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Stellaris開發(fā)日志#217 | 7/1 守護(hù)者團(tuán)隊反饋與問答記錄(第一部分)

2021-08-12 19:56 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #217 - Custodians Feedback and Q&A Transcript (Part-1)

MrFreake_PDX, Community Ambassador


Hello Stellaris Community!

Stellaris社區(qū)大家吼!


Since the announcement of the Custodian Initiative, we've seen a good many posts on things that you would like the Custodian Team to work on, and we have big plans for the things that we want to work on, and feel that can be improved in the game. The Community Team has been working on a plan to collect feedback on exactly what the Community would like the Custodian Team to work on, as well as a plan for targeted feedback on things that we're actively planning on working on. We've gone through a lot of iterations on this, however a lot of the ideas we came up with involved "reinventing the wheel" so to speak -- that is, adding on second (and some cases third) platforms to monitor and moderate, as well as collect feedback from, and then load into our internal tracking system for consideration / implementation.

自從守護(hù)者團(tuán)隊官宣以來,我們已經(jīng)看到了許多關(guān)于你們大家想要守護(hù)者團(tuán)隊去做的事情的帖子,我們對于我們打算做的和游戲中可以改進(jìn)的內(nèi)容也有一些大的籌劃。社區(qū)團(tuán)隊也一直在籌備收集社區(qū)對守護(hù)者團(tuán)隊工作內(nèi)容期望反饋的計劃,以及收集針對我們正在積極計劃做的事情的針對性反饋的計劃。我們已經(jīng)做了了很多次的迭代,然而我們的很多想法都有點“重新造輪子”的意思——意思大概是,我們得添加第二個(在某些情況下,是第三個)平臺來關(guān)注和審核,以及收集反饋,然后再反應(yīng)到我們內(nèi)部追蹤想法和實現(xiàn)的系統(tǒng)里去。


In the end, we've decided to separate feedback into two distinct categories: Solicited Feedback, and Community Feedback.

最后,我們決定將反饋分為兩類:請求反饋Solicited Feedback社區(qū)反饋Community Feedback。



Solicited Feedback

請求反饋


While we were coming up with ideas for Custodian team feedback, we were also running trial feedback threads on the forums. This worked so well, that the feedback threads will be staying. They will be potentially moved into a separate "Feedback" subforum with only Paradox Employees being able to create posts, but all forum users will be able to reply. These directed feedback threads will follow the same general format that we've used for previous feedback threads.

當(dāng)我們給守護(hù)者團(tuán)隊的反饋想辦法時,我們也在論壇上試了幾次反饋的討論貼。這一方法太有效了,所以反饋流程將保留原樣。他們可能會被轉(zhuǎn)移到一個單獨的“反饋”子論壇,只有Paradox 的員工可以創(chuàng)建帖子,但所有的論壇用戶都可以回復(fù)帖子。這些定向反饋流程將遵循與我們之前使用的反饋流程相同的一般格式。


We will be exploring options with the forum admins, such as using reactions to gauge which replies are the most popular and using this as an additional metric for our feedback collection.

我們將與論壇管理員一起探索嘗試各種選項,例如使用反饋來衡量哪些回復(fù)是最受歡迎的,并將其作為我們收集反饋的額外指標(biāo)。


It's important to note the timeframes that we will be using: Game development is a long process, and it's rarely as simple as Developer writes content -> content passes QA -> content gets pushed into the live build of the game. In most circumstances, the development of a specific feature is a months-long process, in which the framework of a feature is laid out in documents before code is ever written into the game.

大家也要注意一下我們打算使用的時間框架:游戲開發(fā)是一個漫長的過程,它很少像“開發(fā)者制作內(nèi)容 —> 內(nèi)容通過QA —> 內(nèi)容被推送到游戲的當(dāng)前版本中”這樣簡單。在大多數(shù)情況下,特定功能的開發(fā)是一個持續(xù)數(shù)月的過程,在此過程中,功能的框架在編寫游戲代碼之前會先在文件中列出。


The initial design stage is the best time to collect Community feedback, as no work has been done on the feature yet. While this is good for development, it's important to mitigate community expectations with regards to the timeframe, generally, we will be gathering feedback for patches that are 1 to 2 patch cycles in the future.

設(shè)計的最初階段是收集社區(qū)反饋的最佳時機(jī),因為功能的開發(fā)還沒有正式開始。雖然這對于開發(fā)來說是件好事,但緩和社區(qū)對時間框架的期望也很重要,總而言之,我們將會在收集對接下來1到2個補(bǔ)丁周期的反饋。


Using the Lem Update (named for Stanislaw Lem) as an example, the design for Lem is basically finished at this point, and the design for the update following Lem is well underway (spoiler alert: it's going to be smaller than Lem -- Lem had significantly more lead-time, and is much broader in scope than most Custodian patches will be going forward).

