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12/4 커뮤니티 밸런스 피드백 (제가 한 발번역포함)
게시물ID : starcraft2_56729짧은주소 복사하기
작성자 : 샤고호드
추천 : 3
조회수 : 551회
댓글수 : 1개
등록시간 : 2015/12/05 14:37:51
APM Change to real time

We appreciate your bringing this to our attention and are looking into adjusting APM for real time. Our intent was to apply real time to the in-game clock in addition to all time-related information with Legacy of the Void, and this was overlooked. We don’t think this is a game breaking issue that must be fixed asap or anything like that, but we’ve definitely added this to our list of tasks to implement.

Co-op Missions Game Speed

Thank you for your suggestion regarding Co-op Missions game speed on Brutal. Our Co-op Missions team is currently looking to change the game speeds so that if both players are playing on Brutal difficulty, the game speed will be on Faster. Please let us know how this feels when the change goes in, and also remember that nothing is completely final in this area. We’ll continue to tune things if needed in the future.

Disruptors in PvP

We heard your feedback regarding Disruptors in PvP. We noticed that the majority of feedback after last weekend’s Dreamhack PvP games was extremely positive regarding how exciting and micro-based the matchup is now compared to before. We also heard some of your concerns about how heavily Protoss players need to rely on Disruptors, and how the winner is determined mostly by good Disruptor micro. We also heard some feedback regarding how players can’t really attack each other with Disruptors, and that it’s a similar situation as Swarm Hosts. We don’t quite agree with this line of thought yet because we are seeing a lot of skirmishes where actual units are being traded when Disruptors are used. However, we appreciate being made aware of this concern and we’ll definitely keep an eye on this going forward.

While we agree with you guys in that the new PvP is very exciting at the moment, we did wonder if we should eventually tune the +shields damage down a little bit so that the Disruptor continues to 1-shot units like Zealots and Stalkers, but doesn’t 1-shot other Disruptors. This would naturally buff certain Protoss ground units against the Disruptor as well, potentially lending more diversity to unit compositions in PvP. 

Thor

With the new units and new unit changes coming into the game, we do agree with you guys that the Thor could use a pass. There look to be situations where players need better counters to air, so we wonder if the best move here is to up the Thor’s damage against armored air units, such as going to flat damage on the AA weapon.

Pylon Overcharge 

We’re wondering if we can go ahead with increasing the energy cost to 50 for this, while also increasing the duration on this ability. When we analyzed Protoss games so far, it looked to us that the results of most games wouldn’t have changed drastically even with this change. We believe this change could improve the game because it would reward players that are being offensive against Protoss for utilizing good positioning as Overcharge won’t be able to cover as much ground as it does now. We are considering moving forward with this change sooner than we expected, so please give us your thoughts.

Carrier build time

We believe that we over-nerfed the Carrier during the beta. Due to how strong Carriers were with their new ability, we believe the stat nerf was good. However, we do wonder if we can reduce Carrier build time again so that we can have more Carrier play in Protoss matchups. We think the main cool factor of this unit is that it’s rarely seen.

Zerg Burrow Change

This week we heard feedback regarding the creation of an option for ‘how’ you Burrow. There are a few reasons we don’t want an option in this specific case. In terms of general design for StarCraft II:

-Players are already overloaded with options that result in minor changes.
-It’s already pretty difficult for players to find the exact options they want, especially if they’re not the most hardcore players out there.
-We really don’t want to create situations where “you are playing wrong because you have the wrong options set.”
-The more options we have, the higher the chance of this happening.


Those are the design reasons, and going a bit more into detail regarding this specific issue:

-We believe there is a clear right answer and we want to focus on making sure of this through Balance Test Map testing.
-We say this because we already know how the Terran mode switches work, and we don’t really see a huge upside of how the Zerg one is currently done in the live game (as many of you have already pointed out to us).
-This change is not a pressing issue. We can take as much or as little time testing it as we need.
-We want to make sure everyone spends time playing with the change before jumping to conclusions.

Let’s try to figure out what’s truly best here and avoid adding minor options as much as possible.

Zerg Strength in general

We definitely hear your feedback about Zerg being stronger, and in the games we play ourselves, we can see that a bit. However, in the highest level games that happened so far, granted there haven’t been a large number of games yet at the pro level, what we’re seeing is a bit different. This might be because the strategies against things like Ravagers or Lurker based compositions haven’t fully developed yet, and it could also be because there is some balance issue. We’ve seen plenty of times in the past where players like us have some issue, but once pro players show us the way, we perform much better. We just don’t know for certain yet, but we could definitely test things like nerfing the damage of Corrosive Bile, timing of when Lurkers are available, etc. on the Balance test map. Let’s just get discussions going on potential changes that we could be exploring.


