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欧陆风云4开发日志 | 8/24 游戏近况、遥测数据与未来计划

2021-09-03 17:34 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


EU4 - Development Diary 24th of August 2021

Johan, Studio Manager Paradox Tinto


Hello and welcome to another Europa Universalis IV development diary. We've not had one since the start of the summer. Mostly because the team has been on holidays, and there is only so many times you can write "we are busy fixing bugs". From September though, we'll be able to start with development diaries for new missions and other content that the content designers are working on.

大家吼啊!欢迎来到新一期的EU4开发日志。自从夏天开始之后我们就没再发布过开发日志了。主要是因为我们的团队正在度假,而且我们不可能每次都写“我们正忙于修改bug”。不过,从九月份起,我们将开启一系列关于新任务树和其他内容设计师们正在设计中的内容的开发日志。


Two weeks ago we celebrated 8 years since the release of EU4, and it is about 11 years since we started working on the design. It has been a long journey, since me, @Besuchov and @King had our first brainstorming discussions, on how we could build upon EU3. Our goal was to take all that was in EU3 with all expansions, remove the bad features & make a polished game. It is kind of interesting to see how it turned out, and also fun for me personally to see how many people have been working on the game during the last decade.

两周之前我们庆祝了EU4发布八周年,而距我们开始设计工作来算已经有11年了。这是一段漫长的旅程——从我、@Besuchov@King开始我们的第一场头脑风暴,讨论我们该如何在EU3的基础上建设游戏起步至今。我们的目标是保留EU3的全部内容并加以扩展,移除不好的特性并制作一个精美的游戏。观察它最终如何诞生还挺有意思的,对我个人而言,看到这么多人在过去的十年中都为这款游戏工作也是一种乐趣。



Metrics

遥测数据


As we tend to do for our games at times, when we do not have much new content to talk about, we like to delve into metrics of the game, on what is most popular and how you guys are playing the game.

正如我们有时为我们的游戏所做的那样,当我们没有多少新内容可讲的时候,我们就会深入研究游戏的遥测数据,包括最受欢迎的内容和你们玩游戏的方式。


First of all, what type of games do you people play every day?

首先,你们每天玩的游戏都是什么类型的?


By the amount of games played in a single day, 51% are regular single player games, 44% are ironman games, and 5% are multiplayer games. However, this does not tell the entire story, as one of the game-types include a fair bit more players. On any given day, about 13.7% of all players play multiplayer games, about 39,7% play an ironman game, and 62.3% play a normal single player game. This of course adds up to far more than 100%, but many people play more than 1 game mode in a single day.

按一天中的游戏局数来看,51%的游戏是普通的单人模式,44%是铁人模式,而5%是多人模式。但是,这并不能说明一切,因为其中一种游戏模式(指多人模式)包括了明显更多的玩家。在单独的一天中,大约13.7%的玩家玩了多人模式,约39.7%的玩家玩了铁人模式,62.3%的玩家玩了普通的单人游戏。当然,这加起来远远超过了100%,因为不少玩家一天之内会玩多种游戏模式。


Secondly, what nations do people play?

其次,大家每天都玩什么国家呢?


Here are the top 20 most played nations, by the fraction of users who play them in a given day. As you can see, some formable nations like Russia, Prussia, Spain and Great Britain are rather popular to continue playing as..

按一天中玩家的百分比排名,以下是前20个玩家们最常玩的国家。正如你所见的,一些可成立的国家例如俄罗斯、普鲁士、西班牙、大不列颠,大家在成立之后也很喜欢继续玩下去……


1.英格兰 England 11.17%
2.奥斯曼 Ottomans 9.65%
3.法兰西 France 9.58%
4.卡斯蒂利亚 Castille 7.91%
5.拜占庭 Byzantium 6.60%
6.奥地利 Austria 6.43%
7.自建国 Custom Nation 6.41%
8.勃兰登堡 Brandenburg 5.81%
9.大明 Ming 4.93%
10.莫斯科 Muscowy 4.78%
11.葡萄牙 Portugal 4.62%
12.波兰 Poland 3.83%
13.西班牙 Spain 3.71%
14.普鲁士 Prussia 3.44%
15.大不列颠 Great Britain 3.29%
16.俄罗斯 Russia 3.24%
17.瑞典 Sweden 3.24%
18.威尼斯 Venice 2.38%
19.荷兰 Holland 2.10%
20.帖木儿 Timurids 2.06%


Thirdly, what are the most popular modifications for the game?

最后,游戏中最受欢迎的mod是哪些呢?


While, here are the top 10 most popular modifications, how many of the total users that use these mods in any given day. About 52% of all players use a mod at any point during a week.

