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维多利亚3开发日志#64 | 11/2 发售后的计划

2022-11-14 12:21 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #64 - Post-Release Plans

Wizzington, Game Director Victoria 3


Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn't it?) but for us that just means a different phase of work has begun, the work of post-release support. We’ve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this.

大家吼,欢迎来到维多利亚3发售后的第一篇开发日志!游戏现在可能终于出来了(这说法很奇怪,不是吗?),但对我们来说,这只是意味着另一个不同阶段工作的开始,即发布后的支持工作。我们一直在忙于收集反馈意见、修复Bug和进行平衡性修改,现在正在进行发布后的免费补丁开发,其中第一个是Hotfix,在你读到这篇文章时应该已经在你身边了(译注:Patchnotes 1.0.4附后)。


Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We will not be focusing on our long-term ambitions for the game today; we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans.

我们的计划自然不仅限于热修复,所以这篇开发日志的主题,是简述一下在初期的几个较大型免费补丁中我们将关注的东西。我们今天不会谈我们对游戏的长期雄心——我们当然不乏未来几年我们将会把维多利亚3带向何处的酷炫想法,但现在我们的重点是发布后的支持和补丁,而不是扩展包的计划。


However, before I start, I want to share my own personal thoughts on the release. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. I’ve had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn't been the easiest game to work on at times, it is by far the most interesting and fulfilling project I've ever directed. The overarching vision of the game - a 'society builder' that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is 'just one more Market Rework, please?') to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas.

然而,在我开始之前,我想分享一下我个人对发售的看法。总的来说,我认为这次发售非常成功,而且我震惊于有那么多人在购买和游玩维多利亚3。从最初期的设计开始,我就参与了这个项目,在2018年底离开Stellaris后,我一直担任维多利亚3的游戏总监,虽然它有时肯定不是最容易开发的游戏,但它是迄今为止我负责过的最有趣、最充实的项目。游戏的总体愿景——一个将内部发展、经济和政治置于驱动地位的“社会建造器”——从一开始到现在可能都没有什么变化,但机制和系统经历了无数次的迭代(团队中一个著名的内部笑话是“请再来一次市场重做?”),才到达了我们今天的程度,我认为这是一个伟大的游戏,一个不辜负我们的愿景游戏——但它仍可以在几个关键领域做出改进。



The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. A few of the things we’re looking into improving and expanding on for the military system follow here, in no particular order:

这些领域中的第一个是军事。军事系统是经历了很多迭代的系统之一,它与以前的大战略游戏的军事系统非常不同。虽然我相信,关于我们想要维多利亚3中的军事游戏如何发挥作用这件事,我们已经找到了一个非常坚实的核心,并且我们无意回到更战术层面的军事系统,但维多利亚3的军事系统仍受到一些界面问题的困扰,它也有空间能选择性地深化和增加玩家在特定领域的控制。这里列出了我们正在研究改进和扩展的军事系统的一些内容,排名不分先后:


Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
解决目前将军运作方式的一些小毛病,例如改善战斗的单位选择和平衡前线的整体进展情况。

Adding the ability for countries to set strategic objectives for their generals
增加国家为其将军设定战略目标的能力。

Increasing the visibility of navies and making admirals easier to work with
增加海军的能见度,使海军将领更容易工作。

Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
提高玩家了解其军队状况的能力,并公开更多的数据,如战斗规模背后的底层数据。

Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
寻找解决方案,以解决战区在包口袋时可能分割成多个(有时甚至几十个)小战线的问题。

Experimenting with controlled front-splitting for longer fronts
为较长的战线试验可控的战线分割方式。


The second area is historical immersion: While we have always been upfront with the fact that Victoria 3 is a historical sandbox rather than a strictly historical game, we still want players to feel as though the events unfolding forms a plausible alt-history, and right now there are some expected historical outcomes that are either not happening often enough, or happening in such a way that they become immersion-breaking. Again, in no particular order, some areas targeted for improvement in the short term:

第二个方面是历史沉浸感。虽然我们一直直言不讳地说,维多利亚3是一个历史沙盒,而不是一个严格意义上的历史游戏,但我们仍然希望玩家能够感觉到发生的事件形成了一个合理的架空历史。而现在,有一些预期的历史结果要么发生得不够频繁,要么发生的方式让人无法有沉浸感。同样,我们列出了一些短期内需要改进的地方,排名不分先后:


Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn't easily avoidable by the player.
确保了南北战争有一个相当大的可能发生,并且是以合理的方式爆发(比如蓄奴州叛乱以捍卫奴隶制)而且玩家不能很容易地规避掉。

Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
调整了如明治维新、购买阿拉斯加之类的事件,又对AI进行了升级和内容调整,使AI能更频繁地成功触发它们。

Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
正在对探险和日志条目等玩家不易发现或完成的内容做修改和改进,以使其更容易被找到或完成。

Ensuring unifications such as Italy, Germany and Canada doesn't constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
确保意大利、德意志和加拿大的统一不会总是早于历史时间线几十年就发生,尤其是增加了统一意大利和统一德意志的难度。

General AI tweaks to have AI countries play in a more believable, immersive way
一般性AI调整,让AI国家以更靠谱、更有代入感的方式游玩。


We're balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.

