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(转贴)余波1.4c军衔经验系统更新介绍

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发表于 2006-12-16 00:22:21 | 显示全部楼层 |阅读模式
发现night没有相关文章特此转贴

原贴在uuu9  作者id:cx810125
原贴链接:http://bbs.uuu9.com/viewthread.php?tid=454879

余波1.4c军衔经验系统更新介绍


前段时期忙,很久没关注余波了,来翻译点东西供大家参考。其实这篇文章官网贴了很久了,不过现在看也不晚。




军衔密码系统更新
我们所设计的军衔经验系统可以让玩家在每个新发布的版本中持续发挥作用。该系统记录并反映了玩家在游戏过程中的表现。自从2006年1月发布的稳定版本开始,该系统经过了多次改良。在NOTD Aftermath 1.4c中,该系统进行了全面更新。


经过长时间的发展,一些旧经验系统中的缺陷逐渐显现出来,我们发现某些兵种在获取勋章和经验方面有着比较高的几率。例如,大多数玩家推选重型机枪兵作为最容易获得战斗类勋章的兵种,而三角洲特种兵则是最容易获得服役类勋章的最佳人选。在最近的几个月中我们研究了很多这方面的问题,并且去掉了旧系统中获得某些勋章所要求的有效伤害这一因素。现在我们使用的是一种“杀敌/伤害”比例的算法计算相应的作战成绩,不同兵种的算法会有差异。因此,火焰喷射兵就可以为保护队伍而遭受更多的伤害,并且不会因此而降低获得勋章的几率。重型机枪兵也必须消灭更多的敌人才能获得较好的表现成绩。

一些早期版本的经验获取相对较快,特别是任务经验,结果玩家可以很快地提高军衔。虽然这并不是什么大问题,但我们发现这样会使不同版本获取经验的速度产生较大差异,缺乏连贯性。现在发现,这些问题其实在研发过程中就可以避免,我们也对此吸取了教训。

新的经验系统可以记录玩家更多的作战表现信息,同时也改进了密码保护措施。新密码通过颜色来显示大小写字母、数字,方便区分,并且我们相信加入大写字母也是一种明智的做法。这样密码就不容易记错,特别是当你把密码记到纸上的时候。Kann[nix]编写了一个十分有用的自动脚本,可以方便玩家保存密码并使用快捷功能键。这个程序已经经过很多玩家测试并证实十分有用。你们可以在论坛的Iron Hand专区找到下载链接。

密码系统新增加了2个部分,分别是“教官勋带”和“战斗经验”。(个人认为作者写错了,应该是Combat Readiness“战斗准备”不是Combat Experience“战斗经验”。)玩家只能在中士至上士的经验阶段通过带领新兵成功完成“Boot Camp模式”才能获得“教官勋带”。与其它勋章功能相似。这么做是为了能将“Boot Camp模式”与余波主游戏完整地结合起来,同时也是对那些经常带领新兵的老兵进行奖励。

最终结合游戏所有模式,我们推出“战斗准备”这一附加功能。所有玩家一开始的默认“战斗准备”为86%,最高可以达到100%的英雄经验获取比例。英雄经验获取比例是指你每次升级所需的经验比例,与军衔经验不同。当玩家进行“死亡竞赛”模式时,每局有机会获得2%的“战斗准备”增加,最大值为100%。当“战斗准备”达到100%时,你增加了14%的英雄经验获取比例。这样对那些希望在噩梦模式中有刀可以用的玩家或者想在普通模式中打得更好的玩家会有很大帮助。“死亡竞赛”模式中胜利的队伍有75%的机会获得“战斗准备”,而失败的队伍只有50%的几率。“战斗准备”会随着你进行“生存模式”的次数增加而自动降低,所以你需要通过“死亡竞赛”模式补充你的“战斗准备”。

在以后的几周后会逐步完善新经验系统,并计划增加最终一个新部分,但是否增加这部分还有待决定。旧的军衔密码可以通过-loadold和-load2old分别读取,(-loadold读1.4c以前的军衔,我估计-load2old只能读取那些2代英文版的军衔)但是这样读取的军衔游戏结束时不能保存(就是说1.4c必须重新打经验)。如果你有好的建议,请在论坛Barracks专区发帖讨论。

Azazel_









以下是英文原文:


Code Renewal


Our Player Experience system has allowed players to carry over the efforts of each game in NOTD Aftermath to the subsequent one. Being an indicator of progress and performance, it has seen many changes since we first introduced a stable version in January 2006. In NOTD Aftermath 1.4c, there will be a code renewal.

