前hpc成员piano的超级战墙更新建议(杂项更新)
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
Other Miscellaneous Gameplay Changes 其他杂项游戏改动
*Small* Class Adjustments
“小的”职业调整
Herobrine/Dreadlord/Pigman - Custom Strength passives (Power/Soul Siphon/Burning Soul respectively) now showcase a strength particle effect (currently there’s no visual cue for these types of passives).
hb/恐惧魔王/猪人 -自定义力量被动(分别是力量/灵魂吞噬/灵魂献祭)会显示一个力量粒子效果(目前这些类型的被动没有视觉提示)。
Hunter - Animal Companion Passive mobs (outside of the rideable pig) can now despawn by right clicking them with a pickaxe.
猎人 - 动物伙伴被动的生物(除了可骑的猪之外)现在可以用镐右键点击它们来让它们消失。 (d服原创 再偷必究)
Hunter - Night Vision is removed from the gathering talent (to help with another change below).
猎人 - 从采集天赋中移除夜视(以帮助下面的另一个改变)。
UI QoL:
UI质量更新(我是不知道QOL还能咋翻)
Slight Scoreboard Tweaks:
轻微的计分板调整:
Put “Assists” and “Final Assists” on separate lines below “Kills” and “Finals” respectively during games.
在游戏中,将“助攻”和“最终助攻”分别放在“击杀”和“最终击杀”的下一行。
In the main mw lobby, show a new row in the lobby scoreboard stating “Class Points (___):” with the blank filled out by the currently selected class abbreviation. Changes depending on what class is selected.
在主mw大厅中,在大厅计分板上显示一个新的行,显示“职业点数(___):”,其中空白处填写当前选择的职业缩写。根据选择的职业而变化。
Kills, Assists, and variants in chat showcase the team color of an enemy rather than their rank.
聊天中的击杀、助攻和其变体(最终击杀等)显示敌人的队伍颜色,而不是他们的rank等级。
Showcase lore for Gathering Talents on the player’s pickaxe for all classes.
在所有职业的镐上显示采集天赋的描述。
Lore on tooltips now use the Skyblock formatting system, specifying the action required to activate the ability in bold/caps.
提示上的描述现在使用Skyblock的格式系统,用粗体/大写指定激活能力所需的动作。
Compasses can now track individual teammates by using left click (showcasing the name and distance of the teammate). Using right click will continue to track based on teams.
指南针现在可以通过使用左键来追踪单个队友(显示队友的名字和距离)。(d服原创 再偷必究)使用右键将继续根据队伍进行追踪。
“Ability is Ready” chat message from pre-reclaim is added back for all classes (not just starter classes) but with a toggle in the lobby (default on).
“技能已准备好”聊天信息提示将添加回来,适用于所有职业(不仅仅是新手职业),但是有一个大厅中的开关(默认开启)。
Buying Mythic Favour has a confirmation option as to prevent mis-buying favours.
购买神话之尘将会有一个确认选项,以防止误购神话尘。(哈哈)
A new toggle will be added in the MW lobby, to enable/disable detailed class explanations (disabled by default).
在MW大厅中添加一个新的开关,可以启用/禁用详细的职业说明(默认禁用)。
Basically, there’s a problem in regards to balancing information overload for a player with information scarcity, and causing people to not know if something is an intentional or unintentional mechanic.So a solution for this would be to add a toggle to enable/disable detailed class explanations in their tooltips. This would be the best of both worlds, and since detailed explanations are disabled on default, it’ll be clearer for a newer player.
基本上,这里有一个问题,就是如何平衡玩家的信息过载和信息稀缺,以及让人们不知道某些东西是有意还是无意的机制。所以一个解决方案是添加一个开关,可以启用/禁用提示中的详细职业说明。这样就能兼顾两全,而且由于详细说明默认是禁用的,对于新手玩家来说会更清楚。
The compass system will be changed to use the minimap structure like in Skyblock Dungeons/Grinch Simulator/Easter Simulator.
指南针系统将改为使用小地图结构,像Skyblock Dungeons/Grinch Simulator/Easter Simulator那样。
Icons for players are color coded based on each team color.
