版饥荒小偷背包爆率是不是砍普斯不爆背包

《饥荒》淘气值属性与坎普斯打法攻略_单机游戏_攻略秘籍_新浪游戏_新浪网
《饥荒》淘气值属性与坎普斯打法攻略
11:28:21& &来源:
  《饥荒》淘气值与坎普斯大家知道吗?今天笔者就为大家带来了饥荒淘气值(顽皮值)与坎普斯打法图文详解,非常不错的内容哦,小伙伴们你们知道这些吗?下面赶快跟我一起来看看吧。
  淘气值(顽皮值)
  淘气值,饥荒中的一项隐藏属性[同温度,不开MOD无法显示]。如果你击杀了游戏中的“无辜”生物,就会累积淘气值,[不能说全是中立生物,因为高鸟可以算敌对]
  击杀每种生物给予的淘气值是不同的,如图。
  在ROG中,通过杀死戈洛莫将直接淘气值全满(50)引来小偷。
  SW中通过击杀渡渡鸟也将直接淘气值全满(50)引来小偷。[渡渡鸟数量必须小于等于2。包括窝和蛋]
  其他数据请对照图例查看。
  如果你不会不想不愿意用大师兄刷淘气值,还是去养高鸟吧
  [重要]火烧炸药陷阱等行为不会增加你的淘气值。(蜜蜂地雷,狗牙陷阱,蜗牛粘液,船炮也包括),因为他们被认定为对环境造成的破坏。
  [BUG]现在SW中屠杀二师兄是不给淘气值的。
  淘气值的上限为31——50之间的随机数值,初始值为0,当你的淘气值到达上限时,就会生成坎普斯[小偷],[英汉字典汉译应该为坎卜斯或克拉 普斯[Krampus]---坎普斯是3DM的叫法]坎普斯出现后,淘气值讲归零并重新计数[上限依然随机,不是越来越大也不是越来越小,就是随机]
  淘气值每分钟降低1点[游戏中一天为实际8分钟]即如果一天没有击杀无辜生物将降低最多8点淘气值[如果你积累了那么多]
  开了全显MOD不止可以时时看到人物的HP脑残饱食度和雨露值的具体数值,还可以看到人物的顽皮值和温度变化以及4季的剩余天数。视MOD不同会有所不同。
  这是楼主使用的MOD所显示的属性数据显示。
  这是不开MOD的属性数据显示。你不上这个图我都忘了原来不开MOD的三围是这个样子的!
  坎普斯
  坎卜斯这个名字的原文Krampus来自德文的krampen,意思是‘抓’,相传他是北欧神话中冥界女王赫尔(Hel)的儿子,外貌半人半兽的特征也和希腊神话中的一些半兽神一样,包括森林之神与农牧之神。
  圣尼古拉(耶诞老人)慈祥和蔼,总是用糖果奖励小孩,坎卜斯则是个和他相反的角色。他会拿桦树枝打坏小孩,再把他们带回自己的巢穴。根据民间传 说,坎卜斯会在12月6日前夜现身,这就是‘坎卜斯之夜’。12月6日则是圣尼古拉节,这天德国的小孩会察看前一天晚上摆在门外的鞋子或靴子中装的是礼物 (给好孩子的奖赏)还是树枝(给坏孩子的)。
  所以说,坎卜斯并不是制作者借鉴了中国龙的形象[你看坎卜斯哪一点长的像龙]而且我们都是伟大的龙的传人,龙的形象又怎么跟小偷沾的上边
  三个版本的坎普斯属性是相同的
  值得一提的是,SW中的坎普斯穿了花体恤![前两个版本的都是光膀子的]
  坎普斯,血量200,攻击力50[用脚踹]
  死亡必定掉落怪物肉,木炭2,百分之一的几率掉落一个14格的坎普斯背包[目前版本最强,不会燃烧]
  游戏中50天之前只会出现一只坎普斯[如果淘气值到顶了]50天之后会出现2到3只。
  随着淘气值的增加,游戏中会出现“啊~~~~~,哈~~~”的警告声。当坎普斯出现时,会出现细细碎碎的脚步声。它会偷走你附近地面上所有的东西[包括背包!]但是一些特殊物品不会偷,比如玩家专属。
  如果屏幕上没有什么可偷的了,而你也没有攻击它,它就会消失在自己的背包里。[你的东西也没啦]
  怎么打坎普斯:
  它不偷东西的时候你追它它会跑,而且你追不上。
  你可以用远程武器开怪或者趁它偷东西的时候上前CTRL+F强制开怪。
  或者用杀人蜂或者收买二师兄什么的怼他。狗牙陷阱也可以,然而它也会偷你的狗牙陷阱[绝笔害虫]
  旗鱼短剑需要攻击3次,打坎普斯时请佩戴防具,至少带一个猪皮头盔。他们攻击距离很远[毕竟用脚],如果你用很弱的武器跟他面肛而又不带防具,请再开个档吧
  Ps:在淘气值将要到顶时,可以选择小退存档,然后S/L大法刷小偷背包,当然这样很笨
  如果坎普斯出现后小退,再次登录可能其会消失
  刷淘气值的方法:
  (目前帽贝岩过热BUG没有修复的情况下)
  可以用二师兄大法,如图。
  选择一块合适的帽贝岩[最好靠近这种靠海的边角位置]
  然后在一侧建设6+猴子窝[效率较高,反正猴子窝的材料比较好搞]
  在灭火器可以触及帽贝岩的范围内放置一个灭火器
  等待猴子刷新到足够数量[一个猴子窝最多刷新4只猴子,如果一只猴子死亡,该猴子窝会立刻产生一只猴子用来补充]打开灭火器。
  你就站在帽贝岩旁边吸引猴子就行了!灭火器会一直往帽贝岩上喷雪球,差不多猴子全冻上了就旗鱼短剑按住CTRL+L卡位击杀即可。
  总共需要击杀25只猴子才可以第一次召唤坎普斯,第二次随机
  [不用修墙,不用想的太复杂!带点牛排肉干什么的预防脑残过低就OK了。偶尔还是会有漏网之鱼,新猴子刷出来捡个香蕉喂了原本有仇恨的就不会理你了。顺便让剩下的猴儿自相残杀去吧。]
  如果你选择S/L大法,请在击杀了24只猴儿之后记得小退存档。
  最后,祝你早日刷到小偷背包
  当然,不一定何时帽贝岩过热BUG就修复了,或者你不屑于或者根本学不会这个方法,还是可以去偷高鸟蛋养小高鸟,或者第一世界杀了渡渡鸟然后穿越去第二世界。
  其他可以快捷刷淘气值的方法也可以在此推荐,耗时长的就不一一列举了。
  [SW有个蝴蝶奇遇,在一个丛林地皮的岛上,存在非常密集的鲜花,一到白天满屏蝴蝶。电脑CPU比较好的←←可以去那里刷蝴蝶,比刷猴子还要快!前提是你的地图上刷了那个岛]
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【饥荒游戏新闻】暖火边的谈话第二期(来自一名电子游戏设计师)(日)
原帖在北美klei官方论坛
看第一期,连接
和第一期一样,还是来自klei的游戏开发组成员sethR。
Hello again! Not much has changed in the development of Don’t Starve Together over the past week. Our programmers are still focused on shoring up the server tech. 又是大家好!开发“饥荒游戏一起版”DST,上周没太多变化。我们的程序员仍旧集中于支撑服务器技术。