萊姆Lem更新(以斯坦尼斯拉夫·萊姆的名字命名)舉例,萊姆更新的內(nèi)容設(shè)計眼下基本上是完成了,萊姆更新的下一個更新的制作也在如火如荼進(jìn)行中(劇透警告:下個更新容量要小于萊姆更新——萊姆更新有著長得多的研發(fā)周期,也比以后的守護(hù)者團(tuán)隊的更新涉及的范圍要廣得多)。


However, over the next few months, we may post Feedback threads on exploring various topics that may be for the patches coming after the Winter update. It's also important to note that when we do Feedback threads on topics, there is a chance that those proposed changes may never happen, this circles back around to gathering feedback for things that are planned to happen so far in the future.

不過,在接下來的幾個月里,我們可能會發(fā)布探討各種主題的反饋帖,這些主題可能是為冬季更新后的補(bǔ)丁服務(wù)的。同樣需要注意的是,當(dāng)我們在開這些主題的反饋貼時,有可能那些提出的更改永遠(yuǎn)不會實裝,因為上述工作流程針對的是“當(dāng)前準(zhǔn)備在未來實裝”的內(nèi)容的反饋帖。



Community Suggestions

社區(qū)建議


This is something we were hoping to crop up around the forums, and of course, we were not disappointed! We've seen a good many threads with proposed changes for the Custodian team, and we love all of it! However, collecting feedback from dozens of different threads, with no metric on what the community likes/doesn't like is time-consuming, and would rapidly chew up Community/QA work hours without remorse, leaving no room for making memes and testing the game.

這是我們希望能在論壇上出現(xiàn)的東西,當(dāng)然,我們沒有因為這些內(nèi)容沮喪!我們已經(jīng)看到了很多關(guān)于守護(hù)者團(tuán)隊的改動建議的帖子,我們喜歡所有這些!然而,收集來自許多不同帖子的反饋,而沒有一個統(tǒng)一的社區(qū)喜歡/不喜歡的標(biāo)準(zhǔn)是非常耗時的,并且會迅速消耗社區(qū)/QA的工作時間,給他們留不下任何空間去造梗和測試游戲。


This is another situation where we got caught "reinventing the wheel", with a bunch of proposals at the end of the day which would be more work than just using the framework we have that already exists on the forums.

這是另一個我們在“重新造輪子”的情況,每天都會有一大堆的新提議,這比用我們在論壇上已經(jīng)在用的反饋框架要多出許多的工作。


While we want to gather this feedback from the Community, we also don't want to get into a position where the Community is expecting a feature to be implemented because of x number of upvotes, there are many factors that go into determining when/if a suggestion will be implemented.

雖然我們想要從社區(qū)收集這些反饋,但我們也不想讓社區(qū)因為某項功能的點贊數(shù)而期待它的實現(xiàn),有很多因素會決定一個建議何時/是否會被實現(xiàn)。


Our plan going forward is to use the already existing Suggestions forum for this type of Community Feedback, and then at the end of every patch cycle, the Community team will do a report for the Custodians team on what Suggestions were the most-upvoted Suggestions of that patch cycle, at which point the voting will be reset.

未來我們的計劃是使用現(xiàn)有的建議論壇板塊來處理這種類型的社區(qū)反饋,然后在每個補(bǔ)丁周期結(jié)束時,社區(qū)團(tuán)隊將為守護(hù)者團(tuán)隊做一份報告,內(nèi)容是這個補(bǔ)丁周期中獲得最多贊同數(shù)的建議,且在這個時候投票數(shù)將會重置。


There is no guarantee that anything that appears in this report will make it into the game, and it's important, again, to talk about timeframes and mitigate expectations, as I've said previously, the scope of the designs for the upcoming patches are generally worked out long before any of the code is written, and suggestions can potentially be fit in as "extras".

我們不保證出現(xiàn)在這個報告中的任何東西將一定會在游戲中實裝,而且我得再一次強(qiáng)調(diào)我們的時間框架并降低大家的期待,就像我之前說的那樣,對新補(bǔ)丁的開發(fā)在寫下任何代碼的很久之前就已經(jīng)開始了,而那些建議會有可能成為補(bǔ)丁中的“額外內(nèi)容”。


When adding suggestions to the suggestions forum, it's important to keep in mind the scope of the changes you're suggesting and the scope of the work that the Custodians team will be doing, as well as the time allotted for them to get their work done. Grand sweeping changes which include time from artists, programmers and content designers, are less likely to be considered than small changes like "add x button to the UI", for instance. However again, as I said previously, we don't want to guarantee that any sort of suggestion will be used in the game, however, we want to let you know that we are reading them and the community suggestions are greatly appreciated!

在向建議論壇板塊添加建議時,請不要忘了你提的建議和守護(hù)者團(tuán)隊的工作范圍的關(guān)聯(lián)程度,以及守護(hù)者團(tuán)隊做完他們的工作需要的時間。比起像“在UI中添加某某按鈕”這樣的小改動,大規(guī)模更新需要美工、程序員和內(nèi)容設(shè)計師投入的大量時間,因此更不容易被考慮。然而,我還是要再說一次,像我之前說的那樣,我們并不保證任何類型的建議將一定會在游戲中實裝。不過我還是想讓大家知道我們會去讀的,而且我們非常感謝大家的社區(qū)反饋!