玩家的图标根据每个队伍的颜色进行编码。
The map itself is structured in a cross shape, with each quadrant outside of middle being a single flat color based on that quadrant’s team. Middle is kept to a neutral gray color.
地图本身呈十字形,中间以外的每个象限都是单一的平面颜色,根据该象限的队伍颜色而定。中间保持中性的灰色。
The boss bar aspect is still unchanged, still showing relative y positions of teammates/enemies.
Boss条的方面仍然不变,仍然显示队友/敌人的相对y位置
Player tracking still follows the current rules for the compass, i.e. after a team’s wither dies, they will only be trackable if they enter your base. Otherwise they will not come up on the map. Once dm starts, all players become trackable again.
玩家追踪仍然遵循指南针的当前规则,即在一个队伍的凋零死亡后,他们只有在进入你的基地时才能被追踪。否则他们将不会出现在地图上。一旦死亡竞赛开始,所有玩家都会再次被追踪。
Gameplay QoL:
游戏QoL:
Night Vision Toggle (ON by default) - toggleable through the mega walls settings menu. Allows new players to easily view underground without the need of fulbright or torches.
夜视开关(默认开启)- 可以通过超级墙壁设置菜单进行切换。允许新玩家在不需要全亮或火把的情况下轻松地查看地下。
Chests will no longer have torches in their loot pool (due to the aforementioned night vision toggle). Torches can still be craftable using coal and sticks.
箱子将不再有火把在它们的战利品池中(由于上述的夜视效果开关)。火把仍然可以用煤和木棍制作。
New command (accessible to everyone), /teamchest. Acts as a double chest storage that everyone on the team can take items out and put in outside of kit items.
新的指令(对所有人都可用),/teamchest。作为一个大箱子存储,队伍中的每个人都可以在套装物品之外取出和放入物品。
Can also be accessible by left clicking your enderchest (right clicking still opens up your personal enderchest inventory).
也可以通过左键点击你的末影箱来打开(右键仍然打开你的个人末影箱)。
To deal with crossteaming a bit better, you can only gain energy by dealing at least 3 untrue damage.
为了更好地处理跨队伍合作,你只有在造成至少3点非真实伤害时才能获得能量。 (哈哈)
This is calculated through incoming damage, NOT final damage. This is so that uncharged bow shots, punching, and crit punching can’t be used to gain energy through cross teaming, but also so energy can still be gained upon attacking an enemy with a high amount of defense.
这是通过将造成的伤害,而不是最终伤害来计算的。这样做是为了防止未拉满的弓箭射击、空手打和暴击空手撸被用来通过跨队伍合作获得能量,但也是为了在攻击一个有高防御力的敌人时仍然可以获得能量。
Game phase length modifications (note: preparation has +5s listed to include the spawning period at the beginning of the game):
游戏阶段长度修改(注意:准备阶段有+5s列出,包括游戏刚开始关在屏障里的时间):
Standard Phase Durations (realistically 50min total):
标准阶段持续时间(50分钟总计):
7 Minutes 35 Seconds - Preparation (Increase Haste’s duration too)
7分钟35秒 - 准备(增加急迫2的持续时间)
42.5 Minutes - Game End
42.5分钟 - 游戏结束
Just to reference: Current Standard Phase Duration is 7min prep, 8min enrage, 35min game end?
仅供参考:当前的标准阶段持续时间是7分钟挖矿,8分钟暴怒,35分钟游戏结束?
Wait time/Player Requirement changes:
等待时间/玩家需求变化:
Decrease wait time for Normal games from 10 minutes to 5 minutes.
将普通游戏的等待时间从10分钟减少到5分钟。
Decrease the needed players to start a game from 30 to 20.
将开始游戏所需的玩家数从30减少到20。
Decrease the needed players to start the accelerated countdown from 90? Players to 60 players.
将开始加速倒计时所需的玩家数从90?玩家减少到60玩家。
Increase the time period for the accelerated countdown from 60? Seconds to 90 seconds.
将加速倒计时的时间段从60?秒增加到90秒。
Making Diamonds Consistent & Competitive:
钻石机制相关
Diamonds will immediately go into your inventory when mined, but will NOT automatically go into your enderchest under any circumstances.
