民权战争吧 关注:1,090贴子:4,247
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战地报告No.42翻译:新模式推出!(3月8日发布)

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终于迎来民权的新模式了,这次新模式叫:Picket Patrol,我们翻译为“警戒哨巡逻”。与普通的散兵战模式主要区别如下:
1.只能复活一次
2.没有固定出生点,双方部队行动完全随机化
3.一局时间不到15分钟
4.更严格的队形限制,必须跟紧大部队
大小为1.9G
本贴由阿肯色第三团战队(3d Ark)翻译


IP属地:上海1楼2019-03-09 15:22回复
    Hello everyone and welcome back to ourfield report news segment. The past 3 months following the Steam Early Accesslaunch in early December have been extremely busy for us at Campfire Games.
    大家吼啊!欢迎回到我们的战地报告新闻栏目。自12月初于Steam推出抢先体验游戏后的三个月里,我们的营火游戏便变得非常忙碌。
    We have released 16 alpha updates in the timeframe, focusing on many ofthe user reported issues such as long loading times, admin functionality,performance and stability issues, updates to the auto-ban system to weed out theworst team killers and much more.
    在这段时间里我们发布了16个A测更新包,聚焦于许多用户关注的问题如游戏载入时间过长、管理员功能、性能与稳定性问题、更新自动Ban人系统来清除TK最多的人,等等。
    While a great number of issues have been fixed there is also a greatnumber of them remaining. We will continue to iron out bugs, work onperformance optimizations and server stability throughout the development ofthe game.
    尽管很多问题都被修复,但仍有大量问题尚未解决。日后的开发中我们会继续修bug、加强性能优化和服务器稳定性。


    IP属地:上海2楼2019-03-09 15:22
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      Currently, we’re undertaking the big taskof rewriting the code handling network connections in an effort to resolveconnectivity issues.
      就目前而言,我们正在负责重写代码处理网络连接,以解决连接问题的重要任务。
      The past 16 updates have also come with newcontent in the form of a new skirmish area, a wintery drill camp map, end gameevents and a benchmark in the game. We’re currently working on severalcontent-related tasks such as the South Mountain battlefield, a radial menu forofficers in order to give them a wider selection of available orders, gamesystems needed in order to implement player controlled artillery, artillerybranch specific uniforms and assets and much more.
      过去的十六次更新带来了很多新内容,包括:一个新散兵战地区、一张冬日训练场地图、终局事件和内置benchmark性能测试。我们目前正在制作与上述内容有关的南山战场(新地图)、为军官提供一个径向菜单以用来发布更广泛的命令、为了实现玩家控制火炮需求的新系统,炮兵分支的特色军服和资产等等。
      But enough of what we’ve been up to andwhat is coming to the game in the near future. Today, we’re excited to belaunching the 2nd game mode of War of Rights: Picket Patrol!
      关于过去的更新和未来的计划谈的足够多了。现在,我们很高兴能够推出第二个民权战争的游戏模式:警戒哨巡逻!


      IP属地:上海3楼2019-03-09 15:22
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        新游戏模式:警戒哨巡逻

        We have developed this new game mode basedon the feedback we’ve been getting for the last few months from our veteranplayers primarily, asking for a less guided tactical experience than Skirmishesand instead seeking a much more open ended game mode, where no engagement isgoing to be entirely identical - not as a replacement to Skirmishes but rathersomething different to co-exist with it.
        我们根据过去几个月从我们的老玩家那里获得的反馈开发了这种新的游戏模式,主要是要求比散兵战模式更少的导向性战术体验,同时寻求更开放的游戏模式,在这种模式下,没有任何交战是完全相同的——它不是替代散兵战的模式,而是与其共存的不同内容。

        The above feedback is what we focused onwhen designing Picket Patrol - we hope the mode will provide our players withsomething quite different to Skirmishes as it is our belief that different gamemodes need to drastically differ in design in order to justify the need forseveral game modes at all.
        以上反馈是我们在设计警戒哨巡逻时所关注的——我们希望该模式将为我们的玩家提供与散兵战完全不同的内容,因为我们相信不同的游戏模式要在设计上大不相同,才能证明一个游戏内置几个模式才是符合需求的。
        We’d like to thank you all for yourfeedback, old and new, and we hope you will continue submitting it in order tohelp us grow the game.
        我们非常感谢大家的反馈,无论新旧,我们希望您继续提交,以帮助我们发展游戏。


        IP属地:上海4楼2019-03-09 15:24
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          新模式特色
          Picket Patrol is, as the name suggests, ourtake on being on picket duty for two armies in close proximity to each other.Pickets were commonly used to spot possible enemies, engage if needed andwarning the army of any likely danger, often done so by going on guard patrols.
          正如其名所暗示的那样,警戒哨巡逻是我们对两支彼此靠近的军队的警戒任务之考虑。警戒哨兵通常用于侦察可能的敌人,如果需要可以进行攻击并警告军队任何可能的危险,通常是通过巡逻来完成。
          The main objective of Picket Patrol issimply to kill the enemy force you’ll encounter. The round ends when allenemies are killed or the timer runs out. Whoever has the most kills when thetimer ends, wins. The teams kill count is hidden until the end of the roundwhere a winner is declared.
          警戒哨巡逻的主要目标是杀死你所遭遇的敌人。当所有敌人被杀死或计时器走完后这局结束。在计时器结束时,杀人最多的一方获胜。团队杀人数会被隐藏,直到这局结束后才会公布。


