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英白拉多:罗马 周日研发小日志 May 5th 2019 by Johan

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Hello!
大家好!
It is been a rocky launch in some aspects, with part of the community unhappy. While it is not Hoi3, there are still issues, and I want to make sure you understand that we are looking at them.
这次的发售过程有点惊心动魄,玩家群体中有一部分人很不高兴。尽管事情还没有差到《钢铁雄心3》发售时的程度,的确存在着一些问题,我希望能确保玩家们明白我们正在密切关注这些问题。


IP属地:上海1楼2019-05-05 23:13回复
    Technical Issues
    技术问题
    It looks like we have addressed most of the incompatibility issues, and that the game had heavy stuttering on some machines. It is something we will continue to fix immediately as they prop up.
    目前看起来兼容性问题大部分已经得到修复,不过游戏在某些特定硬件上依然会严重卡顿。我们会持续观察和修复这类问题。


    IP属地:上海2楼2019-05-05 23:13
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      Barebones Games
      半成品/缺乏内容
      This is the feedback that I just do not understand. I took everything we had in Rome I, and made every mechanic deeper and more complex, while adding lots more new mechanics to make it into a game. This game was developed the same way we did EU4 and HOI2, the previous games I’ve been most satisfied with, where we used all the original gameplay code of the previous game, and just built upon that.
      我真的无法理解这类反馈。我把《欧陆风云:罗马》中所有的东西都搬了过来,并将其中每项机制都改的更有深度,更加复杂,同时又加入了很多新的机。本作的开发模式和欧陆风云4与钢铁雄心2完全一致,而这两作是我个人最满意的:把前作的游戏代码拿过来,并在其之上进行开发。
      I’ve not cut away anything when making Imperator to add into future expansions, and every game-mechanic, and lots more, we had planned was in the original 1.0.
      本作中没有任何功能被切割开来为DLC预留,所有的游戏机制和内容都是我们在1.0版本原本就计划要做的。
      I have said before launch that this is the best game I’ve made, and I stand by it still. 1.0 of Imperator is the best 1.0 we have ever made of a game.
      发售前我说过这是我做过的最好的游戏,现在我依然坚持这一点。英白拉多的1.0是我们做过的最好的1.0。


      IP属地:上海3楼2019-05-05 23:13
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        Missing UI / Bad UX
        用户界面缺失/烂
        I agree that there are things in the UI that is suboptimal. Some screens are bigger than they could be, like the province interface, and some do not have all the information you may need. We are all working on improving that. Some UI I deemed as optional as we ran lower on time, and I wanted to prioritise the gameplay experience, so those will come in patches.
        我同意用户界面里有些东西不是特别尽人意。有些菜单过大了,比如行省界面,有些菜单不包含所有玩家可能需要的信息。我们在改进这些问题。由于时间紧迫,有些用户界面问题的改进优先级不会排在改善游戏体验前面,所以下列问题需要分几个补丁来解决。
        Multiplayer Chat will eventually come, but not in 1.1
        多人游戏聊天界面最终会有的,不过不会在1.1加入
        Ledger, I regret cutting it, but there will be a first version in 1.1
        我挺后悔删去了统计表单功能的,1.1会加入它的第一个版本
        Macrobuilding functionality: While we hadn’t planned diplomatic or army template macrobuilder for 1.0, we should have focused on having better interface for impact of what you are building.
        宏观建造界面:虽然我们不打算在1.0版本加入外交或军队模块快速建造功能,但造建筑将产生的效果会在宏观建造界面得到更直观的显示。
        Colonisation & Pop Management. It is functional, but not optimal. We definitely need to improve here.
        殖民和人口操作:目前能玩,但不是最好的解决方案,肯定要继续改进。
        Here is a small peek at a work in progress UI...
        偷偷泄一张制作中的新界面....


        IP属地:上海5楼2019-05-05 23:16
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          Bad AI
          AI烂
          Ironically, this is the game we spent the most resources in writing AI for, both in time and people. Instead of a basically reactive AI, that had no goal, and reusing old mechanics, we decided to write this AI as a new proactive system working with plans.
          很讽刺的是,本作是我们开发过的游戏中花了最多的人力和时间才制作出的AI。本作采用的不再是漫无目的的刺激反射式AI,而是新的会执行其计划目标的主动式AI。
          I understand that effort and intent is not the same as result, but AI was something we did focus a lot on.
          我明白努力和态度不等于结果,但AI的确是我们用心去做了的。