Q&A Transcript

問答記錄


We held our first Dev Q&A on the Stellaris Discord last Wednesday. Thanks to everyone who showed up and asked questions, we had 185 questions asked in the hour the questions were being accepted. We answered ~40% of those questions, and there were only 12(!) rejected as inappropriate, which, I think, is a phenomenal number and the community really deserves praise for being so respectful of the Devs and their time.

上周三,我們在群星的Discord頻道舉行了首次開發(fā)團(tuán)隊問答。感謝所有參加并提問的人,我們在開始接受提問后的一小時內(nèi)被問了185個問題。我們回答了大約40%的問題,其中只有12個(!)問題被認(rèn)為不合適而被拒絕回答,我認(rèn)為這個數(shù)字很驚人了,社區(qū)能夠如此尊重開發(fā)者和他們的時間,是很值得表揚的。


The Devs had a lot of fun doing this, and we hope to do more of these in the future. As promised, here's the full transcript of the Q&A:

開發(fā)團(tuán)隊在進(jìn)行問答時非常開心,我們也希望在將來能開展更多類似的活動。正如之前承諾的一樣,這里是問答的完整記錄:


### DISCORD Q&A TRANSCRIPT 06-23-2021 ###


Question by ResCXsention

Answered by Caligula

Q: Any chance for more unique events to be added?

問:有沒有可能加入更多的獨特事件?

A: Of course! We are always looking to add more events. For instance, there will be a few more that a player can randomly encounter as any empire coming up in the Lem update.

答:當(dāng)然了!我們一直希望加入更多事件。比如,在萊姆Lem更新中包含了幾個玩家在游玩任何帝國時都有可能遇到的新隨機(jī)事件。


Question by Val

Answered by Caligula

Q: With the announcement of Custodians can we expect the balance and diversity of player builds to receive more attention, especially since Stellaris have a noticeable multiplayer scene?

問:隨著守護(hù)者Custodians團(tuán)隊計劃的宣布,我們能否期待一下玩家自定義帝國的平衡性和多樣性能得到更多關(guān)注呢?特別是在Stellaris的多人游戲很引人注目的情況下。

A: Yes.

答:可以的。


Question by Naysmith

Answered by Daniel Moreg?rd

Q: With Become the Crisis, we got a new wincondition beyond last empire / score, and a new crisis. Are there plans for more winconditions and crises?

問:在出了化身天災(zāi)之后,我們得到了一個新的勝利條件,不再局限于最后一個存活的帝國或最高分?jǐn)?shù)了。同時,也有了一種新的終局危機(jī)。有沒有增加更多獲勝條件和終局危機(jī)的計劃?

A: No current plans, but we think the idea of victory conditions like we added in Nemesis was fun. Doing it allowed us to explore the ideas further, so it makes it easier to explore in the future.

答:目前沒有計劃,不過我們覺得在涅墨西斯Nemesis中新加入的勝利條件很有趣。這也允許我們更多地探索“擴(kuò)展勝利條件”這一想法,將來的探索也的確變得更加容易。


Question by Serwerty

Answered by GruntsPlayground

Q: The CORE Stellaris problem is a "technology rush" gameplay. All are tied to technology, but technology isn't tied to anything. My question is simple when technology will depend on the economy (technology require certain materials), buildings (specialised research labs -> only social or physic or engineering), or other way's to get science - like conquered worlds will give bonus science or steal technologies)?

問:目前Stellaris的關(guān)鍵問題在于“科技流”玩法。一切都取決于科技,但是科技本身并沒有其他的先決條件。我的問題非常簡單, 什么時候科技才能取決于經(jīng)濟(jì)(科技需要特定的材料)、建筑(專門的科研實驗室→僅限于社會、物理或工程學(xué)),或者其他獲取科技的方法——比如征服星球可以帶來額外科研點和偷取科技?

A: We don't currently have any plans to add more specific resource requirements to technologies, especially ones that are very much rng-driven. But we are considering several different options for making a tech rush not quite as oppressive as it can be right now. No promises for now though.

答:我們現(xiàn)在沒有計劃給科技加入更多特定的資源需求,特別是那種需要隨機(jī)數(shù)發(fā)生器來驅(qū)動的。但是我們在考慮幾個不同的選項來讓科技流不再像現(xiàn)在一樣具有壓倒性優(yōu)勢。不過現(xiàn)在也不能保證什么。


Question by Solo

Answered by Daniel Moreg?rd

Q: While it be possible for people playing multiplayer to co-op play empires in the possible future?

問:以后能讓玩家在多人游戲中合作游玩一個帝國嗎?

