前hpc成员piano的超级战墙更新建议(战吼系统重置与饥饿机制优化)
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
Warcry Revamp 战吼系统重做
这是一个在2017(?)以前的一个东西 一直是废弃的状态
A new default warcry is added, accessible to all ranks. This can be purchased for 1,000 coins.
增加了一个新的默认战吼,所有等级都可以使用。
“CHAAARGE!!!” - simple and basic, fairly bland.
这可以用1000金币购买。 “冲啊!!!” - 简单而基本,相当平淡。
You can activate your warcry by shift left clicking your compass.
可以通过蹲下并按住左键点击你的指南针来激活你的战吼。(抄袭BSG是吧)
Upon using your warcry, your next kill, assist, final kill, or final assist within the next 30 seconds will give you 2x coins (multiplicative, not additive).
使用你的战吼后,你在接下来的30秒内的下一个击杀,助攻,最终击杀或最终助攻会给你2倍的金币(乘法,不是加法)。
For clarification, it will take whatever coin value you would get with the kill/assist/final kill/assist, including any defensive bonuses or coin multipliers, and then multiply that by 2. So if you get +24 and +12 (defensive base kill at a 12x multiplier), then you’ll also receive another +36 coins.
它会把你在击杀/助攻/最终击杀/最终助攻时得到的金币值,包括任何防御奖励或金币倍数,然后乘以2。所以如果你得到+24和+12(防御基础击杀在12倍倍数下),那么你还会得到另外+36金币。
Warcries have a 5 minute cooldown. This will allow a warcy to be used more often than in Blitz due to MegaWalls lasting longer, but prevents it from being spammable and exploitive.
战吼有5分钟的冷却时间。这将允许战吼在超级战墙中比在闪电饥饿游戏中更频繁地使用,因为超级战墙持续时间更长,但也要控制使用频率
Warcries will play a sound based on the class used (mobs would play a mob sound, custom classes would play sounds which fit).
战吼会根据使用的职业播放一个声音(生物会播放生物声音,自定义职业会播放符合的声音)。
New perk for Prestige 2: “Refined Warcries”
精通2的新perk:“精炼战吼”(?)
The Warcry multiplier is increased from 2x to 4x when using a class with Prestige 2 or higher.
当使用一个p2或更高精通的职业时,战吼的金币倍数从2倍增加到4倍。
Hunger Revamp 饥饿机制改进
Hunger’s base level will start at Hunger I at the 32.5 (Standard) / 25 (Faceoff) minute mark, and increase up to Hunger X (Hunger 10) at the 10 (Standard) / 2.5 (Faceoff) minute mark before the game is over (and stay at Hunger X for the remainder of the game).
饥饿的基础等级将从32.5分钟(标准)/ 25分钟(对决)时的饥饿I开始,增加到10分钟(标准)/ 2.5分钟(对决)时的饥饿X(饥饿10),然后在游戏结束前保持在饥饿X(并在游戏剩余时间内保持在饥饿X)。
The Hunger effect will still not be given until Deathmatch has started. This is strictly in regards to the base value, meaning if deathmatch starts later, the Hunger level will start more intensely. It also means that there is a potential grace period where Deathmatch could lack hunger if people get through midgame at a quick pace
饥饿效果仍然不会在死亡竞赛开始前触发。这只是关于基础值的,意味着如果死亡竞赛开始得晚,饥饿等级会以更高的等级开始叠加。它也意味着有一个可能的宽限期,如果人们以快速的速度通过中期(赶紧给我把凋零冲了),死亡竞赛可能会度过一段低等级的饥饿效果时间。
This is equivalent to a base increase of 1 Hunger Level per 2.5 minutes.
这相当于每2.5分钟增加1个饥饿等级。
Every map has a designated y range (y1 to y2) for the map’s “surface level”.
每个地图都有一个指定的y范围(y1到y2),用于表示地图的“地表”。
The maximum possible value of Hunger you can have at any given time is Hunger L (Hunger 50).
你在任何给定时间可以拥有的最大可能的饥饿值是饥饿L(饥饿50)。
Your Hunger Level can change based on the following effects (rounded up):
你的饥饿等级可以根据以下效果改变(向上取整)
Being displaced by this y range (up or down) will increase your base hunger level by 10% (additive) every block displaced (+100% for 10 blocks, +200% for 20 blocks, etc.).
在这个y范围移动(向上或者向下)会使你的基础饥饿等级每个方块增加10%(加法)(+100%为10个方块,+200%为20个方块,等等)。
Being outside of the middle of the map will also increase your base hunger level by a factor of 1.5x (multiplicative).
