總監大觀點:繼續討論 6v6

總監大觀點:繼續討論 6v6

Aaron Keller 回來繼續討論 6v6 規則,並帶各位初步了解要在《鬥陣特攻 2》測試新規則的計畫。

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2 個讚

Let 6 players rein tank role(devil lord), 6 player genji damage(assassin lord), 6 player anna support(control lord) lose game cant get the car and get the point.
The direction of returning to 6v6 is correct, but it is not a return to your 303 and 222 mode. It is right to restrict the number of tanks ,support and damage and no more than three of any role. If you have thought about setting upper and lower limits, it means that you are thinking and you can add character pool restrictions. However, the current methods tried have eliminated all possible 6v6 tactics. Take LOL as an example. LOL is a flat MMORPG, and you cannot change hero. You can only buy equipment to increase the attributes compared with the economy and level to occupy and attack towers. But Overwatch is a 3D shooting MMORPG that can be replaced with different characters. Whether to add talent cards to capture points and carts, you may only choose output, or change it to 5 versus 6, but you only want to use 5 damage hero with low economy to play. Opposite to you can use 5 tanks hero with higher economy get the point and win . You will definitely lose to the opponent who uses different character pools in terms of economy and experience. What needs to be changed is that players only choose OTP and players only choose a single hero and character pool. In a way that an engineer can understand, there may be only one best solution to “tree rotation”. But you are going to add Weight Trees rotation and let the six players find the best combination to win. But your designers have to give weights, so that there will naturally be various ways to win.

回6v6的方向是正確的,但不是回歸到你們原本的303和222,限制要有坦和輔助是對的,有想過要設定上限和下限數代表你們有思考而且可以加上角色池限制。但目前試的方法都抹殺了所有的6v6可能性的戰術,以LOL為例子,LOL是平面 MMORPG,且不能換角只能購買裝備去比經濟量和等級提升屬性去佔塔和攻塔遊戲,提升等級時、玩家可以解鎖英雄的技能,並因此拓展每個英雄的運用方式。玩家還可以運用比賽裡的金錢來購買道具,讓英雄變得更強、殺死對方英雄或幫助友方英雄,只有佔點或佔車可以獲得金錢。但Overwatch是可能用不同的角色更換的3D 射擊 MMORPG,是否再加上天賦卡去攻佔點與推車,大家可能只選輸出,或變成5打6,但只想用5個輸出去打,一定輸給對面用不同的角色池的經濟量和經驗值,要改的是玩家只otp和玩家只選擇單一的英雄和角色池,用一個工程師懂的方式講tree rotation可能有只有一種最佳解法,但暴雪設計是要加上 Weight Trees rotaion,讓6個玩家自已去找出最好的組合去獲得勝利,但是你們設計師要給出權重Weight,這樣自然會有各種不同的方式的最佳解法去獲得勝利
6V6 is correct, BUT YOU WANT 2-2-2 role-queued AND 303 BORED AND LONG WAIT IS WRONG. but think about how the POPULAR 5V5 Junkenstein’s Laboratory mode HOW TO allowed to play in Competitive. It is not going to your original competitive mode, but it must be going to the League of Legends and DEADLCOK competitive mode. I don’t want to go back to what you failed to do. Case, the queue time is long, and then the problems before 6V6 come out, and then the same happens in 5V5, you can’t find a way to balance the heroes.
6V6是正確的,但暴雪想想看新的5V5鼠肯斯坦實驗室模式如何競技化,不是走向你們原本的競技模式,一定是走向英雄聯盟、 生死僵局的競技模式,我不要走回你們失敗的案例,排隊時間長,然後6V6之前的問題出來,然後5V5你們也同樣發生找不到平衡英雄的方式

揭开暴雪弃作“泰坦”的神秘面纱

我對新回歸的6v6的感想是,暴雪團隊就是故意把舊的佳餚拿出來,然後惡意往裡面加一些很難吃的味道,像是跑速變慢,甚至還需要路西歐家玩速才會回到一般的跑速,死神SHIFT跟源式招架無法取消等等,以此證明現在5v5是正確的;
我告訴你,就算如此,玩家還是會選擇6v6,就算再難吃,大家還是會選6v6,暴雪自己就沒想過為什麼嗎?
就算你故意噁心人,但是以前的開發團隊所做的東西還是比你們現在做的屎來的好;只會做些小動作,卻不肯承認面對自己的錯誤,真可悲

My feeling about the newly returned 6v6 is that the Blizzard team deliberately took out the old delicacies and maliciously added some unpalatable flavors to it, such as slower running speed, and even required Lucio to play faster. Return to the normal running speed, Death SHIFT and Source Parry cannot be canceled, etc., to prove that 5v5 is correct now;
Let me tell you, even so, players will still choose 6v6. No matter how unpalatable it is, everyone will still choose 6v6. Hasn’t Blizzard itself ever thought about why?
Even if you mean to be disgusting, the things the previous development team did are still better than the s*** you are doing now; they only do small tricks but refuse to admit and face their mistakes. It’s really pathetic.

1 個讚

5v5哪裡是正確的 鬥陣最一開始的1.0版本就是這樣啊 哪裡要噁心人的

1代後來不就慢慢有平衡出來 我看是你自己爛吧 都有說回到最原始的1.0版本了 你眼瞎 我看可悲的是你

出鬥陣2完全就是一個錯誤選擇 平衡比一代還要來的遭 沒有一個是能跟一代比的