前hpc成員piano的超級戰(zhàn)墻更新建議(職業(yè)積分)
寫在開頭:從這篇開始的所有更新內(nèi)容本都應(yīng)該更新的 但hypixel解散了所有小游戲的hpc(玩家策劃)所以這些內(nèi)容被piano直接公開了 也只是一個(gè)建議 并不會實(shí)際更新(說得好 我們d服要了)
另外 我英語不算特別牛逼 這次翻譯主打一個(gè)看懂大致意思是啥就好 將就一下
Class Points Revamp 職業(yè)積分重做
Currently, the CP value pre-phase 3 in game uses the following formula from the hypixel API:
目前 在phase3(超級戰(zhàn)墻大更新)之前的職業(yè)積分在hypixel API里采用以下的算法
“(10 * <class-name>_wins_standard) + <class-name>_final_kills_standard + <class-name>_final_assists_standard”.
10x某某職業(yè)的勝場+某某職業(yè)的最終擊殺+某某職業(yè)的最終助攻
Basically, as we’re planning to change class point sources, these above stats should be renamed as:
基本上 在我們計(jì)劃改變職業(yè)積分獲取機(jī)制后 這些數(shù)據(jù)應(yīng)該為:
“<class-name>_wins_standard_OLD”
“<class-name>_final_kills_standard_OLD”
“<class-name>_final_assists_standard_OLD”
就是加了個(gè)OLD后綴區(qū)分開嘛
This and the old formula will be used for a new API value, “OldCP”. OldCP is basically the Class Point total for a class before Phase 3, which is to ensure that old progress will be grandfathered in, and that any later modifications to CP gain won’t cause issues. Due to this, OldCP will represent an endpoint before Phase 3, as to prevent final kills, final assists, and wins double dipping in CP value following Phase 3.
大致意思就是把老的職業(yè)積分和新的職業(yè)積分區(qū)分開 然后采用加法 以免出問題
Next, we’ll add a new API value, “NewCP”, which will gain value not through an indirect formula using statistics like before, but gained dynamically whenever an action happens.
next,我們增加了一項(xiàng)新的api數(shù)據(jù)叫NewCP 這玩意不在通過計(jì)算你的勝場和最終擊殺助攻間接獲得數(shù)據(jù) 而是在對局里根據(jù)你的“action”動態(tài)獲得?(看到后面就懂了)
Example below whenever you earned a win (+10CP):
以下是一個(gè)例子(當(dāng)你贏一把的時(shí)候)
Before: OldCP = 10 * win stat
以前:老的職業(yè)積分=10x勝場數(shù)
After: On Player_Win_Standard: NewCP = NewCP + 10
之后:On Player_Win_Standard: NewCP =新職業(yè)積分+10
意思就是 以前的老算法簡單單一 不兼容新的獲取職業(yè)積分的方式 所以就改了
NewCP’s starting value will use the formula “NewCP = 0 + OldCP”, which is to represent how the old CP value is grandfathered in.
新職業(yè)積分會有一個(gè)初始值 這個(gè)初始值就是你的老積分 方便你看到你以前打了多少分
Draws now use Class Point totals for each team as the deciding factor, excluding End Game Bonuses (mentioned later).
以后隊(duì)伍fk相同后的勝負(fù)判定改為每個(gè)隊(duì)伍的職業(yè)積分總數(shù)但不包括End GameBonuses(就是在游戲中額外的職業(yè)積分?之后會提到)
Cases of tied CP between multiple teams will be based on a coin toss/RNG of those eligible for the tie.
要是還出現(xiàn)隊(duì)伍職業(yè)積分相同的情況就扔硬幣決定勝利
New / Adjusted sources for Class Points (All sources are listed in the Prestige Menu, each stat in question will be tracked in the API as well). Note: Possibly test and collect data on average CP amount to determine if some values need to be modified.
新的職業(yè)積分來源 (所有的獲取方法都會列在精通菜單 同時(shí)也有各自的api)
+1CP per 2 Final Kills/Assists.
每2最終擊殺/最終助攻+1最終積分(哈哈)
Modified from the previous 1:1 ratio from before Phase 3 to better balance midgame sources and deathmatch sources.
修復(fù)了以往的1:1比例 以便更好的平衡pre dm和dm的積分來源(哈哈)
+1CP per 200 Wither Damage dealt.
每對凋零造成200傷害+1職業(yè)積分
Earned cumulatively based on when a wither dies, or when the game ends if that wither didn’t die yet (chat will show all missing wither damage that you dealt at the end of the game). So if you dealt 150 damage to one wither and 50 damage to a second wither, you’ll receive the point once both withers die.
在凋零死亡后結(jié)算 如果凋零一直都沒有死(一般不可能)則在游戲結(jié)束后結(jié)算
比如 你沖了第一個(gè)凋零150血 沖了第二個(gè)凋零50血 分?jǐn)?shù)將在第二個(gè)凋零死亡后結(jié)算
+1CP for Tapping a Wither.
殺死任何隊(duì)伍的凋零+1職業(yè)積分
Credited if an enemy wither dies within 15 seconds after you dealt damage to that wither.
在凋零死之前15秒摸到凋零的都可以獲得
+1CP per 6 Defensive Kills/Assists.
