前hpc成員piano的超級(jí)戰(zhàn)墻更新建議(雜項(xiàng)更新)
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(huì)實(shí)際更新(說(shuō)得好 我們d服要了)
另外 我英語(yǔ)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?
Other Miscellaneous Gameplay Changes?其他雜項(xiàng)游戲改動(dòng)?
*Small* Class Adjustments
“小的”職業(yè)調(diào)整
Herobrine/Dreadlord/Pigman - Custom Strength passives (Power/Soul Siphon/Burning Soul respectively) now showcase a strength particle effect (currently there’s no visual cue for these types of passives).
hb/恐懼魔王/豬人 -自定義力量被動(dòng)(分別是力量/靈魂吞噬/靈魂獻(xiàn)祭)會(huì)顯示一個(gè)力量粒子效果(目前這些類型的被動(dòng)沒有視覺提示)。?
Hunter - Animal Companion Passive mobs (outside of the rideable pig) can now despawn by right clicking them with a pickaxe.
獵人 - 動(dòng)物伙伴被動(dòng)的生物(除了可騎的豬之外)現(xiàn)在可以用鎬右鍵點(diǎn)擊它們來(lái)讓它們消失。 (d服原創(chuàng) 再偷必究)
Hunter - Night Vision is removed from the gathering talent (to help with another change below).
獵人 - 從采集天賦中移除夜視(以幫助下面的另一個(gè)改變)。?
UI QoL:
UI質(zhì)量更新(我是不知道QOL還能咋翻)
Slight Scoreboard Tweaks:?
輕微的計(jì)分板調(diào)整:
Put “Assists” and “Final Assists” on separate lines below “Kills” and “Finals” respectively during games.
在游戲中,將“助攻”和“最終助攻”分別放在“擊殺”和“最終擊殺”的下一行。?
In the main mw lobby, show a new row in the lobby scoreboard stating “Class Points (___):” with the blank filled out by the currently selected class abbreviation. Changes depending on what class is selected.
在主mw大廳中,在大廳計(jì)分板上顯示一個(gè)新的行,顯示“職業(yè)點(diǎn)數(shù)(___):”,其中空白處填寫當(dāng)前選擇的職業(yè)縮寫。根據(jù)選擇的職業(yè)而變化。
Kills, Assists, and variants in chat showcase the team color of an enemy rather than their rank.
聊天中的擊殺、助攻和其變體(最終擊殺等)顯示敵人的隊(duì)伍顏色,而不是他們的rank等級(jí)。
Showcase lore for Gathering Talents on the player’s pickaxe for all classes.
在所有職業(yè)的鎬上顯示采集天賦的描述。
Lore on tooltips now use the Skyblock formatting system, specifying the action required to activate the ability in bold/caps.
提示上的描述現(xiàn)在使用Skyblock的格式系統(tǒng),用粗體/大寫指定激活能力所需的動(dòng)作。?
Compasses can now track individual teammates by using left click (showcasing the name and distance of the teammate). Using right click will continue to track based on teams.
指南針現(xiàn)在可以通過(guò)使用左鍵來(lái)追蹤單個(gè)隊(duì)友(顯示隊(duì)友的名字和距離)。(d服原創(chuàng) 再偷必究)使用右鍵將繼續(xù)根據(jù)隊(duì)伍進(jìn)行追蹤。
“Ability is Ready” chat message from pre-reclaim is added back for all classes (not just starter classes) but with a toggle in the lobby (default on).
“技能已準(zhǔn)備好”聊天信息提示將添加回來(lái),適用于所有職業(yè)(不僅僅是新手職業(yè)),但是有一個(gè)大廳中的開關(guān)(默認(rèn)開啟)。?
Buying Mythic Favour has a confirmation option as to prevent mis-buying favours.
購(gòu)買神話之塵將會(huì)有一個(gè)確認(rèn)選項(xiàng),以防止誤購(gòu)神話塵。(哈哈)
A new toggle will be added in the MW lobby, to enable/disable detailed class explanations (disabled by default).
在MW大廳中添加一個(gè)新的開關(guān),可以啟用/禁用詳細(xì)的職業(yè)說(shuō)明(默認(rèn)禁用)。
Basically, there’s a problem in regards to balancing information overload for a player with information scarcity, and causing people to not know if something is an intentional or unintentional mechanic.So a solution for this would be to add a toggle to enable/disable detailed class explanations in their tooltips. This would be the best of both worlds, and since detailed explanations are disabled on default, it’ll be clearer for a newer player.
