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钢铁雄心4开发日志 | 2/23 遥测数据展示及1.11.8版本号补丁附记

2022-03-01 22:34 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Hoi4 Dev Diary - Telemetry and data

C0RAX, HOI4 Game designer


Hello there, the time has come to do a fun dive into what you've been playing the game as a community. So over this diary we are going to look into some of the trends and statistics we seen from our telemetry and see how we use it to gain insights in current player trends when working on HOI4. The wonderful data team have been working to get us all the information we wanted and I hope you enjoy seeing some of their great work. As a forward point, as with any data collection we do not store any personal information or anything that can used to identify players in accordance with GDPR.

大家好啊,是时候整点乐子啦,让我们看看社群的各位游戏玩得怎么样了。本篇日志将展示遥测观察到的一些趋势和数据,也看看我们如何利用这些数据来在开发HOI4时了解现在玩家的动向。我工作室伟大的数据团队一直在为获取所有需要的数据而埋头苦干,希望大家可以从他们的辛勤奉献中看个乐呵。首先声明,基于《通用数据保护条例》,我们的任何数据收集都不会储存任何个人信息或者任何可以辨识玩家的信息。


So first of we will start with something fun, can you guess what this graph is telling us.

那么先让咱们看看一些有趣的内容,猜猜这个图表反映了啥?



If you guessed this was us spotting the continuous naval production focus exploit being discovered you get a gold star, although it seems some of you are still very much into using the focus.

若有高玩猜到这是记录狂点“海军生产”循环国策以利用其bug的数据,当赠以一颗金星,虽然看起来有些玩家还是很喜欢用这个国策。


With telemetry we can work to understand our players by seeing how you play and this lets us form an experience players will enjoy. we see this in many ways, for example we can see by player difficulty settings players really shy away from the harder difficulties.

通过遥测,我们可以通过观察游玩方式来理解玩家,并得以建立更愉快的游戏体验。我们有很多种观察途径,比如从玩家难度设置能看出,大家对于高难度是真的抗拒。



We can also see how players are reacting to new content, here we can see the soviet union and Poland grow and maintain solid new highs in terms of sessions played. Germany still remains you favourite major to play, and for those of you that like playing minors the PRC seems to be the country to go for.

我们也可以看到玩家对新内容的反应。这里就能看出来游玩苏联和波兰的比例上升了,而且在后续游戏次数上稳定创新高。德国依旧是各位最爱玩的国家,而非主要国家中玩家首选是PRC。



Now lets get into some more specific game related data, player play behavior's are something that always interesting to know. You might think you know what most players are doing from discussions on various discussion platforms, streams and videos, however what's even better is knowing for sure what the meta and average player does.

现在来看看游戏相关的更特定的数据,我们一直都乐于了解玩家的游玩习惯。各位可能认为,从不同交流平台的讨论、直播、视频中我们就能了解大多数玩家的玩法,但通过了解最优套路和玩家的普遍选择,我们甚至能更确切地了解玩家的行为。


For example many people really need to check their infantry equipment stockpile late game

比如,很多玩家确实得在游戏后期检查一下自己的步兵装备库存了。



Seriously players really enjoy making infantry equipment 3

说真的,好多玩家太喜欢生产第三代步兵装备了。



Alright that's allot of graphs, and we know graphs are not how we get views, so lets take tried and trusted top 5's for spin.

好了现在已经有不少图表了,我们也知道搞数据图是挣不来流量的,所以还是来看看久经考验、值得信任的前五排名吧。


We will start with rapid fire round of nukes so.

我们从核弹洗地开始


Top 5 target nations:

五个最常被核爆的国家:


  1. Germany 德国

  2. Soviet union 苏联

  3. Japan 日本

  4. USA 美国

  5. England 英国


Top 10 Target provinces:

十个最常被核爆的省份:


  1. Tokyo 东京

  2. London 伦敦

  3. Berlin 柏林

  4. Hiroshima 广岛

  5. Moscow 莫斯科

  6. Nagasaki 长崎

  7. Washington 华盛顿特区

  8. Osaka 大阪

  9. Nagoya 名古屋

  10. Paris 巴黎


Top 5 countries nuking:

五个最常使用核武器的国家:


  1. Germany 德国

  2. Soviet union 苏联

  3. USA 美国

  4. England 英国

  5. Italy 意大利


As we can see players are really not very imaginative with their nuke targets or they share a strange wish to nuke all the same places. Please also let me know why you really like nuking Paris in the comments below.

大家都能看到,玩家们在选择核爆目标时并没有那么具有创意,要么就是大家都心有灵犀达成炸哪个地方的共识。另外还请在评论区说明这么喜欢核爆巴黎的缘由。(译注:Team USA成就?)


We can now take a trip over to something newer, its that new shiny toy the tank designer. I must say if there was a meta with tank design someone forgot to tell players because the only consistent design trend has been making cheap flame tanks.

我们现在可以看点新的东西了,那就是我们的全新小玩具:坦克设计器。我必须说,要是坦克设计有最优配解的话,那肯定没人告诉玩家,因为唯一稳定的设计趋势老是便宜的喷火坦克。


So here we have your favourite modules for each category over the last month

这里是各位在上个月期间,每种模块类型中最受大家喜欢的模块。



How about your favorite tank role designs, featuring some monster MBT design that players love.

转到玩家最喜欢的坦克用途设计,这里主打一些玩家钟爱的怪力主战坦克设计。



You guys also have some erm "interesting" collective opinions when it comes to amphibious tanks.

大家在两栖坦克上也十分给劲儿。



We have also seen that about 10% of you and only about 4% of total designs are made with auto design, this is something that reinforces our desire to improve this element of the designers.

