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roit说lol能再火10年,那dota2呢? 逗比公司真是狂妄。 英雄联盟的游戏设计价值观 我们一直坚信,要做一款生命力持久的游戏,我们就不能只将目光放在一点上。不断地从事英雄联盟的制作意味着我们不能停止发展并改进游戏的环境(希望如此)。秉承这 个理念,我们也期望提升进行交流的方式——同大家进行脚踏实地的、有意义的对话,以便我们保持与玩家群体的联系,同时对我们所进行的改动负责。 关于这一点,交流即是神秘博客的意义所在——如果英雄联盟要继续发展,那么为什么我们讨论游戏的方式不也发展一下呢?尤其是我们如何才能够继续进行脚踏实地的、有意义的对话? 我们觉得应该坐下来为我们的对话建立一个基础:我们价值观每次讨论的核心中,分享价值观,或者说知道我们的分歧在哪里,对于让交流有意义是很有必要的。 另外,更重要的是,我们可以讨论一下,我们在哪里做得比较成功,在哪里还需要更加努力。随着这些价值观的公布,我们希望,即使你不认同某些改变,也至少能 够明白我们为什么这么做。 最终,如果我们的目标是制作一款充满竞争的、核心向的游戏,并且能持续数十年(这也确实是我们的目标),那么以下就是将指引我们达到目标的价值观。 精通 英雄联盟追求的是精通和挑战。玩家能够在技巧、团队合作、做决定和适应性上进行提高,但是最好的方法是全面提高,而非只选择一项。我们会一直寻找新的方法来奖励并支持那些提高游戏精通程度的玩家。 “无论玩家追求的是激励全队的领袖、有听众命令的天才射手、或者能够融入新环境的创新战略家,他们都是在追求精通。技巧娴熟的玩家能在某些核心方面带领全队, 但是大师能理解并在所有方面有所建树。无论玩家开始的是第10场还是第1000场游戏,总该有刺激的新挑战让他们去追求。” 有意义的选择 一个有意义的选择是一个有代价的选择。如果答案很无脑,那么选择也就无趣了。如果没人明白选择造成的结果,选择本身也就很难让玩家觉得很兴奋。如果总有一个 明显的更好的选择,而不是一个不同的选择,玩家就会从众而不会去创新。为了支持玩家开发新的玩法,我们需要保证每一个选择都是有利有弊。 “我们想要提供不同的,真正需要权衡利弊的选择,而非一条最佳的途径。因为这一个价值观的存在,每当我们修改一种非常成熟强大的战术玩法的时候,我们修改的动机往往不是因为我们不喜欢创新,而是因为这个战术玩法(选择)过于优秀以至于其他选择毫无被选择的可能。” 反制 丰富而刺激的战斗需要两边一起参与,而不是一边倒。为了击败对手,你需要持续对他们进行压制,而不是一次完美击杀就把敌人打得满盘皆输。英雄联盟中获胜不是因为英雄的选择。游戏中没有哪个阶段可以在团队进行战斗之前就确定。我们努力保证玩家的决定、行动和反应能影响游戏。 “反制是一种有意义的选择,它对英雄联盟这一多人竞技游戏十分重要,我们将它视为设计价值观的支柱。如果打出第一拳的人一定赢,那么战斗就失去了其精彩性——游戏的深度和复杂性来自于随后你能做的事情。我们一直努力避免太难的反制和没有空间进行反应的技能,因为竞技游戏不应该在没能真正展示水平的情况下就结束。”
排位已经不需要BAN猴子了 我现在排位只有1550,比区,上单已经看不到猴子了,也不BAN,因为他没什么恐怖的地方了。 上单来说: 我上单一般都玩半肉,符文是所有情况下都是布甲+5红(因为上单AD对砍 布甲最好使) 1,狗头有自身吸血,E带减甲,W减速,猴子E完,狗头直接W,E在跟猴子交战的地方放,在有耀光的情况下,狗头的Q无比BUG而且Q吸血吸得可不少。 2,船长有W,Q只要出暴击,猴子基本就被压了三分之一HP。E还是持续性的,被动更是能叠3层,减速+持续伤害,一套技能后的对砍绝对是猴子抵挡不住的。 3,瑞文天生回血快,突进技能更是多,上单BUG,被动更是逆天,连船长都很少能对过他。 4,兰博,高手的兰博可以说是少有的上单AP、续航,死磕,支援,都有,就是腿短怕GANK。但是和猴子纯单挑绝对是不虚的,而且完全可以说是虐猴子。兰博出门布甲,猴子要是出斗篷,那只能2红,续航不够。。然后。。 5,潘森,又一个上单无解的英雄,尤其是对猴子来说,被动逆天,长矛耗血,踩晕,猴子的Q都能被格挡,对拼有何胜算? 6,猴子只能玩游击,对拼没有什么NB的被动,Q还只是减基础护甲,上单崩,对团战影响太大了,我深有体会。 暂时就是这么多,劝你们不要打匹配了,打排位才能提高实力的,起码遇到的坑变少了,不要怕掉分。
高战2 hard 黑洞篇 Mission 33: Hot Pursuit 求S 这样大家能记起来了吧,老外给的是中间kanbei,左边大是暴风雪的俄国人,右边是狙击手。看看老外的攻略: Recommended Player COs: Kanbei, Drake, Grit Enemy CO: Sturm Perfect speed limit: 20 days Use a team of Kanbei in the middle, Drake on the left and Grit on the right. Notice that Sturm only has a pre-deployed force, just like in the NC counterpart. So if you don't want to have a really tough battle, don't let him capture ANY base at all. You need to defeat 5 units within one day to get a perfect power score. Who gets to compete for power and technique on this mission (as well as the next one) will be the CO who completes the mission objective (ie. the one who finishes off the