原文连结
https://www.reddit.com/r/
heroesofthestorm/comments/6amxa0/moba_chess_hots_warning_strong_opinions_insid
e/
I'm an ancient LoL Content Creator so most of you here probably dont know me,
but I have played HotS since day 1 & trust me when I say no one would like to
see something Fresh at the top of the Moba scene by now, and it saddened me ho
w HotS didn't reach its Colossal potential. I come with strong opinions about
what is wrong, why tons of people left, and what needs to change, many of you
will disagree but thats where conversation starts, many Gaming subreddit commu
nities are not open to talks about change but heres to hoping HotS is.
I'm here to talk about "Moba Chess", and make crappy analogies.
我是个老LoL内容制作者,所以在座的各位或许对我不熟,但在英霸的第一天我就加入了
,当我说没人比我更想看到在目前的MOBA界有新鲜的东西加入时,请相信我。我觉得英霸
没有达到它可以有的巨大成就,而这令我难过。接下来我要说的是我十分主观的见解,为
何一堆人离开英霸、英霸有哪些地方需要改变。你们许多人会不同意我的见解,但至少这
个举动会让大家开始讨论。Reddit的很多游戏论坛并不是那么的开放、容不下改变的声音
,但我希望英霸的论坛是容许这样的声音的。
我来这想要说说关于“MOBA象棋”以及举一些可能颇呵的烂比喻。
Moba Chess is what I like to call the basic Gameplay element that makes Mobas
fun; the unlimited amount of tactics that are possible. Heroes are Chesspieces
on the board, and its up to you to become the master strategist. It fuels the
entire game and makes the games fun, even when you are playing the same Hero
& Map for the 9999th time. You always have the freedom to make any choice you
want.
我把让MOBA好玩的基本游戏元素称之为MOBA象棋;有着几乎无限可能的战略(策略)组合
。英雄脚色则是棋盘上的棋子,你(玩家)则是负责尽力成为一个战略大师。上面所述的
是我觉得MOBA之所以会如此好玩的原因,即便你9999次玩同样的英雄、同样的地图。你永
远有发展不同可能性的自由。
Both in Moba and Chess, you make shlick tactical choices, partly based on the
equallyshlick濳actical choices of your opponent.
In HotS, that CORE of moba gameplay is under-represented.
It sees too much replacement from "Both you and your opponent must brawl at th
e forced, timed objective".糍hats no problem when you're learning one of the r
eally awesome Heroes (seriously, they are sick), but once you found your main
Hero the game becomes more stale over time since you cant infinitely study "Mo
ba Chess" with your favorite Hero as much as in other Mobas;糍he VERY FUN Obje
ctives that are defining HotS are restricting player creativity FAR MORE THAN
THEY NEED TO, and could easily be toned down.
在MOBA与象棋里,你可以做出很屌的战略,有部分可能依据敌队所做出的一样屌的战略。
在英霸里,那个MOBA的核心游戏元素不足。
我认为“你们双方强制必须在指定的时间、指定的战场机制打架”太多了。如果你只是在
练习英霸里的一只超酷英雄(认真的,英霸的英雄真的超屌)这可能不是什么问题,但当
你一直重复玩你的main角、而你又无法像其他MOBA游戏只用一只爱角无止尽的学习这个“
MOBA象棋”的时候,游戏则开始觉得越来越漫长;英霸最有趣好玩、定位英霸的战场机制
远超过所需的限制了玩家创意,而这件事可以很容易的调低。
Imagine playing actual Chess but you are both forced to brawl it out on pre-se
t places, restricting your tactical freedom to make your moves. - Yeah, you ju
st ruined the point of chess;啱nstead of reacting to eachother, you are now bo
th reacting to the MAP, making every game on that map far more similar and far
less interesting than they could to be.