钻石在挖了后会立即进入你的背包,但在任何情况下都不会自动进入你的末影箱。
Enderchests are inaccessible in the middle of the map during the first 2.5 minutes after preparation ends.
在准备结束后的前2.5分钟,在地图中间区域将无法打开你的末影箱
Have the /kill cooldown reset once your wither goes under 50HP.
当你的凋零血量低于50HP时,重置/kill冷却时间。
/transmute can convert sand into dirt and dirt into sand
/transmute新增转化 可以将沙子转化为泥土,泥土转化为沙子
New hint messages that will be sent to you in chat (can be toggled on/off in MW settings), $$s represent color code or bolded text for emphasis:
新的提示信息将会在聊天中发送给你(可以在MW设置中开启/关闭),$$s代表颜色代码或加粗的文字,用于强调:
While in the pre-game lobby
在等待游戏大厅中
“Select a class by right clicking on your $Iron Sword$. You can find more information about each class while in the $Lobby Shop$!”
“右键点击你的铁剑来选择一个职业。你可以在大厅商店中找到每个职业的更多信息!”
“Want to play with friends? Join Mega Walls with a $party$ of up to 4 people and you will all be put on the same team!”
“想和朋友一起玩吗?和最多4个人组成一个队伍加入超级战墙,你们就会被分到同一个队伍!”
During Preparation
在准备阶段
“Mine for $Ores$ and hidden $Loot Chests$ to help you survive later in the game!”
“开采矿石并打开战利品箱子,以帮助你在游戏后期生存!”
“Craft $Armor Sets$ after mining and store them in your $Ender Chest$, or give them to fellow teammates!”
“开采矿石后制作盔甲套装,并将它们存放在你的末影箱中,或者给你的队友!”
“Familiarize yourself with your base! Always keep an eye and ear for what your teammates are strategizing.”
“熟悉你的基地!时刻注意和倾听你的队友的策略。”
“Once the walls fall, enemies will be targeting your $Wither$. Protect it, by $building walls$ or $digging pits$ on the pathway to the $Wither$!”
“当墙壁倒塌时,敌人会来攻击你的凋零。通过在通往凋零的路径上建造墙壁或挖掘陷阱来保护它!”
“$Hunger$ will steadily get more intense as time goes on in $Deathmatch$. Make sure you have plenty of food stored in your $Ender Chest$ to prepare for this!”
“随着时间的推移,饥饿会越来越强烈,在死亡竞赛中。确保你有足够的食物存放在你的末影箱中,为此做好准备!”
“Use the command $/teamchest$ to access a collaborative inventory with your teammates! You can freely grab and place spare armor or gear with your allies.”
“使用命令/teamchest来访问一个与你的队友共享的库存!你可以自由地与你的盟友交换多余的盔甲或装备。”(未更新)
During Midgame
在中期游戏中
“Attacking enemies with a $Melee Weapon$ or with your $Bow$ will give you $Energy$. $Energy$ is shown by your current $Experience Level$. Check the $Item Description$ of your weapons to see how much $Energy$ is required to activate your special abilities!”
“用近战武器或弓攻击敌人会给你能量。能量由你当前的经验等级显示。查看你武器的物品描述,看看需要多少能量来激活你的特殊能力!”
“Keep an eye on your $Wither’s Health$! Once it dies, you $cannot respawn after dying$. So make sure you can survive as long as you can once it dies.”
“注意你的凋零的血量!一旦它死了,你死后就不能复活了。所以一定要确保在它死后你能尽可能长时间地生存。”
“Rush enemy $Withers$ by using all the tools you have available to you! A $Speed Potion$ always helps give you the added mobility to reach the Wither before an enemy can stop you.”
“利用你手头的所有工具冲击敌人的凋零!一个速度药水总是能帮助你增加移动性,让你在敌人阻止你之前到达凋零。”
“$Health Potions$ can really save you in a pinch if you are low on health, but be warned: You only have a $limited number$ of $Health Potions$ before you die, and if you run out when your $Wither$ dies, $you will not get them back$.”
