爐石傳說2017年2月底將更新 環(huán)境
爐石傳說外服論壇中有設(shè)計(jì)師曝光了最新的爐石補(bǔ)丁更新計(jì)劃。將在2017年2月底進(jìn)行全面更新。傳說來看看99單機(jī)小編熊卜卜的年月南京外圍女兼職價(jià)格(微信199-7144-9724)真實(shí)可靠快速安排爐石傳說2017年2月底將更新 環(huán)境|平衡性調(diào)整曝光哈。

外服原文>>
更新計(jì)劃要點(diǎn):
1、更新官方的環(huán)境數(shù)據(jù)統(tǒng)計(jì),在過去的爐石2周里,傳說分段的傳說天梯中,薩滿的年月出場(chǎng)率達(dá)到了30%。
(第三方的更新VS數(shù)據(jù)顯示,1月最后一天的環(huán)境天梯排名爭(zhēng)奪中,薩滿出場(chǎng)率升到了40%,爐石在天梯重置前的傳說最后幾個(gè)小時(shí)里,更是年月飚升到了60%,因?yàn)檫@是更新高分段傳說玩家保持勝率的最好方法。)
2、環(huán)境天梯所有分段的統(tǒng)計(jì)中,薩滿的出場(chǎng)率達(dá)到了17%,這個(gè)數(shù)據(jù)包括了薩滿的全部卡組類型。
3、在爐石的歷史上,最糟糕的最I(lǐng)MBA的時(shí)候是“送葬獵”時(shí)代,那時(shí)候全分段有35%的南京外圍女兼職價(jià)格(微信199-7144-9724)真實(shí)可靠快速安排獵人。歷史上最高勝率的卡組是送葬獵,勝率大概60%。
4、海盜“組合”——蹩腳海盜和帕奇斯——在5級(jí)以上分段有50%的使用率。
5、當(dāng)前環(huán)境最強(qiáng)卡組“快攻薩”的平均勝率是53%。歷史上沒有一個(gè)“最強(qiáng)卡組”勝率比它低的。它對(duì)防戰(zhàn)的勝率僅為35%,對(duì)戰(zhàn)宇宙法也是劣勢(shì)。
6、2月底將會(huì)有一個(gè)補(bǔ)丁。
7、相關(guān)的平衡性調(diào)整將很快公布。

中英原文:
Hey everyone!
各位好!
I've been reading a lot of feedback on the state of the game, whether pirates are too good, and whether shaman is too good. I'm also seeing a lot of folks wondering what we are planning to do about some of the current issues.
我已經(jīng)看了很多關(guān)于游戲現(xiàn)狀的反饋,包括對(duì)于薩滿和海盜是不是太強(qiáng)的討論。我也看到了很多玩家希望看到我們正計(jì)劃去解決現(xiàn)有的一些問題。
I should start by saying that we truly appreciate all of your feedback. I think Hearthstone is at its best when the development team and the community discuss and share ideas back and forth. These are real issues, and hearing about your experiences has been helpful for us in determining next steps.
首先,我必須說,我很感謝你們(所有玩家)的反饋。我認(rèn)為當(dāng)開發(fā)團(tuán)隊(duì)與玩家群體不斷地討論和分享意見的時(shí)候,爐石傳說就處于它的最佳狀態(tài)。我們所討論的這些是真實(shí)存在的問題,聽取你們的親身經(jīng)歷有助于我們決定后面幾段的發(fā)展。
So today, I wanted to talk a bit about the meta, potential nerfs, and how we think about balance.
所以今天,我想聊聊一些關(guān)于環(huán)境,潛在的削弱,和我們對(duì)于平衡的看法。
To get us started, I wanted to define some terms. These are common terms, so there may be no revelations here, but it's useful to make sure we're talking about the same things, and how these terms (which are common to all games) are specifically used in relation to Hearthstone.
首先,我想要定義一下一些名詞。這些很常見,所以他們也許沒什么歧義,但是對(duì)于明確我們?cè)谟懻撘恢碌臇|西,以及這些東西(在各個(gè)游戲中都常見的名詞)在爐石中確切指什么,有很大幫助。
About the Meta
關(guān)于環(huán)境
The Meta is short for the 'metagame'. The game is what happens once you tap 'Play' and see the spinner. The metagame is what happens outside of the game. It's what deck you choose to play. It's what decks your opponents choose to play. Some people define 'metagame' as literally everything game-related, including chatting with friends about it, reading information about it online, or anticipating upcoming content. The Hearthstone community uses it more frequently as "all decks that everyone is using" and often more specifically as the "the top X decks". If there are 7 decks that all see enough play that you see them again and again while you play, you might say those decks are 'the meta'. If you're playing a deck that people don't see often, you are playing 'off meta'. If you build a deck specifically to beat the most popular deck then you are playing to counter the meta. It doesn't matter if a deck is good or bad, what affects the meta most is how frequently any one deck appears. It's important to note that bad decks can be part of 'the meta', and good decks might not be widely spread enough yet to have become part of 'the meta'.
