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Hola fellow survivors,
Today I’m happy to announce that our first DLC for State of Decay, ‘Breakdown’, has been delivered to Microsoft for pre-certification testing. This means the game is content-and-feature complete, and all that remains is to squash any remaining bugs and make final tweaks to tuning and balance.
So what happens from here?
First, our excellent QA team at Microsoft will spin up multiple teams on two continents for around-the-clock testing. Most of these guys were involved with State of Decay, so they are not only able to find bugs — which is always an essential task — but also help us understand where we are and are not hitting the mark for the survival experience we’re working hard to create. These guys are hard-working, passionate badasses, and we’re glad they’ve got our backs.
Through next week the QA teams will be playing Breakdown, logging any issues they find, and sending feedback to the development team. We’ll spend our (probably quite long) days reviewing, prioritizing, and squashing bugs, and incorporating the design feedback from the QA teams, members of our publishing team at Microsoft, and of course our own developers here at the Lab.
The plan is to have all that wrapped up and submit formally to certification testing at the end of next week. As we’ve said before, we like to be transparent about our plans, but things could change. Our test team could turn up some huge game-screwing design flaw next week. We might make a mistake in the packaging format and fail certification. The government shutdown could close down the internetz. Anything could happen.
But, assuming no catastrophes, we plan on getting Breakdown into your hands by the end of October.
If you want to know more about the design goals for Breakdown, make sure to read Lab designer Geoffrey Card’s post.
We’ll do our best to survive the rest of the month; then it’s your turn. 
各為求生者
今天我很高興公佈我們第一個 State of decay DLC. "Break down" 已經送到微軟測試.這代表著遊戲的內容已經完成, 剩下的就是除蟲和調整遊戲均衡,
所以接下會發生什麼事.
首先微軟的小隊會測驗. 大多人已經參與state of decay. 所以他們不但能找到蟲, 也能幫我們了解我們是否達到我們所要的生存經驗.
下個禮拜測試小對會測驗Breakdown, 記錄所有的問題和感想再給回我們. 然後我們會檢討, 分建議,遊行臭蟲的嚴重性來改進.
目標是在下週完成以上所有的事然後送出正式測試. 如同我們所說的我們會公開我們的計畫但事情可能會有改必. 我們的測試小組可能發現使遊戲癱瘓的重大臭蟲, 或沒包裝好而不合格及政府關了網路, 任何事都可能會發生 .
但假如沒有意外我們計畫在十月底發表break down.
假如你要知道更多內容可以讀我們第一設計師的文.
我們會盡力撐這個月, 然後進輪到你們
Breakdown 的 Design.
Vulnerability
The first mark of great skill is how well you avoid mistakes. Thus, one of the best ways to test your skill is to ramp up the consequences of those mistakes. As difficulty rises in Breakdown, the damage you receive from zombie attacks increases. It is up to you to stay out of their clutches.
基本上在break down 難度加高, 死屍的攻擊加強了. 你得決定是否避開他們.
Attrition
The zombies’ great advantage in State of Decay is their tirelessness. You experience fatigue. They don’t. As difficulty rises, it takes a little more effort to bring down each zombie, which requires you to manage your stamina more carefully.
在Breakdown, 得更費力才能打死死屍, 所以你得注意你的體力.
Speed
In a typical horde, you have a large pack of lumbering slow zombies, and a small handful of fast-moving crazy dudes. If you want to flee, all you have to do is kill the crazy dudes, and you can outpace the ones that fall behind. But now, as difficulty rises, the number of fast zombies in the population will get higher and higher…until it gets kind of ridiculous.
在死屍群中有快的死屍屍和慢的. 通常你可以宰了快的然後逃走但在ˋbreakdown. 快的死屍數量會越來越多直到愚蠢的地步.
Freaks
Do you ever get that feeling that you haven’t seen a Feral in over four hours of play? As you progress through Breakdown, that feeling will very quickly disappear. (At one point, I did a brief test where I made one out of every six zombies a Bloater. It was a very different game. Don’t worry, I scaled them back…a bit.)
特別死屍. 你有那種好有沒碰到feral 的感覺嘛? 在Breakdown 這種感覺會很快就沒有. 我稍微測試了一下. 每六個死屍就有一個膨脹屍. 那是一個很不同的遊戲但別擔心我把他們降低了一點..
Resources
When we update the game to support Breakdown, everyone will get our updated resource system, which is designed to make scavenging fairer and more consistent across every player’s experience. As an added bonus, when you play Breakdown, the new system allows us to slowly drain out some of the Resources and items as difficulty increases.
We’re putting some limits on this, though — scavenging an empty house isn’t all that fun, and we never want the world to feel like a desert. So the resource drain will hit a floor and stop, while the zombies keep on getting tougher.
資源..當我們更新breakdown. 每個人都會收到新的資緣系統. 會讓每一個人有相同的收集經驗. 當你玩breakdown時新的系統為隨的遊戲難度增加而消耗資源. 我們是又設線因為到空屋收括並不那麼好完. 所以資源消耗會到底兒停止但死屍會越來越強.
Transportation
Remember all the sneaking around you did during the tutorial? Remember how little of that you did after you got your first car? Cars are super-powerful in State of Decay, and they’re everywhere. Smash one up ramming it into a horde, and you can simply trade it in for another.
But now, as difficulty rises, the number of available vehicles drops like a rock. Suddenly, cars become a rare resource that you have to use wisely or not at all, and you’re no longer as inclined to make a suicide run straight into a Juggernaut just for kicks. Sneaking around on foot, using your car as a last resort, becomes one of the best strategies.
And you should probably try to keep your Tools Expert alive.
記的你在教學中你得偷偷的繞過死屍嗎? 但你確不這樣做當你有了第一部車. 車在State of decay 是很強的, 而且它們到處都是. 撞爛死屍群後你還可再拿一台. 但現在難度增加. 車子的數量會大量減少. 車子變成稀少資源你得小心使用. 你不再能隨興開車撞
Juggernaut. 你得用偷偷的繞過. 車子將會是你的最後手段. oh 你最好不要讓你的工具專家掛了.
Keeping Up With You
When I told Sanya about my plans for the difficulty ramp, she immediately told me to take my plans, and double them. Add more difficulty levels, ramp the challenge level higher and harder, because that’s what our players are searching for. So I’ve made it my goal to create a version of the game that gets so hard by the end, I can barely play it, and then let you folks show me how it’s done. Are you ready?
當我告訴Sanya j我的難度加高計畫. 她馬上要我去做且加倍. 加更多不同的難度. 讓挑戰性增加因為那是玩家要的. 所以我以到遊戲後期連我都不能玩的的難度為目標. 讓你們教我怎麼做.. 你準備好了嗎?
還有PC版的Breakdownc要等到遊戲正試支援K/M. Sanya 不知道何時會發生只知到他們的工程師正在做.
隨便翻譯一下.. 但基本上覺的DLC是整人用的.. 雖然對我沒差.. 修改器FTW!
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