They’re also beginning to look into modifying the world gen code to allow for generating much larger worlds (to support higher numbers of players). I’m continuing with making haunt reactions for the many different items and creatures.
他们也一直在细查调整世界生成代码,以允许生成大得多的多个世界(以支持更多数量的玩家)。(译者注:呵呵,这可有意思了!这为以后服务器mod提供了更多可能性!)我正继续鬼魂功能的原型;给很多不同的道具和生物弄恐吓反应。
I’ve also started to think about how to push the loss of progress that happens when you die in Don’t Starve (lost resources, lost structures and lost world) more onto the characters themselves to go along with the persistence that comes with multiplayer.
我也开始考虑如何推动过程的失败,那发生于你饥荒游戏里死亡时候(丢资源,丢建筑还有失去世界),对于角色自己死好多死,还要配合多人游戏的存在问题。
The looming threat of lowered maximum health with the ghost mechanic is part of this, but the level of your various UI meters is more fluid and less attached to your character’s “progress” than the accrual of stuff.
鬼魂机制降低最大血量的阴森威胁是这个的一部分,但是你多样的图形界面计量水平更优美,且比起东西的自然增长,不那么紧贴你角色的“进度”。(译者注:等于游戏出了再看吧)
So, for this post, I wanted to take a look at our design process using Reign of Giants as a case study. Fair warning that it’s long and fairly technical/close inspection type stuff. Because it’s on the long side, I’m going to spoiler tag the meatier sections. Expand them to see my long winded word vomit at your own risk.
所以,这个帖子,我(译者注:指作者sethR)想要看看我们的设计过程使用巨人王朝作为一个研讨对象。公平地提醒您:那是很长时的,且相当技术性/严格检查类的东东。因为挺长的,我要弄内容展开标签来设置内容丰富的部分。展开他们来看我长篇喘气的话,有作呕危险。(译者注:作者恶搞)
Designing Reign of Giants
设计巨人王朝资料片。
Spoiler 展开内容
As I outlined in my previous post, after we finished our six months of regular updates for Don’t Starve, we had a moment to stop and consider the state of the game. As with any project, you want a set of goals to work towards and a timeframe to accomplish them in. 如同我在之前帖子列出的那样(译者注:看本帖最上,有6月20日那篇老文的链接),我们完成饥荒游戏6个月的例行更新后,我们有一个空档考虑游戏的状态。和任何项目一样,你想要一套工作方向的目标,还有一个时间表来按期完成。
For Reign of Giants, we wanted the expansion to help keep Don’t Starve fresh and interesting over long periods of time, both within a given playthrough and across playthroughs.
对于巨人王朝资料片,我们想让它能保持饥荒游戏新鲜感,并且长期有趣,能同时对于已通关和正在试图打穿游戏的(玩家)。
While this goal is implicitly veteran-player-facing, it was important that we keep Don’t Starve’s difficulty and discovery curves intact, so as not to alienate newer players.
同时这个目标是毫无疑问的老兵级玩家向的,重要的是,我们保持饥荒游戏的难度还有探索曲线完好,这样不会疏远新来的玩家。
It was a pretty general goal, so we needed to break it down into parseable and actionable sub-goals. This doesn’t quite get us there, but we start by breaking this meta goal into “things we can improve to increase longevity” and “good things we want to replicate or expand on to increase longevity”.
