掉道具更新 - Steam

By Edward Lewis
at 2010-04-23T14:38
at 2010-04-23T14:38
Table of Contents
※ 引述《EXZ57 (It's me?)》之銘言:
: http://www.teamfortress.com/post.php?id=3727&p=1
: Today we're shipping some significant changes to the item drop system.
今天,我們對「掉東西系統」做了重大的改變
: Previously, we rolled randomly at intervals to see if you got an item drop.
: Now we roll to determine when your next item drop will occur. So you're
: guaranteed to find items at fairly regular intervals. The bulk of drop
: complaints we've received in the past have been from players having unlucky
: streaks, where they didn't find any items for weeks. That won't be possible
: now.
先前的系統是在固定的時間會掉東西,而不一定每個玩家都會拿到,系統會隨機決定誰在
這次掉東西時可以撿到東西。現在系統不這麼做了,現在系統會決定每個玩家下次撿到物
品是什麼時候,也就是每個玩家下次撿到東西的時間都會被事先決定,時間到了一定會撿
到東西。根據玩家的回報,有些玩家真的很衰,連續好幾次固定時間掉東西都沒撿到,甚
至一整個星期都沒撿到東西,現在系統修正以後,不會再發生這種事了。
: We've significantly increased the rate at which item drops occur, compared to
: the previous average interval.
跟先前比較起來,我們大幅增加了物品掉落機率。
: There's now a maximum amount of playtime per week in which you get item
: drops. Playing beyond that amount won't find any more items. The amount
: varies, but if you play an hour or so a day you're good. Some of your unused
: time will rollover to the following week, so if you're an intermittent player
: you'll also be fine.
現在開始,每個玩家在每個星期的遊戲時數有一個上限值,在上限值範圍內是有機會撿到
東西,而超過這個時數的上限值,這星期就不會再撿到任何東西了。這個上限值是不定的
,如果你這星期只完了幾個小時或一天這樣,那你這星期沒有使用的時數會累積到下星期
使用,所以如果你不是天天都在玩TF2也沒有關係:)
: What are the net effects of these changes? Here's the quick summary:
到底這些改變有什麼影響呢?以下總結:
: If you're an idler, you're going to find fewer items than you were prior to
: this change. Sorry. On the bright side, there's less reason to idle, because
: it won't earn more than players who are playing regularly.
這次修改以後,如果你是掛機,你會更難撿到東西。我們對此感到抱歉,不過換個角度想
,這樣玩家就比較不會掛機,因為掛機比那些正常遊戲的玩家更難撿到物品。
: Everyone else will find items more frequently, and with greater regularity.
其他人會更容易撿到物品。
: We're still thinking about how to allow you to influence your drops. When we
: see discussions on the forums, people often ask why we don't tie it to some
: in-game performance (like your scoreboard position, or number of kills, etc).
: Many players understand that if we did this, idle servers would simply change
: into servers running plugins that generate those in-game events frequently
: (as we saw in the Soldier & Demoman WAR!).
我們還在研究要怎麼樣才能根據玩家的表現來影響掉落物品的機率,因此我們跑去論壇看
,有些玩家問說:「為什麼不乾脆根據玩家遊戲表現來決定掉落物品機率?(例如你的排
名位置、殺敵數等等)」大部分玩家都知道,如果我們真的這樣做了,那些所謂的掛機伺
服器就會去裝一些插件讓那些條件發生(就如同Soldier & Demoman WAR!那時看到的一樣)
(我想就是說產生一些Bot、或是特殊地圖,讓掛機玩家可以很輕鬆的提高分數這樣)
: There's another side of it that we care about just as much, which is the
: message it would send to all the players who don't want to idle. Any in-game
: performance metric we chose would result in there being specific maps,
: classes, tactics, and so on that resulted in more drops. We really don't want
: that to happen. When it's simply playtime, you're free to play the game
: however you like. If you love Payload, you can play Payload maps without
: worrying about whether you're earning less drops than the guys playing Arena
: maps. Community mapmakers don't have to worry about whether their maps earn
: item drops fast enough. Similarly, server operators can configure their
: servers however they like, without worrying about reducing the rate at which
: their players are earning drops. In short, while it's far from perfect, not
: tying to in-game performance is a lot less poisonous to your minute-to-minute
: game experience.
另一方面,對於不想掛機的玩家我們有考慮到一些事情,任何依據遊戲內表現來決定掉落
機率的這種設定,都會出現「為了讓掉落率提高」的特殊地圖、職業、戰術等等,我們真
的很不希望這種事情發生,如果是根據遊戲時間來決定的話,玩家就不用想那麼多只要玩
的高興就好,例如你愛Payload,你就可以大方又爽快的瘋狂玩Payload而不用擔心玩
Payload模式撿到的物品會比那些玩Arena的朋友還要少,而Community的地圖創造者也不
用擔心他們的地圖掉寶的速率夠不夠高,同樣的,伺服器管理員也可以毫無顧忌的把伺服
器設定到最想要又最適合的模式。總而言之,雖然目前還不算完美,但我們絕對不會讓遊
戲內的表現影響你對整個遊戲的評價與體驗。
==
總而言之 就是Valve在尋找一個絕對公平的掉寶方式
希望不管玩家的技術、地圖、職業、模式如何 都可以有一樣公平的掉寶機率
而目前的掉寶方式是隨機決定你下次撿到物品的時間
而不再是以前那種隨機決定這次掉寶你有沒有份這樣
--
我的 網路電子名片 簡短易記網址: http://howar31.tk/
很高興認識你:D
--
: http://www.teamfortress.com/post.php?id=3727&p=1
: Today we're shipping some significant changes to the item drop system.