基本上,這里有一個(gè)問(wèn)題,就是如何平衡玩家的信息過(guò)載和信息稀缺,以及讓人們不知道某些東西是有意還是無(wú)意的機(jī)制。所以一個(gè)解決方案是添加一個(gè)開關(guān),可以啟用/禁用提示中的詳細(xì)職業(yè)說(shuō)明。這樣就能兼顧兩全,而且由于詳細(xì)說(shuō)明默認(rèn)是禁用的,對(duì)于新手玩家來(lái)說(shuō)會(huì)更清楚。
The compass system will be changed to use the minimap structure like in Skyblock Dungeons/Grinch Simulator/Easter Simulator.
指南針系統(tǒng)將改為使用小地圖結(jié)構(gòu),像Skyblock Dungeons/Grinch Simulator/Easter Simulator那樣。
Icons for players are color coded based on each team color.
玩家的圖標(biāo)根據(jù)每個(gè)隊(duì)伍的顏色進(jìn)行編碼。
The map itself is structured in a cross shape, with each quadrant outside of middle being a single flat color based on that quadrant’s team. Middle is kept to a neutral gray color.
地圖本身呈十字形,中間以外的每個(gè)象限都是單一的平面顏色,根據(jù)該象限的隊(duì)伍顏色而定。中間保持中性的灰色。
The boss bar aspect is still unchanged, still showing relative y positions of teammates/enemies.
?Boss條的方面仍然不變,仍然顯示隊(duì)友/敵人的相對(duì)y位置
Player tracking still follows the current rules for the compass, i.e. after a team’s wither dies, they will only be trackable if they enter your base. Otherwise they will not come up on the map. Once dm starts, all players become trackable again.
玩家追蹤仍然遵循指南針的當(dāng)前規(guī)則,即在一個(gè)隊(duì)伍的凋零死亡后,他們只有在進(jìn)入你的基地時(shí)才能被追蹤。否則他們將不會(huì)出現(xiàn)在地圖上。一旦死亡競(jìng)賽開始,所有玩家都會(huì)再次被追蹤。
Gameplay QoL:
游戲QoL:
Night Vision Toggle (ON by default) - toggleable through the mega walls settings menu. Allows new players to easily view underground without the need of fulbright or torches.
夜視開關(guān)(默認(rèn)開啟)- 可以通過(guò)超級(jí)墻壁設(shè)置菜單進(jìn)行切換。允許新玩家在不需要全亮或火把的情況下輕松地查看地下。
Chests will no longer have torches in their loot pool (due to the aforementioned night vision toggle). Torches can still be craftable using coal and sticks.
箱子將不再有火把在它們的戰(zhàn)利品池中(由于上述的夜視效果開關(guān))?;鸢讶匀豢梢杂妹汉湍竟髦谱?。
New command (accessible to everyone), /teamchest. Acts as a double chest storage that everyone on the team can take items out and put in outside of kit items.
新的指令(對(duì)所有人都可用),/teamchest。作為一個(gè)大箱子存儲(chǔ),隊(duì)伍中的每個(gè)人都可以在套裝物品之外取出和放入物品。?
Can also be accessible by left clicking your enderchest (right clicking still opens up your personal enderchest inventory).
也可以通過(guò)左鍵點(diǎn)擊你的末影箱來(lái)打開(右鍵仍然打開你的個(gè)人末影箱)。
To deal with crossteaming a bit better, you can only gain energy by dealing at least 3 untrue damage.
為了更好地處理跨隊(duì)伍合作,你只有在造成至少3點(diǎn)非真實(shí)傷害時(shí)才能獲得能量。 (哈哈)
This is calculated through incoming damage, NOT final damage. This is so that uncharged bow shots, punching, and crit punching can’t be used to gain energy through cross teaming, but also so energy can still be gained upon attacking an enemy with a high amount of defense.
這是通過(guò)將造成的傷害,而不是最終傷害來(lái)計(jì)算的。這樣做是為了防止未拉滿的弓箭射擊、空手打和暴擊空手?jǐn)]被用來(lái)通過(guò)跨隊(duì)伍合作獲得能量,但也是為了在攻擊一個(gè)有高防御力的敵人時(shí)仍然可以獲得能量。
Game phase length modifications (note: preparation has +5s listed to include the spawning period at the beginning of the game):
游戲階段長(zhǎng)度修改(注意:準(zhǔn)備階段有+5s列出,包括游戲剛開始關(guān)在屏障里的時(shí)間):?