A: No current plans, and I'm not sure how difficult it would be to make that work. Some of our other games do support it, so I imagine its not too far out of the realms of what's possible. We love the idea of being able to play co-op on the same empire tho.

答:目前沒有計劃,而且我也不確定讓這個機(jī)制生效有多難。我們其他的一些游戲的確支持這個機(jī)制,所以我覺得這也沒有很超出可能的范疇。不過,我們確實很喜歡合作游玩一個帝國這個想法。


Question by MathyM

Answered by JoJo (QA Lead)

Q: Are there improvements to UI coming? Specifically to add more keyboard shortcuts, so I can use a mouse and scroll wheel less. It's really hurting my hand at times

問:有沒有要出的UI改進(jìn)?特別是加入更多的快捷鍵,這樣我就不用老是用鼠標(biāo)和滾輪了。有時候我的手真的很疼。

A: Time and again UI comes up as something people want improved. I myself use tiny UI at home How we're going to go about improving is up in the air but expect more on it.

答: 每一次都有人說要改進(jìn)UI。我自己在家都用的超小UI。我們要怎么改進(jìn)這個問題還懸而未決,不過可以期待一下。


Question by caboosecorsair

Answered by Daniel Moreg?rd

Q: What plans are there to add more ship sets or section types to the game?

問:有沒有加入更多艦船組或區(qū)段種類的計劃?

A: By ship sets, if you mean the ones we add in new species packs, then yes. We'll keep making more ship sets while we have good ideas for them. It's very unlikely we'll add more ship sections, however, since that would need to be added for each already existing ship set. It's just not worth the cost.

答:對于艦船組,如果你說的是我們在物種包里添加的那些,那么答案就是“是”。只要我們有好的想法,就會一直出新的艦船組(譯注:你們五年才做了幾個新的?)。不過,添加更多的艦船區(qū)段是很不可能的,因為那就要把新區(qū)段加入每一個現(xiàn)有的艦船組里。這就太不值得了。


Question by ThatGuy

Answered by JoJo (QA Lead)

Q: Could we see larger maps for next gen consoles and further mp and sp optimization]

問:能不能在下一代主機(jī)上看到更大的地圖?還有進(jìn)一步的多人游戲和單人游戲優(yōu)化。

A: Unfortunately we are the PC Stellaris team and don't have any insight into that.

答:很不幸,我們是PC開發(fā)團(tuán)隊,實在是不了解那方面(譯注:Stellaris還有主機(jī)版)。


Question by RHS0

Answered by pdx_fkirsek

Q: How are you today?

問:吃了嗎您吶?

A: Very good, thank you!

答:托您的福,好著吶。


Question by Helicopter200

Answered by JoJo (QA Lead)

Q: Will Hivemind and Machine primitives will be added in the game?

問:將來游戲里能否加入蜂巢意識和機(jī)械原始文明?

A: Not planned right now, but added to my idea notepad. Like the idea of regressed robots.

答:目前沒有計劃,不過我在小本本上記下了,和之前的原始機(jī)器人想法一樣。


Question by Naysmith

Answered by Daniel Moreg?rd

Q: I heard something about possibly getting to pick Traditions beyond the default replacements. Any more information on that?

問:我聽說以后有可能選擇默認(rèn)替代項(譯注:指的是格式塔帝國用同調(diào)替代和諧等)以外的傳統(tǒng)了?有沒有更多的信息?

A: We'll talk more about the new tradition trees in detail after summer, but I can hint that Mercantile is one of them.

答:暑期摸魚結(jié)束之后我們會詳細(xì)介紹新的傳統(tǒng)樹,不過我可以暗示一下商業(yè)是其中之一。


Question by Liggi

Answered by JoJo (QA Lead)

Q: Are there any plans to revisit piracy mechanics? Or potentially add some QoL like splitting fleets + patrols in the Outliner?

問:有沒有修改海盜機(jī)制的計劃?或者增加一些游戲體驗更新,比如在總覽里分離艦隊和巡邏?

A: Nothing specific to talk about yet, but something we are discussing.

答:現(xiàn)在沒有什么能具體談?wù)摰臇|西,不過我們確實在討論這些。


Question by Solo

Answered by Caligula

Q: What are the current plans for future additions to old species packs if there are any?

問:對于老的物種包的新增內(nèi)容,現(xiàn)在的計劃是什么?如果有計劃的話。

A: With Lithoids and Necroids, the extra content such as traits and origins we added alongside the species portraits has been received very well, so with the Custodians initiative, one of our aims is to get Plantoids and Humanoids closer to the level of these two. There will be more dev diaries soon outlining some of the additions!

答:對于似石族物種包和死靈類物種包,我們在物種外貌以外增加的額外內(nèi)容,比如特質(zhì)和起源,收到了良好的反響。所以在守護(hù)者團(tuán)隊計劃里,我們的一個目標(biāo)就是把植物類物種包和人型生物物種包也提升到之前那兩個物種包的水平上。很快就有開發(fā)日志來介紹這些新增內(nèi)容!