好吧,以下是前10名最受欢迎的mod,按某一天中使用该mod的总玩家数量排名。大概52%的玩家都在一周中的某一时间段使用过mod。


1.Graphical Map Improvements 11.8%
1.地图美化 11.8%
2.Chinese Language Mod for 1.31 11.3%
2. 汉化MOD 1.31版本 11.3%
3.Extended Timeline 6.4%
3. 时间线延长 6.4%
4.Missions Expanded 4.3%
4. 任务树扩展 4.3%
5.The Great Exhibition 3.5%
5. 万国工业博览会 3.5%
6.Governments Expanded 1.31 3.4%
6. 政府扩展 1.31版本
7.EU4 Russian localisation LITE by GEKS 3.3%
7. EU4俄语本地化精简版by GEKS 3.3%
8.Anbennar: A Fantasy Total Conversion Mod 2.8%
8. Anbennar: 一个全面改动的奇幻Mod 2.8%
9.Flavour and Events Expanded 2.7%
9. 风味与事件扩展 2.7%
10.Ages and Splendor Expanded 2.4%
10. 时代与辉煌扩展 2.4%


As we can see, chinese and russian localisations are popular, and if we had known, we probably should hadlocalised the game from the start, as we did with later games. It is also great to see an overhaul mod like Anbennar get into the top 10.

我们可以看到,中文和俄语的本地化是十分受欢迎的。如果我们早知道这一点,也许我们应该在一开始就会对游戏进行本地化,就像我们在后来的游戏中做的那样。同时也很高兴看到Anbennar这样的大型改动mod进入前10。



State of the game

游戏现状


When we left in June with 1.31.5, we felt that we were in a pretty decent situation when coming to functionality and had taken Leviathan to a decent enough state (except for concentrate development). As we mentioned earlier, back in April, one of the goals with this new studio was to change how we handle bugs longterm for our projects and focus on addressing older issues, and fixing problems that had been hanging around for years. Back then as a team had reduced the open bug count by over 600 bugs. Now I can proudly say that those numbers have further improved, even after fixing all new Leviathan bugs we had introduced, and now the total amount of open bugs has been reduced by a total of 1083 since September 1st, and we have fixed a total of 2117 bugs in that time period.

当我们在六月放假前发布1.31.5版本号的时候,我们觉得游戏功能方面已经非常不错了,同时利维坦Leviathan也到了一个足够好的状态(除了集中发展度)。正如我们早在四月份提到的那样,这个新工作室的目标之一就是改变我们项目长期处理bug的模式,专注于处理遗留问题,并修复已经存在了多年的问题。那时,我们团队已经将待处理的bug数量减少了600多个。现在我可以很自豪地说,即使在修复了所有我们在利维坦Leviathan中新加入的bug之后,这个数字也得到了进一步提高。现在,自9月1日以来存在的bug总数减少了1083个,而我们在这一段时间已经修复了共计2117个bug。



We still have over 500 open bugs to work with for EU4, but that is by far the best shape the project has ever been. With this progress we hope to be even lower when we release 1.32

EU4中我们仍有500多个bug尚需解决,但这已经是迄今为止这个项目bug最少的时候了。按照目前的进度,我们有望在发布1.32版本号之前进一步降低这个数字。



The team at Tinto has also grown, with lots of people hired straight from the community to work as programmers, artists, qa, content designers and in other roles. We still need some more people…

随着我们直接在本地招聘许多人担任程序员、美工、质量检测、内容设计师和其他职位,Tinto团队也扩张了。我们还需要更多的人……

career.paradoxplaza.com

career.paradoxplaza.com

career.paradoxplaza.com



Roadmap

路线图


To repeat what I said in April on how Tinto will handle further development of EU4.

重申以下四月份的时候我说的Tinto团队将如何处理EU4的下一步开发。


Paid Features should be standalone, and easy to maintain.
付费内容必须独立,且容易维护

No major feature reworks while we still have lots of bugs
在我们仍有很多bug时不会有主要特性重做

Reducing the bug-count as much as possible.
尽可能减少bug的数量

Add more content, like missions, graphics and music
增加任务树、地图、音乐等新内容

Flesh out the parts of the map that have not gotten attention the last few years.
丰富过去几年中缺乏关注的地区


What does that mean for us right now? Well, we'll soon be talking about the missions that will come in the next paid update. Speaking of that, the next paid update will be missions, graphics and music, while the coders will be spending their time fixing bugs, doing quality of life improvements, balancing and improving the AI.

这对我们现在来说意味着什么?好吧,我们很快会谈到下一次付费更新中的任务树。顺带一提,下一次的付费更新将包括任务树、地图、音乐,而码农们则会专注于修复bug,提高游戏基础质量、平衡游戏与优化AI。


Speaking of balance, we will rework Concentrate Development for 1.32, and we will have more information on how later this autumn.

说到平衡,我们将在1.32版本号中重做集中发展度,并在秋天晚些时候发布更多具体消息。


The next patch that comes, 1.31.6, will only be a compatibility patch that we need to release, and 1.32 with all further bug fixes, balance changes is planned to be released in the last quarter of this year.

下一个补丁,1.31.6版本号,只会是一个我们需要发布的兼容性补丁。包括bug修复、平衡改动的1.32版本号计划于今年的最后一个季度发布。



翻译:Parapinakes

校对:113322qwe1 三等文官猹中堂


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