一个很大面上的目标,所以我们需要细化成可分析的且可行的各种下级目标。这个不会使我们很好达成(目标),但是我们通过细化这个元目标变成“我们能改进还增加寿命的东西”,和“我们想要复制或者扩展以增加寿命的好东西”。
The two main items we identified as things that we wanted to improve with our expansion were:
两个主要的我们鉴定的道具,我们当个事儿,想要改进我们资料片的是:
When you start a game of Don’t Starve, the first handful of days of your game will be spent in a very similar fashion to the first handful of days of nearly every other game of Don’t Starve you’ve played.
当你开始饥荒游戏,开始的你游戏的少数几天会被用于一种很相似的方式,和你玩过的饥荒游戏的最初几天的各种玩法相当。
At best, this is tedious. At worst, it creates an artificial barrier to get to the “interesting” gameplay for a more veteran player. I’d actually argue that the former is actually in service of the aesthetic experience of Don’t Starve:
充其量,这挺沉闷。最差的是,它创造了人为的障碍,对于更老兵级的玩家无法获得“有趣的”游戏性。我真的讨论过,前者是真的贡献于饥荒游戏美学体验的:
survival can be tedious! However, with relatively few viable early-game survival strategies, that often meant that the tedium became boring, which is not what we want.
生存会是沉闷的!尽管如此,以几乎绝少的可行的早期游戏生存策略,那常常意味着乏味变成无聊,那就不是我们要的。
After surviving your first Winter in Don’t Starve, you reach a game state that I call “the plateau of stability” (note: this isn’t some fancy design term or anything like that, just a shorthand phrase that I use to describe this game state specifically in Don’t Starve).
在饥荒游戏你活过第一个冬季之后,你到达一个游戏状态,我叫做“稳定的高原”(注意:这不是某种花哨的设计术语或者任何类似的,就是个速记短语,我用来在饥荒游戏中明确描述游戏状态)
Basically, the idea is that once you’ve gotten that far, you can survive indefinitely. There’s nothing to prepare for.
基本上,想法就是一旦你到那个水平,你能无限期的存活。没有要准备的了。
You just have to maintain the status quo: hang out in your well-established base while staving off hunger, dealing with the occasional hound wave, and making sure you don’t whittle away all of Summer without getting a new winter hat. If you don’t put yourself in a dangerous situation, you’re unlikely to die.
你就必须维持现状:闲逛于你建好的基地,同时避开饥饿,处理不经常的猎狗一波攻势,还有确定你不降低夏季的全部(收获)都不弄一个新的冬帽。如果你不把自己置于危险境地,你不太可能死。
But Reign of Giants wasn’t ever going to be all about “fixing” Don’t Starve (after all, we were pretty happy with what we had)! These were the things that we felt were working really well in Don’t Starve and we wanted to push further:
但巨人王朝资料片不是一直要全弄成“修正”饥荒游戏的(最后,我们很高兴于我们有过的)!这些确实是个事儿,我们觉得在饥荒游戏一直做的挺好并且我们想要进一步:
Individual entities or events that create high-drama moments (and panic). The empirical example here is Deerclops.
独立的实体或者事件,创造高戏剧性时刻(还有会让人恐慌)。这里有经验的例子是独眼巨鹿。
Systems interacting in unexpected or multiplicative ways to create high-drama moments or interesting/funny results. Examples from the base game: a hound wave coming at the same time as Deerclops or a frog stealing an item from Krampus (which Krampus just stole from you).
系统交互,以未预料的,或者乘法性的多种方式创造高戏剧性时刻,或者有趣的/搞笑的结果。例如来自基地的玩法:一波猎狗同时来巨鹿,或者一个蛙从克兰普斯偷了个东西(而那个正好是克兰普斯偷你的)。
Discovery of the world and its mechanics. A huge part of the Don’t Starve experience is seeing something new and poking it to see what happens.
探索世界还有它的机制。饥荒游戏一个大部分体验就是看到新东西并且戳它看会发生什么。
Players have a constant need to manage several different threats to their wellbeing. In most cases, taking action to mitigate a given threat precludes taking action to deal with other threats.
玩家有一个常有的需求,搞定一些对他们幸福不同的威胁。某些例子中,行动起来平息一个已有的威胁会妨碍起身去搞定其他威胁。
Don’t Starve’s difficulty is largely derived from scarcity of time to gather all the resources necessary, rather than from scarcity of the resources themselves. The diversity of demands on the player means that they have to constantly plan and prepare while also being ready to respond to new threats.
饥荒游戏的难度大幅衍生于缺少实践来收集所有需要的资源,而不是缺少资源本身。玩家需求的多样性意味着他们必须持续规划并且做准备,同时也要准备应对新威胁。
The final guiding element in designing the expansion was that we knew we wanted to stay focused on the overworld. The caves are great, but we wanted the new content to be an integral part of the Don’t Starve experience and for it to be very easily encountered (i.e. during the course of normal play and not hidden behind a load screen).
设计资料片的最终指导元素是我们知道我们想要保持专注于表世界。洞穴很棒,但是我们想要新内容作为饥荒游戏体验的完整部分,并且对于它是容易遇到的(就是说在一般玩的时候,还不是藏在读盘画面后头的)
All this abstract hemming and hawing about what types of things should go into the expansion is a great place to start, but we needed to make some concrete plans about what we would be implementing, so we could start implementing it.