Question by Cloudread

Answered by Daniel Moreg?rd

Q: Will major expansions, such as utopia and apocalypse, receive updates by the custodian team? Or will it just be species packs?

問:守護(hù)者團(tuán)隊是否會更新烏托邦Utopia啟示錄Apocalypse這種大型擴(kuò)展包?還是說他們只會更新物種包?

A: It mostly depends on what the Custodian team thinks can bring value to the players. If the Custodians have good ideas, or are passionate about improving something, it can be from any DLC. It should be worth to keep in mind, however, the actual value you are providing. A popular DLC like Utopia might be less appropriate for improvements vs. a DLC that is less popular.

答:這主要取決于守護(hù)者團(tuán)隊如何考慮為玩家創(chuàng)造更多價值。如果守護(hù)者團(tuán)隊有好的想法,或者對于某項改進(jìn)很有熱情,任何DLC里的內(nèi)容都可以調(diào)整。不過,一個風(fēng)評不太好的DLC,可能比烏托邦Utopia這樣廣受好評的DLC更適合進(jìn)行調(diào)整。


Question by smokey03

Answered by JoJo (QA Lead)

Q: Will there be more vanilla mega structures planned

問:計劃中有沒有更多的游戲原版(譯注:不含在擴(kuò)展包中的那種)巨構(gòu)建筑?

A: Nothing yet. But not a bad idea.

答:目前沒有,不過這是個不錯的想法。


Question by ThatGuy

Answered by Daniel Moreg?rd

Q: Is it possible we may see new types of ships such as a frigate? ]

A: It's very unlikely we'll add new ship types due the reason that they would need to be added for all pre-existing ship sets, which would make it very costly and time-consuming.

問:有沒有可能增加新的艦船種類,比如重型護(hù)衛(wèi)艦frigate?(譯注:當(dāng)前游戲里的護(hù)衛(wèi)艦是corvette,一般說來frigate比corvette大,姑且譯為重型護(hù)衛(wèi)艦吧。)

答:增加新的艦船種類不太可能,因為這樣的話就得加到所有已有的艦船組里,這實在是花費巨大,也太耗時間。


Question by Confederacy Of Osprania

Answered by pdx_fkirsek

Q: will we ever get an ability to become a fallen empire if we progress through the game enough?

問:如果我們在游戲里發(fā)展得夠久,能否成為一個墮落帝國呢?

A: Being a Fallen Empire doesn't really fit in the current gameplay loop, at best it would represent your empire after "losing".

答:成為墮落帝國不太符合目前的游戲過程,這最多也只能說明你的帝國“失敗”之后的樣子。


Question by Reedstilt

Answered by Daniel Moreg?rd

Q: Will any of the new material from the board game make its way into the main game? For example, the board game is adding a new "Time Master" Crisis - could we see something like that appearing as mid-game or end-game Crisis eventually?

問:未來會有來自桌游的元素加入到游戲本體中嗎?比如桌游中的“時間大師”危機(jī)——我們最終會在中期或是終局危機(jī)中看到類似的內(nèi)容嗎?

A: No current plans, but we're certainly not opposed to it. The specific example of a Crisis may be more unlikely, depending on how complex it is.

答:當(dāng)前沒有計劃,但是我們當(dāng)然不會反對這個想法。具體的危機(jī)不太可能實現(xiàn),這取決于它的復(fù)雜程度。


Question by Turelus

Answered by JoJo (QA Lead)

Q: Now that older packs are getting some additional love, will Synthetic Dawn get any new machine Portraits as it's currently the most lacking in options with all being tied/linked to base species types?

問:現(xiàn)在一些較舊的擴(kuò)展包得到了額外的關(guān)照。智械黎明Synthetic Dawn作為當(dāng)前因為所有物種與物種類型直接綁定而最缺乏選擇的補(bǔ)充包,未來會有新的機(jī)械物種肖像嗎?

A: Synthetic Dawn is kind of a mini expansion on its own right now. If we revisit it, I think the priority will be on things like machine uprising and the like. But definitely not against the idea of more portraits.

答:智械黎明Synthetic Dawn現(xiàn)在只是一個迷你拓展包。如果我們再次審視它,我們會更優(yōu)先考慮類似合成人叛亂的內(nèi)容。但是我們絕不是反對增加更多肖像的想法。


Question by Guilliman

Answered by GruntsPlayground

Q: Any chance some time gets allocated for more traits in general? I am enamored by the new artificer trait. I LOVE the roleplaying aspect of a trait changing a job name as well as provide the bonus! More traits that change job names and functions to cool things would vastly expand the roleplaying aspect.

