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[视讯周边] 新资讯《NBA 2k13》两篇译文(8.11) [复制链接]

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楼主
发表于 2012-8-11 08:52:37 |只看该作者 |倒序浏览
本帖最后由 eggplant19 于 2012-8-12 09:15 编辑

douglas2009翻译,转帖请注明!

我知道今天的发布会引起很多问题以及关注,特别是关于控制杆,所以我将带给大家更进一步的细节。
投篮按键还健在,并且较之过去的游戏版本有更多全面的作用。所以如果你愿意,你可以用右摇杆来控制运球动作,然后用正面的按键(face buttons不知道该怎么翻译,应该是指X键)来控制你所有的投篮。工作室里很多人都是这么玩的。顺带提一句,B(圆圈按键,当指XBOX360手柄)键又回归跳步作用了。
游戏里可以选择绑定控制杆默认动作。所以你可以设定右摇杆默认投篮,但如果按下LT键便可以启动过人动作。
可以独立选择投篮和过人的相对方向或者绝对方向。
你同样可以通过左摇杆使出基本的运球动作。当然,动作比不上使用右摇杆时淋漓尽致的水平,但也还是具有相当的攻击性了。。。包括原地插花(左右叩击左摇杆)
不管怎么说,我们将赋予你尽情畅玩2K13的各种机会。如果你完全适应了操控杆,你将会发现你所控制的球员的动作将是史无前例的丰富,并且易如反掌。但是,你想体验轻松的游戏方式,我们同样能够提供。希望这些答案能够帮到你们。

原文如下:

I knew there would be a lot of questions/concerns regarding today's announcements, especially regarding the Control Stick, so I just wanted to give a few more details.



The Shot button is still there and more fully featured than in past versions. So if you choose, you can use the Right Stick for dribble moves and do all your shots with the face buttons. A lot of guys in the office prefer to play this way. In case you missed it, B (CIRCLE) is a Hop Step button again.



There's an option to toggle the default behavior of the Control Stick. So you can make the Right Stick Shot Stick by default, and then hold LT (L2) to activate Isomotion.



There are options to choose camera-relative vs. absolute control for both Shots and Isomotion independently.



You can perform basic dribble moves with the Left Stick as well. Of course, you won't have near the same level of control as you would with the Right Stick, but it's a pretty complete arsenal of moves... including sizeups (tap the Left Stick side to side.)



Bottom line, we're giving you the ability to play the way you want to play 2K13. If you adopt the Control Stick fully, you'll have more control over your player than any basketball has ever given in the past... hands down. But if you want a more casual pick up and play experience, we accommodate that as well. Hope that answers some questions.



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douglas2009 发表于4楼  查看完整内容

我知道今天的发布会引起很多问题以及关注,特别是关于控制杆,所以我将带给大家更进一步的细节。 投篮按键还健在,并且较之过去的游戏版本有更多全面的作用。所以如果你愿意,你可以用右摇杆来控制运球动作,然后用正面的按键(face buttons不知道该怎么翻译,应该是指X键)来控制你所有的投篮。工作室里很多人都是这么玩的。顺带提一句,B(圆圈按键,当指XBOX360手柄)键又回归跳步作用了。 游戏里可以选择绑定控制杆默认动作。 ...
已有 1 人评分金钱 收起 理由
suiqingwu + 10 感谢分享~

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沙发
发表于 2012-8-11 08:53:42 |只看该作者

2k13 小资讯

本帖最后由 eggplant19 于 2012-8-12 09:15 编辑

'NBA 2K13' doesn't treat
'accessible' as a dirty word

By Samit Sarkaron August  10, 2012 08:00 am



douglas2009翻译,转帖请注明!
本文大意:
NBA2K13资深制作人Rob Jones电话里说说“让各个水平的人都能轻松玩的好作品”,然后提到制作单位关于操作的重大变革,即将运球动作控制交给右摇杆,说这是适应电子体育的观念。
接着就是开始吹嘘游戏系列的成绩成就,什么销量记录,什么跨文化意识高度。。。
今年,VC工作室应大势所趋,照顾新手和顽固向,同时也不忘核心向的fans云云。。。。
强调运球是进攻的有效武器,如何戏耍,如何寻找合适时机云云
去年的游戏运球动作往往要依靠LT启动,还有就是跟格斗游戏似的玩组合拳,凌乱繁杂,你要是将招数尽数化为己有,滚瓜烂熟那就可以羞辱对方了。
人们希望玩游戏而不是被游戏玩,VC工作室不会选择放弃右摇杆的投篮属性,所以就要进行设计,避免核心向的玩家苛责以及完全摒弃已有的控制方案。
于是乎VC就把所有的运球动作都摆放在右摇杆上,Jones认为这是趋势,不论什么水平的玩家都能轻易上手,做出华丽的运球动作。会让你的更加容易而且流畅地串联起运球动作和投篮。
再就是ea nbalive10的概念,左摇杆=脚,右摇杆=手。
新游戏中不会并存旧系统,好像fifa策略防守和传统防守并存。
其他杂七杂八的全部都在加子大的帖子中有了,传球呀什么的,唯独单独又多介绍了几项标志性技能,其实什么地板将军,能唤起全队能量,砖墙,能破坏对手接球等等的。。。

