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前hpc成员piano的超级战墙更新建议(职业积分)

2023-07-26 12:12 作者:Malinel  | 我要投稿

写在开头:从这篇开始的所有更新内容本都应该更新的 但hypixel解散了所有小游戏的hpc(玩家策划)所以这些内容被piano直接公开了 也只是一个建议 并不会实际更新(说得好 我们d服要了)

另外 我英语不算特别牛逼 这次翻译主打一个看懂大致意思是啥就好 将就一下

Class Points Revamp 职业积分重做

  • Currently, the CP value pre-phase 3 in game uses the following formula from the hypixel API:

    目前 在phase3(超级战墙大更新)之前的职业积分在hypixel API里采用以下的算法

    • “(10 * <class-name>_wins_standard) + <class-name>_final_kills_standard + <class-name>_final_assists_standard”.

      10x某某职业的胜场+某某职业的最终击杀+某某职业的最终助攻

Basically, as we’re planning to change class point sources, these above stats should be renamed as:

基本上 在我们计划改变职业积分获取机制后 这些数据应该为:

  • “<class-name>_wins_standard_OLD”

  • “<class-name>_final_kills_standard_OLD”

  • “<class-name>_final_assists_standard_OLD”

    就是加了个OLD后缀区分开嘛

This and the old formula will be used for a new API value, “OldCP”. OldCP is basically the Class Point total for a class before Phase 3, which is to ensure that old progress will be grandfathered in, and that any later modifications to CP gain won’t cause issues. Due to this, OldCP will represent an endpoint before Phase 3, as to prevent final kills, final assists, and wins double dipping in CP value following Phase 3.

大致意思就是把老的职业积分和新的职业积分区分开 然后采用加法 以免出问题

  • Next, we’ll add a new API value, “NewCP”, which will gain value not through an indirect formula using statistics like before, but gained dynamically whenever an action happens.

    next,我们增加了一项新的api数据叫NewCP 这玩意不在通过计算你的胜场和最终击杀助攻间接获得数据 而是在对局里根据你的“action”动态获得 (看到后面就懂了)

    • Example below whenever you earned a win (+10CP):

      以下是一个例子(当你赢一把的时候)

      • Before: OldCP = 10 * win stat

        以前:老的职业积分=10x胜场数

      • After: On Player_Win_Standard: NewCP = NewCP + 10

        之后:On Player_Win_Standard: NewCP =新职业积分+10

        意思就是 以前的老算法简单单一 不兼容新的获取职业积分的方式 所以就改了


    • NewCP’s starting value will use the formula “NewCP = 0 + OldCP”, which is to represent how the old CP value is grandfathered in.

      新职业积分会有一个初始值 这个初始值就是你的老积分 方便你看到你以前打了多少分

  • Draws now use Class Point totals for each team as the deciding factor, excluding End Game Bonuses (mentioned later).

    以后队伍fk相同后的胜负判定改为每个队伍的职业积分总数但不包括End GameBonuses(就是在游戏中额外的职业积分 之后会提到)

    • Cases of tied CP between multiple teams will be based on a coin toss/RNG of those eligible for the tie.

      要是还出现队伍职业积分相同的情况就扔硬币决定胜利

  • New / Adjusted sources for Class Points (All sources are listed in the Prestige Menu, each stat in question will be tracked in the API as well). Note: Possibly test and collect data on average CP amount to determine if some values need to be modified.

    新的职业积分来源 (所有的获取方法都会列在精通菜单 同时也有各自的api)


    • +1CP per 2 Final Kills/Assists.

      每2最终击杀/最终助攻+1最终积分(哈哈)

      • Modified from the previous 1:1 ratio from before Phase 3 to better balance midgame sources and deathmatch sources.

        修复了以往的1:1比例 以便更好的平衡pre dm和dm的积分来源(哈哈)


    • +1CP per 200 Wither Damage dealt.

      每对凋零造成200伤害+1职业积分

      • Earned cumulatively based on when a wither dies, or when the game ends if that wither didn’t die yet (chat will show all missing wither damage that you dealt at the end of the game). So if you dealt 150 damage to one wither and 50 damage to a second wither, you’ll receive the point once both withers die.

        在凋零死亡后结算 如果凋零一直都没有死(一般不可能)则在游戏结束后结算

        比如 你冲了第一个凋零150血 冲了第二个凋零50血 分数将在第二个凋零死亡后结算

    • +1CP for Tapping a Wither.

      杀死任何队伍的凋零+1职业积分

      • Credited if an enemy wither dies within 15 seconds after you dealt damage to that wither.

        在凋零死之前15秒摸到凋零的都可以获得

    • +1CP per 6 Defensive Kills/Assists.

      每6个防守击杀/助攻可以获得1职业积分

      • These occur whenever the player is receiving the coin multiplier in their base, not right at the wither.

