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【开发日志】得分板

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IP属地:日本1楼2017-06-12 18:47回复
    Total War Arena Developers' Blog: ScoreboardWhat's new?New Scoreboard Design
    The scoreboard has been refreshed with a new design and new functionality to show the statuses of friendly and (spotted) enemy squads.
    All allied and enemy units and commanders are displayed on the scoreboard, even if they have been eliminated
    If enemy units haven't been spotted yet, you won't see their information
    Kills vs Deaths ratio is displayed for all players
    Your personal Kills vs Deaths ratio is further broken down by unit
    The scoreboard no longer re-sorts players based on performance, during the battle
    All interactions that used to be in the chat interface (i.e. private message, mute etc.) are now accessible via the scoreboard
    Why we changed
    We noticed a trend where players would focus on grinding points instead of winning battles, even though winning is now the most significant factor in your post-battle rewards. This caused conflict in teams where some players would just grind certain actions to maximise their points, frustrating other players who were trying to achieve victory. Ideally, we want all players focused on working together.
    We looked at a variety of similar games and how they give rewards at the end of a match, and noticed that they do not reveal which rewards you're earning during battle or how you're getting them. Players in those games usually focus on performing their best in the hopes of winning (with the exception of the usual griefers). Scoreboards in these games relate player status, kills and deaths, general performance, and other info to help you understand the state of the game and to plan team tactics. This is also our goal.
    Our previous scoreboard was just relaying points. Showing how many points the enemy team has earned does not help you decide tactics; whether the best course of action is to hunt down remaining enemies, or capture the base. Whether it would be better to make a defensive stand near your own base, or attempt a series of hit and run attacks to whittle the enemy down. We hope that the new scoreboard will aid players in analysing the battle situation and formulate better strategies.
    Rewarding Team Play
    This update is a good time to re-examine how the Rewards System works in detail.
    Total War: Arena is, at its heart, a team game. You control a squad of three units inside a larger allied army and battle it out in vicious 10vs10 combat. Team collaboration is one of our top developer goals. In battle, we want to encourage players to work together to win. We don't want to see players consistently behaving in ways that benefit themselves but hurt their team.
    When it comes to scoring, we've made the single most important factor in post-battle rewards be the overall performance of your team. The better everyone does, the more points you get. This amounts to around half of where your rewards come from in a single battle. Additionally, we've put a strong emphasis on victory: if your team wins the battle, you receive 20% more rewards than if you had lost.
    Finally, we still calculate each player's individual performance. This is broken down into the following general categories:
    Damage: actions like damaging enemy units, preventing damage (through missile or armour block, for example), and total number of kills
    Capture: capturing the enemy base or de-capping the enemy's capture on your own base
    Morale: doing morale damage to enemies (flanking and routing them), and the effects of morale abilities, like buffing your allies and damaging the enemy's morale
    Spotting: damage that allies do to units you are spotting. You receive a percentage of all damage done to enemies you've spotted.
    This covers the majority of actions currently tracked, and we're always investigating more options to add. We of course know there are other behaviours that have an impact on battle. For example, you might put Pikemen in a narrow passage on the battlefield and prevent enemies from going that way without actually engaging anyone. Unfortunately, we can't reliably detect that you were defending and not just standing still (or were AFK). Fortunately, that defensive move could earn your team victory. We hope that by shifting big portions of a player's rewards to overall team performance, and to victory, we will sufficiently cover all types of individual player activities.
    In summary: play together as a team, and play to win, that's how you'll get rewarded the most!
    Thanks,
    Arena Dev Team


    IP属地:日本2楼2017-06-12 18:48
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      《竞技场全面战争》开发日志:得分板
      新的得分板设计将会同时显示右方和地方的重要信息,双方的指挥官和单位将会得分板上显示,即便他们已经被消灭。如果敌方的部队还没有被侦察到,那么将不会显示它的详细信息。
      会显示所有玩家的KD比(击杀:阵亡)
      个人的KD比主要由操控的单位所决定。
      得分板不再以玩家的具体战斗表现来进行分类。
      通过得分板可以唤出聊天窗口,从而与其他玩家进行私聊等社交活动。

      为何要进行修改得分板?
      尽管胜利是目前一场战斗中最重要的因素,我们注意到了玩家们更倾向于夺取更多的战斗点数而不是赢得胜利.这使得一些玩家会尽其可能最大化地获得点数而阻挠那些想要获得胜利的玩家。所以我们想要所有玩家更加专注于彼此合作。
      我们了解到了一些相似的战斗中玩家在战斗后是如何获得收益,并且也发现他们并不愿意展现自己的战后收益。玩家在战斗中应该是尽其所能而获取战斗胜利(也包括使用合理手段干扰对手的例外情况)。得分板上的玩家状态,KD比,战斗表现以及其他的信息能够帮助了解到战斗的动向,从而制定团队战术。这也是我们的目标之一。
      我们之前的得分板只有一些点数。 依靠敌方的点数并不能帮助你在接下来的战斗中选择到底是是击杀剩余的敌人还是选择占领敌方基地,亦或者在自己基地附近待命或者边打边跑耗尽敌人的兵力。我们希望新的得分板能够帮助玩家分析战场情况,从而做出更合理的战斗规划。

      团队游戏收益
      这次更新我们重新测试了一下收益系统的运作方式。
      《竞技场:全面战争》从本质来讲,是一款团队游戏。在大军之中你会操控三支部队赢得一场10v10的游戏。团队合作是我们最终的开发目标之一。在战斗中,我们想要鼓励玩家一起互相配合赢得胜利。我们不希望看到玩家们为了个人利益而牺牲他的团队。
      除了上面提到了得分板,我们对游戏做出了一个重大的调整,那就是你的收益将会跟你正常战斗中的团队表现挂钩。你的队友做的越好,你得分也会越高。在整个收益中,这部分的收益大约将占到一半。除此之外,我们再一次强调胜利的重要性:即获胜的收益会比输掉战斗多20%。
      最后,我们仍然会统计每个玩家的个人表现。这主要由下面几个因素来决定:
      伤害:对敌人造成的伤害量,以及阻止敌人造成的伤害(比如远程武器格挡,以及通过甲胄抵御的伤害),以及击杀敌人的总量。
      占领:占领敌方基地或者阻止敌人占据己方的基地。
      士气:打击敌人的士气(比如侧袭或者保卫),与士气相关技能的使用,例如提高己方士气或者降低敌人的士气。
      侦察:通过侦察队敌人早上的伤害,会根据所造成的伤害总量按一定比率获得一定的收益。
      以上涵盖玩家们在战斗中可量化的因素,我们也经常进行规划增加更多的因素。当然我们也知道还有一些因素会影响到战局的变化。比如你在狭窄的地形里部署了一支枪兵从而阻止了敌方部队前进。不幸的是,我们目前还没有办法对这种行为进行合理的评估,也无法侦测出AFK挂机行为。我们希望通过大幅度的调整收益使之与团队表现挂钩从而促使玩家去获得胜利。我们将不断地对玩家的所有游戏行为进行考量。
      总之:合作共赢,才能获得最大化的收益。


      IP属地:日本3楼2017-06-12 18:54
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