原文如下:
"You want the cool stuff to be accessible at any level," said NBA 2K13 senior producer Rob Jones, during a recent phone interview with Polygon.
Jones was speaking specifically about developer Visual Concepts' decision to shift control of dribble moves to the right analog stick — a major change from which the studio isn't looking back — but the sentiment applies to sports video games in general.
2K Sports' basketball franchise reached an unprecedented level of critical, commercial, and cultural success with its previous two releases. Not only did NBA 2K11 and 2K12 set new sales records for 2K Sports, they also catapulted the series into a cross-cultural awareness that few other video game properties enjoy.
Success on that level — to date, 2K Sports has sold more than 5 million copies of NBA 2K12 — often comes with calls for a more accessible game, one that novices and die-hards alike can enjoy. This year, Visual Concepts is answering those calls, but they're not ignoring the cries of hardcore fans, either.

Dribble moves are a vital element in any basketball player's arsenal; the sheer variety of techniques available to the most skilled ball-handlers allows them to toy with defenders and give themselves the best scoring opportunities. Previous NBA 2K titles featured a wide array of dribble moves, most of which were engaged by holding the left trigger and moving the left stick. Known as "Isomotion," this setup was not unlike a fighting game's combo system in its requirements of memory and finger dexterity. You had to know the various trigger/stick combinations and quarter-circle rotations in order to pull off slick-looking chains of moves that would embarrass a defender, and because Isomotion was situation-dependent, you needed to memorize multiple sets of moves.
"Everybody wanted to control their ball-handling moves in a way that felt more akin to real life than what Isomotion would allow us to do," Jones told Polygon, adding that "in order to build that into the left stick, we would've had to introduce a delay" — exactly what you don't want in a sports game. He also explained that losing the Shot Stick "wasn't an option" for Visual Concepts, so the team had to design a system that was more responsive and more accessible, without eliminating the depth demanded by hardcore players or completely abandoning existing control schemes.
Enter the Control Stick. Visual Concepts mapped all dribble moves onto the right stick in NBA 2K13, and Jones insists the new setup is the way of the future. For one thing, it lets everyone, regardless of their skill level, do awesome moves. "If you just throw the right stick around, you're gonna get cool stuff," said Jones, and indeed, we found it much easier to get around defenders — and look good doing it — by manipulating the right stick. And it allows you to more easily and fluidly chain together dribble moves and shots.
NBA 2K13's new scheme is also much more conceptually intuitive: think of it as controlling your feet with the left stick and your hands with the right, similar to the skate/stick setup in EA Sports' NHL series. In addition, the Control Stick unifies certain previously disparate suites of dribble moves, making them easier to understand and learn. The commands for moves in the post, for example, are now identical to those used when facing up a defender; it's a change that makes sense and makes you wonder why things haven't worked this way until now.




"If you just throw the right stick around, you're gonna get cool stuff"

Of course, NBA 2K13 still requires a time investment from players who want to dribble circles around their opponents, so newbies won't quite be on an even plane with longtime NBA 2K players. Jones describes the Control Stick as having an early learning curve with a big reward for players' time investment. When asked if the old system would still be available, Jones said that Visual Concepts discussed it, but he doesn't think that will be the case in the final game. "When you make a change this big, you want people to adopt it as quickly as possible," he explained.
Everyone will appreciate the new real-time physics system for collisions, which makes shots in the paint much more dynamic. A player going up for a lay-in can now get realistically bumped by defenders, altering his path through the air — as well as that of his shot. These aren't canned animations for contact; everything depends on the momentum of the players involved.
Another improvement NBA 2K fans will notice is passing, which Visual Concepts acknowledges has been a problem area in the past. "Passing is one of the toughest, toughest aspects of the game," said Jones, and to address it, the team dedicated a gameplay engineer to passing alone. Passes tended to feel floaty, and Jones explained the reason: the game prioritized the appearance of a pass and catch, so it had to keep passes slow in order to ensure that a receiver's hands lined up with the ball's position.
Visual Concepts "finally decoupled passing and catching" in NBA 2K13, which fixes that problem while introducing a greater chance of errant passes. "It's not as canned as it was before," Jones told Polygon, which is a good thing: the developers realized that previous NBA 2K titles had too few loose balls compared to real-life NBA games. The team also worked on pass targeting, although much of that comes down to a user's incorrect perception of their left-stick aiming. According to Jones, "there's about a 30-degree difference" between the direction in which most players thought they aimed and the truth. But thanks to those improvements, plus a new control option for user-initiated bounce passes (holding the left trigger and pressing the pass button), NBA 2K13 will let players better direct the flow of the game through passing.