Over time, some of the earlier flaws of the old Player Experience system became increasingly highlighted as the community realized that some MOSes may have had an advantage at certain medals and experience gain rates. For instance, most would have cited the Machine Gunner as a good MOS for combat medals, while the Delta Operator would be ideal for service medals. We have learnt a lot over the months and we've moved away from the old absolute hits factor that was considered in some medals. We are now using a kill/hit ratio that focuses on relative values, factored by MOS roles. Hence, a Flamethrower will be able to absorb more hits for the squad and yet maintain an equal footing in earning a medal. A Machine Gunner will now have to kill substantially more Zulus to qualify for above average performance.


Some earlier versions also had a relatively high Player Experience gain rate, especially the Mission Experience Points, that allowed players to build their ranks very quickly. While not a problem in itself, what we realized that there was no consistency over the versions in Experience gain rate. In hindsight, a lot could have been improved in the development process and we've certainly taken some lessons to heart.


The new Player Experience system will allow us to store more player information, as well as improve code security. The codes are now color coded for easier viewing, and we believe that the transition into a code with capital letters will be a smooth one. It will take extra caution, especially when writting down your code on paper. Kann[nix] has developed a useful automated script which allows players to save their codes and run many other small utility functions with ease. It has been tested by a number of people and it's realiable and useful. You will find the download link at our Iron Hand forum.


Two new additions to the code system are the Drill Instructor Ribbon and Combat Experience. The Drill Instructor Ribbon can be only earned by players between the rank of Sergeant and Gunnery Sergeant through leading new players in successful Boot Camp games. Its mechanics are similiar to most of the existing medals. This is a step to integrate Boot Camp as a useful part of NOTD Aftermath and encourage a learning culture.


The final step of integration of all our game modes is the addition of Combat Readiness. All players start with a default 86% Combat Readiness, which is a 100% Hero Experience gain rate. Hero Experience gain rate is the rate at which your Marine levels up, not to be confused with Player Experience. When players play Deathmatch, they stand a chance to earn a 2% increase in Combat Readiness each game, up to a maximum of 100% Combat Readiness. At 100% Combat Readiness, your Marine has a 14% increased Hero Experience gain rate. This can be helpful to players who want an edge in Nightmare games or just a smoother normal game. The winning team in Deatmath has a 75% chance to earn Combat Readiness, while the losing team has a 50% chance. Combat Readiness decays as you play more survival games, and you will have to replenish it at your discretion.


There will be one final addition to the code system which will be implemented in the coming weeks, and the nature of this addition is as yet undecided. The old codes will still be supported with -loadold and -load2old respectively, and you will not be able to save games when you load with these codes. If you have any suggestions, please debate this on our Barracks forum.



Azazel_

请使用所有风格通用颜色.---Sky留

[ 本帖最后由 Sky(Killer) 于 2006-12-16 15:05 编辑 ]

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 楼主| 发表于 2006-12-16 00:41:39 | 显示全部楼层
今何在看看这个帖子  因为是翻译原作者的 所以对战斗准备的描述应该比较权威  你可以在那个写战斗准备的帖子里做一下修正  原来的一些说法不准确
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发表于 2006-12-16 09:17:43 | 显示全部楼层

~

黑底黑字...QQ你要我练眼力吗?
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发表于 2006-12-16 11:22:07 | 显示全部楼层
呵呵,谢谢qq的帖子鸟~,现在重新修正
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发表于 2006-12-16 11:48:57 | 显示全部楼层
虽然很早看过...不过有些翻译貌似.....
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发表于 2006-12-16 11:55:45 | 显示全部楼层
qq是“外交人员”,呵呵
发了不少翻帖了
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发表于 2006-12-16 12:12:56 | 显示全部楼层
你们懂毛啊 余波军衔根本不是这样设置的
是采用离散函数 每局达成XX目标 就提高对应变量
对应变量到达临界点时的新一局开始 自动获得勋章
还乱七八糟一堆 简直是胡说八道
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发表于 2006-12-16 12:29:18 | 显示全部楼层
深奥............离散函数都出来了饿.....
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发表于 2006-12-16 13:32:44 | 显示全部楼层

回复 #7 fantasy2006 的帖子

[em03] 这位教授谁认识.......
请注意用词[em41]
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发表于 2006-12-16 14:04:36 | 显示全部楼层
原帖由 fantasy2006 于 2006-12-16 12:12 发表
你们懂毛啊 余波军衔根本不是这样设置的
是采用离散函数 每局达成XX目标 就提高对应变量
对应变量到达临界点时的新一局开始 自动获得勋章
还乱七八糟一堆 简直是胡说八道


说简单点吧``
那么深奥听不明白`
简单点说吧- -
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