“生命药水可以在你血量低时救你一命,但要注意:你在死前只有一定数量的生命药水,如果你在你的凋零死后用完了,你就拿不回来了。”
“While near your $Wither$, you will gain $Defensive Buffs$ that can help you fight off incoming attackers! But once the $Wither$ becomes $Enraged$, these $Defensive Buffs$ are replaced with $Special Attacks$ that the $Wither$ can use to attack enemies!”
“当靠近你的凋零时,你会获得防御增益,可以帮助你抵挡进攻的敌人!但是一旦凋零变得激怒了,这些防御增益就会被凋零可以用来攻击敌人的特殊攻击取代!”
“If you see that your $Wither$ is low on health, you can choose to use the $/kill$ command to respawn at your base and regroup with your team!”
“如果你看到你的凋零血量很低,你可以选择使用$/kill命令重新出现在你的基地,并与你的队伍重新集结!”
After Your Wither Dies / Deathmatch
在你的凋零死后/死亡竞赛中
“Remember to stay close to teammates! Being alone leaves you vulnerable to insurmountable odds. But you can always use that logic to your advantage, and have your team attack small groups or individuals!”
“记住要和队友保持紧密联系!孤身一人会让你面临无法克服的困境。但你也可以利用这个逻辑来为自己谋利,让你的队伍攻击小团队或个人!”
“You can avoid getting $Hungry$ by staying on the surface in the middle of the map. But sometimes it’s better to avoid that area if it leads you to a disadvantage. So make sure you have plenty of food with you!”
“你可以通过呆在地图中间的地面上来避免饥饿。但有时候,如果这样会让你处于劣势,最好避开那个区域。所以一定要带足够的食物!”
“Sometimes it’s beneficial to go underground and hide from enemies. But be careful, you can very much corner yourself or get exposed by someone dropping some TNT on your head!”
“有时候,躲到地下藏起来是有好处的。但要小心,你很可能会把自己困在角落里,或者被人在你头上扔下一些TNT暴露出来!”
After being Final Killed
在被最终击杀后
“Don’t fret! You are free to join the next game without worrying about losing progress from this game here. Or, you can stay around and see if your team is victorious!”
“别灰心!你可以自由地加入下一场游戏,而不用担心失去这里的游戏进度。或者,你可以留下来看看你的队伍是否胜利!”
Miscellaneous Upgrades:
杂项升级:
/surface is now free for all players. Coin refund isn’t needed really and nobody is gonna complain about losing out on 20k coins.
/surface现在对所有玩家免费。不需要退还金币,也没有人会抱怨损失了2万金币。
Pickaxe Upgrades are reinstated, but based off of playtime hours rather than coins. This is to give incentive for new players to play multiple games & act as a buffer for cheaters from easily being able to fastmine. Grandfathering does NOT apply here.
镐子升级重新启用,但是根据游戏时间而不是金币来决定。这是为了给新玩家一个动力,让他们玩多场游戏,并作为一个缓冲,防止作弊者轻易地快速挖掘。这里不适用以前的规则。
Iron - Stater 铁镐-初始
Iron Efficiency I - 1 Hour 铁镐效率1-游戏时长大于1小时
Iron Efficiency II - 2 Hours 铁镐效率2-游戏时长大于2小时
Diamond Efficiency I - 4 Hours 钻镐效率1-游戏时长大于4小时
Diamond Efficiency II - 8 Hours (Efficiency III is no longer the max pickaxe value) 钻镐效率2-游戏时长大于8小时
Quest Menu Adjustments:
任务菜单调整:
Kill Quest is now 25 Kills/Assists.、
击杀任务现在是25击杀/助攻。
Win Quest (as well as the 3 standard played / 1 standard win quest) requires either a kill or an assist.
胜利任务(玩3把标准/1个标准胜利任务)需要一个击杀或一个助攻。
Weekly Quest no longer requires Kills, rather it’s changed to 50 Class Points.
每周任务不再需要击杀,而是改为50职业点数。
New Quests added
新增任务
Daily Quest: Aggressor
每日任务:攻击者
Deal 1,000 Wither Damage.
造成1,000凋零伤害。
Tap 1 Wither.
击杀1个凋零。
Rewards:
3,500 Experience
1,500 Coins
Daily Quest: Defender
每日任务:防御者
Earn 10 Defensive Kills or Defensive Assists.
