暴雪首次回应关于插件事宜

2008年04月04日 作者:佚名 进入论坛

作者:linheaven  原帖:点击进入
 
本则新闻资料来源于MMO-Champion网站以及worldofraids网站近日消息的汇总
 

插件对Raid的影响


这是近日暴雪官网的CM:Drysc对于插件问题的一系列蓝贴回复,由于这些问题都是比较关联的,就都放一起了。有些术语和段落翻译的不是很到位或者有疏漏,望见谅。

 

Drysc 写了一个关于Raid中插件的使用问题的很长的发言。他解释了当Raid战斗被设计的时候,暴雪会试图紧记这样一个观点,那就是人们将会使用计时器,BOSS提示等方式来使得战斗变得相对简单。

 

I think we assume that those who are working on the extreme endgame PvE content are going to be doing anything they can in order to help increase their chances for success. By both embracing the UI mod community and their addons, as well as assuming that players are going to be using them to great effect versus our encounters, we have to design encounters that assume their use or the encounter is trivialized by those on vent, those with a countdown, those with a threat meter, etc. Once a lot of the guess work is removed with mods we have to raise the complexity beyond what a mod can purely assist with. I think at this point we're forced to assume everyone is using mods to great effect versus our design complexity, which in turn forces everyone to use those mods. It's probably somewhat debatable what mods are required and where, but it's certain that we have to take them into account, lest the game be trivialized.

UI Mods have become an integral part of the game for many players, and we've been extremely pleased with the amount of customization and information they're able to provide. We're continually working to assess and implement new UI features, many of which have come straight from the community, to help ensure that the default UI is as full featured as possible while remaining uncluttered, clean, attractive, and easily approached.

 

我想我们必须假定,对于那些有志于目前最高端PvE内容部分的玩家来说,他们会做任何事情来增加他们成功的机会。而那些玩家将会使用的插件会对我们设计的战斗过程造成很大的影响。我们在设计战斗时就必须假定玩家们是会使用计时器,仇恨统计之类的插件来使战斗变得简单。而一旦不花费大量的猜测来考虑玩家们使用的插件,那么我们的设计复杂度就可能超过UI所单纯提供的辅助。我觉得在这点上,我们不得不假设所有人都会使用插件,并在很大程度上会影响到我们的设计难度,而这也导致人们被迫使用这些插件。或许值得商榷的是需要什么样插件和在什么场合使用他们,但毫无疑问的是,我们必须对此加以考虑,以免游戏(被插件影响得)过于简单。

对很多玩家来说,UI插件已经变成了游戏中不可分割的一部分,而我们对他们所提供的这些用户定制信息的数量也感到非常高兴。我们会持续工作来评估和实现新的UT功能,其中许多就是直接来源于那些社区,以帮助确保默认UT尽可能作为整体功能,而其余的部分同样整齐,干净,有吸引力,并易于上手。


对于将诸如仇恨统计,Atlas loot还有伤害/治疗统计之类的简单插件放入游戏UI的建议,Drysc回答说


Well, as I said we're continually looking for little bits here and little bits there to throw into the default UI. I don't think we're going to be at a point, at least for a long time, where we think "Ok, that's about all we need, everything else they can get themselves."

The biggest ... "issue" we run into when implementing a new UI feature is ensuring it fits with the simplicity and approachability of a default UI. For larger and more intrusive features I think the best thing we can usually do is provide a solution that fits into our idea of what we want the default UI to offer, but at the same time give mod makers new options and more information to grab on to, parse out, and create better mods for those that want to customize their UI even further.

 

嗯,正如刚才我所说的,我们会持续的进行这里或者那里的小改动并放到默认UI中。至少在相当长的一段时间内,我不认为我们会达到这样一种状况:"好了,这就是全部我们需要的了,所有的东西他们都能够自给自足了。"

我们在实现一个新的UI元素时碰到的最大"问题"就是确保它符合默认UI简单易用的特性。对于大量流行的非默认UI来说,我想最好就是我们能够提供一个符合我们想法的解决方案,而这我们希望由默认UI所提供的。而与此同时也给插件制作者新的选择和更多的信息,对比分析,来为那些想定制自己UI的玩家创造更多更好的插件。

对于那些抱怨默认UI的玩家而希望暴雪加入可移动框体,整合包裹,并将主界面元素移除的玩家,Drysc说:

 

Those all sound like personal taste, and a reason why we fully support a user's ability to download and install a mod that helps to alter or modify their interface to their liking (as long as the mod falls in line with what is allowed according to our legal agreements of course). We have a specific idea of what the default UI should look like, and offer, and if you want to change that then we want you to be able to. Enjoy and embrace the fact that you can change it.

 

所有的这些听起来都不过是个人喜好而已,而这就是为什么,我们完全支持用户下载安装插件来帮助修改他们自己喜欢的界面的一个理由(只要插件符合我们的允许规则范围)。我们有关于默认UI应该是什么样的具体想法,并就提供这样的风格,如果你想改变这样风格我们想你是可以做到的。享受那些你能够改变的现实吧。

对于那些希望获得游戏内置的具体坐标提示,像诸如"我可以在哪找到XYZ"或者"他/她/它就在谁谁谁附近"之类的问题,Drysc回应说:

 

Coordinates, as well as some of the other mods that have been discussed or are actually in the process of being implemented, run into the ... again, issue of fitting into the default UI.

