» 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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。)