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Stellaris开发日志#217 | 7/1 守护者团队反馈与问答记录(第一部分)

2021-08-12 19:56 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #217 - Custodians Feedback and Q&A Transcript (Part-1)

MrFreake_PDX, Community Ambassador


Hello Stellaris Community!

Stellaris社区大家吼!


Since the announcement of the Custodian Initiative, we've seen a good many posts on things that you would like the Custodian Team to work on, and we have big plans for the things that we want to work on, and feel that can be improved in the game. The Community Team has been working on a plan to collect feedback on exactly what the Community would like the Custodian Team to work on, as well as a plan for targeted feedback on things that we're actively planning on working on. We've gone through a lot of iterations on this, however a lot of the ideas we came up with involved "reinventing the wheel" so to speak -- that is, adding on second (and some cases third) platforms to monitor and moderate, as well as collect feedback from, and then load into our internal tracking system for consideration / implementation.

自从守护者团队官宣以来,我们已经看到了许多关于你们大家想要守护者团队去做的事情的帖子,我们对于我们打算做的和游戏中可以改进的内容也有一些大的筹划。社区团队也一直在筹备收集社区对守护者团队工作内容期望反馈的计划,以及收集针对我们正在积极计划做的事情的针对性反馈的计划。我们已经做了了很多次的迭代,然而我们的很多想法都有点“重新造轮子”的意思——意思大概是,我们得添加第二个(在某些情况下,是第三个)平台来关注和审核,以及收集反馈,然后再反应到我们内部追踪想法和实现的系统里去。


In the end, we've decided to separate feedback into two distinct categories: Solicited Feedback, and Community Feedback.

最后,我们决定将反馈分为两类:请求反馈Solicited Feedback社区反馈Community Feedback



Solicited Feedback

请求反馈


While we were coming up with ideas for Custodian team feedback, we were also running trial feedback threads on the forums. This worked so well, that the feedback threads will be staying. They will be potentially moved into a separate "Feedback" subforum with only Paradox Employees being able to create posts, but all forum users will be able to reply. These directed feedback threads will follow the same general format that we've used for previous feedback threads.

当我们给守护者团队的反馈想办法时,我们也在论坛上试了几次反馈的讨论贴。这一方法太有效了,所以反馈流程将保留原样。他们可能会被转移到一个单独的“反馈”子论坛,只有Paradox 的员工可以创建帖子,但所有的论坛用户都可以回复帖子。这些定向反馈流程将遵循与我们之前使用的反馈流程相同的一般格式。


We will be exploring options with the forum admins, such as using reactions to gauge which replies are the most popular and using this as an additional metric for our feedback collection.

我们将与论坛管理员一起探索尝试各种选项,例如使用反馈来衡量哪些回复是最受欢迎的,并将其作为我们收集反馈的额外指标。


It's important to note the timeframes that we will be using: Game development is a long process, and it's rarely as simple as Developer writes content -> content passes QA -> content gets pushed into the live build of the game. In most circumstances, the development of a specific feature is a months-long process, in which the framework of a feature is laid out in documents before code is ever written into the game.

大家也要注意一下我们打算使用的时间框架:游戏开发是一个漫长的过程,它很少像“开发者制作内容 —> 内容通过QA —> 内容被推送到游戏的当前版本中”这样简单。在大多数情况下,特定功能的开发是一个持续数月的过程,在此过程中,功能的框架在编写游戏代码之前会先在文件中列出。


The initial design stage is the best time to collect Community feedback, as no work has been done on the feature yet. While this is good for development, it's important to mitigate community expectations with regards to the timeframe, generally, we will be gathering feedback for patches that are 1 to 2 patch cycles in the future.

设计的最初阶段是收集社区反馈的最佳时机,因为功能的开发还没有正式开始。虽然这对于开发来说是件好事,但缓和社区对时间框架的期望也很重要,总而言之,我们将会在收集对接下来1到2个补丁周期的反馈。


Using the Lem Update (named for Stanislaw Lem) as an example, the design for Lem is basically finished at this point, and the design for the update following Lem is well underway (spoiler alert: it's going to be smaller than Lem -- Lem had significantly more lead-time, and is much broader in scope than most Custodian patches will be going forward).

