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发表于 2011-9-15 19:46 · 上海
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本帖最后由 lasrvn 于 2011-9-15 19:52 编辑
yugo 发表于 2011-9-15 18:18
請問來源網址是?
gamefaqs论坛上翻译的电击上的制作人访谈. 原文如下:
1. The response from the users (testers) of the Close Beta Test (hereafter know as CBT) on PS3 are:
-Fromsoft is working on a more stabilized version "matching." (Match up against others)
-The testers thought the actions are too sensitive to controls, and Fromsoft has taken that into account.
-There are mixed reviews about the Territory system. Some players would like to see the territory having higher durability, others thinks the defense side has the upper hand. It was a limited test though.
2. The parameter on parts:
-Parts balance was not a major goal of the CBT.
-The CBT only showed 10% of total parts.
-Sniper looks strong in CBT. (Yesssss!!!)
-"Bad Match ups" should be equally challenging to both sides.
3. Team strategy?
-Operator plays an important role in team battles.
Page 2.
1. There are many possible roles for the operator. They can see the positions of the enemies, how much ammo is left, their weak points. It is something that even the AC pilots themselves may not know. On the other hand, playing with a bad operator may cost you...
2. Operator needs to learn how to read and use "markers." They also need to develop communication tactics with teammates (think "codes" used in sports).
3. Operator can be a tough job, depending on the player. Some good players can just look at the parts and got a hunch that a certain strategy will work.
4. Players can do territory test with their own territory (think acid test).
Page 3.
1. Not a "battle oriented game," but "a game that you can battle others."
-Long wait for defensive mission, as well as system not making player to player matches, are being fixed.
-In older AC series, only about 10% of total players engaged in player battles.
-This AC is trying to break that wall, and let more players join multiplayer.
2. There will be more turrets types.
Page 4.
1. Territory customization:
-Two major categories: turrets and jammers.
-Jammers can slow the movements of ACs, or siphon energy off. The most efficient way is to put them at a narrow pass where the AC get hit by concentrated fire.
2. There's no difference on the (territory) maps themselves in terms of ranking. It is to keep all parties aware of mutual invasion, while providing a basic sense of strategy and fairness in terms of maps.
-The only difference is the parameter of the territory. Higher rank players can specialize the territory.
3. Even single player can play custom territory missions. Although the diffi***y may increase for the single players at medium and high rank, it's possible for them to overcome it. They can also hire mercenaries.
4. There are bigger maps than the ones shown in CBT.
-Some has many obstacles; some is desert like, flat and wide. Players should choose appropriate setup for different maps.
5. Territory match and ranking is a player's choice. If players want to keep their territory, they have to fight for it, and be rewarded for showing excellence; and vice versa.
Page 5.
1. Any plans for DLCs?
No plans so far, at least nothing that will affect the game, according to Fromsoft's policy. We may work on some decors for your garage, or pilots after you've been shot down (!).
2. It'd be great to custom your pilot too. Some pilots may fly like a rocket, some may have wings like fairies/ants...
3. Kinda like Chromehounds, where you have been defeated but still alive, you can scout around the battlefield. There's no weapons or anything cool for the pilot - they have been defeated, so, according to Nabeshima, they can "suck on their fingers while speculating."
Page 6.
1. There are three types of attacking (and defensive) elements: KE, CE, TE.
(For those who don't know, they are Kinectic energy, Chemical, Thermal)
-Even for the TE weapons, Laser, Plasma, and Pulse all have different properties.
-Can charge
-Laser and Plasma do area dmg.
-Pulse is low on dmg, but will feature properties that lowers/limits the movement of other ACs.
2. New weapon properties make multiplayer more strategic and interesting.
2.1. Pairing weapons with the map/terrain can create more diverse strategies.
3. Scanning mode lowers the energy drain. Since the players are not attacking, it makes sense to lower the energy consumption. Smart scout knows when to switch to which mode.
Page 7 (finally)
1. Story and characters are much stronger. In previous AC series, most characters followed a linear approach of being designed and then cast. But in this AC, the characters and story are being polished again and again.
2. Story missions are usually 20 mins long each. However, some missions may take an hour to finish (yyyyeeeeaaaahhhhh!!!!!)
3. Higher team ranking means more parts available. By getting into a stronger team, players will be given more parts for selection (to buy). However, the team avg ranking *can* be harder to rise. If so, a single player team can easily manage his own pace.
4. Both story mission and territory mission gives players parts. If the player wants a full collection, he'd have to play both.
5. There are 80 "order" missions besides the story missions. They are sort of like arenas. Order missions have their own stories, some could be very challenging!
-End remarks:
The pass AC series were great for single players. We are not trying to change that, but to broaden the area, and add team play element into the series. Please try it!
干扰器可以减缓AC的行动之类, CBT玩家应该体会过了吧.
连线部件的取得与团队等级相关.
虽然强调arena(order)的故事独立性, 但到时候是否有关联也难说.
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