获得10个防御击杀或防御助攻
Have your Wither be the last one alive for 1 game.
让你的凋零在一场游戏中最后一个存活。
Rewards:
3,500 Experience
1,500 Coins
Weekly Quest: Teamwork
每周任务:团队合作
Deal 5,000 Wither Damage.
造成5,000凋零伤害。
Earn 50 Defensive Kills or Defensive Assists.
获得50个防御击杀或防御助攻。
Rewards:
21,000 Experience
4,500 Coins
New Challenge: Class Mastery
新挑战:职业精通
Earn 10 Class Points within one game, excluding End Game Bonuses.
在一场游戏中获得10个职业点数,不包括结束游戏奖励。
Reward: 3,360 Experience
奖励:3,360经验
Quests are now in the shape of an M and Challenges are in the shape of a W (aesthetic).
任务排列现在是M形的,挑战任务排列是W形的(美观)。
During Preparation, Tab will show the default skin for all players, and prestige tags won’t be shown for all players as well.
在准备阶段,Tab会显示所有玩家的默认皮肤,精通tag也不会显示给所有玩家。
This is to prevent people from judging how good their team is vs. another team / general targeting.
这是为了防止人们根据自己的团队和对方团队的水平来判断/一般性的针对。
People who are using /nick will have a randomly selected skin that matches the class they picked. This random skin will not be the same as what is shown in the public api, as to prevent people from being able to use the public api to unnick people.
使用/nick的人会有一个随机选择的皮肤,与他们选择的职业相匹配。这个随机皮肤不会和API中显示的一样,以防止人们能够利用API来denick。
Two new maps are added to the rotation.
添加两张新地图到轮换中。
Look into making another map poll for people to rate how they enjoy the current 21 map rotation, and possibly either cut some maps to make room, or see if some custom rotation system akin to bedwars/skywars (or maybe an alternative if it’s more fitting) can get applied.
考虑做一个地图投票,让人们评价他们对当前21张地图轮换的喜好程度,并可能剔除一些地图来腾出空间,或者看看是否可以应用类似于起床战争/空岛战争(或者可能有更合适的替代方案)的自定义轮换系统。
Mythic Games Revamp:
神话游戏改版:
Conceptually, Mythic Games seemed to be a good idea. A way for players to try out classes they don’t have unlocked during the weekends. In practice, all it did was give cheaters access to a fully maxed class for them to use and abuse. Therefore, Mythic Games will now use this over a maxed class when picking random:
从概念上讲,神话游戏似乎是一个好主意。一种让玩家在周末尝试一些他们没有解锁的职业的方式。实际上,它所做的只是给作弊玩家提供了一个完全升级的职业,让他们可以使用和滥用。因此,神话游戏现在会在选择随机时使用这个而不是一个升级的职业:
Mythic Games will be based on a completely separate spreadsheet, in which class strength across the board will be buffed significantly, and players will spawn with iron armor in their kit.
神话游戏将会从标准游戏分开,在这个独立的游戏中,各种职业的实力都会被显著提升,玩家会在出生时自带铁甲。
Balancing will be less focused and more in line to some of the craziness that was in the older era of MW. 8 true damage Golem Iron Punch, Power 4 Skeleton, Strength Pigman, etc.
平衡性将不那么注重,而更符合MW旧时代的一些疯狂。8真实伤害的钢铁之击,力量4的骷髅,力量猪人等。
This will also be useful as a sort of “experimental balance” vs. the normal game.
这也可以作为一种与正常游戏相比的“实验性平衡”的有用方式。
This would be through a separate rotation so people still can access regular games if they choose to.
这将通过一个单独的轮换来实现,所以人们仍然可以选择进入正常的游戏。
For people joining the minigame in a party, a message will be sent to the party leader and all party moderators listing every player within the party who is unable to join the minigame due to either not migrating or because they are competitively banned.
对于以组队方式加入小游戏的人,会向队长和所有组队管理员发送一条消息,列出组队中所有因为没有迁移mojang账号或者因为3黑禁止而无法加入小游戏的玩家。
奖励: 3,500经验 1,500金币
奖励: 3,500经验 1,500金币
奖励: 21,000经验 4,500金币