莱姆Lem更新(以斯坦尼斯拉夫·莱姆的名字命名)举例,莱姆更新的内容设计眼下基本上是完成了,莱姆更新的下一个更新的制作也在如火如荼进行中(剧透警告:下个更新容量要小于莱姆更新——莱姆更新有着长得多的研发周期,也比以后的守护者团队的更新涉及的范围要广得多)。


However, over the next few months, we may post Feedback threads on exploring various topics that may be for the patches coming after the Winter update. It's also important to note that when we do Feedback threads on topics, there is a chance that those proposed changes may never happen, this circles back around to gathering feedback for things that are planned to happen so far in the future.

不过,在接下来的几个月里,我们可能会发布探讨各种主题的反馈帖,这些主题可能是为冬季更新后的补丁服务的。同样需要注意的是,当我们在开这些主题的反馈贴时,有可能那些提出的更改永远不会实装,因为上述工作流程针对的是“当前准备在未来实装”的内容的反馈帖。



Community Suggestions

社区建议


This is something we were hoping to crop up around the forums, and of course, we were not disappointed! We've seen a good many threads with proposed changes for the Custodian team, and we love all of it! However, collecting feedback from dozens of different threads, with no metric on what the community likes/doesn't like is time-consuming, and would rapidly chew up Community/QA work hours without remorse, leaving no room for making memes and testing the game.

这是我们希望能在论坛上出现的东西,当然,我们没有因为这些内容沮丧!我们已经看到了很多关于守护者团队的改动建议的帖子,我们喜欢所有这些!然而,收集来自许多不同帖子的反馈,而没有一个统一的社区喜欢/不喜欢的标准是非常耗时的,并且会迅速消耗社区/QA的工作时间,给他们留不下任何空间去造梗和测试游戏。


This is another situation where we got caught "reinventing the wheel", with a bunch of proposals at the end of the day which would be more work than just using the framework we have that already exists on the forums.

这是另一个我们在“重新造轮子”的情况,每天都会有一大堆的新提议,这比用我们在论坛上已经在用的反馈框架要多出许多的工作。


While we want to gather this feedback from the Community, we also don't want to get into a position where the Community is expecting a feature to be implemented because of x number of upvotes, there are many factors that go into determining when/if a suggestion will be implemented.

虽然我们想要从社区收集这些反馈,但我们也不想让社区因为某项功能的点赞数而期待它的实现,有很多因素会决定一个建议何时/是否会被实现。


Our plan going forward is to use the already existing Suggestions forum for this type of Community Feedback, and then at the end of every patch cycle, the Community team will do a report for the Custodians team on what Suggestions were the most-upvoted Suggestions of that patch cycle, at which point the voting will be reset.

未来我们的计划是使用现有的建议论坛板块来处理这种类型的社区反馈,然后在每个补丁周期结束时,社区团队将为守护者团队做一份报告,内容是这个补丁周期中获得最多赞同数的建议,且在这个时候投票数将会重置。


There is no guarantee that anything that appears in this report will make it into the game, and it's important, again, to talk about timeframes and mitigate expectations, as I've said previously, the scope of the designs for the upcoming patches are generally worked out long before any of the code is written, and suggestions can potentially be fit in as "extras".

我们不保证出现在这个报告中的任何东西将一定会在游戏中实装,而且我得再一次强调我们的时间框架并降低大家的期待,就像我之前说的那样,对新补丁的开发在写下任何代码的很久之前就已经开始了,而那些建议会有可能成为补丁中的“额外内容”。


When adding suggestions to the suggestions forum, it's important to keep in mind the scope of the changes you're suggesting and the scope of the work that the Custodians team will be doing, as well as the time allotted for them to get their work done. Grand sweeping changes which include time from artists, programmers and content designers, are less likely to be considered than small changes like "add x button to the UI", for instance. However again, as I said previously, we don't want to guarantee that any sort of suggestion will be used in the game, however, we want to let you know that we are reading them and the community suggestions are greatly appreciated!

在向建议论坛板块添加建议时,请不要忘了你提的建议和守护者团队的工作范围的关联程度,以及守护者团队做完他们的工作需要的时间。比起像“在UI中添加某某按钮”这样的小改动,大规模更新需要美工、程序员和内容设计师投入的大量时间,因此更不容易被考虑。然而,我还是要再说一次,像我之前说的那样,我们并不保证任何类型的建议将一定会在游戏中实装。不过我还是想让大家知道我们会去读的,而且我们非常感谢大家的社区反馈!