        只需要在你家里就可以获得 而不非得在凋零边上


      • Limited to 3 CP per game.

        每局最多获得3次

    • +1CP per 100 HP healed to teammates during Deathmatch (includes set health and regeneration).

      每在dm奶你队友100血可以获得1职业积分(包括生命回复和瞬间治疗)

      • Has a cap of 5 instances per game (as to avoid health boosting).

        有一个5次的上限(防止刷分)

      • Only counts for increases of health with no overflow. So if a person is at 35HP and they are healed for 10, only 5 will count (9 if they have a 44HP cap from Prestige I).

        只计算实际治疗值 所以如果有个队友是35血被你奶10血到了40血 那么只有5血会计算(有p1的44血的话就是9)

      • If that player uses some form of self-healing which overrides or synergizes with the team heal, then this will no longer count for CP progression (e.g. regeneration level conflicts that occur in vanilla).

        如果玩家触发了某种自我治疗然后把队友的奶冲了(比如经典鱿鱼复生对吧)

        那么这些数值就不会计入 (比如高等级的生命回复把低等级的冲了)

    • +1CP per 200 Energy given to allies during Deathmatch.

      在dm中每给队友200能量+1职业积分(凤凰机器人)

      • Has a cap of 5 instances per game (as to avoid energy boosting).

        同样有最多5次的限制防止诚信互刷

      • Only counts for increases to energy up to their cap with no overflow.

        只计算实际增加的能量 溢出的不算

    • End Game Bonuses (whenever only one team is alive or it goes to draw, make sure to specify this as a unique variable as to allow for calculative exceptions later on):

      End Game特殊奖励 (不计入平局判胜负中)

      • +2CP per game played.

        懂的都懂 每玩一把+2分

        • Earned when the player is final killed or once the game ends if they’re alive, whichever comes first.

          在你被最终击杀后或你活到游戏结束后计算

      • +10CP on win (unchanged from before phase 3).

        赢一把+10分 没有变

      • +1CP per 3 teammates who survived at the end of the game.

        每3个队友存活+1职业积分

      • +2CP if your wither was the last one alive.

        如果你的凋零活到了最后(最后一个掉)+2职业积分

    • Hovering over the number of points earned in chat during the end game summary will give you a list of how you earned all the points broken up by each category (somewhat similar to the end game summary in warlords).

      将鼠标悬停在左下角聊天栏上你会看见你是如何获得每个积分的

  • Faceoff will also now have Class Points, but it has a hardcap of earning 10 Class Points  in one game to avoid boosting.

      faceoff的哥们懒得看了 自己看看吧

    • Faceoff Class Point Values (Same rules above apply here):

      • +1CP per 3 Final Kills/Assists.

      • +1CP per 300 Wither Damage dealt.

      • +1CP per 9 Defensive Kills/Assists.

      • +1CP per 100 HP healed to teammates during Deathmatch (includes set health and regeneration).

        • Has a cap of 3 instances per game.

      • +1CP per 200 Energy given to allies during Deathmatch.

        • Has a cap of 3 instances per game.

      • No CP for tapping a wither (due to there only being 2 teams).

      • End Game Class Point Bonuses:

        • +1CP per game played.

        • +4CP per Faceoff Win.

        • +1CP per 5 teammates who survived at the end of the game.

        • No CP for being the last wither alive (due to there only being 2 teams).

  • Whenever a player earns any progress towards a class point, it will show the class point source, how much of that source is left to get the class point, & how many class points you’ve earned when it happens. This appears below the current message in regards to wither coins, final kills/assists, and so forth. This can be toggled within the MW settings menu.

    当玩家试图去获得职业积分时 会显示职业积分的来源 你还差多少就可以获得这一份 还有你已经通过这个方式获得了多少分 这些会显示在右边的积分栏里 同样可以再mw设置的菜单里更改

    • Example (In Progress, General): “You need 1 more Final Kill or Assist to earn 1 Class Point.”

    • Example (Earned, General): “+1 Class Point from earning 6 Defensive Kills or Assists!”

    • Example (Earned, Healing): “+1 Class Point from healing allies for a total of 150 HP! This can be earned # more times.”

    • Example (Earned, Withers): “+2 Class Points from dealing 450 Wither Damage! You can earn another Class Point if you deal 150 more wither damage.”

      以上是一些例子  懒得翻了

  • The top 3 at the end of the game is now based on Class Points rather than Finals.

    在游戏结束的top3排行榜 以前是显示最终击杀 现在是显示top3职业积分获取(笑尿)

  • In the class selector UI / in the shop within the lobby, you can now see the current class point amount for each class in the red box below (Shown as “Class Points: #”):

    在职业选择的ui/大厅商店里 你会在看到每个职业的职业积分(显示为 职业积分:#)




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