環(huán)境是所謂“游戲環(huán)境”的縮寫。游戲就是你在按下“對(duì)戰(zhàn)”按鈕,看到排隊(duì)轉(zhuǎn)盤之后發(fā)生的事。游戲環(huán)境是在游戲外發(fā)生的事。它是你選擇的卡組,也是你對(duì)手選擇的卡組。有些人以名義上與游戲關(guān)聯(lián)的所有東西來定義游戲環(huán)境,包括與朋友討論,上網(wǎng)刷攻略,或者預(yù)測(cè)未來的內(nèi)容。爐石玩家群體經(jīng)常把“所有玩家用的所有卡組”稱為游戲環(huán)境,更經(jīng)常的,“最強(qiáng)的X個(gè)卡組”。如果有7個(gè)卡組,大家都看到吐了,你在玩的時(shí)候你也能看到煩躁了,那么你可能說這些卡組就是“游戲環(huán)境”。如果你在玩一些罕見的卡組,你就是“脫離環(huán)境”。如果你組了一套卡專門針對(duì)最熱門的卡組,你就是在針對(duì)環(huán)境。卡組好壞不重要,影響環(huán)境的最重要因素是一套卡組出現(xiàn)的多頻繁。非常重要的是,所謂的壞卡組也可以成為“環(huán)境”的一部分,好卡組也可能沒有廣泛使用所以沒有成為“環(huán)境”的一部分。

About Balance
關(guān)于平衡
Balance can mean different things in different contexts. Sometimes we use it to describe the relative power level between things. Sometimes we use it to describe how often things are being used in relation to each other. And there is a complex relationship between these two metrics.
平衡在不同的環(huán)境有不同的含義。有些時(shí)候我們用以描述不同東西的相對(duì)強(qiáng)度。有些時(shí)候我們用以描述一些東西與其他東西關(guān)聯(lián)的密切程度。在這兩個(gè)指標(biāo)下這是一個(gè)非常復(fù)雜的關(guān)系。
For example, a class might have a very high win rate, relative to others. That's not balanced. When that happens, more people tend to flock to that class, increasing the play rate. Eventually, that class will become played more than other classes. That's also not balanced, and it's the more worrying imbalance.
比如,一個(gè)職業(yè)也許有對(duì)于其他職業(yè)的極高勝率。這不平衡。一旦這個(gè)事情發(fā)生,更多的玩家傾向于加入這個(gè)職業(yè),增加這個(gè)職業(yè)的熱度。最終,玩這個(gè)職業(yè)的會(huì)比玩其他職業(yè)的多。這也不平衡,而且這是更糟糕的“IMBA”。
We believe, at its core, Hearthstone is more fun when you are having a variety of experiences. We randomize the order of cards in your decks, restrict you to 2 copies of each card, and limit your hand size and the amount 'card draw' we print to help make experiences different each game. We print cards with random effects partially for this reason. But one of the biggest ways to give you different experiences (and problems to solve) each game is to give you different opponents with different decks. We also release new cards, because even all of these things isn't quite enough to keep things variant over time.
我們相信,在根本上,你的爐石經(jīng)歷越豐富,爐石越好玩。我們打亂了你套牌中的卡牌順序,限制了每張牌只能塞2個(gè)復(fù)制,并且限制了手牌數(shù)量和總共可以抽到的牌的數(shù)量來讓玩家每一局比賽都有所不同。我們印制一些隨機(jī)效果的牌部分也是因?yàn)檫@個(gè)原因。但是最重要的給玩家多變經(jīng)歷的方式(也是我們要解決的問題),是讓不同的對(duì)手使用不同的卡組。我們也放出了一些新卡,因?yàn)榧词挂陨纤袞|西都不足以讓環(huán)境在長時(shí)間中保持多變。
There are games with less variety (like Chess), that are still very deep. But we believe that allowing creativity in deckbuilding, and giving players new and different problems to solve is really fun.
也有一些沒那么多變的游戲(象棋啊什么的),但也保持深度。但是我們相信釋放組牌的創(chuàng)造力,給予玩家不同的新問題去解決是非常有意思的事情。
The value of Balance, then, is to keep giving players different experiences.
因此,平衡的價(jià)值,就是持續(xù)給予玩家不同的經(jīng)歷。
This is not to say that each card's role is to compete for a spot in a competitive deck. Some cards (like Majordomo Executus), are intended to be a lot of fun for players who like big splashy moments. Other cards are meant to be deckbuilding challenges to players who like to experiment with cards that others have deemed weak (Hobgoblin). Some are meant to be hooks for learning or comparison. ("This is like Chillwind Yeti, but better! That must be good!")