我们在平衡文化/宗教容忍的法律,更严厉的法案会增加可接受Pop的效忠派比例,所以法案调整需要利弊相权了。


国教(教会与国家)
√是我们的法律
+200权威力
+30% 天主教会(教士)政治力量
-10% 可接受宗教中的激进派
+10% 可接受宗教中的效忠派


The third area is diplomacy. While I think what we do have here is quite good and not in need of any significant redesign, this is an area that could do with even more deepening and there's some options we want to add to diplomacy and diplomatic plays:

第三部分是外交。我认为目前已有的外交系统还不错,不需要大动筋骨的重做,有一个可以更加深入的部分,我们想给外交和外交博弈增加更多选项:


'Reverse-swaying', that is the ability to offer to join a side in a play in exchange for something
“反向游说”,能够自行提出加入某一方以换取某种利益的要求。

The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that there's still a reason for countries to actually back down)
允许你在外交博弈中将首要战争目标扩展到一个以上(尽管这一条的前提是国家要有理由实际退让)

More things to offer in diplomatic plays, like giving away your own land
在外交博弈中增加更多内容,比如给予你自己的领土。

Trading (or at least giving away) states
交易(或者起码能给予)领土。

Foreign investment and some form of construction in other countries, at least if they're part of your market
海外投资,或是某种形式地实际在其它国家进行建设,起码能在自己市场内的国家做到这一点。

Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
改进和扩充与属国之间的互动,比如允许通过外交行动授予或者要求更高的自治权。


While those are the major areas targeted for improvement, there are other things that fall outside the scope of either warfare, historical immersion and diplomacy where we've also heard your feedback and want to make improvements, a few examples being:

以上是准备改进的几个主要部分,还有其他一些不属于战争、历史沉浸感和外交部分的内容,我们也听到了你们的反馈,并希望做出改进,以下是几个例子:


Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
能更容易地获取Pops和Pop相关属性的整体情况,包括需求、生活水平以及激进派/效忠派。

Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I’ve said many times, we are never going to take construction entirely out of the hands of the player)
尝试私营部门的自动建设,以及增加不同经济体制之间的游玩差异(虽然我曾说过很多次,我们绝不打算让建设能力完全脱离玩家掌控)。

Ironing out some of the kinks with the late-game economy and the AI's ability to develop key resources such as oil and rubber
修正游戏晚期经济中的一些问题以及AI开发关键资源比如石油和橡胶的能力。

Making it more interesting and 'competitive' but also more challenging to play in a more conservative and autocratic style
保守且专制(老保玩法)的游戏体验会更有趣,更有“竞争性”,但同时也更有挑战性。


One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so the share of votes in government matters far more, especially with more democratic laws.

合法性是我们最先调整的几个机制之一,大大增加它本身的影响,以及当权派的得票比例的影响,对于更为民主的体制影响尤甚。


非法政府(目前激活)
合法性0到25时启用
当前合法性 11
效果:
+50% 因生活水平降低产生的激进派
不能制定法律
0.00激进派每月(由当前的0荷兰人激进派转化而来)
这是因为:
当前政府总影响力:+5
政府影响力 12.5% ×40.00
当前政府总得票:+6
政府票数:21.2%×30.00


The above is of course not even close to being an exhaustive list of everything we want to do, and I can't promise that everything on the list is going to make it into the first few patches, or that our priorities won't change as we continue to read and take in your feedback, only that as it stands these are our plans for the near future. I will also remind once again that everything mentioned above is something we want for our free post-release patches. At some point we will start talking about our plans for expansions, but that is definitely not anytime soon!

上述的这些内容当然远不是我们更新计划内容的详细名单,而且我无法保证计划中的所有内容都会做进最初的几个补丁里,而且随着阅读与采纳你们的反馈,也无法保证更新计划不发生任何变动,只能说目前这就是我们的近期规划。我想再次提醒各位的是,上述所有内容都是我们打算放在免费的发售后补丁中的内容。在之后某个时间点我们会谈论关于拓展包的计划,但绝不会是最近!


What I can promise you though, is that we're going to strive to keep you informed and do our best to give you insight into the post-release development process with dev diaries, videos and streams, just like we did before the game was released. I'll return next week as we start covering the details of the work we're doing for our first post-release patch. See you then!

不过我可以向你们保证,我们将尽可能及时地将进度告知各位玩家,并尽最大努力用开发日志、视频以及直播让玩家洞悉发售后持续开发的流程,正如游戏发售前我们所做的那样。下周我将开始与大家分享正在制作中的发售后第一个补丁中的细节。我们下周见!