想像玩象棋的时候,你跟对手都被限制你的战略空间,被指定在同一个地方打架 - 没错
,这种象棋根本没有玩的意义;本来应该是回应对方的举动,现在变成了回应地图的举动
,每次打同样的地图的时候游戏变得越来越相似,也越来越没有那么好玩。
This problem also extends to why the E-sports side is underperforming & uninte
resting to watch,濳he teams are largely held back by forced objectives from ma
king their interesting/clever chess choices. Which is exactly what is normally
fun about watching E-sports. Last year I talked to some Pro Teams about it &
they agreed - which further cemented my opinion. We are watching the players r
eact to the map, instead of to eachothers moves. When I watch HotS esports, it
feels like my cousin making me watch Finding Nemo with him for the 54th time-
I have seen this movie by now.
这个问题也导致了英霸的电竞不如预期、也不好看。队伍们大部分都被这些强制的战场机
制给限制住,无法做出有趣/巧妙的战略选择。而观看电竞有趣的通常是这些点。去年我
跟一些职业队伍聊了这些,他们同意我的看法 - 所以我更肯定这些观点无误。我们看到
的是玩家对战场机制做出反应,而不是对彼此做出反应。当我观看英霸电竞的时候,觉得
就像是我堂表兄弟姊妹要我看第54次的海底总动员一样 - 我已经看过了。
Blizzard seems to have the mindset that forcing players to do a different thin
g on each map is good against staleness, but the "forced" part restricts the c
reativity that is a -much stronger force- against staleness.
I realise there will be certain amounts of嚒urvivorship Bias澵ince we are stil
l here playing/enjoying the game, but try not to overlook the people who left,
and focus on positive improvement, I care deeply about this game and would li
ke to see some talk.
暴雪似乎已经觉得强制玩家们在不同地图上对应不同的战场机制来对抗缓慢节奏的游戏,
但“强制”限制了创意,而创意是个对抗缓慢节奏的游戏更强的武器。
我觉得一定会有某些同温层偏见,因为我们都在打英霸、享受英霸,但不要忘了那些离开
的人,让我们一起专注在正向的进步,我真的很喜欢这个游戏,也希望大家一同讨论。
然后是我很喜欢的最多赞的留言
I see what you are trying to say, that contesting objectives makes tactical st
rategy in this game more stale due to how it forces team fights fairly regular
ly.
我懂你的意思,抢地图机制的设计迫使团战定时发生,让整个游戏的战术变得僵化,
I would argue that's what keeps this game fun. In other mobas sure you have th
e freedom to move around all game but that never really encourages team fights
since you have people soaking for so long. What I find really interesting abo
ut heroes is you can decide how you want to contest objectives. You can go wit
h a poke soak strategy where your team soaks but has characters like ming or Z
arya who poke as abba super soaks lanes. Which gives your team an advantage to
team fight furture ones.
我反而认为这是这款游戏好玩的地方。在其他 MOBA 里,虽然你有到处跑来跑去的自由,
但游戏的设计并不鼓励团战,因为大家都缩著猛吸经验。我觉得英霸最有趣的地方是你可
以决定要用什么样的方式来抢得机制。你可以打 Poke 加 吸经验的战术,像是队上有李
敏跟札莉雅不断 Poke 骚扰,然后阿巴瑟窝在线上疯狂吸经验。让你的队伍在下一次团战
中比敌队更占优势。
Or if you want to go the tlv route and have them soak as your group of 4 goes
around and ganks.
你也可以用维京人战术,由你自己来吸经验,其他四个人到处 Gank。
Or you go with a sustain comp that out lasts your opponents. etc etc.
或是组一个高消耗能力的组合,慢慢磨赢你的对手。还有更多其他的战术可用。
I guess the point I am trying to make is the tactical strategy is still there,
it just forces the teams to respond to an event. How they respond is still up
to the team. I think it creates more engaging games, and more tactical team f
ights, and less emphasis on laning.
Which in my opinion makes the game much more fun and engaging.
我想表达的意思,就是战术依然是存在的,游戏只是逼迫双方对地图事件作出反应,要怎
么应对仍然操之在队伍手中。我认为这会让游戏更引人入胜,更多战术性的团战,也更淡
化对线的比重。
在我的看法里,这样是让游戏更好玩更吸引人啦。