tough decision in the early game to choose how you want to spend your gas, do you want to go to one of the rush strategies? Do you want to tech up to the higher stuff that’s more stable? Or do you want to focus on upgrades and pushing with low tier units? Until you expand you really have to choose what kind of options you want to pick from.
David Kim: And also because of that, scouting becomes extremely important because there are more options for each player.
Mike Heiberg: Yeah when you have so many different options to choose from and more raiding options with things like reapers and banshees – scouting, you really have to get out there and see what they’re doing and how vulnerable they are to different strategies and different tactics.
B:从资源消耗与常用战术的关系来讲,三个种族感觉怎样?
D:在这个方面它们还是很相似的。terran通常需要将陆战队和豺狼这样的纯晶矿部队与其它部队混编,而对zerg来说你可以像在一代中那样速飞龙或速lurker,此外,我们也有许多其它有趣的战术,比如速毒蛉这样的“大招”。
M:是的,还有像收割者和女妖这些。不过在游戏早期决定如何花费气矿很难。是否采取速推战术?是否走比较稳重的科技路线?还是专注于升级,靠低级单位推进?扩张之后你就真要选择一条路了。
D:也是因此,玩家有了更多选择,侦查也变得异常重要。
M:当你拥有如此多的战术选择,同时还有收割者和女妖这样的骚扰手段——你需要侦查,你真的需要去看看他在做什么,看看他的弱点在哪里。

Bornakk: This next question comes from inbroodwar.de – The new infest and corrupt abilities are all time limited. Is there any plan for a spell that changes the owner of the unit permanently like the old Dark Archon mind control?

Mike Heiberg: Well when we were doing the classic Starcraft mind control we were finding that it actually resulted in some pretty big swings in balance where basically you mind control a large unit, say a Battlecruiser, and now the difference in power from the two different armies is like two Battlecruisers because he lost one and you gained one. So seeing as in Starcraft II we have a few more of those high impact units, we have Colossi, we have Motherships, and Queens, that’s a very scary type of spell to be still bringing into the game, I mean we have more opportunities for those large swings in balance.
David Kim: Okay so in Starcraft I the mind control was pretty high tech and difficult to get to so you rarely saw it in actual games.
Mike Heiberg: It was also pretty difficult to pull off for most people.
David Kim: So if we were to make it so that it is more accessible in SC2, there would definitely have to be restrictions such as “can’t mind control the Queen.”
Mike Heiberg: Right and Motherships, you can’t be taking out some of the unique units to each race.
David Kim: Yeah and if that’s the case then we’re kind of diverting away from the original Starcraft mind control mechanic which had no restrictions like that.
Mike Heiberg: What about infestation? The question actually was talking about...

B:新加入的感染技能和腐蚀技能都是有时间限制的。那么有没有打算加入像原来的暗黑执政官的思维控制那样永久改变单位所有者的技能呢?
M:原作中的思维控制对局势平衡的影响有些过于强大。当你控制了一个大型单位,比如战巡,双方的兵力对比变化将有2个战巡之多——他损失了一个而你获得了一个。在II代中我们加入几个强大的单位——巨像,母船,虫后。如果它还留在游戏就太可怕来,它对局势平衡产生的影响太大。
D:在原作中思维控制处在非常高的科技处而且很难达到,在实际的游戏中你很少见到它。
M:对多数人来说它也非常难用好。
D:因此如果我们要让他出场多些那就不得不加上一些限制,比如“无法对虫后释放”之类。
M:还有母船什么的,你不能控制一些特定的单位。
D:但如果做成那样我们就脱离了原作中思维控制无差别的作用方式。

Bornakk: Yeah, I mean infestation also was really hard to pull off, but generally speaking wasn’t too big of a thing in most of the games I’ve seen, so what’s the need for that to be time limited?