Q&A Transcript

问答记录


We held our first Dev Q&A on the Stellaris Discord last Wednesday. Thanks to everyone who showed up and asked questions, we had 185 questions asked in the hour the questions were being accepted. We answered ~40% of those questions, and there were only 12(!) rejected as inappropriate, which, I think, is a phenomenal number and the community really deserves praise for being so respectful of the Devs and their time.

上周三,我们在群星的Discord频道举行了首次开发团队问答。感谢所有参加并提问的人,我们在开始接受提问后的一小时内被问了185个问题。我们回答了大约40%的问题,其中只有12个(!)问题被认为不合适而被拒绝回答,我认为这个数字很惊人了,社区能够如此尊重开发者和他们的时间,是很值得表扬的。


The Devs had a lot of fun doing this, and we hope to do more of these in the future. As promised, here's the full transcript of the Q&A:

开发团队在进行问答时非常开心,我们也希望在将来能开展更多类似的活动。正如之前承诺的一样,这里是问答的完整记录:


### DISCORD Q&A TRANSCRIPT 06-23-2021 ###


Question by ResCXsention

Answered by Caligula

Q: Any chance for more unique events to be added?

问:有没有可能加入更多的独特事件?

A: Of course! We are always looking to add more events. For instance, there will be a few more that a player can randomly encounter as any empire coming up in the Lem update.

答:当然了!我们一直希望加入更多事件。比如,在莱姆Lem更新中包含了几个玩家在游玩任何帝国时都有可能遇到的新随机事件。


Question by Val

Answered by Caligula

Q: With the announcement of Custodians can we expect the balance and diversity of player builds to receive more attention, especially since Stellaris have a noticeable multiplayer scene?

问:随着守护者Custodians团队计划的宣布,我们能否期待一下玩家自定义帝国的平衡性和多样性能得到更多关注呢?特别是在Stellaris的多人游戏很引人注目的情况下。

A: Yes.

答:可以的。


Question by Naysmith

Answered by Daniel Moregård

Q: With Become the Crisis, we got a new wincondition beyond last empire / score, and a new crisis. Are there plans for more winconditions and crises?

问:在出了化身天灾之后,我们得到了一个新的胜利条件,不再局限于最后一个存活的帝国或最高分数了。同时,也有了一种新的终局危机。有没有增加更多获胜条件和终局危机的计划?

A: No current plans, but we think the idea of victory conditions like we added in Nemesis was fun. Doing it allowed us to explore the ideas further, so it makes it easier to explore in the future.

答:目前没有计划,不过我们觉得在涅墨西斯Nemesis中新加入的胜利条件很有趣。这也允许我们更多地探索“扩展胜利条件”这一想法,将来的探索也的确变得更加容易。


Question by Serwerty

Answered by GruntsPlayground

Q: The CORE Stellaris problem is a "technology rush" gameplay. All are tied to technology, but technology isn't tied to anything. My question is simple when technology will depend on the economy (technology require certain materials), buildings (specialised research labs -> only social or physic or engineering), or other way's to get science - like conquered worlds will give bonus science or steal technologies)?

问:目前Stellaris的关键问题在于“科技流”玩法。一切都取决于科技,但是科技本身并没有其他的先决条件。我的问题非常简单, 什么时候科技才能取决于经济(科技需要特定的材料)、建筑(专门的科研实验室→仅限于社会、物理或工程学),或者其他获取科技的方法——比如征服星球可以带来额外科研点和偷取科技?

A: We don't currently have any plans to add more specific resource requirements to technologies, especially ones that are very much rng-driven. But we are considering several different options for making a tech rush not quite as oppressive as it can be right now. No promises for now though.

答:我们现在没有计划给科技加入更多特定的资源需求,特别是那种需要随机数发生器来驱动的。但是我们在考虑几个不同的选项来让科技流不再像现在一样具有压倒性优势。不过现在也不能保证什么。


Question by Solo

Answered by Daniel Moregård

Q: While it be possible for people playing multiplayer to co-op play empires in the possible future?

问:以后能让玩家在多人游戏中合作游玩一个帝国吗?