問:可不可以在增加更多特性的工作上分配更多的時間?我非常喜歡新的工匠特性。我非常喜歡在角色扮演中改變工作崗位的名稱的同時提供加成。更多關(guān)于改變崗位名稱和功能的特性將會極大拓展角色扮演方面的內(nèi)容。

A: Obviously I won't spoil our future plans, but in general, we agree, its a very cool way of adding flavor and a little bit of uniqueness to certain empires and possibly even add a new playstyle. So, its definitely something I could see us adding more in the future.

答:顯然我不會打亂我們未來的計劃,但是實際上我們贊同這個想法,這是一個非??岬姆绞絹碓黾尤の逗吞囟▏要毺匦裕踔量赡苄略鲂碌挠瓮骘L(fēng)格。所以它一定是未來我們在游戲中新增的內(nèi)容之一。


Question by Ben the Fox

Answered by Daniel Moreg?rd

Q: As a big fan of Hiveminds, it appears that there is sadly not a lot of content for them in the base game and it's rather disappointing. Are there any plans to add more content for them in the future? (Such as new civics, orgins, ascension perks, etc).

問:作為蜂群思維的帶粉絲,顯然現(xiàn)在很令人沮喪的是,蜂群思維在基礎(chǔ)游戲沒有足夠的內(nèi)容,并且當(dāng)前的內(nèi)容讓人很失望。有計劃在未來為蜂群思維添加更多內(nèi)容嗎(比如全新的國民理念、起源、飛升選項等)?

A: Since Hive Minds are a part of Utopia, and not the base game, it makes it difficult to add new content for them in future DLCs. We don't want cross-dependencies and requirements between DLC if we can avoid it. That said, it doesn't mean we can't or won't add new content for Hive Minds. It's an example of something the Custodians could improve.

答:當(dāng)蜂群思維作為烏托邦Utopia的一部分而不是游戲本體的一部分時,就決定了我們未來很難在新的DLC中為它添加新的內(nèi)容。在可以回避的情況下,我們不希望在DLC之間存在交叉依賴或是前置需求的情況。但這不意味著我們不能或?qū)⒉粫榉淙核季S添加新內(nèi)容。這又是一個守護(hù)者計劃可以改進(jìn)內(nèi)容的例子。


Question by Metames

Answered by Daniel Moreg?rd

Q: What are your plans with the game now?

問:你們現(xiàn)在對游戲的計劃是什么?

A: Our plans is to keep making Stellaris bigger and better!

答:我們的計劃是讓Stellaris更大更好!


Question by Asiak

Answered by JoJo (QA Lead)

Q: Is there any chance you would reconsider the proposed Admin Cap removal and Unity buy down idea?

問:是否有機(jī)會讓重新考慮取消行政管理能力限制的提議,以及加入通過凝聚力降低懲罰的建議?

A: Nothing is written in stone, if we implement it and it's rubbish in our internal testing then it'll be dropped. But we reserve the right to make unpopular decisions

答:沒有什么是不能改動的,如果我們實裝了它然后它在內(nèi)部測試中表現(xiàn)糟糕,它將很快會被刪除。但我們保留做出不受歡迎的決定的權(quán)利。


Question by Darkwing

Answered by Ansou

Q: Question from a modder's perpective: Why is it that species rights and diplomatic actions can not be added by script? I reckon there must be some reason behind it that's not immediately obvious.

問:Modder角度的提問:為什么物種權(quán)利和外交行動不能使用腳本添加?我想這背后必定有不是很明顯的原因

A: When something cannot be added by script, it's often because the content works in specific or heterogeneous ways that cannot be done in script in a practical way. Some diplomatic actions have their own UI for example, which can only really be done in code. We could perhaps make it possible in the future to let modders add diplomatic actions and species rights that are more generic and don't require code support, but the system is not designed around that and it's not something that we are currently working on.

答:當(dāng)腳本無法添加某些內(nèi)容時,通常是因為內(nèi)容以特定或多樣的方式工作,而腳本無法實現(xiàn)那種效果。比如說一些外交行動有自己的用戶界面,這只能真正在代碼中完成。我們也許可以在未來讓Modder添加外交行動和物種權(quán)利,這些行動和權(quán)利更為通用,不需要代碼支持,但這個系統(tǒng)并不是圍繞這一點設(shè)計的,也不是我們目前正在研究的東西。


Question by Dragon of Desire

Answered by JoJo (QA Lead)

Q: What is the dev's official "canon" difficulty? For instance, in the trailers, what difficulty do you guys think it is set to? Also, what's the dev's recommended difficulty setting?

問:請問開發(fā)時的官方“標(biāo)準(zhǔn)”難度是什么?例如在預(yù)告片中,你們認(rèn)為設(shè)置了什么難度?另外,開發(fā)人員推薦的難度設(shè)置是多少?

A: Ensign. No bonuses to the player or AI. settings wise just the default settings as you boot up the game.

答:少尉。對玩家和AI無額外加成。只是直接啟動游戲時的默認(rèn)設(shè)置。


Question by Asbeltrion

Answered by Daniel Moreg?rd

Q: Have you considered to allow players to chose how many crisis they want in their game?