Standard Phase Durations (realistically 50min total):
標(biāo)準(zhǔn)階段持續(xù)時(shí)間(50分鐘總計(jì)):?
7 Minutes 35 Seconds - Preparation (Increase Haste’s duration too)
7分鐘35秒 - 準(zhǔn)備(增加急迫2的持續(xù)時(shí)間)?
42.5 Minutes - Game End
42.5分鐘 - 游戲結(jié)束?
Just to reference: Current Standard Phase Duration is 7min prep, 8min enrage, 35min game end??
僅供參考:當(dāng)前的標(biāo)準(zhǔn)階段持續(xù)時(shí)間是7分鐘挖礦,8分鐘暴怒,35分鐘游戲結(jié)束??
Wait time/Player Requirement changes:
等待時(shí)間/玩家需求變化:?
Decrease wait time for Normal games from 10 minutes to 5 minutes.
將普通游戲的等待時(shí)間從10分鐘減少到5分鐘。?
Decrease the needed players to start a game from 30 to 20.
將開始游戲所需的玩家數(shù)從30減少到20。?
Decrease the needed players to start the accelerated countdown from 90? Players to 60 players.
將開始加速倒計(jì)時(shí)所需的玩家數(shù)從90?玩家減少到60玩家。?
Increase the time period for the accelerated countdown from 60? Seconds to 90 seconds.
將加速倒計(jì)時(shí)的時(shí)間段從60?秒增加到90秒。?
Making Diamonds Consistent & Competitive:
鉆石機(jī)制相關(guān)
Diamonds will immediately go into your inventory when mined, but will NOT automatically go into your enderchest under any circumstances.
鉆石在挖了后會(huì)立即進(jìn)入你的背包,但在任何情況下都不會(huì)自動(dòng)進(jìn)入你的末影箱。
Enderchests are inaccessible in the middle of the map during the first 2.5 minutes after preparation ends.
在準(zhǔn)備結(jié)束后的前2.5分鐘,在地圖中間區(qū)域?qū)o(wú)法打開你的末影箱
Have the /kill cooldown reset once your wither goes under 50HP.
當(dāng)你的凋零血量低于50HP時(shí),重置/kill冷卻時(shí)間。?
/transmute can convert sand into dirt and dirt into sand
/transmute新增轉(zhuǎn)化 可以將沙子轉(zhuǎn)化為泥土,泥土轉(zhuǎn)化為沙子
New hint messages that will be sent to you in chat (can be toggled on/off in MW settings), $$s represent color code or bolded text for emphasis:
新的提示信息將會(huì)在聊天中發(fā)送給你(可以在MW設(shè)置中開啟/關(guān)閉),$$s代表顏色代碼或加粗的文字,用于強(qiáng)調(diào):?
While in the pre-game lobby
在等待游戲大廳中
“Select a class by right clicking on your $Iron Sword$. You can find more information about each class while in the $Lobby Shop$!”
“右鍵點(diǎn)擊你的鐵劍來(lái)選擇一個(gè)職業(yè)。你可以在大廳商店中找到每個(gè)職業(yè)的更多信息!”
“Want to play with friends? Join Mega Walls with a $party$ of up to 4 people and you will all be put on the same team!”
?“想和朋友一起玩嗎?和最多4個(gè)人組成一個(gè)隊(duì)伍加入超級(jí)戰(zhàn)墻,你們就會(huì)被分到同一個(gè)隊(duì)伍!”?
During Preparation
在準(zhǔn)備階段
“Mine for $Ores$ and hidden $Loot Chests$ to help you survive later in the game!”
“開采礦石并打開戰(zhàn)利品箱子,以幫助你在游戲后期生存!”?
“Craft $Armor Sets$ after mining and store them in your $Ender Chest$, or give them to fellow teammates!”
“開采礦石后制作盔甲套裝,并將它們存放在你的末影箱中,或者給你的隊(duì)友!”
“Familiarize yourself with your base! Always keep an eye and ear for what your teammates are strategizing.”
“熟悉你的基地!時(shí)刻注意和傾聽你的隊(duì)友的策略?!?
“Once the walls fall, enemies will be targeting your $Wither$. Protect it, by $building walls$ or $digging pits$ on the pathway to the $Wither$!”
“當(dāng)墻壁倒塌時(shí),敵人會(huì)來(lái)攻擊你的凋零。通過(guò)在通往凋零的路徑上建造墻壁或挖掘陷阱來(lái)保護(hù)它!”