Other changes and additions are indicative of Visual Concepts' desire to open up NBA 2K13 to a wider audience. The Control Stick isn't the only streamlining the team has done; this year, calling for a pick is as simple as holding down the left bumper. And the hop step move, which the developers removed for NBA 2K12 — much to the chagrin of many fans — is back, on the B/circle button.
Visual Concepts also wanted to do a better job of differentiating players and highlighting their particular strengths. So NBA 2K13 incorporates 2K Sports' Signature Skills tags, with a list of abilities that have a material, though perhaps not quantifiable, effect in the game. Most Signature Skills affect probability rather than ratings; "we didn't really want to go there," said Jones, pointing out that attributes alone don't convey players' talents well enough. "Brick Wall" gives players like Kendrick Perkins a better chance of knocking down a player with a pick. Derrick Rose is a "Floor General," a Skill that increases his team's offensive awareness. Each player can have up to five Signature Skills, and they all have recognizable icons to let gamers know which ones a player possesses.
It's all part of Visual Concepts' twofold focus in making NBA 2K13 — the same line that most sports game developers try to toe: making the gameplay as good as they can, while ensuring that it's enjoyable for as broad an audience as possible. The changes coming this year seem geared toward accessibility, but they don't appear to sacrifice the franchise's acclaimed gameplay.
NBA 2K13 is scheduled for release on Xbox 360, PlayStation 3, PC, Wii, and PSP on October 2nd, 2012, and for Wii U this holiday season. Jay-Z is its executive producer.

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板凳
发表于 2012-8-11 11:58:27 |只看该作者
英语帝速来啊......

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地板
发表于 2012-8-11 23:39:05 |只看该作者
我知道今天的发布会引起很多问题以及关注,特别是关于控制杆,所以我将带给大家更进一步的细节。
投篮按键还健在,并且较之过去的游戏版本有更多全面的作用。所以如果你愿意,你可以用右摇杆来控制运球动作,然后用正面的按键(face buttons不知道该怎么翻译,应该是指X键)来控制你所有的投篮。工作室里很多人都是这么玩的。顺带提一句,B(圆圈按键,当指XBOX360手柄)键又回归跳步作用了。
游戏里可以选择绑定控制杆默认动作。所以你可以设定右摇杆默认投篮,但如果按下LT键便可以启动过人动作。
可以独立选择投篮和过人的相对方向或者绝对方向。
你同样可以通过左摇杆使出基本的运球动作。当然,动作比不上使用右摇杆时淋漓尽致的水平,但也还是具有相当的攻击性了。。。包括原地插花(左右叩击左摇杆)
不管怎么说,我们将赋予你尽情畅玩2K13的各种机会。如果你完全适应了操控杆,你将会发现你所控制的球员的动作将是史无前例的丰富,并且易如反掌。但是,你想体验轻松的游戏方式,我们同样能够提供。希望这些答案能够帮到你们。