問:你們有考慮過允許玩家選擇他們想要的危機(jī)數(shù)量嗎?

A: Although we love the idea of multiple crises, it's not something we can promise. Crises are very complex content systems that are very time-consuming to work with. Allowing multiple Crises would sort of mean we support it, which may be a can-of-worms in terms of how much support it may need to not break due to many edge-cases.

答:盡管我們很喜歡復(fù)數(shù)危機(jī)這個想法,但這不是我們能夠保證的內(nèi)容。危機(jī)是非常復(fù)雜且耗時的內(nèi)容系統(tǒng)。允許復(fù)數(shù)危機(jī)意味著我們將要支持一個包含許多邊界事件的系統(tǒng)并讓它不崩潰,這將是個麻煩。


Question by Just Jank

Answered by MrFreake (Stellaris CA)

Q: Would there be dedicated servers for PvP/PvE hosted at select times for people who struggle to find people to play with?

問:是否會有專門的服務(wù)器在特定的時間托管PvP/PvE,供那些很難找到同伴玩的人使用?

A: We link to several fantastic discords that will help you find games: #paradox-interactive-roleplay #paradox-community-discord #weekend-stellaris-club

答:我們有很多非常棒的Discord來幫助你尋找多人游戲:#paradox-interactive-roleplay、#paradox-community-discord、#weekend-stellaris-club。


Question by MathyM

Answered by JoJo (QA Lead)

Q: Are there any plans for more Machine portraits? with every empire having robots, those tend to collide a lot

問:有關(guān)于更多機(jī)器人頭像的計劃嗎?在每個國家都有機(jī)器人的情況下,這些肖像很多會發(fā)生沖突。

A: Nothing concrete, but once we figure out how the communication between the custodians and the community will work. Just keep asking

答:沒有具體計劃,但是在我們理順守護(hù)者團(tuán)隊和社群之間的溝通后我們會考慮。只要你保持繼續(xù)要求。


Question by Liggi

Answered by Ansou

Q: Espionage has a great base, but feels a little empty currently. Are there plans to expand the number of Operations available for Espionage? And/or beef up the current ones?

問:間諜內(nèi)容有很好的基礎(chǔ),但是感覺當(dāng)前內(nèi)容有一點空。現(xiàn)在有計劃拓展可選間諜行動嗎?或者是增強(qiáng)現(xiàn)有的行動?

A: Espionage is a new system that we added that is expandable through adding new operations. When deciding on what to work on next, we consider the different types of content that we have, and Espionage is one of the types of content that we could consider in future updates.

答:間諜系統(tǒng)是一個我們新增的系統(tǒng),允許添加新的行動,具有很強(qiáng)的可擴(kuò)展性。當(dāng)決定下一步工作的時候,我們會考慮我們當(dāng)前擁有的各種內(nèi)容,而間諜行動是我們考慮在未來更新內(nèi)容的其中之一。


Question by Solo

Answered by Caligula

Q: Are there any ideas for new mid game and/or end crises planned or spoken of as of currently?

問:當(dāng)前有沒有關(guān)于新增中局和終局危機(jī)的計劃?

A: Without entirely ruling it out, something we have found with the variety of existing midgame and endgame crises is that maintaining them has been quite challenging. So, what with the complexity of the task of also adding a new crisis, at the moment our time is probably better spent making the existing crises work better.

答:在不完全排除這種可能性的條件下,我們認(rèn)為維持現(xiàn)有的這么多種中局和終局危機(jī)已經(jīng)很有挑戰(zhàn)性了??紤]到新增危機(jī)的復(fù)雜性,當(dāng)前我們的任務(wù)還是讓現(xiàn)有危機(jī)更好地起作用。



Question by Cloudread:

Answered by Daniel Moreg?rd

Q: Just curious, how high on the priority list is adding a new crisis?

問:我很好奇,添加新的危機(jī)的優(yōu)先度有多高?

A: Probably very low, due to how complex and expensive it can be to create that type of content. It may not be worth it, compared to other things (like adding content to Hive Minds, or new events etc.).

答:可能非常低,因為添加這種類型的內(nèi)容非常復(fù)雜且昂貴。和添加其他內(nèi)容相比(如為蜂群新增內(nèi)容或全新事件等),這不劃算。


Question by XtremerXtr

Answered by Caligula

Q: Why we do not have any advanced plagues mechanics?

問:為什么我們沒有任何高級的瘟疫機(jī)制?

A: It would be quite complicated to implement, and has significant risks of not being very fun - experience has shown us that people do not like losing their shiny planets and pops, so having this happen on a regular basis may well be angering to many. That said, we can never say never.

答:要實裝這東西相當(dāng)復(fù)雜,而且有很高的風(fēng)險搞得并不好玩——經(jīng)驗告訴我們大家并不喜歡失去自己光輝的星球和人口,所以這種事情經(jīng)常發(fā)生可能會激怒許多人。盡管如此,我們也不是說絕無可能。


Question by Farbros

Answered by pdx_fkirsek

Q: Is there any plans about adding missing hotkeys (for example to ships menus doesn't have any), letting players change them?