A: No current plans, and I'm not sure how difficult it would be to make that work. Some of our other games do support it, so I imagine its not too far out of the realms of what's possible. We love the idea of being able to play co-op on the same empire tho.

答:目前没有计划,而且我也不确定让这个机制生效有多难。我们其他的一些游戏的确支持这个机制,所以我觉得这也没有很超出可能的范畴。不过,我们确实很喜欢合作游玩一个帝国这个想法。


Question by MathyM

Answered by JoJo (QA Lead)

Q: Are there improvements to UI coming? Specifically to add more keyboard shortcuts, so I can use a mouse and scroll wheel less. It's really hurting my hand at times

问:有没有要出的UI改进?特别是加入更多的快捷键,这样我就不用老是用鼠标和滚轮了。有时候我的手真的很疼。

A: Time and again UI comes up as something people want improved. I myself use tiny UI at home How we're going to go about improving is up in the air but expect more on it.

答: 每一次都有人说要改进UI。我自己在家都用的超小UI。我们要怎么改进这个问题还悬而未决,不过可以期待一下。


Question by caboosecorsair

Answered by Daniel Moregård

Q: What plans are there to add more ship sets or section types to the game?

问:有没有加入更多舰船组或区段种类的计划?

A: By ship sets, if you mean the ones we add in new species packs, then yes. We'll keep making more ship sets while we have good ideas for them. It's very unlikely we'll add more ship sections, however, since that would need to be added for each already existing ship set. It's just not worth the cost.

答:对于舰船组,如果你说的是我们在物种包里添加的那些,那么答案就是“是”。只要我们有好的想法,就会一直出新的舰船组(译注:你们五年才做了几个新的?)。不过,添加更多的舰船区段是很不可能的,因为那就要把新区段加入每一个现有的舰船组里。这就太不值得了。


Question by ThatGuy

Answered by JoJo (QA Lead)

Q: Could we see larger maps for next gen consoles and further mp and sp optimization]

问:能不能在下一代主机上看到更大的地图?还有进一步的多人游戏和单人游戏优化。

A: Unfortunately we are the PC Stellaris team and don't have any insight into that.

答:很不幸,我们是PC开发团队,实在是不了解那方面(译注:Stellaris还有主机版)。


Question by RHS0

Answered by pdx_fkirsek

Q: How are you today?

问:吃了吗您呐?

A: Very good, thank you!

答:托您的福,好着呐。


Question by Helicopter200

Answered by JoJo (QA Lead)

Q: Will Hivemind and Machine primitives will be added in the game?

问:将来游戏里能否加入蜂巢意识和机械原始文明?

A: Not planned right now, but added to my idea notepad. Like the idea of regressed robots.

答:目前没有计划,不过我在小本本上记下了,和之前的原始机器人想法一样。


Question by Naysmith

Answered by Daniel Moregård

Q: I heard something about possibly getting to pick Traditions beyond the default replacements. Any more information on that?

问:我听说以后有可能选择默认替代项(译注:指的是格式塔帝国用同调替代和谐等)以外的传统了?有没有更多的信息?

A: We'll talk more about the new tradition trees in detail after summer, but I can hint that Mercantile is one of them.

答:暑期摸鱼结束之后我们会详细介绍新的传统树,不过我可以暗示一下商业是其中之一。


Question by Liggi

Answered by JoJo (QA Lead)

Q: Are there any plans to revisit piracy mechanics? Or potentially add some QoL like splitting fleets + patrols in the Outliner?

问:有没有修改海盗机制的计划?或者增加一些游戏体验更新,比如在总览里分离舰队和巡逻?

A: Nothing specific to talk about yet, but something we are discussing.

答:现在没有什么能具体谈论的东西,不过我们确实在讨论这些。


Question by Solo

Answered by Caligula

Q: What are the current plans for future additions to old species packs if there are any?

问:对于老的物种包的新增内容,现在的计划是什么?如果有计划的话。

A: With Lithoids and Necroids, the extra content such as traits and origins we added alongside the species portraits has been received very well, so with the Custodians initiative, one of our aims is to get Plantoids and Humanoids closer to the level of these two. There will be more dev diaries soon outlining some of the additions!