所有这些抽象的这个那个的,都是关于什么样的东西会进资料片,算个好开始,但我们需要关于我们会实施什么弄些实在的方案,这样我们会开始真干。
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Making the early game less tedious让早期玩法不那么沉闷
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We needed more variety in the early game. The first thing here was to introduce more options. Specifically, this meant more ways to get your basic resources and foodstuffs.
我们需要早期游戏更多样化。首先是引入更多选择。特别是,这意味着更多方式获得您的基本资源还有吃的。
We toyed with the idea of adding alternate types of basic resources, but that had pretty serious knock-on effects: we would need to change or add a lot of recipes or we would need to fundamentally change the way the crafting system works, neither of which were viable options.
我们认真考虑过这种创意,增加可替代性的基本资源类别,但是有相当严肃的撞击作用:我们会需要改变或者加入老多配方,或者我们需要从根本上改变合成系统工作方式,2个都不是有望实现的选择。(译者注:klei小地方,不是暴雪,你看wow到现在推倒过多少实装上线的老feature,klei这种地方可玩不起这种大手笔)
So, we stayed within the existing resources and decided to add the moleworm and tumbleweeds. In addition to being a different creature and “plant” from rabbits and saplings/grass, it was important that the ways that you interact with these things be meaningfully different from the existing sources of morsels, twigs and grass.
所以,我们还保持已有资源,并且决定增加鼹鼠虫,还有风滚草。然后还有,不同生物,还有来自兔子和树苗/草的“植物”,重要的是,你交互的这些东西有意义,不同于已有的小肉,树枝,草资源。
Moleworms are actively but easily hunted, whereas rabbits have to be cornered to be hunted and are much more effectively caught with traps (which we decided wouldn’t work at all on moleworms to further differentiate the two).
鼹鼠虫是活跃但容易猎到,反之,兔子必须要逼入绝境才能捕,且用陷阱更有效(我们决定陷阱不用于鼹鼠虫,以大幅区别于2者)
Similarly, we wanted tumbleweeds to require a bit more active participation. To justify the additional time and effort, we made it so the payoff for tracking down a tumbleweed would be larger than for picking a sapling for tuft of grass.
相似的,我们想要风滚草来要求更多点的活跃配合。为了证明额外的时间和努力,我们弄成那样,跟踪风滚草的结果比摘一个草苗要(收益)大。
We really liked the more active hunting and gathering and ended up using that idea with the buzzard as well. Overall, we were looking to robustly support more active playstyles in the early game.
我们真的喜欢更积极的猎取还有收集,还有结束使用秃鹰的创意。总体来说,我们一直要稳固支持,早期游戏中更积极的玩法。
Tumbleweeds were an immediate success! Moleworms, on the other hand, needed some more work.
风滚草是一个直接的成功!鼹鼠虫,另一方面,需要更多工作量。
We made a couple tweaks to the moleworms themselves (made them nocturnal, made them re-dig their burrow if it got dug up), but the big win in making the moleworms more useful and important (and different from the rabbits) actually came from changing things about other creatures and systems.
我们需要对鼹鼠虫自己做些调整(让它们夜间活动,要是它被挖开了,让它们重新挖它们的地洞),但是制作鼹鼠虫最大的胜利,最有用也重要的(也是不同于兔子的)实际来自改变其他生物和系统。
It’s often the case in game design that to solve a perceived problem, you need to change something about the game outside of the immediate problem area.
常常游戏设计的情景是要解决一个感觉问题,你要改变直接问题区域的游戏外部。
First, we made it so that rabbit holes would collapse during the rainy Spring season, making rabbits all but unavailable during that period. Second, we made it so that when you start a game on default settings, you’ll have a 50% chance to start in Autumn and a 50% chance to start in Spring (more on the new seasons below).
首先,我们让它成这样,在春季下雨时候兔子洞会塌陷,让兔子全部都是那样但是那时候没法得到。第二,我们让它变成,你开一个默认设置游戏,你会有50%几率在秋季开始,然后50%几率春季开始(下边是更多会在新季节)
This second change was hugely impactful: upon starting a game, you now had to spend the first few minutes examining your surroundings to determine which season you were in and then adjust your plans accordingly as you prepared for the appropriate coming harsh season.
这第二个改变是极大的有冲击性的:开新游戏时,你现在必须用开始几分钟检查你的周围,决定你在的季节,然后相应调整计划,因为你要为要到来的严酷的季节准备合适的(东西)。
With respect to the moleworms, it had the side effect of making them a relatively important early game food source for Spring starts.
至于鼹鼠虫,让它作为游戏早期春季开始时候的相当重要的食物来源,加上负面效果。
Towards the end of development, we added customization options for starting a game with a random character, in a random season and with random season lengths.
到开发结束,我们为游戏开始加入自定义选项随机角色,随机季节,还有随机季节长度。
These are opt-in features that are likely primarily used by more veteran players, but they do a good job of increasing the variation from game to game when used. All in all, I think we hit our target for making the early game less tedious. At the very least, there are more (and meaningfully different) options available early on, should you want to mix it up.
