官方藍帖‧關於Widowmaker改動 - 線上
By Kelly
at 2016-06-17T17:56
at 2016-06-17T17:56
Table of Contents
大意:原本奪命女的操作方式沒得到應有的代價,NERF。
原文:
http://us.battle.net/forums/en/overwatch/topic/20745186024?page=3#post-42
沒多久就3X頁了 正反兩派戰翻天
==============================================================================
Making the sure game feels responsive and smooth is very important to us.
Wherever we can, we make sure that the game responds to player input asap.
However, the one situation where we have to step in and possibly slow things
down is when an 'animation canceling' trick is discovered and allows players to
significantly increase a characters power.
There are two main problems with just leaving these things in the game as they
are.
我們非常重視英雄操作對玩家的回饋與流暢感,但是當有些"取消動畫"的技巧能讓英雄
威力顯著提升時,我們就會考慮調整英雄讓操作慢下來。
而如果不對這些問題做調整,可能會產生兩樣問題。
1. This trick becomes the new balance of the hero. Lets say there is a trick
that somehow allowed you to instantly complete McCree's roll instead of waiting
for it to complete normally. At that point, the character is much stronger, and
might suddenly be a balancing problem. The choices then becomes either fix that
bug, or allow it to exist and reduce his power elsewhere. If we decide to
reduce his power elsewhere, unless you know how to do this special (and often
unintuitive) trick, he will never feel correctly powerful for you.
2. Learning a hero now has to include learning how to abuse these bugs. This is
a huge turn off to a lot of players, and can turn a potential favorite hero
into a 'will never pick'.
1. 這些"技巧"會改變英雄現有的平衡。假設來說,如果McCree的翻滾能利用取消動畫的
技巧讓翻滾動作提早完成,顯然McCree會OP不少。這時如果我們選擇讓這個技巧繼續留
在腳色上,我們就只能從別的地方去平衡他。
這樣變成如果你不會用這些"不直覺"的操作,你就注定是個銅牌麥卡利。
2. 學習一個腳色的時候,這些小技巧因此變成不得不學習的東西。影響到一個玩家對這
些腳色的遊玩意願。
To speak to Widow's scope canceling trick specifically, when I first saw it it
seemed fine. The idea was that you are slowing down your fire rate slightly to
gain a little more situational awareness and a small movement bump between
shots, that is fine as a trade off. But the problem came about once I looked
into it a bit more and realized that the recovery time (the time between shots)
is 0.5 seconds, so as long as you scoped back in within 0.5 seconds of your
last shot, it didn't 'cost' you anything. That, in turn, means the *correct*
way to play her is to always scope out and back in within 0.5s of every shot,
otherwise you are playing a weaker Widowmaker.
再來談到Widowmaker這次開關鏡改動,一開始我注意到這件事的時候認為沒什麼問題。
就只是玩家犧牲了一點開火頻率,換取比較多的視野資訊和一些機動性。但是當我更深入
研究這個問題的時候,才發現WM的開火間隔是0.5秒,因此舊版的開關鏡技巧不會讓你損
失任何東西。
結果就是"正確"的操作WM的方式變成每槍的0.5秒間格中都開關鏡,不然你就是個比
較差的奪命女。
We talked about adding in some cost to force it to be more of a trade off, such
as delaying the recovery time when you scope out. That would mean when you
scoped back in you would have to wait the remaining 0.5s before you were
allowed to start charging or shoot again. Solutions like that often feel even
worse and are generally confusing, so we tend not to go those directions.
In general, we're not against player discovered tricks, in fact we love
watching players jump in and find this cool stuff! For example, Widowmaker
wasn't initially designed with the ability to be able to launch herself off a
ledge while grappling up, but that one was left in because it is pretty easy to
do (press space when you're approaching a ledge), works consistently, and
doesn't significantly change her power level.
我們有討論如何讓這個操作產生應有的代價,像是在關鏡後強制增加0.5秒的恢復時間
這時候不能重新開鏡集氣或是開槍,但是這類的調整通常效果不是很好,而且會讓玩家操
作時產生混亂,所以我們決定不往這個方向調整。
最後,我們不會阻止甚至非常喜歡玩家去挖掘這些小技巧。像是我們一開始根本沒有設
計讓玩家可以用WM的勾爪來做彈射,但是我們決定把這個操作留在WM上,因為很簡單、操
作起來很協調、而且不會顯著的影響英雄平衡。
==============================================================================
PS.滿多遊戲利用這些技巧來提升腳色的深度跟學習曲線。
不過OW的設計師顯然有不一樣的想法。
大家覺得這個改動如何呢?
--
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