我们也注意到10%的玩家以及总体大概4%的设计是由自动设计完成的。这也印证了我们继续改进这一要素的想法。



Alright lets get into some more gritty details. first off we have been seeing how player designs have been changing since release in response to changes in patches and the design meta developing.

现在咱们再来说说更细节的内容。首先,我们看看自坦克设计系统发布以来,玩家的设计是如何随着补丁和数据的变化而变化的。



Next up lets see how you've been using those handy preferred tactics, it neck and neck over what players think is the best one for the army.

接下来咱们看看各位如何选用偏好战术,这主要取决于玩家认为部队最适合什么。



But you have a clear favourite for generals.

不过将领特质方面的偏好非常明显。



But what about all those new focus trees, well lets take a look at how you traverse focus trees. here we look at what exclusive choices you are making when playing with the new focus trees. As a community players will always trend toward the path that lets them expand and be independent so most of the breakdowns are as expected. however its also very useful to know what specific choices players make within these paths.

至于全新国策树,让我们看看大家在国策路线上如何取舍。以下是我们收集到的玩家在更新国策后关于互斥国策中的选择的数据。玩家会尽量选择能够让他们扩张和独立的路线,因此整体分析还是比较好猜的,不过能了解玩家在国策路线上的具体选择也是十分有帮助的。


SOVIET UNION

游玩苏联时的玩家路线分支


马克思-列宁主义道路(81%)
-中间派(53%)
-左翼反对派(15%)
-右翼反对派(4%
败而不馁(19%)
-罗曼诺夫王朝复辟(6%)
-取缔缙绅会议(1%)


PolanD

游玩波兰时的玩家路线分支


摄政议会(56%)
-哈布斯堡(0.2%)
-霍亨索伦(~1%)
-哥萨克国王(~1%)
-罗曼诺夫(<1%)
四月宪法(25%)
农民罢工(12%)
民族主义宪法(7%)
-宣称立陶宛(<1%)


LITHUANIA

游玩立陶宛时的玩家路线分支


重新召集议会(87%)
-释放沃尔德马拉斯(20%)
-流放沃尔德马拉斯(58%)
重建工人共和国(13%)
-共产主义反对派(5%)
-寻求苏联支持(6%)


LATVIA

游玩拉脱维亚时的玩家路线分支


中止宪法(79%)
-延长克维埃西斯任期(10%)
-军方总理(19%)
重建工人共和国(21%)
-共产主义反对派(5%)
-寻求苏联支持(11%)


ESTONIA

游玩爱沙尼亚时的玩家路线分支


缄默时代(9%)
重建工人共和国(12%)
-共产主义反对派(4%)
-寻求苏联支持(6%)
全国号召(80%)


BALTIC INVESTMENT CHOICES

波罗的海投资选项


左:轴心国投资
右:恢复与同盟国的贸易
爱沙尼亚:黑
拉脱维亚:黄
立陶宛:蓝


SOVIET INDUSTRY CHOICES

苏联工业选项


外国专家

本国专家
重组重工业人民委员部
转向军备生产


Construction now, when to switch to MIL's from CIV's is always an topic for debate. as we can see though the change happens on average quite early with the first year averaging at 13.17 CIV's built. This is consistent over most majors outside SOV, with many being much more extreme than the average.

说到建造,军工转民工的时机总是一个值得讨论的话题。我们可以看到,当第一年平均有13.17民用工厂时,平均军转民转换发生得挺早。这个数据在苏联之外的大多数国家都是差不多的,不过也有很多国家有更极端的数据。



Additionally you always need more railways and infrastructure.

另外,玩家总是需要更多的基础设施和铁路



Finally I'll bring us to Division meta. this might be surprising but meta divisions while definitely popular, are not as ubiquitous as online discussion would have you believe.

最后来看编制配比。这个内容比较意外,虽然“最优编制”确实受欢迎,但并没有网上冲浪带来的印象里那么普遍。



As you can see we have the usual suspects of the 10-0's, 7-2's and 14-4's but they are nowhere near dominant in the average game. The situation becomes even less unified once we take support companies into account

可以看到10步师、7步2炮师和14步4炮师占据头部位置,但它们在普遍游戏流程里的实际比例并没有那么高。如果把支援连也算上那结果就更分散了。



That wraps it up for this Dev Diary, If you have anything specific you're interested in from this brief overview let me know and maybe we can do a deep dive in future.

本篇日志基本到此结束。如果你看了这次的概述后有什么感兴趣的地方,都可以告诉我。指不定我们哪天就会做一次更深入的调查。


Barbarossa Patch 1.11.8 - Checksum: 334c

巴巴罗萨1.11.8版本号补丁附记[校验码334c]


############################################
######## Patch 1.11.8 "Barbarossa" #########
######## 1.11.8版本号“巴巴罗萨” #########
############################################

- Added an option in the settings menu to disable cloud storage backup of your career profile statistics.
- 设定菜单添加关闭游戏生涯数据云存储的选项。

- Players that own most major DLCs should no longer see promotions for the DLC Subscription in the main menu.
- 已拥有多数主要DLC的玩家应该不会在主菜单里看到DLC订阅推销了。

- Fixed potential cloud storage issues for the career profile which could result in your statistics not being backed up.
修正了可能导致游戏生涯数据不被留档的潜在云储存问题。

- Fixed a potential desync issue with statistics collection in multiplayer
- 修正了多人游戏中数据收集可能带来的掉线问题

- Fixed the "Civil wars" stat collection for "Battle for the Bosporus" DLC.
- 修正了博湾纷争DLC的“内战数”数据收集。

##### Patchnotes End #####




翻译:Strategemata 人间面包

校对:zzztotoso 三等文官猹中堂


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