这些主动加入的特性,很可能主要地被更多老玩家用,但他们在用了后,增加多样性上做的不错。大体上,我觉得我们为让早期游戏不那么沉闷达到了自己的目标。至少,更多(且意义上不同的)选择在早期能使了,你们会想掺和一下的。
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Extending the time it takes to get to the plateau of stability扩展到达稳定高原要花费的时间
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We wanted the game to stay fresh, offering new challenges for a longer period of time within a given playthrough, as opposed to the then-current pattern of surviving your first Winter and subsequently having survival become trivial. 我们想要游戏保持新鲜感,以给定的玩法长期提供新挑战,相对于当时的你第一个冬天的生存模式,还有尔后保持生存变得平凡。
Our two initial ideas were a new tier of tech and the new seasons, only the latter of which made it to the shipped expansion. The new tech tier was largely made up of mad science devices.
我们的2个初始创意是一个新的档次科技还有新季节,只有后者弄进了分发的资料片。新科技档次大幅由疯狂科学设备构成。
It was intended for late game and even had a biome associated with it: the Tesla biome (working name), which some of you may recall from some art of a Tesla tree that got left in the game directory despite the biome being cut.
故意为晚期游戏,甚至弄了个地形和它关联:特斯拉地形(工作中名字),你们中的一些可能回忆起一些特斯拉树的图形设计,留在游戏目录中,尽管地形被砍了。
In fact, mad science was an idea that was initially very central to our plans for the expansion. We had long meetings discussing how a system of powered tools (and harvesting the power) would work.
事实上,疯狂科技是一个创意,开始在资料片计划中很中心位置。我们有挺长几次会议讨论,一系列的能量工具(还有收割能量)怎么运作。
We talked about the population of the mad science biome. During one meeting, someone threw out the idea to have an electric goat with Jacob’s ladder horns. Kelly (one of our artists and animators) bleated and the whole room erupted in laughter. We had a big list of things we wanted to put into the expansion and at the time, it seemed doable.
我们谈论填充疯狂科学地形。一次会议中,有人提出点子,弄一个电羊带着Jacob的梯形犄角。kelly(一个我们的美工也是动画师)学羊叫,然后整件屋子爆发笑声。我们有一个我们想要放入资料片的东西的大表,当时,看起来能做。
After working for a month or so on some of the basics needed for the new content, the whole team sat down, looked at that list of ideas, and updated our estimates for how long it would all take.&&
干了一个月后差不多,为了新内容需要一些基础内容,整个团队坐下来,看着创意列表,更新了我们估计得花费多久(的时间计划)。
We looked at our timeline. It simply wasn’t all going to fit. As much as we liked the ideas percolating, we didn’t have time to prototype and iterate on things like a new system for powered devices while still making enough content in other areas to deliver a meaningfully large expansion.
我们看了一下我们的时间线。明显不能所有都上。尽可能渗透我们喜欢的创意,我们没有时间搞原型然后循环弄,比如一个新系统用于能量设备,同时还得给其他区域弄足够的内容,得推送一个有意义的大资料片。
Not wanting to ditch it all, we reshuffled some things into other areas of the game (like the Volt Goat--we couldn’t say no to getting Kelly’s bleat in the game) and re-kitted other items into a very light version of our mad science ideas, which manifested as a sort of new high tier of items that lived within the existing second tier of science, all based around the Electrical Doodad.
不想全部抛弃,我们重调了一些东西,弄进游戏其他区域(比如电羊——我们不会说没把kelly的羊叫弄进游戏),还有装备其他道具,弄成我们疯狂科学创意的很轻量的版本,成为一种新的高级道具,存在于第二级的科学,都基于电器元件。
We stripped mad science down to a point where it included a couple luxury items and a handful of items to help with the new seasons. Without a full-fledged mad science system, the seasons became increasingly important to get right.
我们拆下疯狂科学,变成一个特色包括几个豪华物品,还有一把有助于新季节的道具。没有羽翼丰满的疯狂科学系统,季节变成更重要的明确(特色)。
Additional seasons fit very naturally into the existing framework of Don’t Starve without introducing any systems that didn’t have an obvious internal logic to them.
额外季节和已有饥荒游戏框架搭配很自然,没有引入什么对它们明显没有内部逻辑的系统。
Even in the base game, it was the seasonal cycle that pushed out the time it takes to get to the plateau of stability as far as 35 in-game days.
甚至在游戏基本部分,季节循环推掉了它花费的时间,以达到稳定高原,只需35游戏日。
By adding Spring and new Summer (Summer from the base game became Autumn, keeping it as a relatively easy time of year--appropriately morose for Don’t Starve) and making each of the new seasons present a new and unique challenge appropriate to the seasonal element, we could ensure that players would need to prepare for coming threats for three full seasons.
通过加入春季和新的夏季(夏季从基本游戏变成秋天,保持年度中相对简单的时段——对饥荒游戏是合适的阴郁),并且让每个季节呈现适合季节元素的新的且是唯一的挑战,我们能保证玩家会需要为三个完整的季节准备(应对)将要到来的威胁。
Inevitably, skilled and knowledgeable players will still make it through a full year cycle, but with the new seasons, they would have twice as much game time in a given playthrough before they can settle into a routine of stability.
不可避免的,有技巧的和具备知识的玩家仍会通过整年循环,但是和新季节一起,他们在给定的玩法有双倍多的游戏时间,之后他们可以安家进入一个稳定路线。
Without some adaptive system that is constantly reacting to the player’s actions (similar to Left 4 Dead’s Director), it’s difficult to design a system that stays challenging no matter what. Given that, doubling the time to reach the plateau of stability seemed like a pretty good solution.