答:对于似石族物种包和死灵类物种包,我们在物种外貌以外增加的额外内容,比如特质和起源,收到了良好的反响。所以在守护者团队计划里,我们的一个目标就是把植物类物种包和人型生物物种包也提升到之前那两个物种包的水平上。很快就有开发日志来介绍这些新增内容!


Question by Cloudread

Answered by Daniel Moregård

Q: Will major expansions, such as utopia and apocalypse, receive updates by the custodian team? Or will it just be species packs?

问:守护者团队是否会更新乌托邦Utopia启示录Apocalypse这种大型扩展包?还是说他们只会更新物种包?

A: It mostly depends on what the Custodian team thinks can bring value to the players. If the Custodians have good ideas, or are passionate about improving something, it can be from any DLC. It should be worth to keep in mind, however, the actual value you are providing. A popular DLC like Utopia might be less appropriate for improvements vs. a DLC that is less popular.

答:这主要取决于守护者团队如何考虑为玩家创造更多价值。如果守护者团队有好的想法,或者对于某项改进很有热情,任何DLC里的内容都可以调整。不过,一个风评不太好的DLC,可能比乌托邦Utopia这样广受好评的DLC更适合进行调整。


Question by smokey03

Answered by JoJo (QA Lead)

Q: Will there be more vanilla mega structures planned

问:计划中有没有更多的游戏原版(译注:不含在扩展包中的那种)巨构建筑?

A: Nothing yet. But not a bad idea.

答:目前没有,不过这是个不错的想法。


Question by ThatGuy

Answered by Daniel Moregård

Q: Is it possible we may see new types of ships such as a frigate? ]

A: It's very unlikely we'll add new ship types due the reason that they would need to be added for all pre-existing ship sets, which would make it very costly and time-consuming.

问:有没有可能增加新的舰船种类,比如重型护卫舰frigate?(译注:当前游戏里的护卫舰是corvette,一般说来frigate比corvette大,姑且译为重型护卫舰吧。)

答:增加新的舰船种类不太可能,因为这样的话就得加到所有已有的舰船组里,这实在是花费巨大,也太耗时间。


Question by Confederacy Of Osprania

Answered by pdx_fkirsek

Q: will we ever get an ability to become a fallen empire if we progress through the game enough?

问:如果我们在游戏里发展得够久,能否成为一个堕落帝国呢?

A: Being a Fallen Empire doesn't really fit in the current gameplay loop, at best it would represent your empire after "losing".

答:成为堕落帝国不太符合目前的游戏过程,这最多也只能说明你的帝国“失败”之后的样子。


Question by Reedstilt

Answered by Daniel Moregård

Q: Will any of the new material from the board game make its way into the main game? For example, the board game is adding a new "Time Master" Crisis - could we see something like that appearing as mid-game or end-game Crisis eventually?

问:未来会有来自桌游的元素加入到游戏本体中吗?比如桌游中的“时间大师”危机——我们最终会在中期或是终局危机中看到类似的内容吗?

A: No current plans, but we're certainly not opposed to it. The specific example of a Crisis may be more unlikely, depending on how complex it is.

答:当前没有计划,但是我们当然不会反对这个想法。具体的危机不太可能实现,这取决于它的复杂程度。


Question by Turelus

Answered by JoJo (QA Lead)

Q: Now that older packs are getting some additional love, will Synthetic Dawn get any new machine Portraits as it's currently the most lacking in options with all being tied/linked to base species types?

问:现在一些较旧的扩展包得到了额外的关照。智械黎明Synthetic Dawn作为当前因为所有物种与物种类型直接绑定而最缺乏选择的补充包,未来会有新的机械物种肖像吗?

A: Synthetic Dawn is kind of a mini expansion on its own right now. If we revisit it, I think the priority will be on things like machine uprising and the like. But definitely not against the idea of more portraits.

答:智械黎明Synthetic Dawn现在只是一个迷你拓展包。如果我们再次审视它,我们会更优先考虑类似合成人叛乱的内容。但是我们绝不是反对增加更多肖像的想法。


Question by Guilliman

Answered by GruntsPlayground

Q: Any chance some time gets allocated for more traits in general? I am enamored by the new artificer trait. I LOVE the roleplaying aspect of a trait changing a job name as well as provide the bonus! More traits that change job names and functions to cool things would vastly expand the roleplaying aspect.