Patch notes for 1.0.4

附:1.0.4版本号补丁附记


###################
# Game Balance
# 游戏平衡
###################

# Economy
# 经济

- Petit-Bourgeoisie now also care about government wages
- 小资产阶级现在也同样关心政府工资

- Slashing government wages will now reduce prestige
- 削减政府工资现在会降低威望

- Slashing military wages will now reduce training rate
- 削减军队工资现在会降低训练度

- Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point of wealth
- 债务奴隶制现在可以奴役财富水平最高到9的Pop,每点财富水平会降低被奴役数量

- Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of
state population
- 债务奴隶制下每周被奴役的最大Pop数量从地区人口的5%减少到0.5%

- Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state Population
- 当奴隶占地区人口的20%或更多时,债务奴隶制将不再奴役更多的Pop

- Tweak subsistence production in decentralized nations so African pops don't start at starvation levels
- 调整了松散部族的生产方式,这样非洲的Pop就不会在游戏开始时处于饥饿的生活水平

# Politics
# 政治

- Increased the chance of progressive political movements appearing over the course of the Game
- 增加了游戏过程中出现进步政治运动的概率

- Movements to Preserve now have a larger effect on the chance for a law to stall, making it harder to pass laws opposed by powerful groups
- 恢复法律的运动现在对法律停滞的概率产生了更大的影响,使得受到强大利益集团反对的法律更难以通过

- Political Movements for or against changes in Slavery and Government principles laws will now be more radical
- 支持或反对改变奴隶制和治理原则法律的政治运动现在将更加激进

- Reduced base effect of Propagandists Intelligentsia trait from 50% to 25%
- 将知识分子的特质宣传者的基础效果从50%降低到25%

- Reduced effect of guaranteed liberties on loyalists and radicals growth
- 降低保障自由法律对效忠派和激进派成长的影响

# Colonization
# 殖民

- Native Uprisings now get a significant bonus to their combat capabilities, mainly on the Defensive
- 原住民暴动的战斗力现在得到了显著的增强,主要是防御

- Reduced the chance of Native Uprisings occuring when provinces are colonized
- 减少了当地域被殖民时原住民暴动发生的概率

###################
# AI
###################

# Diplomacy
# 外交

- AI is now a bit less likely to back down in diplomatic plays
- AI在外交博弈中让步的概率现在略微降低

- AI is now a bit more likely to get involved in diplomatic plays
- AI加入外交博弈的概率现在略微提高

- Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play
- 使得AI在外交博弈中处于劣势时会更倾向于拉拢国家到自己一方

# War
# 战争

- AI is now a lot more focused on taking land-adjacent states and conquering contiguous land areas in general
- AI现在更专注于占领与自己陆地相连的地区以及征服连片的陆地区域

- Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission
- 在研究完开化使命后,AI对未受认可国家的侵略倾向会增加

# Colonization
# 殖民

- Increased AI tendency to get involved in Native Uprisings slightly
- 略微增加了AI参与原住民暴动的概率

###################
# Interface
# 界面
###################

# Tooltips
# 提示栏

- Improve revenue predictions when constructing buildings to show more accurate and useful Data
- 改进了在建造建筑物时的收入预测,以显示更准确和有用的数据

###################
# Bugfixes
# bug修复
###################

- Flotillas now regain Morale as intended after naval battles
- 现在舰队在海战后会恢复士气

- Fixed a bug where capitulating in one war could cause your generals in another war to standby
- 修复了在一场战争中投降会导致你的将军在另一场战争中待命的错误

- Added additional check to prevent monuments from being targeted in tutorial
- 在教程中增加了额外的检查以防止奇观被设置为目标

- Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of Declared Interests possible.
- 添加了一个对宣告利益教程的检查,它可能会错误地计算最大已宣告利益。

- Fix issue where Investment Pool could be used for disallowed building types
- 修复了投资池可以被用于不允许的建筑类型的问题

- Fix issue where predicted price for goods after goods substitution would sometimes show the wrong value
- 修复了商品替换后的预测价格有时显示错误的问题

- Political movements can now start organizing a revolution at 50 radicalism rather than 100 (100 is needed for the revolution to actually begin though)
- 政治运动现在可以在激进度为50时开始组织革命,而不是100(然而,革命真正开始需要激进度达到100)

- Fixed typos in several defines
- 修正了几个定义的拼写错误

- Fix pop attraction reasons tooltip CTD in Asian languages
- 修复了亚洲语言中Pop吸引力原因提示造成的闪退

- Fixed a CTD caused by trying to create a shipping lane between two market areas with at least one of them being only nominally coastal due to the entire coast being impassable
- 修复了当试图在两个市场区域之间创建一条船运线路,而其中至少一个是因整个海岸无法通行而形成的名义上的沿海时会产生的闪退。

- Fixed a CTD that could be triggered when clicking on the "mobilize all" button"
- 修复了当点击“动员全部”按钮时可能触发的闪退

- Fixed late game CTD when transferring troops
- 修复了游戏后期转移部队时的闪退问题

- Fix CTD when hovering sell orders after having country join your market (__chkstk (chkstk.asm: 109))
- 修复了当其他国家加入你的市场后循环卖出订单的闪退问题 (__chkstk (chkstk.asm: 109))

- Fix CTD in NPdxParticle2Internal::SParticlePool ::GetActive
- 修复了NPdxParticle2Internal::SParticlePool::GetActive中的闪退问题

- Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal
- 修复了CJominiSplineNetworkGraphics::GetStripLengthInternal中的闪退问题



翻译:熵的平衡 摸鱼怪

校对:三等文官猹中堂


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