VimIy微民网,让世界倾听微民的声音! 设为首页 | 加入收藏 | 网站地图
当前位置:主页 > 大杂烩 >

【翻译完毕】风暴英雄开发者访谈,Developer Q&A Highlights - transcript (Heroes of the Storm)

整理时间:2013-12-10 04:21 来源:www.vimiy.com 作者:编辑 点击:

【楼主】2013-12-18 04:48

» 风暴英雄开发者访谈,Developer Q&A Highlights - transcript (Heroes of the Storm)
    原帖地址:http://www.reddit.com/r/heroesofthestorm/comments/1t43vz/developer_qa_highlights_transcript/
    翻译:deathmew
    
    Developer Q&A Highlights - transcript
    
    开发者访谈的亮点记录
    
    Hello guys. This is not a word to word transcript, but I've written most of the keys points that were discussed on the twitch stream, and have paraphrased most of the discussion. Hope you enjoy reading this.
    
    大家好,这不是一个逐字逐句的副本记录。不过我写下了此次twitch直播大部分的关键点,并注释了大部分的讨论,希望你们能够have fun。
    
    Attending developers: Dustin Bowder and Phil Gonzales
    
    采访对象:开发者 Dustin Bowder 以及 Phil Gonzales
    
    Blizzard:
    
    The game has been in development for about three years.
    
    New things that were added were multiple maps, each with its own objectives. Cursed Hollow was one of the first that we did. At one point, we had two versions of Cursed Hollow, one without tributes, and anothe with tributes. As we were playing both, at one point we stopped playing the one without the tributes. Next map was Haunted Mines, with a competitive PvE dungeon. The goal was to create twenty minute games and the talent system. Abathur was a last minute addition to the hero pool. All of these things came together in the last couple of months.
    BlizzCon build is just a small fraction. There is a lot more to do about the talest system, and really customize the loadout. For instance, adding a lot of depth with talents that are chosen before the match. Maps for now have a pretty good stride, we're building some variance about the maps that we have now. About hero design, we want to make more heroes in the Abathur category.
    These battlegrounds are a new lore category for the company. They've got these new characters like Ravenlord. It allows Blizzard to get back to their roots and create new ideas. Nexus is gonna take you to these new worlds.
    
    暴雪:
    
    风暴英雄开发了将近三年。
    
    被添加的新元素有:复数的地图,每张都有独特的事件。诅咒深渊是第一张。起初我们有2个版本的诅咒深渊,一个有事件,另一个没有。当我们试玩的时候,我们完全放弃了那个没有事件的版本。第二张地图是闹鬼矿井,有一个可争夺的PvE地下城。当时的目标是让游戏时间保持20分钟,以及天赋系统的建立。Abathur是我们停止开发英雄池前最后一个想到的英雄。上述所有都来自最后俩月。
    BlizzCon的游戏版本只是风暴英雄的一个小缩影。天赋系统比你们看到的更复杂,而且它的自由度很高。在比赛开始之前,天赋树就要被点的很深。地图制作目前取得了不小的成果,我们在已有的地图中添加了一些变量。至于英雄设计,我们想要制作更多Abathur相关的新英雄。这些战场是暴雪公司新的杀手锏。他们有新的角色,比如Ravenlord。风暴英雄使得暴雪回顾他当初建立的根基,同时带来更多的创意。Nexus将引领你进入这些新的世界。
    
    What has your focus been since BlizzCon?
    
    Art team is doing a lot of polish on maps and new hero skins are generated, there are new ideas for them. Maps are going full steam ahead, we're adding new territory. BlizzCon build was very specific for the show. We need to add a social system, custom lobby, match replays, ways to reconnect into a match, design new talents and further customize heroes. A better new user experience has to be made, where BlizzCon was somewhere the middle ground of the experience. More of the end game, competitive experience needs to be added, in the way of fiddling with what's going on.
    
    BlizzCon之后你们的工作重心?
    
    美工在加紧润色地图以及制作新的英雄皮肤,他们有许多新点子。地图的更新正在全速前进,我们添加了许多新领地(译者:类似海盗、矿坑这种机制吧)。BlizzCon上的版本只是为了向你们展示。我们需要添加一个社交系统,游戏大厅,录像功能,断线重连的机制,设计新的天赋以及进一步自定义英雄。一个更好的用户体验需要被达成,BlizzCon的版本并没有展现它的全部。越到游戏尾声,越需要更多的竞技性元素,这些元素将使场上局势更加扑朔迷离。
    
    When is beta happening?
    