没有什么适应性系统来对玩家行为作出反应(相似于求生之路的导演),困难的是设计一个系统,无论怎样都能够保持挑战性。在这种情况下,加倍到达稳定高原的时间看来好像是挺好的解决方案。
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Creating drama with individual entities/events使用独立的实体/事件创造戏剧(经历)
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Simple. The eponymous Giants. We already had Deerclops in the game and has seen him repeatedly create those wonderful blood-drains-out-of-your-face “oh no…” moments.
很简单。(与游戏)齐名的巨人们。我们游戏里已经有独眼巨鹿,并且重复见到他创造了那些奇迹的“抽你一脸血” “噢,不。。。”时刻。。。
We brainstormed ideas for giants to associate with each of the other seasons. They needed to be similarly threatening but meaningfully different. We wanted each giant to target a different aspect of your livelihood, to have different combat behaviors and for there to be multiple viable ways to deal with a giant.
我们头脑风暴,给巨人想出了些创意来配合其他季节。他们需要相似地有威胁,但是又有意义的不同。我们想要每个巨人定位于你不同的某个营生方面,产生不同的战斗行为,还要让对付巨人有多种可行方式。
Deerclops was mostly concerned with smashing structures, prioritizing that above all else. The Bearger would target your stockpiled food and became massively destructive to anything nearby if angered.
巨鹿能捣毁建筑是考虑最多的,在列表排列上是所有其他之上的。熊獾会瞄准你大量储备的食物,并且如果激怒,变得对周围东西极有破坏性。
But he can also be satisfied with offerings of honey or led away from your camp by laying down a trail of food. The confusingly named Spring giant is not terribly threatening on its own, but it lays an egg that spawns several, well, spawn.
但他也能满意于供奉的蜂蜜,或者靠放一路吃的,从你的营地引导到一边去。让人困惑的春季巨人命名它自己不是很吓人,但它下蛋生成几个,好吧,刷出来。
The Mosslings will eat food left out but are actually quite passive creatures. Players could choose to live in harmony, relocate for the season, or engage in a difficult combat against an army of Mosslings (or, as we saw in the beta, kill the mother before she could lay an egg, thus missing out on a substantial amount of “boss loot”).
鹿鹅幼鸟会吃留下的食物,但是实际是更被动的生物。玩家能选择和谐一起,为季节迁移,或者赢得一场困难的战斗,对付整个鹿鹅幼鸟军队(或者,如beta版,在她能下蛋前杀死母鹅,这样失去充实的boss掉落品)
The Dragonfly targets your sources of fuel as well as your structures. Also extremely dangerous if angered due to his fiery aura, the Dragonfly is best handled by laying down a trail of flammables or ash, the latter of which he likes to vacuum up until he is full.
蜻蜓针对你的燃料资源,还有建筑。要激怒了也很危险,因为它的火焰光环效果,通过放一路可燃物或者灰烬,蜻蜓是最好搞定的,后者是它喜欢的,会吸掉,直到它吃饱。
We also added some weather/elemental systems to the seasons that could create high-drama events, like the frog rain and wildfires. But more on that in the next section.
我们也为季节增加了一些天气/元素的系统,能创造高戏剧性事件,比如青蛙雨还有野火。但是更多的是下段(说的)。
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Systems to create drama
系统创造戏剧(性的游戏体验)
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As I mentioned above, we added wildfires and frog rain to survival mode. These two systems are very effective in creating drama on their own: a plague of frogs or a sudden fire in your base will always be alarming. 如同我上边提的,我们加入了野火还有青蛙雨到生存模式。这两系统在创造戏剧性上很有效:青蛙灾害,或者突然的基地火灾总是警报级的。
But systems that are part of the simulation like these are more than the sum of their parts. With more systems and cycles, we increase the likelihood of overlaps.
但是像这样的系统作为模拟的部分,比它们各部分总和要好。用更多系统和循环,我们增加了交叠的可能性。
Frog rain, wildfires, full moons, rain (which affects sanity, temperature, resource quality and comes with now-dangerous-to-the-player lightning), and differences in creatures’ seasonal behavior all create drama on their own, but create exponentially more drama when they occur in concert.
蛙雨,野火,满月,下雨(影响精神,温度,资源量,还有带来对玩家危险的闪电),并且生物的季节行为不同,都创造各自的戏剧性,但在音乐会上它们发生着指数方式创造更多戏剧性。
Such is the nature of a simulation game. It’s a huge strength and it was clear we needed to play into that. By authoring systems to create drama, we’re also enabling unpredictable disruptions once players do reach the plateau of stability:
这种就是模拟游戏的特性。巨大的力量还有,明显的,我们需要带入感。通过著作系统创造戏剧性,一旦玩家到达稳定高原,我们也使不可预测的破坏可行了。
these systems can create challenges for players with large bases and farms. While Don’t Starve is a very systems-driven game, sometimes we want to author bespoke content and interactions within those systems to make them appear richer or have more surprising results.
这些系统能为有大基地和农场的玩家创造挑战。同时饥荒游戏是很系统驱动的游戏,又是我们想要创作定做内容,还有在那些系统内的交互行为,来让它们出现的更丰富或者有更惊奇的结果。
Functionally, this means adding special cases for answers to questions like “what types of things should the moleworm want to snag off the ground?” and “does anything special happen when the moleworm does grab a given item?” Rather than spoil one of my favorite interactions in the game, I’ll leave it at that.
