- UID
- 1923005
- 主题
- 1
- 阅读权限
- 30
- 帖子
- 739
- 精华
- 0
- 积分
- 390
- 金钱
- 1081
- 荣誉
- 2
- 人气
- 0
- 在线时间
- 15 小时
- 评议
- 0
- 帖子
- 739
- 精华
- 0
- 积分
- 390
- 金钱
- 1081
- 荣誉
- 2
- 人气
- 0
- 评议
- 0
|
原帖由 jonasdark 于 2009-2-20 14:03 发表 
DoW2 也玩了几天了. 那么小小的说一下 DoW2 和 COH 这2款的游戏 区别,和对比 (优点与缺点).
先从缺点说起吧~
缺点: (就指出几个比较明显的缺点。。其余的就不一一列出了。。。。)
1) 最大的缺点可以说是 AI ...
首先, COH 和 DOW2 我都玩最新版本的.......
你玩的是打了补丁的 Z 版DOW2 吗 ?
你更新了DOW2 V1.11最新补丁吗 ?
如果你玩的是原始版没补丁, bugs 很多, 平衡未完善, 没改良修正的原始版 DOW2,
就快点储钱买 Z 版打补丁,
如果不买帐就等破解
V1.10 主要的修正, 还是机枪压制比以前强了, 就是我以前贴过那些和 顶楼那些大量修正和更新, 战役任务次序有修正和 修正破关 save 能健在(?)的bug(Finishing the campaign no longer removes the save game from the final mission.)等等......有太多修正了, 不能一一说明
我现在还未拿到游戏, 以上实际情况是问朋友和从官网知道的
http://game1.ali213.net/thread-2596167-1-1.html
(以下14/2 为追加新译)
有几个变化,是值得进一步的解释的.
The original Beta resource rates were purposely reduced in team games (based on the number of players) to control the rate at which teams teched up and to keep the pacing consistent with 1v1 games.
在原本的Beta 测试版团队游戏中, (根据玩家的人数)资源率是刻意减少来控制着队伍的科技升级以使和 1 vs 1 游戏的步调一样。
However, player feedback from team games and our own analysis showed that Requisition was earning too slowly, resulting in fewer units on the field compared to a 1v1 (on a per player basis).
但是, 在团体游戏中, 玩家反映和我们的分析显示了人力资源增长太慢, 导致比 1vs1 时, 更少单位出现在战场里(以每一玩家基础).
With the Beta balance patch, we tried to address this problem in two ways – by removing the Requisition resource modifier completely in team games and introducing a new Requisition mechanic whereby the rate increases the longer a point is held.
These changes had the combined and unintended side effect of grossly increasing the Requisition rate in team games. In our first patch, we are reinstating the Requisition modifier in team games for pacing purposes but retaining a gradual rate increase mechanic to ensure Requisition eventually escalates to appropriate levels. Our internal tests have validated this change and we expect Requisition rates in team games to be much better paced.
(以上意译) 在 Beta 平衡更新档, 我们已尝试解决这问题 : 完全移除团体游戏的人力资源修改器及引用新的人力资源机制来遂步增加人力资源到适当程度. 我们的内部测试证明了这个改变在团体游戏里有更好的步调.
The second element we would like to talk about is suppression. Generally speaking, the suppression mechanic should work very similar to how it did in Company of Heroes - to inexpensively neutralize infantry forces – however, directly porting over this system has proven insufficient. Here are some problems that have appeared in the Beta and the solutions we are implementing in the patch.
第二个元素我们想谈及的就是压制. 普遍来说, 压制机制应该会像英雄连一样运作 - 可以不昂贵地抵消步兵力量 - 但是, 直接移殖这压制机制已被证明还不足够. 在 Beta已显示了一些问题, 而解决方案将会在更新档实施
* • Suppression is too easily neutralized by melee based opponents because once a suppression unit is attacked in melee, that unit is rendered completely ineffective. To play an effective role on the DOWII battlefield, suppression is now more effective against melee units at short ranges.
* •压制是太容易被肉搏系抵消. 因为一个压制单位被肉搏系对手攻击时, 那压制单位被变成完全无效化. 为了让压制单位在 DOWII 扮演更有效的角色, 压制将会更有效地在短距离能对抗肉搏单位.
* • Suppression units are quickly overwhelmed by groups of standard ranged units. To prevent this, suppression has been made more effective against ranged units who choose to enter their firing range.
* •压制单位被几组中等射程单位快速地压倒. 为了防止以上事情,压制已经被调整成在压制范围内更有效地对抗射程单位
* • Units in cover are too vulnerable to suppression. As a result, cover has been made more effective at dissipating suppression.
* •在压制中, 蔽体掩护的单位实在太脆弱了. 最后, 蔽体掩护已经被调整成更有效抵消压制力量
Together, these changes should dramatically increase player’s tactical options for using and countering suppression. Moving forward, we will continue to explain some of the changes we’re making to the game to a greater extent because we know many of you are very interested in how we arrived at the decisions we’ve made. Sometimes we just make mistakes, we’re only human after all, but other times there are very good and well thought out reasons behind the changes.
这些改变将会大幅度增加玩家的战术选择去运用压制和对付压制. 在将来, 我们将进一步解释一些我们所作的变化,因为我们知道很多人都非常关心我们如何做出这样的决定。有时候,我们会像普通人一样犯错,但有些时候,在改动背后是有很好的和深思熟虑的原因。
Our work to make DOW II’s multiplayer experience as fair, fun and exciting as possible has just started. We sincerely hope you enjoy the game and continue to support us through your community participation.
The Dawn of War II Team
我们的目的是使DOW II 的多人游戏在刚开始玩时就尽可能体验着公平,乐趣和令人兴奋。我们真诚地希望您享受这个游戏和通过您的社区参与继续支持着我们。
Dawn of War II 开发队伍上 |
|
英雄连 > 战锤2 > 家园3 > 英雄连2 > 战锤3 > 家园4..........
同一个妈妈 [Relic (水雷)]的子女, 无分你我, 互相促进, 制造相赢
战锤2 卖不好......英雄连2, 家园3 亦会受到牵连, 希望大家多多友好交流
|