    As soon as it can be. There is no exact date. It depends on the technology that's to be developed. No beta keys exist yet.
    
    什么时候beta开始?
    
    尽可能快。还没有确切日期。这取决于有待开发的技术。目前还没有发放beta key。
    
    TWITTER QUESTIONS
    
    微博提问环节
    
    How does Heroes of the Storm differ from your standard MOBA?
    
    Couple of critical factors. Use of our maps and map design to create new map strategies. Players taking a look at what map they are in, what heroes have their allies chosen, what heroes have their opponents chosen, and based on that deciding what talents to take. There is a lot of variation. Another point is shorter lasting, and very fast paced games.
    
    相对于标准MOBA类游戏,风暴英雄有什么不同?
    
    许多特别的新元素。使用地图上的元素去创造新的作战策略。玩家需要看一眼他们将在哪张地图游戏,他们的队友选了哪些英雄,对手选了哪些英雄。根据已知信息决定自己的英雄将走什么天赋路线。有非常多的可能性。另一个关键点,游戏时间很短,节奏很快。(译者注:跟LOL一样,看到对线对手了再选择符文、天赋)
    
    Will there be some enviromnent elements in the maps that increase heroes movement speed or abilities?
    
    Dragon Knight in the Dragon Shire map. Capture the obelisk on two sides of the map, channel the statue and become the dragon knight. He can kick enemy heroes and move very quickly, and has a different set of abilities, but he lasts for a limited duration. The whole map turns red, and cinders fall across the sky when he is summoned. It turns into a game of attack and defend for the opposing team.
    
    地图上会有场景元素提高英雄的移速或者技能吗?
    
    比如龙郡的龙骑士。截获地图两侧的石碑,引导雕像从而变成龙骑士。他能够击飞敌军英雄,并且拥有很快的移速,同时还有一套不同的技能,不过持续时间是有限的。当龙骑被召唤,整个地图将变的鲜红,随即雾霾遮蔽天空。这将迫使敌军攻击和回防。
    
    Will we see characters from older Blizzard titles like Lost Vikings or Blackheart?
    
    These guys are definitely on the list. They are coming up soon. There's a design in progress on Lost Vikings. It's something that we're working on.
    
    会有来自类似《失落的维京》或者《黑心》这样的暴雪老游戏的角色登场吗?
    
    你绝对能看到他们的身影,很快。《失落的维京》已经在设计进程中。你所问到这一点我们正在着手进行。
    
    Games like this one have a reputation for being hostile to newbies. What are you planning to do for the new user experience?
    
    First is how we design the game, and second that the game is shorter. There's the team experience pool, there's no kill stealing, it's a team orriented game. We'll be adding usual teaching stuff, preparing you for the game, training mode, co-op vs. AI. But basically teaching you the core game mechanics and moving you to the training stuff.
    
    像此类游戏给人的印象就是“对新人不够友好”。你们对于新人的游戏体验有什么计划?
    
    首先游戏的设计就不会(导致对新人不友善),其次这个游戏节奏很快。团队经验共享,没有抢人头。这是一个完全的目标是团队合作的游戏。我们将一如既往地添加教程环节,帮助你入门,还有训练模式,人机模式。通过这些你会理解游戏的核心机制,从而得到提高。
    
    Can we expect emotes such as taunt or dance?
    
    Yes. A lot of dance emotes have been done, and they are pretty.
    
    我们能期待(像LOL那样的ctrl 1234)人物嘲讽和跳舞动画吗?
    
    当然。而且会很萌。
    
    What do you think about the people saying that your game is "casual"? Will this game have a competitive scene?
    
    This is up to the players to decide. We're creating a game that has all these tools to support that. But we think the game is pretty competitive. Just because it's not so complex, it doesn't mean it's not competitive.
    
    大家都说你这游戏太修仙了,你怎么看?它是否会有登台竞技的可能?
    
    这要交给玩家们做决定了。我们创作的所有游戏元素都能够支持玩家们最终决定的走向。我们认为这个游戏的竞技性元素已经相当可观了。游戏做的简单不复杂不代表他没有竞技性。
    
    Will there be a spectator client when the beta goes live for those wanting to host events?
    
    beta里就会有ob端吗?
    
    We will have a lot of functionality of what we have in StarCraft. It's built on the same technology. We're building all of that and adding more stuff to the game.
    