在地图中间之外也会使你的基础饥饿等级乘以1.5倍(乘算)。
By attacking an enemy, you will decrease your current hunger level by 5% (additive, based on the value if you haven’t attacked anyone) for 5 seconds (like a combat tag).
通过攻击敌人,使你当前的饥饿等级降低5%(加算,基于你没有攻击任何人时的值)持续5秒(像一个战斗标记)。
You can stack the decrease, but it won’t reset the timer (meaning after 5 seconds of your first attack, the hunger level will increase again by 5%). This means you require to attack an enemy consistently to have a significant reduction in hunger.
你可以叠加这个降低饥饿的效果,但它不会重置计时器(意味着在你第一次攻击后的5秒,饥饿等级会再次增加5%)。这意味着你需要持续地攻击敌人才能显著地降低饥饿。
This tag requires that you deal at minimum 3 untrue damage for it to qualify as an attack. This is part of a universal anti-crossteam mechanic mentioned later.
这个标记要求你至少造成3点非真实伤害才能算作一次攻击。这是后面提到的一个通用的反ct机制的一部分。
For the aforementioned factors that can affect your hunger, the player will receive chat messages that actively tell you how to stop starving if you did not do the needed action (prioritized with what will reduce hunger the most). Examples include:
对于上述可以影响你的饥饿的因素,玩家会收到聊天信息,主动告诉你如何停止挨饿,如果你没有做需要的动作(优先考虑能最大程度减少饥饿的动作)。
“Head to the surface to stop starving!” (if underground)
例如: “去地面上以停止挨饿!”(如果在地下)
“Head to the middle to stop starving!” (If outside of middle)
“去中间以停止挨饿!”(如果在中间之外)
“Engage with the enemy to stop starving!” (If enemies are within like 25 blocks of you)
“与敌人交战以停止挨饿!”(如果敌人在你25个方块以内)
The full hunger formula is as follows:
完整的饥饿公式如下:
Hunger Level In Middle = Base Hunger * (1 + (displacement (in blocks) * 0.1))
中间的饥饿等级 = 基础饥饿 * (1 + (位移(以方块为单位)* 0.1))
Hunger Level Outside Middle = Base Hunger * (1 + (displacement (in blocks) * 0.1)) * 1.5
中间之外的饥饿等级 = 基础饥饿 * (1 + (位移(以方块为单位)* 0.1)) * 1.5
Hunger Situation Examples:
饥饿情况示例:
Base Hunger is 5, you are outside of middle, and you are 15 blocks away from the surface range.
基础饥饿是5的情况:当你在中间区域之外,并且你离地表范围有15格方块。
5 * (1+(15*0.1)) * 1.5 = 18.75, Rounded up = 19
5 * (1+(15*0.1)) * 1.5 = 18.75,向上取整 = 19
Base Hunger is 10, you are outside of middle, and you are 30 blocks away from the surface range.
基础饥饿是10的情况:你在中间区域之外并且你离地表范围有30格方块。
10 * (1 + (30 * 0.1)) * 1.5 = 60, Rounded to cap = 5010 * (1 + (30 * 0.1)) * 1.5 = 60,向上取整到上限 = 50
Food related changes:
食物相关的变化:
Pumpkins, Mutton, and Rabbit are removed from the loot chest pool.
南瓜,羊肉和兔肉从战利品箱子池中移除。
Steak and Chicken are rarer.
牛排和鸡肉更稀有。
Potato crops drop only 1 baked potato per crop.
土豆作物每个作物只掉落一个烤土豆。(?)
Generally speaking, players should have a reasonable amount of freedom to play on surface in any base, with their food supply being taxed somewhat more when outside of middle. But for those who try and tunnel later on in deathmatch to avoid engagement, or those who try and flee by wallrunning next to barrier blocks, both will experience heavy taxes on their food supply and risk being vulnerable due to needing to eat constantly, or lose their sprint while fleeing.
一般来说,玩家应该有合理的自由在任何队伍家里的表面玩,当他们在中间之外时,他们的食物供应会被稍微多一些地征税(这应该是个阿美的梗的说法)。
但是对于那些试图在死亡竞赛后期通过长廊来避免交战的人,或者那些试图通过沿着屏障方块wallrun来逃跑的人,他们都应该经历高等级的饥饿等级,并且冒着因为需要不断地吃东西或者在逃跑时失去疾跑而变得更容易被击杀的风险。