问:可不可以在增加更多特性的工作上分配更多的时间?我非常喜欢新的工匠特性。我非常喜欢在角色扮演中改变工作岗位的名称的同时提供加成。更多关于改变岗位名称和功能的特性将会极大拓展角色扮演方面的内容。

A: Obviously I won't spoil our future plans, but in general, we agree, its a very cool way of adding flavor and a little bit of uniqueness to certain empires and possibly even add a new playstyle. So, its definitely something I could see us adding more in the future.

答:显然我不会打乱我们未来的计划,但是实际上我们赞同这个想法,这是一个非常酷的方式来增加趣味和特定国家独特性,甚至可能新增新的游玩风格。所以它一定是未来我们在游戏中新增的内容之一。


Question by Ben the Fox

Answered by Daniel Moregård

Q: As a big fan of Hiveminds, it appears that there is sadly not a lot of content for them in the base game and it's rather disappointing. Are there any plans to add more content for them in the future? (Such as new civics, orgins, ascension perks, etc).

问:作为蜂群思维的带粉丝,显然现在很令人沮丧的是,蜂群思维在基础游戏没有足够的内容,并且当前的内容让人很失望。有计划在未来为蜂群思维添加更多内容吗(比如全新的国民理念、起源、飞升选项等)?

A: Since Hive Minds are a part of Utopia, and not the base game, it makes it difficult to add new content for them in future DLCs. We don't want cross-dependencies and requirements between DLC if we can avoid it. That said, it doesn't mean we can't or won't add new content for Hive Minds. It's an example of something the Custodians could improve.

答:当蜂群思维作为乌托邦Utopia的一部分而不是游戏本体的一部分时,就决定了我们未来很难在新的DLC中为它添加新的内容。在可以回避的情况下,我们不希望在DLC之间存在交叉依赖或是前置需求的情况。但这不意味着我们不能或将不会为蜂群思维添加新内容。这又是一个守护者计划可以改进内容的例子。


Question by Metames

Answered by Daniel Moregård

Q: What are your plans with the game now?

问:你们现在对游戏的计划是什么?

A: Our plans is to keep making Stellaris bigger and better!

答:我们的计划是让Stellaris更大更好!


Question by Asiak

Answered by JoJo (QA Lead)

Q: Is there any chance you would reconsider the proposed Admin Cap removal and Unity buy down idea?

问:是否有机会让重新考虑取消行政管理能力限制的提议,以及加入通过凝聚力降低惩罚的建议?

A: Nothing is written in stone, if we implement it and it's rubbish in our internal testing then it'll be dropped. But we reserve the right to make unpopular decisions

答:没有什么是不能改动的,如果我们实装了它然后它在内部测试中表现糟糕,它将很快会被删除。但我们保留做出不受欢迎的决定的权利。


Question by Darkwing

Answered by Ansou

Q: Question from a modder's perpective: Why is it that species rights and diplomatic actions can not be added by script? I reckon there must be some reason behind it that's not immediately obvious.

问:Modder角度的提问:为什么物种权利和外交行动不能使用脚本添加?我想这背后必定有不是很明显的原因

A: When something cannot be added by script, it's often because the content works in specific or heterogeneous ways that cannot be done in script in a practical way. Some diplomatic actions have their own UI for example, which can only really be done in code. We could perhaps make it possible in the future to let modders add diplomatic actions and species rights that are more generic and don't require code support, but the system is not designed around that and it's not something that we are currently working on.

答:当脚本无法添加某些内容时,通常是因为内容以特定或多样的方式工作,而脚本无法实现那种效果。比如说一些外交行动有自己的用户界面,这只能真正在代码中完成。我们也许可以在未来让Modder添加外交行动和物种权利,这些行动和权利更为通用,不需要代码支持,但这个系统并不是围绕这一点设计的,也不是我们目前正在研究的东西。


Question by Dragon of Desire

Answered by JoJo (QA Lead)

Q: What is the dev's official "canon" difficulty? For instance, in the trailers, what difficulty do you guys think it is set to? Also, what's the dev's recommended difficulty setting?

问:请问开发时的官方“标准”难度是什么?例如在预告片中,你们认为设置了什么难度?另外,开发人员推荐的难度设置是多少?