    SC有的,这里基本都有。他们是同一技术下的产物。我们会实现所有的功能,并且添加更多新的东西进风暴英雄。
    
    How will you deal with disconnected players?
    
    There's a couple of options we're looking at. If you disconnect, we don't give you anything for that game, like currency. If you are disconnecting often, we can penalize you for connecting to future games. You will be able to reconnect from games that you have disconnected from. AI wiss take over for players that have gone AFK.
    
    你们怎么处理断线玩家?
    
    我们有好几套方案。如果你离线,你不会因为游戏的结果得到任何奖励,比如游戏货币。如果你老是怒退游戏,作为惩罚,你的下场比赛就要等等了。当然了你可以断线重连。在你断线期间,AI会取代你的工作。(译者:NICE!)
    
    With shared levels and experience, are you worried that the team who hits level ten will have a big advantage and get their ultimate first?
    
    There's also another breakthrough at level twenty. It's a point for discussion. It creates various strategy. If you're of similar levels, the advantage doesn't last long. It can be about thirty seconds for you to think what you will do with your advantage. The other team will have to think to dodge teamfights, and it creates a bit of an asymetrical play. If you're too far away with levels, it could also be a downside. It's not been so much of a problem for now because the games aren't so long, but we'll see. But there are ways to outstrategize what seems to be a losing situation, there's a lot of volatility. There's always a way to out think your opponent.
    
    团队共享经验的话,在10级的时候,岂不是有一队会立即所有人习得大招……这会给他们带来巨大的优势,你对此有没有什么顾虑?
    
    20级的时候还会来一次,这个问题还在争议中。它创作了无数的战术。如果你们经验获取得差不多,优势不会持续太久。大概30秒吧,你需要考虑该如何利用这些优势。另一队当然就要考虑避免团战,这会导致两边的游戏风格不对称。如果等级差距太大,当然劣势会扩大。目前来看这个问题不是什么大事儿因为游戏节奏太快了,我们会持续观察。不过会有相应的应对战略,让你们只不过看似处于失败的境地而已,有太多的可操作性。总有办法以招拆招从而最后show一脸。
    
    Are you guys going to introduce the Blizzard map editor to the MOBA genre?
    
    Yes. We're super passionate about mod makers and map makers getting the tools we use. We don't know whet it will arrive, will it be beta, launch or post launch.
    
    能不能介绍一下针对MOBA的暴雪地图编辑器?
    
    嗯。我们对于地图编辑器本身以及使用这项工具感到非常激动。我不知道它的出台时间,也许beta,也许正式发布,也许发布以后。
    
    Is HotS going to have a Mac client? Is it going to be free to play?
    
    Yes and yes.
    
    风暴英雄会有MAC版并免费吗?
    
    是的。
    
    How do the talents work? Are they different for each hero?
    
    We're sharing a different amount of talents across all heroes, for example plus twenty attack damage. More and more heroes will have more customized talents. Abathur has a completely different set of talents. Elite Tauren Chieftan has a cooldown based build, but at one point we had a shared talents build, so Nova could have a cooldown build as well, and it proved out to be too overpowered. So we came back to individual talent trees per hero. It will get more and more diverged as time goes on. New talents will be added over the years. If it has too many talents, it could always get scaled down. For example, Sergeant Hammer has his Siege Tank, and there's a talent that allows it to hover ad move over long distances and it looks different from the default.
    
    天赋系统怎么运作?每个英雄的天赋都不同吗?
    
    目前很多天赋点是全英雄通用的,比如+20 AD。以后越来越多的英雄将拥有自定义天赋。目前Abathur的天赋是完全彻底不同的。精英牛头人酋长有一个基于CD的天赋,但是曾经由于该天赋点是通用的,所以Nova也有有关CD的天赋,而且事实证明它使得Nova太过OP。所以我们决定每个英雄独立天赋树。随着游戏的开发,天赋的分歧会越来越大。每年我们都会添加新的天赋。如果我们觉得天赋太多,补丁随时跟上以确保精简。比如,Sergeant Hammer拥有他的Siege Tank,会有一点天赋使其飞跃一大段距离,让它大大区别于没点天赋时的样子。
    
    Could you explain the shared experience and gold income with your team?
    
    We don't have gold, it's just experience which gives you levels and allows you to get more talents. If anybody from your team is near a kill, whether it be a minion or an enemy hero, the whole team will get experience for it. It encourages you to spread up, but of course there are times when you will want to gather up. It allows heroes like Abathur to exist. It allows a lot of objectives and a lot of cross lane movement. For example, we have a three vs five man encounter on one lane, while the other two heroes from your team are pushing other lanes and gathering experience, allowing you to get an advantage over the other team. So there's a lot of this asymetric experience.
    