“$Hunger$ will steadily get more intense as time goes on in $Deathmatch$. Make sure you have plenty of food stored in your $Ender Chest$ to prepare for this!”
“隨著時(shí)間的推移,饑餓會(huì)越來(lái)越強(qiáng)烈,在死亡競(jìng)賽中。確保你有足夠的食物存放在你的末影箱中,為此做好準(zhǔn)備!”?
“Use the command $/teamchest$ to access a collaborative inventory with your teammates! You can freely grab and place spare armor or gear with your allies.”
“使用命令/teamchest來(lái)訪問(wèn)一個(gè)與你的隊(duì)友共享的庫(kù)存!你可以自由地與你的盟友交換多余的盔甲或裝備?!保ㄎ锤拢?/p>
During Midgame
在中期游戲中
“Attacking enemies with a $Melee Weapon$ or with your $Bow$ will give you $Energy$. $Energy$ is shown by your current $Experience Level$. Check the $Item Description$ of your weapons to see how much $Energy$ is required to activate your special abilities!”
“用近戰(zhàn)武器或弓攻擊敵人會(huì)給你能量。能量由你當(dāng)前的經(jīng)驗(yàn)等級(jí)顯示。查看你武器的物品描述,看看需要多少能量來(lái)激活你的特殊能力!”?
“Keep an eye on your $Wither’s Health$! Once it dies, you $cannot respawn after dying$. So make sure you can survive as long as you can once it dies.”
“注意你的凋零的血量!一旦它死了,你死后就不能復(fù)活了。所以一定要確保在它死后你能盡可能長(zhǎng)時(shí)間地生存?!?
“Rush enemy $Withers$ by using all the tools you have available to you! A $Speed Potion$ always helps give you the added mobility to reach the Wither before an enemy can stop you.”
“利用你手頭的所有工具沖擊敵人的凋零!一個(gè)速度藥水總是能幫助你增加移動(dòng)性,讓你在敵人阻止你之前到達(dá)凋零。”?
“$Health Potions$ can really save you in a pinch if you are low on health, but be warned: You only have a $limited number$ of $Health Potions$ before you die, and if you run out when your $Wither$ dies, $you will not get them back$.”
“生命藥水可以在你血量低時(shí)救你一命,但要注意:你在死前只有一定數(shù)量的生命藥水,如果你在你的凋零死后用完了,你就拿不回來(lái)了?!?
“While near your $Wither$, you will gain $Defensive Buffs$ that can help you fight off incoming attackers! But once the $Wither$ becomes $Enraged$, these $Defensive Buffs$ are replaced with $Special Attacks$ that the $Wither$ can use to attack enemies!”
“當(dāng)靠近你的凋零時(shí),你會(huì)獲得防御增益,可以幫助你抵擋進(jìn)攻的敵人!但是一旦凋零變得激怒了,這些防御增益就會(huì)被凋零可以用來(lái)攻擊敵人的特殊攻擊取代!”?
“If you see that your $Wither$ is low on health, you can choose to use the $/kill$ command to respawn at your base and regroup with your team!”
“如果你看到你的凋零血量很低,你可以選擇使用$/kill命令重新出現(xiàn)在你的基地,并與你的隊(duì)伍重新集結(jié)!”
After Your Wither Dies / Deathmatch
在你的凋零死后/死亡競(jìng)賽中
“Remember to stay close to teammates! Being alone leaves you vulnerable to insurmountable odds. But you can always use that logic to your advantage, and have your team attack small groups or individuals!”
“記住要和隊(duì)友保持緊密聯(lián)系!孤身一人會(huì)讓你面臨無(wú)法克服的困境。但你也可以利用這個(gè)邏輯來(lái)為自己謀利,讓你的隊(duì)伍攻擊小團(tuán)隊(duì)或個(gè)人!”?
“You can avoid getting $Hungry$ by staying on the surface in the middle of the map. But sometimes it’s better to avoid that area if it leads you to a disadvantage. So make sure you have plenty of food with you!”
“你可以通過(guò)呆在地圖中間的地面上來(lái)避免饑餓。但有時(shí)候,如果這樣會(huì)讓你處于劣勢(shì),最好避開那個(gè)區(qū)域。所以一定要帶足夠的食物!”?
“Sometimes it’s beneficial to go underground and hide from enemies. But be careful, you can very much corner yourself or get exposed by someone dropping some TNT on your head!”