A: Ensign. No bonuses to the player or AI. settings wise just the default settings as you boot up the game.

答:少尉。对玩家和AI无额外加成。只是直接启动游戏时的默认设置。


Question by Asbeltrion

Answered by Daniel Moregård

Q: Have you considered to allow players to chose how many crisis they want in their game?

问:你们有考虑过允许玩家选择他们想要的危机数量吗?

A: Although we love the idea of multiple crises, it's not something we can promise. Crises are very complex content systems that are very time-consuming to work with. Allowing multiple Crises would sort of mean we support it, which may be a can-of-worms in terms of how much support it may need to not break due to many edge-cases.

答:尽管我们很喜欢复数危机这个想法,但这不是我们能够保证的内容。危机是非常复杂且耗时的内容系统。允许复数危机意味着我们将要支持一个包含许多边界事件的系统并让它不崩溃,这将是个麻烦。


Question by Just Jank

Answered by MrFreake (Stellaris CA)

Q: Would there be dedicated servers for PvP/PvE hosted at select times for people who struggle to find people to play with?

问:是否会有专门的服务器在特定的时间托管PvP/PvE,供那些很难找到同伴玩的人使用?

A: We link to several fantastic discords that will help you find games: #paradox-interactive-roleplay #paradox-community-discord #weekend-stellaris-club

答:我们有很多非常棒的Discord来帮助你寻找多人游戏:#paradox-interactive-roleplay、#paradox-community-discord、#weekend-stellaris-club。


Question by MathyM

Answered by JoJo (QA Lead)

Q: Are there any plans for more Machine portraits? with every empire having robots, those tend to collide a lot

问:有关于更多机器人头像的计划吗?在每个国家都有机器人的情况下,这些肖像很多会发生冲突。

A: Nothing concrete, but once we figure out how the communication between the custodians and the community will work. Just keep asking

答:没有具体计划,但是在我们理顺守护者团队和社群之间的沟通后我们会考虑。只要你保持继续要求。


Question by Liggi

Answered by Ansou

Q: Espionage has a great base, but feels a little empty currently. Are there plans to expand the number of Operations available for Espionage? And/or beef up the current ones?

问:间谍内容有很好的基础,但是感觉当前内容有一点空。现在有计划拓展可选间谍行动吗?或者是增强现有的行动?

A: Espionage is a new system that we added that is expandable through adding new operations. When deciding on what to work on next, we consider the different types of content that we have, and Espionage is one of the types of content that we could consider in future updates.

答:间谍系统是一个我们新增的系统,允许添加新的行动,具有很强的可扩展性。当决定下一步工作的时候,我们会考虑我们当前拥有的各种内容,而间谍行动是我们考虑在未来更新内容的其中之一。


Question by Solo

Answered by Caligula

Q: Are there any ideas for new mid game and/or end crises planned or spoken of as of currently?

问:当前有没有关于新增中局和终局危机的计划?

A: Without entirely ruling it out, something we have found with the variety of existing midgame and endgame crises is that maintaining them has been quite challenging. So, what with the complexity of the task of also adding a new crisis, at the moment our time is probably better spent making the existing crises work better.

答:在不完全排除这种可能性的条件下,我们认为维持现有的这么多种中局和终局危机已经很有挑战性了。考虑到新增危机的复杂性,当前我们的任务还是让现有危机更好地起作用。



Question by Cloudread:

Answered by Daniel Moregård

Q: Just curious, how high on the priority list is adding a new crisis?

问:我很好奇,添加新的危机的优先度有多高?

A: Probably very low, due to how complex and expensive it can be to create that type of content. It may not be worth it, compared to other things (like adding content to Hive Minds, or new events etc.).

答:可能非常低,因为添加这种类型的内容非常复杂且昂贵。和添加其他内容相比(如为蜂群新增内容或全新事件等),这不划算。


Question by XtremerXtr

Answered by Caligula

Q: Why we do not have any advanced plagues mechanics?

问:为什么我们没有任何高级的瘟疫机制?

A: It would be quite complicated to implement, and has significant risks of not being very fun - experience has shown us that people do not like losing their shiny planets and pops, so having this happen on a regular basis may well be angering to many. That said, we can never say never.

