Re: [新聞] TeamLiquid文章摘錄 DK的Q&A時間
※ 引述《kira925 (1 2 3 4 疾風炭)》之銘言:
: 我把Q&A拿過來 最糟糕的就是這段問答 請開噓吧
: Question: Depth of Micro?
: 目前微操的可能性不足?
: Answer: They look at everything the community posts like that. A lot of micro
: opportunites were very cool, but that is not something a casual viewer can
: easily understand. So they really want some things that hardcore viewers can
: understand, but they want easy-to-understand stuff as well and focus on that
: right now.
: DK: 我們知道社群裡面有非常多文章在討論這種問題。擁有大量的微操可能性很酷,
: 不過一般的觀眾可能看不懂。他們希望可以做出讓鐵桿觀眾可以看懂,不過也有
: 些非常容易懂的東西並且先專注在這件事情上面。
: 譯按:...........
: Question: TvZ is mostly Mutaling Bane vs Biomine and not a lot of mech.
: Comments?
: TvZ幾乎剩下毒龍狗vs4M 沒什麼機械化的比賽 你的評論?
: Answer: They want more diversity, mech is a good opportunity. Two changes:
: Combined upgrades and siege tank buffs. If thats not enough there's still
: time to make more changes, but the goal for the future is to make mech viable
: not only against Z but also P.
: DK: 我們希望有更多可能性,機械化是一個很好的選擇。接下來的兩個變化:
: 機械空地攻防合一與支架坦克的強化。如果這樣還不夠我們可以做其他的變動,
: 目標是要機械化不只對Z有用,還要對P。
: Question: Skins for units? Unit sounds?
: 單位的Skin與Sound?
: Answer: They are "excited" about skins, it gets brought up frequently in the
: offices. Reality: They have to support all kind of systems so as a result of
: that they are up against a memory cap. They can not add skins without
: affecting gameplay, they make sure that gameplay comes first and it will take
: more time. They really want it, but can not.
: DK: 他們對"Skin"有很多期待,在辦公室裡面也常常被抓來討論。
: 但真相是:因為有太多因素參與進來,他們要面對記憶體上面的問題。
: 加入Skin系統肯定會影響遊戲體驗,他們希望先維持住遊戲體驗所以需要更多時間。
: 我們正在做,只是不是現在。
: Question: Did not watch any WCS at all. There's too
: much of it. What are their thoughts on "There's too much!" ("Now we are
: watching the superball, next up: superball!")
: 根本沒在看WCS WCS太密集了 你對 "你現在在收看WCS 接下來的節目:WCS"的看法?
: Answer: They have a global audience. Thats one of the reasons, but they are
: looking into spreading things out more and fixing schedules. Maybe only two
: days a week for a WCS region etc. More grass roots stuff for WCS so that it
: gets more exciting and people can follow it more easily.
: DK: 其中一個理由是,我們需要滿足全球的觀眾。不過他們正在想辦法拉長與修正
: 比賽時程。或許每個區域每周只有兩天WCS區域賽之類的。WCS需要更多基層的
: 比賽來讓WCS更刺激而且人們可以更好的跟上WCS的比賽。
: Question: Marketplace?
: 商城制?
: Answer: They talk about it all the time. Reality: They haven't been able to
: invest time to build the tech infrastructure. They are working on something
: for that for the new HotS though and maybe they could build on that for SC2.
: No timeline for that, but that is what they are doing: Learning from Heroes
: and building up on that.
: DK: 討論過很多次,不過事實上他們還沒辦法把時間花在這個上面。
: 他們現在正在實驗一個在HotS上面的系統,或許可以放進SC2系統裡面,
: 但是目前來說沒有時間表。他們確實有在做這個就是,從(爐石戰記/暴雪英霸/
: Other?)學習並且建立起這個功能。
: Question: Try and increase the player numbers, more people into the
: game?
: 讓更多選手加入而且讓更多玩家加入遊戲?
: Answer: They are trying to make a lot of improvements on the Arcade side to
: bring in more players. Making improvements to the UI and as far as
: tournaments, it is a group task for community, blizzard, tournament orgas AND
: players. They want to invest more into "Grass Roots Esports" stuff in 2014
: and they will go into detail about that later on.
: DK: 他們正在強化Arcade系統並且吸引更多的玩家。強化UI與各種錦標賽
: 這其實是社群/BZ/賽事主辦/選手需要一起努力的事情。他們在2014會投入
: 更多草根性的內容,之後將會揭露。
關於第一個問題有一位叫cloaken的人作出了不錯的解釋,這邊幫大家轉譯一下
關於大衛金的回答使得論壇群情激奮,cloaken的回應如下:
"大家好像都還沒看清楚大衛金的意思就自行下了結論啊,他的意思其實是,當年怒火
燎原的微操技巧真的太多也太繁覆,對於非專業級的玩家來說很難看懂,影響到其觀賞
性,這些微操技巧隱藏在太多小地方,導致甚至需要許多解說親自製作影片來解釋這個
操作到底是怎麼弄的,我覺得我們可以稍微在這邊做點改變,舉例來說,閃現操作和蟲
族的包夾就是那種大家可以一看就懂的技巧展現,反過來說,注卵和星空加速等營運的
細節就是非專業玩家會比較看不懂的
我們覺得這款遊戲必須要在欣賞難度和技巧深度之間找到最佳的平衡,而我們現在覺
得這款遊戲對於資淺的觀眾還是有點負擔"
一言以敝之,也許暴雪團隊是想要加強那種"顯而易見"的帥招,而非需要解說耳提面命
後才會被注意到的"營運細節",最終方針就是要讓這款遊戲能夠得到更廣泛的觀眾群
體吧,某種程度上大家好像有點誤會暴雪的本意?
說說個人感受好了,如果這真的是暴雪想要強化的方向我是不排斥,畢竟一款遊戲觀眾
不夠整個電競產業就沒辦法活絡起來,也確實,那種很顯而易見的高超技巧便是我個人
愛看星海勝過隔壁棚的原因,當然我不是說其他隱含的細節不重要,只是對於吸引觀眾
這點來說,你還是要做出更良好的第一印象才能壯大整個群體
只是要同時做到cool stuff和良好的遊戲平衡性確實不是很容易的事,暴雪的東西總
是很酷,但其他的細節就還要再加油了
Anyway,幫大家翻譯一下,也順便分享一下個人想法,希望大家不吝指教
謝謝大家!
--
※ 發信站: 批踢踢實業坊(ptt.cc)
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