功能性上,这个意味着增加特殊案例,解答问题诸如“鼹鼠虫会想抓走地上的什么类型物品呢?”还有“当鼹鼠虫抓一个给定物品有特殊发生时间么?”相对于解开我最喜欢的游戏内交互行为,我宁可留着它在那(不解答,供玩家自己游戏内发现)。
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Discovery of the world and its mechanics/rules
世界探索还有它的机制/规则
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This will happen naturally by introducing a large swathe of content at once (new seasons, biomes, characters, creatures, plants, craftables, etc etc). 这会自然的发生,通过一次引入大包内容(新季节,地形,角色,生物,植物,合成品,等等)
Dropping a lot of unfamiliar entities and mechanics on a player at once will inherently “send them back to the stone age” (i.e. a time when she did not have mastery of Don’t Starve).
放一堆不熟悉的实体和机制一次给玩家会自然地“把他们送回石器时代”(也就是说,一个她没有精通饥荒游戏的时间点)
Even when it was in beta, we saw a lot of posts on the forums saying things like “it feels like a whole new game!” Success.
甚至当它是beta版时候,我们见到老多论坛贴,说类似“感觉像个新游戏!”的成功话语。
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Managing multiple conflicting demands and threats
搞定多种冲突的需求与威胁
Spoiler 展开内容
Adding more systems and cycles (or, in some cases, adding teeth to existing ones) is again the answer here. Static cycles (i.e. seasons) are important so that you can anticipate and plan. 增加更多系统和循环(或者,某些案例中,增加强大给已有的东西)是再一次的答案。静态循环(就是说季节)是重要的以至于你能预料和安排。
Dynamic systems (i.e. frog rain) are important because they can throw wrenches in your plans. Taking existing systems and entities and giving them teeth (i.e. new effects from rain, Deerclops’ freezing attack) further diversifies your concerns at any given time, which is all we’re really trying to do here.
动态系统(就是说,青蛙雨)是重要的,因为它们能把悲痛带进你的安排里。带着已有的系统和实体,并且给它们强大(就是说新东西来自雨,巨鹿的冰冻状态)
Though it’s not necessarily presented in this way, time is actually the most precious resource in Don’t Starve. Yes, it’s true that this is only the case because of other time-based mechanics (i.e. constantly dropping hunger, impending season changes), but it still boils down to needing time to attend to everything.
尽管以这种方式呈现不是必要的,饥荒游戏中时间实际是最珍贵的资源。是的,真的就是,这是唯一的事儿,因为其他基于时间的机制(就是说常常掉饥饿,即将发生的季节变化),但是它仍旧归结于需要时间参与每件事。
Don’t Starve is difficult because you need to manage these demands within a fixed amount of time (i.e. before nightfall or before the season change). The thing to watch out for here is letting things get out of control: ideally, the player always feels pressure from the multiple demands, but can address their needs within a reasonable timeframe.
饥荒游戏是困难的,因为你需要在给定量的时间内搞定这些需求(就是说,黑夜来前或者在季节改变前)。这里要注意的事儿是让事情失控:理想上,玩家总是感觉从多种需求上的压力,但是能以合理的时间框架分配他们的需求。
Our way of trying to avoid this was to keep it to one general seasonal threat (i.e. overheating) and one dynamic seasonal threat (i.e. wildfires). We also tried to encourage movement around the map during the different seasons by making the various biomes more and less dangerous in the different seasons.
我们试图回避这个的方式是,保持它成一个大体上的季节威胁(就是说过热),还有一个动态季节威胁(就是说,野火)。在不同季节,通过让各种地形多多少少有危险,我们也努力鼓励(玩家),周围走走地图。
A couple quick examples of this: the savannah is quite safe, except for Spring, when rabbit holes collapse and beefalo are permanently aggressive. On the other hand, the badlands are quite dangerous but might be worth hanging out in during the Summer due to the lower vegetation density and resulting lower risk of wildfires.
一个简单例子:草原很安全,除了春天,兔子洞坍塌,牛总是有攻击性。另外一方面,荒地是很危险的,但是在夏季值得走一遭,因为更低的草木密度,导致更低野火风险。(译者注:骨头堆刷狗也够讨厌的)
This migration isn’t necessary for survival, but it does add another layer of variables to consider. Overall, I think Reign of Giants has a diverse set of threats and demands with a generally appropriate level of concurrence.
这种迁徙不是生存必须,但它加入了另外一层变数来考量。总体上,我觉得巨人王朝资料片,有一个多样的威胁和需求,伴随着总体上合理的并发水平。
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How Did We Do?
我们过去做什么?
Spoiler 展开内容
Pretty good, I think! I’m admittedly not the best judge since I’m so close to the thing, but from reading forums, reviews and various anecdotes, it seems like people are enjoying Reign of Giants, which is incredibly gratifying. 很好,我觉得!我公认的不是最好评判,因为我是这么贴近于这东西,但通过读论坛(译者注:他指klei自己的北美饥荒游戏英文论坛),评价还有各种轶事,看来人们喜欢巨人王朝资料片,那就极为令人满足的了。
Now that I’ve kind of laid bare what our intentions were, I’d love to hear if you think we succeeded (or, similarly, if you think we totally missed our target but enjoy the expansion for some other reason that I haven’t talked about)!