答:要实装这东西相当复杂,而且有很高的风险搞得并不好玩——经验告诉我们大家并不喜欢失去自己光辉的星球和人口,所以这种事情经常发生可能会激怒许多人。尽管如此,我们也不是说绝无可能。


Question by Farbros

Answered by pdx_fkirsek

Q: Is there any plans about adding missing hotkeys (for example to ships menus doesn't have any), letting players change them?

问:是否有计划增加更多热键(比如说现在舰船菜单可还没有任何热键),并且让玩家可以改动?

A: No specific plans at this time, but it is the type of improvements Custodians could look into.

答:当前还没有特定计划,但这是守护者团队会去考虑的内容。


Question by tr33

Answered by Caligula

Q: With the new Industrial District, it is easier for the AI to build up the Ecumenopolis Decision conditions. Are their any plans to make the AI actually use it?

问:现在有了新的工业区划,AI很容易就能够达到采用理想城决议的地步。有计划能让AI实际使用这个决议么?

A: Yes, we are hoping to address this in one of the Custodian team patches (probably not the first one, though)

答:是的,我们希望通过守护者团队发布的一个补丁(可能会是他们的第一个补丁)来解决这个问题。


Question by Aspec

Answered by Daniel Moregård

Q: Stellaris seems to be entering a new era with the team knowing exactly what the game is. Has this always been the case? Was there a period where there was a struggle on where to take the game itself? And in extension of that has this changed from game director (Henrik, Martin, Daniel) to game director?

问:Stellaris似乎进入了一个新时代,团队很清楚地知道这个游戏是什么。这种情况一直存在吗?是否有一个时期,对游戏本身的开发方向存在挣扎和迷茫?这种挣扎是否体现在游戏总监(Henrik、Martin、Daniel)的变动上面?

A: Working on Stellaris has definitely been an exploratory progress for a long time. Even though I think we have a much better idea of what Stellaris is now, than what we had 5 years ago, we are still learning and still trying out new ideas. Stellaris still has lots of room to grow and to change. In terms of how its changed between game directors, it's a bit harder to say. Each director has things they personally like, which will influence how the game is developed. In terms of Stellaris, its very hard to say how the game would look if Henrik Fåhraeus would have still been game director, for example. From my perspective, having been on Stellaris since a long time ago, I think Stellaris has had some form of "natural" progression in terms of how its evolved.

答:答:Stellaris的工作肯定是长期探索的过程。尽管我认为我们现在对Stellaris的想法比5年前要好得多,但我们仍然在学习,仍然在尝试新的想法。Stellaris仍然有很多成长和改变的空间。就其游戏总监之间的变化而言,这有点难说。每个总监都有他们个人喜欢的东西,这将影响游戏的发展。就比如说,就Stellaris而言,很难说如果Henrik Fåhraeus仍然是游戏总监,游戏会是什么样子。从我的角度来看,我从很久以前就开始接触Stellaris,我认为Stellaris的演进有着某种形式的“自然”进步的过程。


Question by Darkwing

Answered by JoJo (QA Lead)

Q: Who are the custodians and how is their team structured?

问:守护者团队都有谁,他们团队的结构是怎么样的?

A: The Custodians are just members of the Stellaris team who are assigned to it, not anything outsourced, external etc. The QA team is a subteam that still reports to me for example. Structure right now resembles mostly the same as the Expansion team, however we are very much aware that framework will need adjusting for the more regular release cadence. People on the Custodians Team are also not locked into working on the next patch either, it's a fluid environment and people can move around.

答:守护者团队都只是Stellaris团队的成员,只不过他们被分配到这个子团队,而不是什么外包的、外部的团队。举个例子,QA团队也是一个子团队,他们仍然向我报告。守护者团队现在的结构与开发扩展包的团队基本相同,但是我们非常清楚,为了保持更有规律的发布节奏,框架将需要调整。守护者团队的人也没有被锁死在开发下一个补丁的工作上,这是一个流动的工作环境,人们可以到处流动分配。


###### Q&A TRANSCRIPT TO BE CONTINUE ######



翻译:Frost AntiAccess 枸杞泡阔落 摸鱼怪 参商朔望

校对:一水战阿部熊 三等文官猹中堂


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Stellaris开发日志#217 | 7/1 守护者团队反馈与问答记录(第一部分)的评论 (共 条)

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