每6個(gè)防守?fù)魵?助攻可以獲得1職業(yè)積分
These occur whenever the player is receiving the coin multiplier in their base, not right at the wither.
只需要在你家里就可以獲得 而不非得在凋零邊上
Limited to 3 CP per game.
每局最多獲得3次
+1CP per 100 HP healed to teammates during Deathmatch (includes set health and regeneration).
每在dm奶你隊(duì)友100血可以獲得1職業(yè)積分(包括生命回復(fù)和瞬間治療)
Has a cap of 5 instances per game (as to avoid health boosting).
有一個(gè)5次的上限(防止刷分)
Only counts for increases of health with no overflow. So if a person is at 35HP and they are healed for 10, only 5 will count (9 if they have a 44HP cap from Prestige I).
只計(jì)算實(shí)際治療值 所以如果有個(gè)隊(duì)友是35血被你奶10血到了40血 那么只有5血會計(jì)算(有p1的44血的話就是9)
If that player uses some form of self-healing which overrides or synergizes with the team heal, then this will no longer count for CP progression (e.g. regeneration level conflicts that occur in vanilla).
如果玩家觸發(fā)了某種自我治療然后把隊(duì)友的奶沖了(比如經(jīng)典魷魚復(fù)生對吧)
那么這些數(shù)值就不會計(jì)入 (比如高等級的生命回復(fù)把低等級的沖了)
+1CP per 200 Energy given to allies during Deathmatch.
在dm中每給隊(duì)友200能量+1職業(yè)積分(鳳凰機(jī)器人)
Has a cap of 5 instances per game (as to avoid energy boosting).
同樣有最多5次的限制防止誠信互刷
Only counts for increases to energy up to their cap with no overflow.
只計(jì)算實(shí)際增加的能量 溢出的不算
End Game Bonuses (whenever only one team is alive or it goes to draw, make sure to specify this as a unique variable as to allow for calculative exceptions later on):
End Game特殊獎勵(lì) (不計(jì)入平局判勝負(fù)中)
+2CP per game played.
懂的都懂 每玩一把+2分
Earned when the player is final killed or once the game ends if they’re alive, whichever comes first.
在你被最終擊殺后或你活到游戲結(jié)束后計(jì)算
+10CP on win (unchanged from before phase 3).
贏一把+10分 沒有變
+1CP per 3 teammates who survived at the end of the game.
每3個(gè)隊(duì)友存活+1職業(yè)積分
+2CP if your wither was the last one alive.
如果你的凋零活到了最后(最后一個(gè)掉)+2職業(yè)積分
Hovering over the number of points earned in chat during the end game summary will give you a list of how you earned all the points broken up by each category (somewhat similar to the end game summary in warlords).
將鼠標(biāo)懸停在左下角聊天欄上你會看見你是如何獲得每個(gè)積分的
Faceoff will also now have Class Points, but it has a hardcap of earning 10 Class Points? in one game to avoid boosting.
? ? ? faceoff的哥們懶得看了 自己看看吧
Faceoff Class Point Values (Same rules above apply here):
+1CP per 3 Final Kills/Assists.
+1CP per 300 Wither Damage dealt.
+1CP per 9 Defensive Kills/Assists.
+1CP per 100 HP healed to teammates during Deathmatch (includes set health and regeneration).
Has a cap of 3 instances per game.
+1CP per 200 Energy given to allies during Deathmatch.
Has a cap of 3 instances per game.
No CP for tapping a wither (due to there only being 2 teams).
End Game Class Point Bonuses:
+1CP per game played.
+4CP per Faceoff Win.
+1CP per 5 teammates who survived at the end of the game.
No CP for being the last wither alive (due to there only being 2 teams).
Whenever a player earns any progress towards a class point, it will show the class point source, how much of that source is left to get the class point, & how many class points you’ve earned when it happens. This appears below the current message in regards to wither coins, final kills/assists, and so forth. This can be toggled within the MW settings menu.
當(dāng)玩家試圖去獲得職業(yè)積分時(shí) 會顯示職業(yè)積分的來源 你還差多少就可以獲得這一份 還有你已經(jīng)通過這個(gè)方式獲得了多少分 這些會顯示在右邊的積分欄里 同樣可以再mw設(shè)置的菜單里更改
Example (In Progress, General): “You need 1 more Final Kill or Assist to earn 1 Class Point.”
Example (Earned, General): “+1 Class Point from earning 6 Defensive Kills or Assists!”
Example (Earned, Healing): “+1 Class Point from healing allies for a total of 150 HP! This can be earned # more times.”
Example (Earned, Withers): “+2 Class Points from dealing 450 Wither Damage! You can earn another Class Point if you deal 150 more wither damage.”
以上是一些例子? 懶得翻了
The top 3 at the end of the game is now based on Class Points rather than Finals.
在游戲結(jié)束的top3排行榜 以前是顯示最終擊殺 現(xiàn)在是顯示top3職業(yè)積分獲?。ㄐδ颍?/p>
In the class selector UI / in the shop within the lobby, you can now see the current class point amount for each class in the red box below (Shown as “Class Points: #”):
在職業(yè)選擇的ui/大廳商店里 你會在看到每個(gè)職業(yè)的職業(yè)積分(顯示為 職業(yè)積分:#)