這不是說每一張卡都要塞到一個(gè)有競(jìng)爭(zhēng)力的卡組中。有些卡(管理者啊什么的)是給那些喜歡看大火球錘臉的玩家提供快樂的。其他的卡(比如大胖)是給那些喜歡自己組一些別人認(rèn)為很弱的卡來玩出花的人的。有一些卡是用來作為學(xué)習(xí)和比較的參照物的。(這玩意跟雪人一樣,但是更強(qiáng)!肯定更好用!)(譯者:352和351潛行看著351白板)

Statistics and the State of the Meta
統(tǒng)計(jì)數(shù)據(jù)和環(huán)境現(xiàn)狀
I wanted to go through some stats about the current meta, and talk about how we analyze them.
我想簡(jiǎn)要講一講一些關(guān)于現(xiàn)有環(huán)境的統(tǒng)計(jì)數(shù)據(jù),并說明我們是怎么分析他們的。
Over the last two weeks, 30% of players are piloting Shaman at Legend. If you include all ranks, 17% of players are playing Shaman. This includes several decks: Aggro Shaman, Midrange Shaman, Control Shaman and Jade Shaman.
在最近兩周內(nèi),30%的傳說段玩家使用薩滿。如果包括所有分段,這個(gè)數(shù)字是17%。這個(gè)數(shù)字包括了幾種卡組:打臉?biāo)_,中速薩,控制薩和青玉薩。
The worst point of imbalance in our history was Undertaker Hunter, where Hunter was played by 35% of players across all ranks.
在爐石的歷史上,最糟糕的最I(lǐng)MBA的時(shí)候是送葬獵時(shí)代,那時(shí)候全分段有35%的獵人。
The Pirate 'package' of Small-Time Buccaneer and Patches the Pirate is played in about 50% of all decks at rank 5 and above.
海盜“組合”——蹩腳海盜和帕奇斯——在5級(jí)以上分段有50%的使用率。
The average win rate of the best deck in the meta is 53%. Historically, there has never been a 'best deck' with a lower win-rate. Put another way, this is the worst 'best deck' in Hearthstone's history. The win rate is consistent across all ranks, though individual players have wildly variant individual experiences. We don't include mirror matches in our calculations.
當(dāng)前環(huán)境最強(qiáng)卡組的平均勝率是53%。歷史上沒有一個(gè)“最強(qiáng)卡組”勝率很低。另外一個(gè)角度說,在爐石歷史上有最糟糕的“最強(qiáng)卡組”,它的勝率在全分段都很穩(wěn)定,雖然不同的玩家有多樣到爆的經(jīng)歷。我們不會(huì)算鏡像對(duì)局的勝負(fù)關(guān)系。
The highest win rate of all time was Undertaker Hunter around 60%.
歷史上最高勝率的卡組是送葬獵,勝率大概60%。
When evaluating balance, we look at the win rate of decks and classes, compare them to the impossible ideal (50%), and to the worst case (60%). Knowing that 50% is impossible, we just want it to be "close". This isn't a science, but for us, that has traditionally been between 53% and 56%. This isn't the most important metric, though. If a deck has a 70% win rate, but only a handful of players are playing it, that's great. It doesn't cause the issues of non-variant gameplay... yet. Traditionally when a deck has a very high win rate, people begin to copy it, and it becomes a larger and larger part of the meta. Another important consideration for us at that point is 'Counters'.
當(dāng)我們?cè)u(píng)估是否平衡的時(shí)候,我們會(huì)看卡組和職業(yè)的勝率,并且與不可能的完美點(diǎn)(50%),和最糟糕的情況(60%)做對(duì)比。我們知道50%是不可能做到的,所以我們只是希望接近它而已。這不是一個(gè)科學(xué)定律,但是對(duì)于我們來說,傳統(tǒng)上最強(qiáng)卡組勝率一般在53%到56%。不過這也不是最重要的度量。如果一個(gè)卡組有70%勝率但沒幾個(gè)人玩,這很有意思。這不會(huì)導(dǎo)致單一的對(duì)局……至少目前來說。傳統(tǒng)上當(dāng)一個(gè)卡組有爆炸高的勝率,人人都開始抄卡組,然后它就占據(jù)越來越大部分的環(huán)境。在這里,我們考慮的另一個(gè)重要部分是“針對(duì)”。
When a deck loses to specific cards or other decks, players can be rewarded for playing those counters as that deck rises in popularity. If a deck ever became 60% of the meta, but there was a deck that handily beat it, then you could have a 60% win rate by playing that deck, and it would become the new best deck in the meta. This phenomenon causes metas to change over time. We've seen that so far since the release of Gadgetzan Pirate Warrior hit peaks of 30%, but shrank to as low as 10% over time. There were also a few days in which Reno Warlock was the dominant deck and which Rogue was the dominant deck at very high skill levels. When the meta is still changing, we don't like to make changes to cards.