問:是否有計劃增加更多熱鍵(比如說現(xiàn)在艦船菜單可還沒有任何熱鍵),并且讓玩家可以改動?

A: No specific plans at this time, but it is the type of improvements Custodians could look into.

答:當(dāng)前還沒有特定計劃,但這是守護(hù)者團(tuán)隊會去考慮的內(nèi)容。


Question by tr33

Answered by Caligula

Q: With the new Industrial District, it is easier for the AI to build up the Ecumenopolis Decision conditions. Are their any plans to make the AI actually use it?

問:現(xiàn)在有了新的工業(yè)區(qū)劃,AI很容易就能夠達(dá)到采用理想城決議的地步。有計劃能讓AI實際使用這個決議么?

A: Yes, we are hoping to address this in one of the Custodian team patches (probably not the first one, though)

答:是的,我們希望通過守護(hù)者團(tuán)隊發(fā)布的一個補(bǔ)丁(可能會是他們的第一個補(bǔ)?。﹣斫鉀Q這個問題。


Question by Aspec

Answered by Daniel Moreg?rd

Q: Stellaris seems to be entering a new era with the team knowing exactly what the game is. Has this always been the case? Was there a period where there was a struggle on where to take the game itself? And in extension of that has this changed from game director (Henrik, Martin, Daniel) to game director?

問:Stellaris似乎進(jìn)入了一個新時代,團(tuán)隊很清楚地知道這個游戲是什么。這種情況一直存在嗎?是否有一個時期,對游戲本身的開發(fā)方向存在掙扎和迷茫?這種掙扎是否體現(xiàn)在游戲總監(jiān)(Henrik、Martin、Daniel)的變動上面?

A: Working on Stellaris has definitely been an exploratory progress for a long time. Even though I think we have a much better idea of what Stellaris is now, than what we had 5 years ago, we are still learning and still trying out new ideas. Stellaris still has lots of room to grow and to change. In terms of how its changed between game directors, it's a bit harder to say. Each director has things they personally like, which will influence how the game is developed. In terms of Stellaris, its very hard to say how the game would look if Henrik F?hraeus would have still been game director, for example. From my perspective, having been on Stellaris since a long time ago, I think Stellaris has had some form of "natural" progression in terms of how its evolved.

答:答:Stellaris的工作肯定是長期探索的過程。盡管我認(rèn)為我們現(xiàn)在對Stellaris的想法比5年前要好得多,但我們?nèi)匀辉趯W(xué)習(xí),仍然在嘗試新的想法。Stellaris仍然有很多成長和改變的空間。就其游戲總監(jiān)之間的變化而言,這有點難說。每個總監(jiān)都有他們個人喜歡的東西,這將影響游戲的發(fā)展。就比如說,就Stellaris而言,很難說如果Henrik F?hraeus仍然是游戲總監(jiān),游戲會是什么樣子。從我的角度來看,我從很久以前就開始接觸Stellaris,我認(rèn)為Stellaris的演進(jìn)有著某種形式的“自然”進(jìn)步的過程。


Question by Darkwing

Answered by JoJo (QA Lead)

Q: Who are the custodians and how is their team structured?

問:守護(hù)者團(tuán)隊都有誰,他們團(tuán)隊的結(jié)構(gòu)是怎么樣的?

A: The Custodians are just members of the Stellaris team who are assigned to it, not anything outsourced, external etc. The QA team is a subteam that still reports to me for example. Structure right now resembles mostly the same as the Expansion team, however we are very much aware that framework will need adjusting for the more regular release cadence. People on the Custodians Team are also not locked into working on the next patch either, it's a fluid environment and people can move around.

答:守護(hù)者團(tuán)隊都只是Stellaris團(tuán)隊的成員,只不過他們被分配到這個子團(tuán)隊,而不是什么外包的、外部的團(tuán)隊。舉個例子,QA團(tuán)隊也是一個子團(tuán)隊,他們?nèi)匀幌蛭覉蟾妗J刈o(hù)者團(tuán)隊現(xiàn)在的結(jié)構(gòu)與開發(fā)擴(kuò)展包的團(tuán)隊基本相同,但是我們非常清楚,為了保持更有規(guī)律的發(fā)布節(jié)奏,框架將需要調(diào)整。守護(hù)者團(tuán)隊的人也沒有被鎖死在開發(fā)下一個補(bǔ)丁的工作上,這是一個流動的工作環(huán)境,人們可以到處流動分配。


###### Q&A TRANSCRIPT TO BE CONTINUE?######



翻譯:Frost AntiAccess 枸杞泡闊落 摸魚怪 參商朔望

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Stellaris開發(fā)日志#217 | 7/1 守護(hù)者團(tuán)隊反饋與問答記錄(第一部分)的評論 (共 條)

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