Mike Heiberg: Right, in classic Starcraft infesting someone’s command center was really more of an insult.
David Kim: I guess it’s sort of the same thing because it’s tier 3 right now, and you need the infestor pit as well as the infestation research, which means it won’t be that easy to pull off considering at that point of the game.
Mike Heiberg: It’s actually a little higher tech but it ends up being a bit easier to pull off than classic Starcraft infestation - off the Queen. You got to get it down to burning then bring in a Queen and at that point it’s like half the time the building dies anyway before you get it off.
David Kim: But the difference is you don’t actually take over the building it just infests it until it’s cleared out or the duration fades, whichever mechanic we decide to go with.
Mike Heiberg: Right and at the same time you’re not feeding money into it when it’s infested to produce infested marines you’re actually just getting them for free.
David Kim: So it’s definitely more usable and...
Mike Heiberg: It’s one of those spells that basically wasn’t seeing much play at all in classic Starcraft except in the weird cases where you were just trying to make someone feel bad for how much you’re owning them.


Bornakk: Sending a bunch of kamikaze marines at them?

Mike Heiberg: Yeah, like the, “Oh, I’m going to triple nuke you!” type stuff.
David Kim: Yeah and for the Corrupter, I guess we decided on what we decided on was because we get the same feel for the mind control but minus all the balance problems that we have to face.
Mike Heiberg: Right. You get that unit sort of on your side but at the same time you’re not grabbing them and moving them around, performing assaults with them.
David Kim: We also like the interaction between the two players. The guy that’s doing the corrupting can actually focus target the low health units to kill them first whereas the opponent can react by either pulling his troops away or just killing the corrupted unit fast depending on how much health the unit is at.
Mike Heiberg: Right we want to allow those types of little micro decisions where in the middle of the battle: “Should I focus on his guys, his Corrupters? Should I focus on my own corrupted units because I’m not getting them back? Or should I back off and make those basically invalid because there’s nobody nearby for them to be messing with?”.
David Kim: Whereas the original Starcraft mind control mechanic was more all or nothing that doesn’t have as much like immediate player interaction like corrupt does.
Mike Heiberg: Yeah it’s basically, “That unit’s mine, now I try and back my Dark Archon off before it dies.”


B:感染也很难用好,但总的来说在我看过的多数游戏中它没有那么大的作用,那么时间限制有什么意义呢?
M:原作中感染敌人的指挥中心更多的是一种侮辱。
D:在这里几乎也是如此:需要3级科技,而且还要感染者深渊并进行感染的研究,游戏进行到这种程度的确难以用好。
M:它比原作中女王的感染科技高一些,也比它容易用一些。(原作中)你需要先把它打黄血然后使用女王。
D:与原作不同的是你并没有能够控制建筑而仅仅是感染它直到它被摧毁或者技能结束。
M:而且你不用在它上面花钱,当建筑被感染时就会免费为你生产感染士兵。
D:因此它更加有用。
M:这个技能在原作游戏中并不常见,除非是你想要刺激你的对手的特殊情况。
B:派出一群自爆人么?
M:对,就像“哦,准备好,我要用三颗核弹轰平你”这种感觉
D:而对于腐蚀者,我们把它做成这样是因为腐蚀给我们思维控制的感觉。它没有那些平衡方面的问题。
M:是这样,单位成了你的,但你不能移动它们,发动攻击。
D:我们也希望看到由此产生的玩家间的较量。腐蚀的一方可以集中火力攻击低生命的单位,而对方则可以拉走他的部队或者杀掉被腐蚀的单位,这要视单位的生命而定。
M:是的,我们希望出现这种战斗中微观的决策:“我是打他的**呢还是打他的腐蚀者呢?我应该打掉我被腐蚀的单位吗?还是说我应该撤退呢?”
D:但是原作中的思维控制就没有腐蚀这样对玩家的效果。
M:它基本上是这样:“那个单位归我了,现在我需要让我的暗黑执政官安全撤离”


[ 本帖最后由 lilong5811 于 2008-8-14 00:27 编辑 ]
本帖最近评分记录
  • stephen 气矿 +1 补分 2008-8-13 22:28
  • stephen 气矿 +2 2008-8-12 19:08

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LZ人才啊

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感觉操作简洁了不少……

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加上直接听了~~恩
征婚,有意者带照片PM

向着sc2c第一喷子的目标前进

要冷静,要和谐,要动脑子

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操作简便啊……哈哈哈哈……

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