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※ 引述《EXZ57 (It's me?)》之铭言: : http://www.teamfortress.com/post.php?id=3727&p=1 : Today we're shipping some significant changes to the item drop system. 今天,我们对「掉东西系统」做了重大的改变 : 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. 先前的系统是在固定的时间会掉东西,而不一定每个玩家都会拿到,系统会随机决定谁在 这次掉东西时可以捡到东西。现在系统不这麽做了,现在系统会决定每个玩家下次捡到物 品是什麽时候,也就是每个玩家下次捡到东西的时间都会被事先决定,时间到了一定会捡 到东西。根据玩家的回报,有些玩家真的很衰,连续好几次固定时间掉东西都没捡到,甚 至一整个星期都没捡到东西,现在系统修正以後,不会再发生这种事了。 : We've significantly increased the rate at which item drops occur, compared to : the previous average interval. 跟先前比较起来,我们大幅增加了物品掉落机率。 : 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. 现在开始,每个玩家在每个星期的游戏时数有一个上限值,在上限值范围内是有机会捡到 东西,而超过这个时数的上限值,这星期就不会再捡到任何东西了。这个上限值是不定的 ,如果你这星期只完了几个小时或一天这样,那你这星期没有使用的时数会累积到下星期 使用,所以如果你不是天天都在玩TF2也没有关系:) : What are the net effects of these changes? Here's the quick summary: 到底这些改变有什麽影响呢?以下总结: : 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. 这次修改以後,如果你是挂机,你会更难捡到东西。我们对此感到抱歉,不过换个角度想 ,这样玩家就比较不会挂机,因为挂机比那些正常游戏的玩家更难捡到物品。 : Everyone else will find items more frequently, and with greater regularity. 其他人会更容易捡到物品。 : 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!). 我们还在研究要怎麽样才能根据玩家的表现来影响掉落物品的机率,因此我们跑去论坛看 ,有些玩家问说:「为什麽不乾脆根据玩家游戏表现来决定掉落物品机率?(例如你的排 名位置、杀敌数等等)」大部分玩家都知道,如果我们真的这样做了,那些所谓的挂机伺 服器就会去装一些插件让那些条件发生(就如同Soldier & Demoman WAR!那时看到的一样) (我想就是说产生一些Bot、或是特殊地图,让挂机玩家可以很轻松的提高分数这样) : 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,对於不想挂机的玩家我们有考虑到一些事情,任何依据游戏内表现来决定掉落 机率的这种设定,都会出现「为了让掉落率提高」的特殊地图、职业、战术等等,我们真 的很不希望这种事情发生,如果是根据游戏时间来决定的话,玩家就不用想那麽多只要玩 的高兴就好,例如你爱Payload,你就可以大方又爽快的疯狂玩Payload而不用担心玩 Payload模式捡到的物品会比那些玩Arena的朋友还要少,而Community的地图创造者也不 用担心他们的地图掉宝的速率够不够高,同样的,伺服器管理员也可以毫无顾忌的把伺服 器设定到最想要又最适合的模式。总而言之,虽然目前还不算完美,但我们绝对不会让游 戏内的表现影响你对整个游戏的评价与体验。 == 总而言之 就是Valve在寻找一个绝对公平的掉宝方式 希望不管玩家的技术、地图、职业、模式如何 都可以有一样公平的掉宝机率 而目前的掉宝方式是随机决定你下次捡到物品的时间 而不再是以前那种随机决定这次掉宝你有没有份这样 -- 我的 网路电子名片 简短易记网址: http://howar31.tk/ 很高兴认识你:D --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 114.37.49.70
1F:推 heber:<---有些玩家真的很衰 04/23 15:34
2F:推 calmsea31:对阿 soldier的新火箭炮 我玩了好几个月捡不到= = 04/23 16:07
3F:→ Souldragoon:解成就吧 04/23 17:01







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