前hpc成員piano的超級戰(zhàn)墻更新建議(戰(zhàn)吼系統(tǒng)重置與饑餓機制優(yōu)化)
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 也只是一個建議 并不會實際更新(說得好 我們d服要了)
另外 我英語不算特別牛逼 這次翻譯主打一個看懂大致意思是啥就好 將就一下?
Warcry Revamp? 戰(zhàn)吼系統(tǒng)重做
這是一個在2017(?)以前的一個東西 一直是廢棄的狀態(tài)
A new default warcry is added, accessible to all ranks. This can be purchased for 1,000 coins.
增加了一個新的默認(rèn)戰(zhàn)吼,所有等級都可以使用。
“CHAAARGE!!!” - simple and basic, fairly bland.
這可以用1000金幣購買。 “沖啊?。?!” - 簡單而基本,相當(dāng)平淡。?
You can activate your warcry by shift left clicking your compass.
可以通過蹲下并按住左鍵點擊你的指南針來激活你的戰(zhàn)吼。(抄襲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).
使用你的戰(zhàn)吼后,你在接下來的30秒內(nèi)的下一個擊殺,助攻,最終擊殺或最終助攻會給你2倍的金幣(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.
它會把你在擊殺/助攻/最終擊殺/最終助攻時得到的金幣值,包括任何防御獎勵或金幣倍數(shù),然后乘以2。所以如果你得到+24和+12(防御基礎(chǔ)擊殺在12倍倍數(shù)下),那么你還會得到另外+36金幣。?
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.
戰(zhàn)吼有5分鐘的冷卻時間。這將允許戰(zhàn)吼在超級戰(zhàn)墻中比在閃電饑餓游戲中更頻繁地使用,因為超級戰(zhàn)墻持續(xù)時間更長,但也要控制使用頻率
Warcries will play a sound based on the class used (mobs would play a mob sound, custom classes would play sounds which fit).
戰(zhàn)吼會根據(jù)使用的職業(yè)播放一個聲音(生物會播放生物聲音,自定義職業(yè)會播放符合的聲音)。
New perk for Prestige 2: “Refined Warcries”
精通2的新perk:“精煉戰(zhàn)吼”(?)?
The Warcry multiplier is increased from 2x to 4x when using a class with Prestige 2 or higher.
當(dāng)使用一個p2或更高精通的職業(yè)時,戰(zhàn)吼的金幣倍數(shù)從2倍增加到4倍。
Hunger Revamp 饑餓機制改進(jìn)
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).
饑餓的基礎(chǔ)等級將從32.5分鐘(標(biāo)準(zhǔn))/ 25分鐘(對決)時的饑餓I開始,增加到10分鐘(標(biāo)準(zhǔn))/ 2.5分鐘(對決)時的饑餓X(饑餓10),然后在游戲結(jié)束前保持在饑餓X(并在游戲剩余時間內(nèi)保持在饑餓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
饑餓效果仍然不會在死亡競賽開始前觸發(fā)。這只是關(guān)于基礎(chǔ)值的,意味著如果死亡競賽開始得晚,饑餓等級會以更高的等級開始疊加。它也意味著有一個可能的寬限期,如果人們以快速的速度通過中期(趕緊給我把凋零沖了),死亡競賽可能會度過一段低等級的饑餓效果時間。
This is equivalent to a base increase of 1 Hunger Level per 2.5 minutes.
這相當(dāng)于每2.5分鐘增加1個饑餓等級。?
Every map has a designated y range (y1 to y2) for the map’s “surface level”.
每個地圖都有一個指定的y范圍(y1到y(tǒng)2),用于表示地圖的“地表”。?
The maximum possible value of Hunger you can have at any given time is Hunger L (Hunger 50).
你在任何給定時間可以擁有的最大可能的饑餓值是饑餓L(饑餓50)。?
Your Hunger Level can change based on the following effects (rounded up):
你的饑餓等級可以根據(jù)以下效果改變(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.).
在這個y范圍移動(向上或者向下)會使你的基礎(chǔ)饑餓等級每個方塊增加10%(加法)(+100%為10個方塊,+200%為20個方塊,等等)。?
Being outside of the middle of the map will also increase your base hunger level by a factor of 1.5x (multiplicative).
在地圖中間之外也會使你的基礎(chǔ)饑餓等級乘以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).
通過攻擊敵人,使你當(dāng)前的饑餓等級降低5%(加算,基于你沒有攻擊任何人時的值)持續(xù)5秒(像一個戰(zhàn)斗標(biāo)記)。?
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.
你可以疊加這個降低饑餓的效果,但它不會重置計時器(意味著在你第一次攻擊后的5秒,饑餓等級會再次增加5%)。這意味著你需要持續(xù)地攻擊敵人才能顯著地降低饑餓。
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.
這個標(biāo)記要求你至少造成3點非真實傷害才能算作一次攻擊。這是后面提到的一個通用的反ct機制的一部分。
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:
對于上述可以影響你的饑餓的因素,玩家會收到聊天信息,主動告訴你如何停止挨餓,如果你沒有做需要的動作(優(yōu)先考慮能最大程度減少饑餓的動作)。
“Head to the surface to stop starving!” (if underground)
例如: “去地面上以停止挨餓!”(如果在地下)
“Head to the middle to stop starving!” (If outside of middle)
“去中間以停止挨餓!”(如果在中間之外)
“Engage with the enemy to stop starving!” (If enemies are within like 25 blocks of you)
?“與敵人交戰(zhàn)以停止挨餓!”(如果敵人在你25個方塊以內(nèi))?
The full hunger formula is as follows:
完整的饑餓公式如下:
Hunger Level In Middle = Base Hunger * (1 + (displacement (in blocks) * 0.1))
中間的饑餓等級 = 基礎(chǔ)饑餓 * (1 + (位移(以方塊為單位)* 0.1))?
Hunger Level Outside Middle? = Base Hunger * (1 + (displacement (in blocks) * 0.1)) * 1.5
中間之外的饑餓等級 = 基礎(chǔ)饑餓 * (1 + (位移(以方塊為單位)* 0.1)) * 1.5?
Hunger Situation Examples:
饑餓情況示例:
Base Hunger is 5, you are outside of middle, and you are 15 blocks away from the surface range.
?基礎(chǔ)饑餓是5的情況:當(dāng)你在中間區(qū)域之外,并且你離地表范圍有15格方塊。
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.
基礎(chǔ)饑餓是10的情況:你在中間區(qū)域之外并且你離地表范圍有30格方塊。?
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:
食物相關(guān)的變化:
Pumpkins, Mutton, and Rabbit are removed from the loot chest pool.
南瓜,羊肉和兔肉從戰(zhàn)利品箱子池中移除。
Steak and Chicken are rarer.
牛排和雞肉更稀有。
Potato crops drop only 1 baked potato per crop.
土豆作物每個作物只掉落一個烤土豆。(?)
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.
一般來說,玩家應(yīng)該有合理的自由在任何隊伍家里的表面玩,當(dāng)他們在中間之外時,他們的食物供應(yīng)會被稍微多一些地征稅(這應(yīng)該是個阿美的梗的說法)。
但是對于那些試圖在死亡競賽后期通過長廊來避免交戰(zhàn)的人,或者那些試圖通過沿著屏障方塊wallrun來逃跑的人,他們都應(yīng)該經(jīng)歷高等級的饑餓等級,并且冒著因為需要不斷地吃東西或者在逃跑時失去疾跑而變得更容易被擊殺的風(fēng)險。