Balance test map update

We want to get your feedback on adding all the above balance changes to the Balance Test Map. We’re not saying these changes will go into the game for certain, we just wonder if it’ll be better if we can see some of these changes in action earlier on in case something turns out to be an issue that we need to act on sooner rather than later.

As we mentioned towards the end of the beta, our current thought for Balance Test Maps and balance testing in Legacy of the Void is to more aggressively test different options even before we know that they are issues for certain. In this way, we can be more prepared to act quickly if needed. If there turns out to be no need for the change, we can simply remove the change we’re testing in the Balance Test Map and go on to other potential changes. 

We want to get discussions going because this would be a big change from how the Balance Test Maps were done in Heart of the Swarm. In Heart of the Swarm, we only began testing issues once we were fairly certain that the issue was truly problematic. With Legacy of the Void, we want to get a head start. 

Thank you for continuing to help make the game better. Let’s continue this collaboration and get constructive discussions going on these topics so that we can do what’s best for the game." 
 
 
 
영어를 잘 못하시는 분들을 위한 간단 번역(오역 당연히 있을겁니다 대충 한거니까 걸러들으세요^^, 공홈 번역나오면 다시올릴게요)
 
1. APM 현실시간 맞춰서 다시 설계 : 군심과 공유의 게임시간이 달라짐으로서 APM계산에 오류가 있습니다 이거 고칠게요
 
2. 협동전 시간 조절 : 협동전 느리다는 피드백이 많음 따라서 아주 어려움 난이도 에서는 속도를 매우빠름으로 바꿀예정
 
3. PvsP 분열기 살인 피구 : 토스의 구슬치기 대전양상으로만 흐른다는것에 동의 하지만 분열기를 통한 마이크로 컨도 보여서
                                      군단숙주랑 비슷한느낌이 아니다(군심 너프전 군숙처럼)
                                      따라서 좀더 지켜볼것이고 분열기 끼리는 한방에 교환안되게 데미지 조정예정(광전사, 추적자는 똑같이 1방으로)
 
4. 토르 : 새 유닛의 출시에따라 토르의 설자리가 없어져 안보이게 되는것을 인지함, 토르의 이용빈도를 높이기 위함과 메카닉의 대공문제를
             해결키위해 토르를 대공플래폼으로 만들예정(중장갑 대공능력을 향상시킬예정 스갤은 재블린미사일의 노멀데미지화를 예상하네요)
 
5. 수정탑 과충전 : 수정탑 시전시 마나를 50으로 하고 시전시간을 늘릴예정 이로통해 공격적인 수정탑을 너프하고 수비적으로도 신중하게 사용을
                          유도 초반 공격에대해 이점을 줄예정 하지만 이 변경으로 큰 변화가 있을것 같지는 않음 지켜볼것
 
6. 우주모함 빌드타임 : 우주모함이 과하게 너프되었다는 사실을 인정함(오버너프) 우리는 우주모함을 좀더 많이 경기에서 보고 싶음 따라서 빌탐버프
 
7. 저그 버로우 언버로우 분리 : 한줄요약 : 안하겠다 (뭔가 구구절절한 이유가 있는데 해석하기 힘드네요)
 
8. 저사기에대한 의견 : 저그가 명확하게 강세를 보인다는 점을 인정함 하지만 충분한 프로경기가 없기 때문에 궤멸충과 럴커(가시지옥)에대한
                               해결법이 발견되지 않은 것일수 있기 때문에 지켜볼 예정 지금 고려중인 옵션은 궤멸충 스킬 데미지너프나
                               럴커와 궤멸충의 타이밍을 뒤로 미루는 방법을 생각하고 있음
 
9. 밸런스 테스트맵 : (이것도 간단하게) 위의 변경점을 밸런스 테스트 맵에 넣을것이며 다시 말하지만 확정된사항이 절대아님을 밝혀둠
 
출처 2차 출처 http://www.playxp.com/sc2/lotv/view.php?article_id=5364151#!5
1차 출처 아무래도 http://us.battle.net 일듯? 보통 거기 올라와요 1차에 표시 없음
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