          IP属地:上海5楼2019-03-09 15:24
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            Players only have 1 life per Picket Patrolround and will be able to spectate their team members for the remainder of theround should they die.
            玩家在该模式的一局中只有一条命,当你被杀死后,在这局余下的时间里只能用上帝视角观察。
            Due to the mode being a single life mode,formation requirements will be stricter than those found in the Skirmishes gamemode, not allowing players to be “out of line” for more than 30 seconds.
            由于该模式是一条命模式,因此队形要求将比在散兵战模式更加严格,不允许玩家“脱线”超出30秒。
            When a new player joins the server. Theplayer will automatically be put into the spectator camera for the duration ofthe ongoing round.
            当玩家加入服务器后会自动进入上帝观察视角,直到这局打完后。(除非一局刚开)
            If less than 12 players are present on theserver, the formation restrictions will automatically be disabled and newplayers joining the server will always be able to spawn once in the ongoingmatch, regardless of how much time is left
            如果服务器玩家少于12人,队形限制将被自动禁用,而新加入服务器的玩家可以在该局重生一次,不管还剩下多少时间。


            IP属地:上海8楼2019-03-09 15:27
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              The initial version of Picket Patrol in Warof Rights features 11 patrol areas - those of you having spent a lot of time onthe drill camp servers might have a small advantage here as the 11 patrol areasare all situated on the drill camp map.
              民权战争警戒哨巡逻模式的最初版有11个巡逻区域,那些在训练场服务器中花了很多时间的人会有稍许优势:这11个地区全位于训练场地图中。(训练场地图很大的)
              Each patrol area has roughly 7 team spawnpoints placed in various positions in the area. Whatever team spawn point isselected for your team (and for the enemy’s) is entirely random. This ensures atruly different experience each time you play as no teams will know where theenemy is located nor if the best strategic option is to find a defensive spotand wait it out or actively hunting down the enemy picket patrol in a much moreoffensive manner.
              每个巡逻地区有7个位于不同地点的团队重生点。无论哪个团队出生点被你的队伍选上了(以及敌人的队伍),都是完全随机的。这确保了每局游戏都能获得真正不同的体验,因为没有队伍会知道敌人所处的位置,也没最佳的战略选择,到底是找到防御点并守株待兔还是以更具攻击性的方式主动搜捕敌人的警戒哨巡逻兵。


              IP属地:上海9楼2019-03-09 15:27
              回复
                The time of day as well as the weather willalso be randomized at the start of each new Picket Patrol round - expect to beon patrol in all kinds of weather and in all kinds of hours.
                每局新的警戒哨巡逻模式开始时,时间和天气也将随机化 -准备好在各种天气和各种时间进行巡逻吧。


                IP属地:上海10楼2019-03-09 15:28
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                  The openness and the randomness of the gamemode will ensure a very different experience compared to Skirmishes. Sometimesyou might not get any proper contact with the enemy going before the timer runsout as you will have spawned far from each other and your movements might havebeen off or one side may decide to hide away in a farmhouse somewhere for theentire match, etc. While at other times you will be greatly surprised just howclose the enemy is to you - all in all the above should result in a more variedround-to-round game mode.
                  与散兵战相比,新游戏模式将确保其开放性和随机性会有十分不同的体验。有时你可能在计时器用完之前没有与敌人进行任何适当的接触,因为你们已经远离对方而你的运动可能已经停止或者一方决定在整局中藏在某个农舍里,等等。而在其他时候,你会非常惊讶敌人离你有多近——所有这些都将呈现出一种更多样化的逐回合游戏模式。


                  IP属地:上海11楼2019-03-09 15:28
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                    As today marks the first alpha test of thenew mode with more than a handful of players, things are most certainly goingto be tweaked based on your feedback - patrol areas might get increased orreduced in size, spawn points may be moved further or closer to each other andthe round timer may be increased or decreased.
                    由于今天标志着新模式的第一次大规模A测,所以内容肯定会根据你的反馈进行调整——巡逻区域的大小可能会增加或减少、双方出生点可能会更靠近或远离、一局中计时器时间的增加与减少等。
                    We look forward to be experiencing PicketPatrol with you all and to your feedback!
                    我们期待与您一起体验警戒哨巡逻模式及您的反馈!
                    That’s all for now. Until next time, have a good one!
                    这就是全部内容了,下次再见,玩的开心!


                    IP属地:上海12楼2019-03-09 15:29
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                      实际玩起来的体验挺糟糕,地图做的很大,这也应和了官方所说的随机遇敌或者双方找到一个好蹲的位置就躲起来。地图里设置了不少栅栏之类的掩体,也有房子,也因此让一方先进入掩体的胜率大大提高了……对,尤其是那房子,先进去的,几乎不可能输……而如果是突然遇敌,双方都会选择找就近掩体,因为无法复活,实际上最后变成了很远距离的对射……当然会有少部分运动,但情况也基本如此……
                      最大的败笔果然还是你新进入服务器的人,得等到这局结束,这意味着如果刚开,你得等15分钟左右……


                      IP属地:上海来自Android客户端13楼2019-03-09 16:13
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                        支持


                        IP属地:重庆14楼2019-03-11 13:36
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                          这就是吃鸡模式吧!


                          IP属地:山东来自Android客户端15楼2019-03-12 08:43
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