當(dāng)一個(gè)卡組因?yàn)橐恍┨囟ㄅ苹蚺龅揭恍┨囟▽?duì)局而輸?shù)舯荣?,?dāng)這個(gè)卡組熱度上升時(shí),牌手可以通過針對(duì)這個(gè)卡組來獲取獎(jiǎng)勵(lì)。如果一個(gè)卡組到了60%熱度,但是有一個(gè)卡組可以吊打它,那么你玩這個(gè)可以拿到60%的勝率,并且這個(gè)卡組會(huì)變成新的最強(qiáng)卡組。這個(gè)現(xiàn)象讓環(huán)境不斷改變。我們已經(jīng)看到,加基森海盜戰(zhàn)最開始沖到30%熱度,到現(xiàn)在縮水到10%不到。另外,有那么幾天宇宙術(shù)是天梯上最多的卡組,也有那么幾天奇跡賊這個(gè)高技術(shù)含量的卡組遍地都是。當(dāng)環(huán)境持續(xù)改變的時(shí)候,我們不喜歡去改卡。
Right now, Aggro Shaman is one of our highest win-rate deck, but has a 35% win rate vs Control Warrior decks that are tuned to beat them. Reno Mage is also a bad match up for them. Does this mean that it has become 'correct' to play Control Warrior? It depends on the other decks in the meta, and whether Aggro Shaman continues to become more popular. Fibonacci recently took advantage of the predictable meta and built a Control Warrior deck that did very well against Aggro Shaman.
現(xiàn)在,打臉?biāo)_是最高勝率的卡組之一,但是對(duì)防戰(zhàn)只有35%勝率正限制它的進(jìn)一步發(fā)展。宇宙法也是一個(gè)不利對(duì)局。這意味著現(xiàn)在玩防戰(zhàn)是正確的嗎?這取決于環(huán)境中的其他卡組,以及打臉?biāo)_是否會(huì)繼續(xù)盛行。Fibonacci(譯者注:斐波那契,外服著名防戰(zhàn)玩家)最近通過環(huán)境可預(yù)測(cè)的變化來獲取優(yōu)勢(shì),組了一套防戰(zhàn)來屠殺打臉?biāo)_。

We believe that it's important to let good players recognize shifts in the meta, and capitalize on their knowledge before the meta shifts and the 'solution' changes. This is one of biggest reasons why we don't nerf cards very frequently. When metas stagnate for too long; When there are no good counters; When the best decks aren't fun to play or lose to; these are all reasons we have made balance adjustments in the past. If a deck is popular for a few weeks, that isn't a reason to make a nerf on its own. We'd have to be concerned about the fun, not be seeing any emerging counter-strategies, or be far enough away from a new content release to be worried about stagnation for a long time.
我們相信讓好的玩家認(rèn)識(shí)到環(huán)境的變化,在環(huán)境變化和“解決方案”改變之前利用他們的知識(shí)是很重要的。這是為什么我們不頻繁削弱卡牌的最大原因之一。環(huán)境僵化了太長時(shí)間,或是沒有好的針對(duì),或者最強(qiáng)卡組不好玩或者輸了太難受,都是我們過去平衡性調(diào)整的理由。如果一套牌火了幾個(gè)星期,它本身并不能成為削弱的理由。從長期來看,我們必須考慮有趣程度,沒有看到新的針對(duì)手段,或者在新內(nèi)容發(fā)布之后很長一段時(shí)間去擔(dān)心環(huán)境是不是變得一潭死水。
So that brings us to today. Another consideration for making a balance adjustment is planning around a client patch for each of our platforms. We are working on the ability to stream balance adjustments (and other content) directly to players' devices, but until we have that ability, we need to release a client patch to make a change to a card. Our next patch is planned for around the end of this month. You can expect an announcement from us regarding balance changes either way in the week or so leading up to that date.
這就是今天的內(nèi)容了。另外一個(gè)平衡性調(diào)整的考慮——對(duì)于我們的所有平臺(tái)的客戶端補(bǔ)丁——已經(jīng)在計(jì)劃之中。我們正在為了直接將平衡性補(bǔ)丁(還有其他內(nèi)容)推到每一個(gè)用戶的設(shè)備而努力,但是在我們有這個(gè)能力之前,我們必須放出一個(gè)客戶端補(bǔ)丁去改卡。我們下一個(gè)補(bǔ)丁計(jì)劃在月底放出來。你們可以期待一下官宣的有關(guān)平衡型調(diào)整的內(nèi)容來領(lǐng)先一步。
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