2楼的太长了,没耐性逐字去译了,大概如下:
NBA2K13资深制作人Rob Jones电话里说说“让各个水平的人都能轻松玩的好作品”,然后提到制作单位关于操作的重大变革,即将运球动作控制交给右摇杆,说这是适应电子体育的观念。
接着就是开始吹嘘游戏系列的成绩成就,什么销量记录,什么跨文化意识高度。。。
今年,VC工作室应大势所趋,照顾新手和顽固向,同时也不忘核心向的fans云云。。。。
强调运球是进攻的有效武器,如何戏耍,如何寻找合适时机云云
去年的游戏运球动作往往要依靠LT启动,还有就是跟格斗游戏似的玩组合拳,凌乱繁杂,你要是将招数尽数化为己有,滚瓜烂熟那就可以羞辱对方了。
人们希望玩游戏而不是被游戏玩,VC工作室不会选择放弃右摇杆的投篮属性,所以就要进行设计,避免核心向的玩家苛责以及完全摒弃已有的控制方案。
于是乎VC就把所有的运球动作都摆放在右摇杆上,Jones认为这是趋势,不论什么水平的玩家都能轻易上手,做出华丽的运球动作。会让你的更加容易而且流畅地串联起运球动作和投篮。
再就是ea nbalive10的概念,左摇杆=脚,右摇杆=手。
新游戏中不会并存旧系统,好像fifa策略防守和传统防守并存。
其他杂七杂八的全部都在加子大的帖子中有了,传球呀什么的,唯独单独又多介绍了几项标志性技能,其实什么地板将军,能唤起全队能量,砖墙,能破坏对手接球等等的。。。眼花了都
已有 3 人评分金钱 人气 收起 理由
shuiwuhen13 + 30 + 3 最近比较忙, 你加油~
eggplant19 + 30 + 1 感谢分享~
yangxuedong121 + 1 谢了

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5#
发表于 2012-8-12 07:21:59 |只看该作者
douglas2009 发表于 2012-8-11 23:39
我知道今天的发布会引起很多问题以及关注,特别是关于控制杆,所以我将带给大家更进一步的细节。
投篮按键 ...

看出来了 说来说去 就说它的运球了  去年就是运球和投篮  看来今年没有多少改变呀   

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NBA洛克公园【组员】
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元老版主勋章版主勋章资深版主勋章勤劳之证NBA洛克公园荣誉勋章

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6#
发表于 2012-8-12 09:13:03 |只看该作者
yangxuedong121 发表于 2012-8-12 07:21
看出来了 说来说去 就说它的运球了  去年就是运球和投篮  看来今年没有多少改变呀    ...

变化在于右摇杆,可以做运球动作了,这是之前多少代2K没有的。我就是一个典型的右摇杆操作比左摇杆灵活的人,这下好了。

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7#
发表于 2012-8-12 09:52:37 |只看该作者
看来得适应一阵子 又是一次操作的改革

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8#
发表于 2012-8-12 11:59:37 |只看该作者
不知道实际上手会是啥感觉...............

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☜The NBA championship☞
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9#
发表于 2012-8-12 12:00:20 |只看该作者
没有摇杆必悲剧。。。

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10#
发表于 2012-8-12 12:04:44 |只看该作者
感谢分享!!

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11#
发表于 2012-8-13 00:39:02 |只看该作者
nba live 10就是右摇杆运球,还是不错的

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12#
发表于 2012-8-13 00:51:50 |只看该作者
疑似虐待摇杆?
一即是全,全即是一。

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13#
发表于 2012-8-13 08:24:06 |只看该作者
喜迎跳步键的回归,那个假传真是没啥作用
alienware m14x

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14#
发表于 2012-8-13 10:15:26 |只看该作者
右摇杆控制运球动作,这不是LIVE的作法么?

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15#
发表于 2012-8-13 10:47:21 |只看该作者
期待啊,赶紧上市吧、

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发表于 2012-8-13 12:40:50 |只看该作者
为什么没人给我加点分,5555没有技术想弄个称号太难了,

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17#
发表于 2012-8-13 23:55:44 |只看该作者
咨询帖也默默帮顶,希望能让更多的朋友看见

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☜The NBA championship☞
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18#
发表于 2012-8-14 08:51:01 |只看该作者
dreamsunset 发表于 2012-8-13 23:59
aaaaaaaaaaaaaaaaaaaaaaaa

你在挑战人类的容忍极限吗,好好一个咨询交流帖被你灌成这样。。。

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19#
发表于 2012-8-14 12:40:03 |只看该作者
記得LIVE10好像是 Mike Wang 首次跳槽EA時製作的,

當時有下載XBOX360試玩版,感覺相當不錯,雖然個人專屬動作稍少

但是運球的流暢性,肌肉碰撞感,以及投籃的節奏個人覺得2k完敗

可惜.....當wang一走後又開始沉淪了.....(有人知道2K13還是Mike Wang製作的嗎.....還是他的動向)

新的改變挺不錯的雖然需要適應,但是慢點上手還是比較有耐玩度的。

雖然球員身材依舊.....無言。

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20#
发表于 2012-8-14 16:59:12 |只看该作者
真是太好了啊,个人觉得2K进入正轨了,无论怎么修改都是在原是基础上不断完善,因此游戏性绝对一流啊。

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