今天,我們對「掉東西系統」做了重大的改變
: Previously, we rolled randomly at intervals to see if you got an item drop.
: Now we roll to determine when your next item drop will occur. So you're
: guaranteed to find items at fairly regular intervals. The bulk of drop
: complaints we've received in the past have been from players having unlucky
: streaks, where they didn't find any items for weeks. That won't be possible
: now.
先前的系統是在固定的時間會掉東西,而不一定每個玩家都會拿到,系統會隨機決定誰在
這次掉東西時可以撿到東西。現在系統不這麼做了,現在系統會決定每個玩家下次撿到物
品是什麼時候,也就是每個玩家下次撿到東西的時間都會被事先決定,時間到了一定會撿
到東西。根據玩家的回報,有些玩家真的很衰,連續好幾次固定時間掉東西都沒撿到,甚
至一整個星期都沒撿到東西,現在系統修正以後,不會再發生這種事了。
: We've significantly increased the rate at which item drops occur, compared to
: the previous average interval.
跟先前比較起來,我們大幅增加了物品掉落機率。
: There's now a maximum amount of playtime per week in which you get item
: drops. Playing beyond that amount won't find any more items. The amount
: varies, but if you play an hour or so a day you're good. Some of your unused
: time will rollover to the following week, so if you're an intermittent player
: you'll also be fine.
現在開始,每個玩家在每個星期的遊戲時數有一個上限值,在上限值範圍內是有機會撿到
東西,而超過這個時數的上限值,這星期就不會再撿到任何東西了。這個上限值是不定的
,如果你這星期只完了幾個小時或一天這樣,那你這星期沒有使用的時數會累積到下星期
使用,所以如果你不是天天都在玩TF2也沒有關係:)
: What are the net effects of these changes? Here's the quick summary:
到底這些改變有什麼影響呢?以下總結:
: If you're an idler, you're going to find fewer items than you were prior to
: this change. Sorry. On the bright side, there's less reason to idle, because
: it won't earn more than players who are playing regularly.
這次修改以後,如果你是掛機,你會更難撿到東西。我們對此感到抱歉,不過換個角度想
,這樣玩家就比較不會掛機,因為掛機比那些正常遊戲的玩家更難撿到物品。
: Everyone else will find items more frequently, and with greater regularity.
其他人會更容易撿到物品。
: We're still thinking about how to allow you to influence your drops. When we
: see discussions on the forums, people often ask why we don't tie it to some
: in-game performance (like your scoreboard position, or number of kills, etc).
: Many players understand that if we did this, idle servers would simply change
: into servers running plugins that generate those in-game events frequently
: (as we saw in the Soldier & Demoman WAR!).
我們還在研究要怎麼樣才能根據玩家的表現來影響掉落物品的機率,因此我們跑去論壇看
,有些玩家問說:「為什麼不乾脆根據玩家遊戲表現來決定掉落物品機率?(例如你的排
名位置、殺敵數等等)」大部分玩家都知道,如果我們真的這樣做了,那些所謂的掛機伺
服器就會去裝一些插件讓那些條件發生(就如同Soldier & Demoman WAR!那時看到的一樣)
(我想就是說產生一些Bot、或是特殊地圖,讓掛機玩家可以很輕鬆的提高分數這樣)
: There's another side of it that we care about just as much, which is the
: message it would send to all the players who don't want to idle. Any in-game
: performance metric we chose would result in there being specific maps,
: classes, tactics, and so on that resulted in more drops. We really don't want
: that to happen. When it's simply playtime, you're free to play the game
: however you like. If you love Payload, you can play Payload maps without
: worrying about whether you're earning less drops than the guys playing Arena
: maps. Community mapmakers don't have to worry about whether their maps earn
: item drops fast enough. Similarly, server operators can configure their
: servers however they like, without worrying about reducing the rate at which
: their players are earning drops. In short, while it's far from perfect, not
: tying to in-game performance is a lot less poisonous to your minute-to-minute
: game experience.
另一方面,對於不想掛機的玩家我們有考慮到一些事情,任何依據遊戲內表現來決定掉落
機率的這種設定,都會出現「為了讓掉落率提高」的特殊地圖、職業、戰術等等,我們真
的很不希望這種事情發生,如果是根據遊戲時間來決定的話,玩家就不用想那麼多只要玩
的高興就好,例如你愛Payload,你就可以大方又爽快的瘋狂玩Payload而不用擔心玩
Payload模式撿到的物品會比那些玩Arena的朋友還要少,而Community的地圖創造者也不
用擔心他們的地圖掉寶的速率夠不夠高,同樣的,伺服器管理員也可以毫無顧忌的把伺服
器設定到最想要又最適合的模式。總而言之,雖然目前還不算完美,但我們絕對不會讓遊
戲內的表現影響你對整個遊戲的評價與體驗。
==
總而言之 就是Valve在尋找一個絕對公平的掉寶方式
希望不管玩家的技術、地圖、職業、模式如何 都可以有一樣公平的掉寶機率
而目前的掉寶方式是隨機決定你下次撿到物品的時間
而不再是以前那種隨機決定這次掉寶你有沒有份這樣
--
我的 網路電子名片 簡短易記網址: http://howar31.tk/
很高興認識你:D
--
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Steam
All Comments

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