    能不能解释一下经济和经验共享?
    
    我们没有经济系统。只有经验提供升级,通过升级获得天赋点。只要有一个队友在死亡行为发生的附近,无所谓死的是敌军小兵还是英雄,整个团队都会获得经验。这个机制鼓励你们分头行动,当然团战也会爆发。它会允许像Abathur这样的英雄存在。它会促使多目标战略,以及跨线移动。举例来说,我方3人与敌方5员狭路相逢,而我方的其他2人正在推另外的线并且为团队获取额外经验,这样其实我方是有潜在优势的。游戏里会有许多类似的不对称作战。
    
    Will Uther still walk away at launch? (reference to BlizzCon shoutmatch)
    
    He's still pretty hard to kill.
    
    乌瑟尔仍旧死不了?(BlizzCon首战的梗)
    
    他依旧难以杀死。
    
    Are you guys taking steps to make Heroes as exciting to watch as great to play?
    
    We may get there, but for now we're just focusing on a great gameplay experience. As we move on, we'll walk backwards towards the watching experience. For example, we have our physics engine we've developed in StarCraft that allows environment objects to get blown up and for bodies that go scattering over the ground.
    
    观看比赛有可能像亲手玩上游戏那么爽吗?
    
    有可能,不过目前我们还是着眼于玩家的体验。随着开发的进行,我们会回过头来审视ob视角的体验。比如,在SC使用的物理引擎会令场景对象爆裂开来,尸骨也会涂满大地(……)。
    
    Lets say I pick a Diablo champion. Will I be able to wear the StarCraft suit?
    
    Universe crossing over is a ton of fun. For example, we can have the barbarian have the warrior armor from WarCraft, or the demon hunter wearing a hunter outfit, or Nova wearing an amazon skin, or Stiches with a demonic skin.
    
    比如我选了大菠萝,我是否允许穿上SC制服?
    
    穿越总是能带来成吨的欢乐……比如,让野蛮人穿上魔兽的战士套装,或者恶魔猎手穿上劣人的装备,或者Nova的亚马逊皮肤(!!)
    
    
    
    
    
    ===
    
    这个回复很有意思,想贴一下,中枪的举个手= =
    
    (举手!)
    
    
    I wish people would lay off the "make it an esport! make sure we can watch!" wagon. Seems like people are more interested in watching others play games today than to play the game themselves and have fun doing it.
    
    
    我希望人们别特么老是问“电子竞技!电子竞技!我!们!要!看!比!赛!”
    
    好像现在的小朋友因为老被殴打不愿意上游戏去享受比赛,而更倾向于看别人玩
    


网友评论2013-12-18 04:52


    坐等翻译
    
网友评论2013-12-18 05:00


    Soon TM~
    
网友评论2013-12-18 05:04


    看不懂怎么破。
    
网友评论2013-12-18 06:21


    cure女神么么噠,辛苦啦~
    
网友评论2013-12-18 06:35


    感谢翻译
    
网友评论2013-12-18 06:51


    翻译已结束
    
    有错误请指出,非常感谢
    
网友评论2013-12-18 06:53


    女神的翻译还是一如既往的萌啊!
    
网友评论2013-12-18 07:02


    不知道这个游戏的赢利模式是什么,反正炉石传说的赢利可以说是非常成功了,一个40包就差不多等于一份D3拷贝的价格了..
    
网友评论2013-12-18 07:13


    Reply Post by moonstrike (2013-12-18 07:02):
    
    不知道这个游戏的赢利模式是什么,反正炉石传说的赢利可以说是非常成功了,一个40包就差不多等于一份D3拷贝的价格了..
    