“有時(shí)候,躲到地下藏起來(lái)是有好處的。但要小心,你很可能會(huì)把自己困在角落里,或者被人在你頭上扔下一些TNT暴露出來(lái)!”?
After being Final Killed
在被最終擊殺后
“Don’t fret! You are free to join the next game without worrying about losing progress from this game here. Or, you can stay around and see if your team is victorious!”
“別灰心!你可以自由地加入下一場(chǎng)游戲,而不用擔(dān)心失去這里的游戲進(jìn)度。或者,你可以留下來(lái)看看你的隊(duì)伍是否勝利!”
Miscellaneous Upgrades:
雜項(xiàng)升級(jí):
/surface is now free for all players. Coin refund isn’t needed really and nobody is gonna complain about losing out on 20k coins.
/surface現(xiàn)在對(duì)所有玩家免費(fèi)。不需要退還金幣,也沒有人會(huì)抱怨損失了2萬(wàn)金幣。?
Pickaxe Upgrades are reinstated, but based off of playtime hours rather than coins. This is to give incentive for new players to play multiple games & act as a buffer for cheaters from easily being able to fastmine. Grandfathering does NOT apply here.
鎬子升級(jí)重新啟用,但是根據(jù)游戲時(shí)間而不是金幣來(lái)決定。這是為了給新玩家一個(gè)動(dòng)力,讓他們玩多場(chǎng)游戲,并作為一個(gè)緩沖,防止作弊者輕易地快速挖掘。這里不適用以前的規(guī)則。
Iron - Stater 鐵鎬-初始
Iron Efficiency I - 1 Hour 鐵鎬效率1-游戲時(shí)長(zhǎng)大于1小時(shí)
Iron Efficiency II - 2 Hours?鐵鎬效率2-游戲時(shí)長(zhǎng)大于2小時(shí)
Diamond Efficiency I - 4 Hours 鉆鎬效率1-游戲時(shí)長(zhǎng)大于4小時(shí)
Diamond Efficiency II - 8 Hours (Efficiency III is no longer the max pickaxe value) 鉆鎬效率2-游戲時(shí)長(zhǎng)大于8小時(shí)
Quest Menu Adjustments:
任務(wù)菜單調(diào)整:
Kill Quest is now 25 Kills/Assists.、
擊殺任務(wù)現(xiàn)在是25擊殺/助攻。?
Win Quest (as well as the 3 standard played / 1 standard win quest) requires either a kill or an assist.
勝利任務(wù)(玩3把標(biāo)準(zhǔn)/1個(gè)標(biāo)準(zhǔn)勝利任務(wù))需要一個(gè)擊殺或一個(gè)助攻。?
Weekly Quest no longer requires Kills, rather it’s changed to 50 Class Points.
每周任務(wù)不再需要擊殺,而是改為50職業(yè)點(diǎn)數(shù)。?
New Quests added
新增任務(wù)
Daily Quest: Aggressor
每日任務(wù):攻擊者
Deal 1,000 Wither Damage.
造成1,000凋零傷害。?
Tap 1 Wither.
擊殺1個(gè)凋零。?
Rewards:
3,500 Experience
1,500 Coins
Daily Quest: Defender
每日任務(wù):防御者
Earn 10 Defensive Kills or Defensive Assists.
獲得10個(gè)防御擊殺或防御助攻?
Have your Wither be the last one alive for 1 game.
讓你的凋零在一場(chǎng)游戲中最后一個(gè)存活。
Rewards:
3,500 Experience
1,500 Coins
Weekly Quest: Teamwork
每周任務(wù):團(tuán)隊(duì)合作
Deal 5,000 Wither Damage.
造成5,000凋零傷害。?
Earn 50 Defensive Kills or Defensive Assists.
獲得50個(gè)防御擊殺或防御助攻。?
Rewards:
21,000 Experience
4,500 Coins
New Challenge: Class Mastery
新挑戰(zhàn):職業(yè)精通
Earn 10 Class Points within one game, excluding End Game Bonuses.
在一場(chǎng)游戲中獲得10個(gè)職業(yè)點(diǎn)數(shù),不包括結(jié)束游戲獎(jiǎng)勵(lì)。?
Reward: 3,360 Experience
獎(jiǎng)勵(lì):3,360經(jīng)驗(yàn)
Quests are now in the shape of an M and Challenges are in the shape of a W (aesthetic).
任務(wù)排列現(xiàn)在是M形的,挑戰(zhàn)任務(wù)排列是W形的(美觀)。
During Preparation, Tab will show the default skin for all players, and prestige tags won’t be shown for all players as well.