third Black Cannon). The CO I suggest you do it with would be Grit, as he will be deploying more than enough Artillery to deal with power, technique and the cannons. Hot Pursuit looks like it's going to be a lot of trouble. Many people have found this to be the case. It's certainly one of the toughest missions that AW2's Hard Campaign provides. However, thanks to donnyton, there exists a strategy that makes this mission a joke compared to what it's like without it. For this strategy, the idea is to completely block Sturm's forces at the choke point in between the two central minicannons, using Kanbei's Tank. Notice how Sturm always moves his Infantry and Mechs in the same pattern: X = Minicannon _ = Empty I = Infantry M = Mech On day 2, it will look like this: _MI XMX _I_ The next day, Sturm moves them into this formation: XIX _M_ _M_ ___ _I_ And the bottom infantry is capturing the airport. The Infantry between the minicannons is the key to locking the entriety of Sturm's forces. Once Sturm has moved his units in this formation, use your A-Air to attack the northern Mech from the right. You need to be lucky for it to destroy the Mech (95% attack), so save beforehand. When the Mech is destroyed, use your Tank to attack the Infantry between the cannons. The Infantry capturing the airport can be easily dealt with using your Artillery and an Infantry that you produced on day 1. This Infantry should be destroyed, so that the Mech will start capturing it instead. The next turn, the cannons will have fired on the A-Air, bringing it down to 2 HP. Use your Artillery, Infantry and the damaged A-Air to destroy the Mech, build some stuff (whatever you deem necessary at this point) and wait for the next turn. Whatever you do, DON'T attack the Infantry with your Tank yet!. On Sturm's next turn, the Black Cannon will shoot down the Tank to 5 HP. Now you can use it to attack the Infantry and it should go down to 1 HP! The Tank will get hit again and also get down to 1 HP, but the Infantry will not attack the Tank, not even when Sturm uses his SCOP. It also can't retreat due to Sturm's own forces blocking off its path. You have now effectively blocked off the entire middle section with minimal effort. Keep the Tank in place, destroy the western and eastern minicannons using Rockets (not the middle ones, obviously) and capture everything you can reach. Kanbei's only role then will be to produce more expensive things than Grit, so that the Black Cannon will hit his units instead of Grit's.
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