现在,我有点把我们的意图全裸奉上了,我喜欢听到你们说是不是觉得我们成功了(或者,相似的,你们是不是会觉得我们完全失掉了目标,但是因为其他我没说的原因喜欢资料片)!
Either way, it’s June of 2014 and we’ve got a great single player game and a robust expansion for that game. We’re really proud of both. On to the next chapter!
不管怎么着,2014年6月,我们有一个不错单机游戏,还有给这个游戏一个健壮的资料片。我们真的对这两样骄傲。开下一章吧!
~~~~展开内容结束~~~
Applying This to Don’t Starve Together
应用这个到饥荒游戏一起版DST
To pull it back for a moment (and to close out the post), let’s see how some of these ideas apply Don’t Starve Together. To start, the changes we need to make to turn Don’t Starve into a compelling multiplayer game are something of an unknown (as compared to expanding the existing single player game). 拉回来一会儿(也为了“关门大吉”掉这个帖子),让我们来看看这些创意是怎么用于饥荒游戏一起版DST的。开始,我们要做的改变转入饥荒游戏,变成引人入胜的多人游戏,有点未知(就像对比扩展已有的单机玩法那样)
Functionally, this means that we have to experiment with ideas that seem like they might have legs by building prototypes that are representative of the complete idea and playing with those prototypes. But we’re not doing so blindly: we’re still trying to answer questions when we build these prototypes.
功能上,这意味着我们必须实验创意,通过弄原型看来走的快的,完整创意中有代表性的,还和那些原型能一起的。但我们不打算盲目:我们仍努力回答什么时候我们建出这些原型的问题。
The overarching question is “How do we make multiplayer Don’t Starve?” That’s our goal. The specific questions that we’ve talked about before are the sub-goals: the actionable items.
首要问题是“我们怎么弄饥荒游戏多人玩法?”那是我们的目标。我们之前谈论过的特定问题是次级目标:可用的道具。
To rehash a few of them quickly: How does persistence and day count work, given the fact that not all players in a group will necessarily be online at the same time? What happens if one player in a group dies and the rest are alive? How do we maximize the ease of playing with others while maintaining the tension and sense of loss that is so central to Don’t Starve’s death mechanic? What does progress on a character mean, given that a world is no longer solely yours? Are players able to communicate with each other? If so, how?
快速给它们中的一些改头换面:存留时间和日数怎么算,现实问题是,不是所有的组里玩家都需要同时在线?组里一个玩家死了剩下的或者会发生什么?如何最大简化和其他人一起玩,同时保持紧张和失败感,那是饥荒游戏死亡机制的核心?进度对于一个角色的意义,世界不再是纯粹是你的?玩家能互相交流?如果是,怎么样?
As we start to answer these questions, it’s a matter of identifying what is technically feasible and then iterating on those answers, which will inevitably lead to additional questions.
因为我们开始回答这些问题,技术上鉴定一个事儿可行是个问题,然后在这些答案上循环反复,哪个不可避免的导致更多问题?
Wrapping Up
Next Friday, a week from today, we’re planning on doing our first internal playtest in a while.
下个周五,从今天开始一周(译者注:可能指2014年7月初那一周),我们计划用点时间做第一个内部玩测试。
I’ll try to grab some video during that and post some clips along with news and thoughts from the playtest afterwards (i.e. sometime the following week).
那会儿,我会努力抓点视频,然后发些片段,带些来自测试玩的新闻和想法(就是说下周的某个时候)。
Lastly, I’ll leave you with this, ripped right from our brainstorm document:
最后,我要留给你们这个,从我们的头脑风暴文档中截取出来的:
Spoiler 展开内容:
Name Ideas!
命名创意!
Kings and Queens 国王与王后
(The) Great Beasts 巨兽
(The) Great Old Beasts 巨大古兽
The Magnificent Ancient Ones/Beasts 伟大的古兽
In the Seasons of Madness 在那疯狂的岁月
Elder Beasts 上古野兽
The Season Out of Time 失落季节
The Meatiocre Old Ones 中等老肉货
Inner Gods 内心众神
The Fantastic Aged Ones 奇幻古神
The Considerable Old Ones 极大古神
The Massive Old Beasts 大古兽
The Colossal Old Beasts 古巨人兽
Giants 巨人们
Season’s Meetings 季节的问候
Season’s Meatings 季节的肉礼
Season’s Beatings 季节的节拍
Seasons Fleeting 季节飞逝
Mega Beest 超级羊兽
The Unfriendly Giants 不友好的巨人们
New Beasts on the Block 岩石上的新野兽们
(The) Stupendous Beasts 惊人巨兽们
Season’s Beasts 季节的巨兽们
Year of the Mad Scientist 疯狂科学家之年
A Science for all Seasons 全季节科学
Plight of the Gentleman Scientist 绅士科学家的困境
Disaster Season / Seasons & Disasters 灾祸季/季节与灾祸
Beast Feast 野兽大餐
Beasts of the East 东方的野兽们
The Seasonal Royalty 季节的王族
Seasons of Discontent 季节的不满
Seasoned Science 季节调味的科学
Giant Season 巨人季
Season of Giants 巨人之季
Reign of Giants&&- This ONE! 巨人王朝-这家伙!
~~~全文完~~~
译者注:你们感兴趣可以去北美klei饥荒游戏DST版块,发帖,发表自己的创意和想法。
注意要注册帐号,用英文交流,注意礼貌。
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