在準(zhǔn)備階段,Tab會(huì)顯示所有玩家的默認(rèn)皮膚,精通tag也不會(huì)顯示給所有玩家。?
This is to prevent people from judging how good their team is vs. another team / general targeting.
這是為了防止人們根據(jù)自己的團(tuán)隊(duì)和對(duì)方團(tuán)隊(duì)的水平來(lái)判斷/一般性的針對(duì)。?
People who are using /nick will have a randomly selected skin that matches the class they picked. This random skin will not be the same as what is shown in the public api, as to prevent people from being able to use the public api to unnick people.
使用/nick的人會(huì)有一個(gè)隨機(jī)選擇的皮膚,與他們選擇的職業(yè)相匹配。這個(gè)隨機(jī)皮膚不會(huì)和API中顯示的一樣,以防止人們能夠利用API來(lái)denick。?
Two new maps are added to the rotation.
添加兩張新地圖到輪換中。
Look into making another map poll for people to rate how they enjoy the current 21 map rotation, and possibly either cut some maps to make room, or see if some custom rotation system akin to bedwars/skywars (or maybe an alternative if it’s more fitting) can get applied.
考慮做一個(gè)地圖投票,讓人們?cè)u(píng)價(jià)他們對(duì)當(dāng)前21張地圖輪換的喜好程度,并可能剔除一些地圖來(lái)騰出空間,或者看看是否可以應(yīng)用類似于起床戰(zhàn)爭(zhēng)/空島戰(zhàn)爭(zhēng)(或者可能有更合適的替代方案)的自定義輪換系統(tǒng)。
Mythic Games Revamp:
神話游戲改版:
Conceptually, Mythic Games seemed to be a good idea. A way for players to try out classes they don’t have unlocked during the weekends. In practice, all it did was give cheaters access to a fully maxed class for them to use and abuse. Therefore, Mythic Games will now use this over a maxed class when picking random:
從概念上講,神話游戲似乎是一個(gè)好主意。一種讓玩家在周末嘗試一些他們沒有解鎖的職業(yè)的方式。實(shí)際上,它所做的只是給作弊玩家提供了一個(gè)完全升級(jí)的職業(yè),讓他們可以使用和濫用。因此,神話游戲現(xiàn)在會(huì)在選擇隨機(jī)時(shí)使用這個(gè)而不是一個(gè)升級(jí)的職業(yè):
Mythic Games will be based on a completely separate spreadsheet, in which class strength across the board will be buffed significantly, and players will spawn with iron armor in their kit.
神話游戲?qū)?huì)從標(biāo)準(zhǔn)游戲分開,在這個(gè)獨(dú)立的游戲中,各種職業(yè)的實(shí)力都會(huì)被顯著提升,玩家會(huì)在出生時(shí)自帶鐵甲。
Balancing will be less focused and more in line to some of the craziness that was in the older era of MW. 8 true damage Golem Iron Punch, Power 4 Skeleton, Strength Pigman, etc.
平衡性將不那么注重,而更符合MW舊時(shí)代的一些瘋狂。8真實(shí)傷害的鋼鐵之擊,力量4的骷髏,力量豬人等。?
This will also be useful as a sort of “experimental balance” vs. the normal game.
這也可以作為一種與正常游戲相比的“實(shí)驗(yàn)性平衡”的有用方式。?
This would be through a separate rotation so people still can access regular games if they choose to.
這將通過(guò)一個(gè)單獨(dú)的輪換來(lái)實(shí)現(xiàn),所以人們?nèi)匀豢梢赃x擇進(jìn)入正常的游戲。
For people joining the minigame in a party, a message will be sent to the party leader and all party moderators listing every player within the party who is unable to join the minigame due to either not migrating or because they are competitively banned.
對(duì)于以組隊(duì)方式加入小游戲的人,會(huì)向隊(duì)長(zhǎng)和所有組隊(duì)管理員發(fā)送一條消息,列出組隊(duì)中所有因?yàn)闆]有遷移mojang賬號(hào)或者因?yàn)?黑禁止而無(wú)法加入小游戲的玩家。
獎(jiǎng)勵(lì): 3,500經(jīng)驗(yàn) 1,500金幣
獎(jiǎng)勵(lì): 3,500經(jīng)驗(yàn) 1,500金幣?
獎(jiǎng)勵(lì): 21,000經(jīng)驗(yàn) 4,500金幣?