We want the default UI to be a part of the game, to blend into the idea of what the game is, what it represents, how you're interacting with it. There's a stark balance between game aesthetics, and function.

"Mignon rides to the top of the hill, his fur matted with the blood of those that fell before him. As he reaches the crest of the peak, he unrolls his map, wipes off the lens of his compass, and sees two sets of numbers hanging in the air - wildly fluctuating - as he moves his finger over the map."

The biggest challenge is making these types of features work in a way that we find acceptable within what we want the UI to portray. Sure, maybe eventually those weird numbers that magically change on your map is something we eventually just have to implement as an acceptable loss to the immersion of the game.

The continuity of the UI probably isn't something most of you really think about, but we're constantly attempting to maintain it with the features we do implement.

 

坐标,以及一些我们已经讨论过的插件,实际上在运作过程中,整合到合适用户界面中还是再次遇到了问题。
我们希望默认UI成为游戏的一部分,包含这游戏是什么,要表达的是什么,如何和玩家互动的想法。在游戏美学和功能上,有一个比较直观的平衡。

"小明骑马到山顶,他的兽皮衣服沾满了之前留下的血迹。他到达了峰顶,打开地图,擦拭他罗盘的表面玻璃,然后看到两串数字悬在半空,在疯狂抖动,因为这时他的手指正在地图上移动。"

最大的挑战就是使这一类型的功能,工作在我们一种我们所能接受的,希望UI所表达的方式上。当然,也许最终会变成一个可接受的游戏损失,而不得不让这些怪诞的数字魔法般的在你的地图上进行改变。

UI的延续性可能并不是像你所想的那样,但我们会继续努力保持我们所实现的特点。


对于pitbull,Ag,或者Xpear这些界面插件,Drysc回复说

 

I've tried them all, I'm just done with all the crazy layout changing mods. I don't find they actually improve my ability to play the game, and I generally don't find anything I'm able to get out of them worth the immense time and effort I've spent trying to make something useful.

I'm all about the stand alone, simple, "designed to do one thing, and one thing well" type mods. Looking at my screen you'd definitely think there was a lot of extra stuff going on though.

 

我曾经都尝试过了,我折腾过全部这些疯狂的界面修改插件。我并不觉得他们实际上对我进行游戏的能力有所提高,而我也找不到什么理由来说服自己,值得花费这些时间和精力。

我用的插件都是很简单的,都是那些"要做就做好"类型的插件。看我屏幕,你会发现很多额外的东西。


有人说希望暴雪能够给出一份他们觉得必不可少的插件的名单,以便大家都能够在一个公平的游戏层次上。Drysc回答到:

 

I think what we're mainly talking about here are threat meters, and unless you're involved in end-game raiding situations you don't need one. And if you're involved in end-game raiding situations it's likely you would already be aware of those mods your guild uses and relies on. If not then ask them what they use or recommend you use, of if they feel it would even help to the overall progression for you to have them.

 

我想我们谈论的应该是关于仇恨统计,而除非你涉及到游戏中最终层次的团队战斗情况,否则你不需要这些。如果你已经参与到其中,那么显然你已经知道这些你们公会使用并依赖的插件了。如果不然,那就问他们用什么插件或者推荐什么插件给你,如果他们觉得这会提高你的水平,那你就听他们的。

对于仇恨统计这类插件,Drysc说:

 

I never said we weren't looking into implementing a threat meter, in fact I think at BlizzCon it was specifically mentioned we were looking into implementing a threat meter.

However, our implementation of a threat meter wouldn't be nearly as robust as what everyone is using now, but what it could help do is provide more accurate information to those mods that could use it and parse it out for everyone that wants greater control over it.

 

我从来没说过我们没有关心到仇恨统计这类插件,事实上,我认为BlizzCon那已经有一个明确说法,我们正观察仇恨统计之类插件的运作。

然而,我们的仇恨统计工具并不像大家现在广泛使用的那些,但这有助于我们提供更多的信息给那些希望操纵这类插件的人来进行使用分析。


这就是Drysc提到的BlizzCon部分的说明

仇恨统计还不能确定是否会被加入游戏中

最近,BlizzCon"团队与地下城"小组的首席遭遇战设计师Scott Mercer,在"你问我答"部分说:

 

"I know that UI mods are a huge part of raiding, and it's something that, you know, we're also talking about, in the future we're actually talking about putting a threat meter inside our game."

That's of course a statement simply saying that there are discussions happening, which is in no way a promise or indication that a threat meter will be implemented, but that it's something that's been in discussions for implementation.

 

我知道UI插件是团队战斗中很庞大的一部分,有些东西,我们也会同样谈论到,可能在将来把仇恨统计放进我们的游戏中。

当然这只是一份讨论情况的简单声明,而无法承诺或者表明,(游戏内置的)仇恨统计将会实现,但这已经在进行讨论了。

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