          IP属地:上海6楼2019-05-05 23:16
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            Power / Abstracted Currencies
            点数/抽象化货币
            I understand that there is a part of the community that dislike abstracted currencies like prestige, monarch power, influence or political power, they do make it into games that are possible to balance and
            我明白玩家社群中有一部分人不喜欢诸如威望,君主点数,影响力和政治力量等抽象化货币,而且(??下面真的没有了.....等johan什么时候发现自己这行字没打完补了我再补翻译)
            In 1.1, with us adding stability, war exhaustion, aggressive expansion and tyranny to the price structure, you could make a really good mod, replacing all power costs with impacts on those attributes. Such a mod could also completely make the instant culture conversion of a pop cost tyranny instead, making it something you do not want to do in bulk, or you could make changing an idea cost 5 stability, which is not much in direct cost, but limits you in other ways.
            在1.1版本中,我们把稳定度,厌战度,AE和暴政度加入了脚本能增减的变量,使有心人能够做个mod,用对以上数值的影响替代所有操作的点数消耗。举例来说,可以让瞬间转pop文化的操作增加暴政度而不是消耗点数,让玩家不会大批量的秒转文化。更换理念的操作可以降低5点稳定度,不直接消费资源但依然对玩家起到限制作用。
            The base game will continue to use these currencies, as they make for a better game, but I acknowledge that there is a group of people who dislike them, and prefer another experience, so we will improve the game, to be able to support it.
            游戏原版还是会继续使用点数,因为这样做出来的游戏更好玩。不过我承认有一群人不喜欢这样的设计,更偏爱没有点数的游戏体验,所以我们改进了游戏让这样的mod得以实现。


            IP属地:上海7楼2019-05-05 23:17
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              Lack of Flavor
              缺乏特色
              There has been a lot of feedback of the game about how most countries just feel the same to play, and there are no variations. While most people appreciate that there is enough difference between settled tribes, migratory tribes, monarchies and republics, there is not much difference between the different tribes other than their starting location.
              有许多反馈抱怨本作中的所有国家玩起来都感觉一个样,没有什么区别。虽然大部分玩家都感觉到定居部落,迁徙部落,君主制和共和制之间有足够的区别,两个不同的部落的游戏体验之间除了出生位置外并没有什么不同。
              While we did not view this is a flaw, we hear you, and will add some distinct flavor to 1.1, some new to our games, and some familiar.
              我们并不认为这是个瑕疵,但还是听取了玩家的意见并将在1.1加入一些国家特有风味,有些是P社游戏中的新东西,有些则是大家可能感到很熟悉的机制。
              First of all, we are adding bonuses to each religion, so that different religions have different impacts. That in itself does not make the game suddenly great, but it gives a bit more flavor.
              首先,每个宗教将会有自己的独特加成,所有每种宗教会有不同的影响。光这一点不会让游戏一下子变得很好玩,但能带来一点特色。
              Secondly, we are diversifying Omens, so that different religions, or even different countries can have unique omens for them. We will go into more details on this soon.
              其次,我们在为不同的宗教,不同的国家制作独有的预兆。这一点我们以后会深入详谈。
              Finally, we are adding something we call Heritages to countries. This is something they start with, which gives 2 bonuses and 1 drawback. There will be lots of “generic” heritages for countries, which depends on their geography, but we aim to add as many unique ones as possible in 1.1, and then keep adding them.
              最后,我们会加入被称为“遗产”的国家特色修正。每个国家开局会有2个buff和1个debuff。大部分国家会有根据地理位置的路人“遗产”,但我们会在1.1加入尽可能多的特有国家遗产,并在以后持续增加更多。


              IP属地:上海9楼2019-05-05 23:18
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                Percieved Shallowness
                被认为缺乏深度
                A lot of the things that happens has not been visible enough to the player, like you don’t see the things characters do with each other. This will be changed for 1.1, where you will be able to always see what a character is up to, besides just an ambition.
                本作中很多每时每刻在发生的事情能够是玩家无法清楚观察到的,比如角色间互动。1.1会改变这一点,除了一个简单的野心玩家还将看到角色的意图和行为。
                Another thing is that the game has been tuned so a lot of the mechanics is not required to think about, especially when you are a big power. I’ve seen a lot of comments about how great the game is when you play smaller, compared to Rome where you just rofl-stomp everything, and don’t have to care about any challenges. One thing we are reworking in 1.1, is how a characters “power base” is calculated, which is the amount of troops, holdings, wealth or territory he or she may hold, and that power base will have much more impact.
                另一个问题是本作中很多机制不需要玩家思考就能操作,特别是扮演大国的时候。我看到很多留言都说玩小国比玩罗马这样的大国毫无挑战一路平推要有趣多了。1.1中我们在重制的是一个角色的“实力基础”的计算方式,这指的是某角色拥有的的私兵,地产,财富和地盘,“实力基础”将对各种游戏机制造成比现在多得多的影响。


                IP属地:上海10楼2019-05-05 23:19
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                  绝了 最后一段我发不出来 只能上截图了


                  IP属地:上海18楼2019-05-05 23:30
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