    几乎可以肯定卖皮肤是个盈利点了=_,
    
    你看blz连内测还没开始就已经把重心放在皮肤上了,可以预见hots很有可能跟炉石一样是收费内测。。。
    
网友评论2013-12-18 07:16


    CURE女神辛苦了~~
    
网友评论2013-12-18 07:21


    游戏竞技化本来就不是唯一的道路,甚至是个独木桥,
    很多游戏还老是喜欢往上靠。
    为了竞技性牺牲其他完全不值得。
    
网友评论2013-12-18 07:32


    话说我最近打的少看的多~看来内心深处是为了防止被殴打~
    
    
网友评论2013-12-18 07:49


    莉亚菠萝能用医生姐姐的皮肤来三份
    
网友评论2013-12-18 08:18


    New things that were added were multiple map
    指的是新加入了许多张地图,原文译法有点不像中文
    
    For instance, adding a lot of depth with talents that are chosen before the match.
    “在比赛开始前就选定的天赋可以带来很大的深度”,这句指的是游戏内外不同的两套天赋系统
    
    Will we see characters from older Blizzard titles like Lost Vikings or Blackheart?
    原文错了,不是Blackheart是Blackthorn,黑荆棘/暗黑王子
    
    Are you guys going to introduce the Blizzard map editor to the MOBA genre?
    这里问的是会不会将地图编辑器向传统MOBA领域推广的事情
    
    These battlegrounds are a new lore category for the company. They've got these new characters like Ravenlord.
    “这些战场同时对暴雪来说也是开辟新的背景故事设定的地方”
    


网友评论2013-12-18 19:17


    Reply Post by digmouse (2013-12-18 08:18):
    
    指的是新加入了许多张地图,原文译法有点不像中文
    
    “在比赛开始前就选定的天赋可以带来很大的深度”,这句指的是游戏内外不同的两套天赋系统
    
    原文错了,不是Blackheart是Blackthorn,黑荆棘/暗黑王子
    
    这里问的是会不会将地图编辑器向传统MOBA领域推广的事情
    
    “这些战场同时对暴雪来说也是开辟新的背景故事设定的地方”
    
    
    非常感谢您的耐心指点,英文不太好,还在学习当中!:)
    
    
    
    
    
    
    “这里问的是会不会将地图编辑器向传统MOBA领域推广的事情 ”
    
    这个环节我check了一下同一篇文章的德语版(我自己是说德语的,翻译这篇前也参考了很多德语编辑的用词,以保证翻译出来中文的准确度),我中文的翻译跟德语编辑的翻译没有出入,我猜测是原文表达有歧义xD
    
    
    Are you guys going to introduce the Blizzard map editor to the MOBA genre?
    
    Wird der Blizzard Map-Editor verfgbar sein?(对暴雪地图编辑器的使用解锁的可能性?)
    
    Yes. We're super passionate about mod makers and map makers getting the tools we use. We don't know whet it will arrive, will it be beta, launch or post launch.
    
    Die Entwickler freuen sich darauf, Mod- und Map-Machern Zugang zu den Tools zu geben, die die Devs benutzen. Ob es in der Beta, zum Launch oder erst nach dem Launch kommt, steht aber noch nicht fest.(把地图编辑器——在开发中所使用的——作为工具开放,开发者对此感到非常兴奋。至于它会在Beta、正式发布,还是正式发布以后成为现实,这个议题还没有盖棺定论。)
    
网友评论2013-12-18 20:41


    Reply Post by deathmew (2013-12-18 19:17):
    
    非常感谢您的耐心指点,英文不太好,还在学习当中!:)
    
    
    
    
    
    
    “这里问的是会不会将地图编辑器向传统MOBA领域推广的事情 ”
    
    这个环节我check了一下同一篇文章的德语版(我自己是说德语的,翻译这篇前也参考了很多德语编辑的用词,以保证翻译出来中文的准确度),我中文的翻译跟德语编辑的翻译没有出入,我猜测是原文表达有歧义xD
    
    
    Are you guys going to introduce the Blizzard map editor to the MOBA genre?
    
    Wird der Blizzard Map-Editor verfgbar sein?(对暴雪地图编辑器的使用解锁的可能性?)
    
    Yes. We're super passionate ab..
    我看了直播的,所以我觉得我对这个问题和回答的理解更准确
    
网友评论2013-12-18 21:41


    “我们有好几套方案。如果你离线,你不会因为游戏的结果得到任何奖励,比如游戏货币。如果你老是怒退游戏,作为惩罚,你的下场比赛就要等等了。当然了你可以断线重连。在你断线期间,AI会取代你的工作。(译者:NICE!)“
    
    那位OOXX大哥,求你了,你赶紧ALT F4吧..AI都比你强,你太坑了
    
网友评论2013-12-19 11:23


    我只想问一句 什么时候开始测试。。。测。。。。。。。试 测。。。。。。。。。。试 测。。。。。。。。试
    

    
    
    

关于网站 | 网站声明 | 用户反馈 | 合作伙伴 | 联系我们
Copyright © 2012年2月8日 苏ICP备12030052号-3