Hypixel官方宣布:羊毛戰(zhàn)爭(zhēng)錦標(biāo)賽取消
(譯者注:凌晨四點(diǎn)了,我先睡覺了,不重要的暫時(shí)沒翻譯,我相信各位有能力看懂的,嗯沒錯(cuò)就是這樣。)
各位好,
很遺憾地通知各位,我們不得不取消本次舉辦的羊毛戰(zhàn)爭(zhēng)4v4錦標(biāo)賽。由于比賽的前22個(gè)小時(shí),系統(tǒng)出現(xiàn)問題,導(dǎo)致段位匹配不正常,致使整體游戲環(huán)境不平衡。
我們發(fā)現(xiàn)問題后,就已經(jīng)盡力在修復(fù)了,并討論了如何解決由這一問題帶來的更大的問題:比賽積分虛高。我們起初打算根據(jù)整個(gè)錦標(biāo)賽中每場(chǎng)比賽的積分來還原數(shù)據(jù)。然而,在今天花了一整天時(shí)間從服務(wù)器日志中提取數(shù)據(jù)并還原積分后,我們發(fā)現(xiàn)即使采取這樣的措施,也會(huì)因?yàn)楦鱾€(gè)水平的玩家會(huì)被隨機(jī)地放在一起對(duì)戰(zhàn),致使排行榜積分失真。經(jīng)過進(jìn)一步討論,我們決定取消比賽,提供參與獎(jiǎng),并在大約兩周后重新舉辦比賽。 參與獎(jiǎng)尚未確定,但可在接下來的幾周內(nèi)從錦標(biāo)賽大廳領(lǐng)取。
本帖發(fā)布時(shí),比賽已被暫停,我們將在不久后關(guān)閉錦標(biāo)賽大廳,對(duì)游戲系統(tǒng)進(jìn)行改進(jìn)。我們知道這個(gè)解決方案并不理想,但這是我們所認(rèn)為的能為所有玩家提供公平錦標(biāo)賽的方式。
如果你想知道發(fā)生了什么,以及我們今后將如何防止這種情況的發(fā)生,請(qǐng)繼續(xù)閱讀!
到底出什么問題了?
用來處理游戲隊(duì)列的服務(wù)有多個(gè)內(nèi)部隊(duì)列系統(tǒng),這些系統(tǒng)有不同的匹配模式和玩家隊(duì)列模式.我們的標(biāo)準(zhǔn)全局系統(tǒng)默認(rèn)內(nèi)置了錦標(biāo)賽匹配功能,它會(huì)比較服務(wù)器模式密鑰是否與當(dāng)前錦標(biāo)賽模式密鑰一致(不區(qū)分大小寫),如果一致,那么就進(jìn)行匹配。
Wool Wars extends our “filtered” queue system, which allows us to do matchmaking a lot easier, and is what handles the party matchmaking in the normal mode. However, this filtered queue when comparing the servers for bracket matchmaking checks if the key is equal (case sensitive), and here lies the issue. The tournament mode key was defined as lowercase in Wool Wars, but the tournament was defined in uppercase. Most places don’t care about mode key casing with these sorts of things, but this was clearly a mistake when tournaments were first implemented that we’ve only just now come across.
為什么測(cè)試的時(shí)候沒發(fā)現(xiàn)?
Our QA team test tournaments and updates on our private testing environment, this is a clone of the Hypixel Server (similar to the alpha server) where we have everything running separately. However, one of the differences here is that the Wool Wars filtered queue was disabled, meaning queuing went through the standard queue and was doing bracket matchmaking just fine.
未來的計(jì)劃
首先,可能也是你關(guān)心的事,我們將確保隊(duì)列系統(tǒng)的運(yùn)行情況與正式服一致。
其次,我們已經(jīng)做了些小改動(dòng),改進(jìn)單目標(biāo)跟蹤系統(tǒng)(point tracking),以防類似的情況再次發(fā)生(我們希望不會(huì)有第二次了?。?/p>
為了還原本次錦標(biāo)賽的積分,我們要提取每場(chǎng)錦標(biāo)賽游戲的服務(wù)器日志,然后根據(jù)日志里的信息重建每個(gè)玩家的錦標(biāo)賽積分。這是一個(gè)痛苦而漫長(zhǎng)的過程,我們要花大量時(shí)間來獲取并處理這些數(shù)據(jù)。因?yàn)槲覀兊姆?wù)器實(shí)在是太多了。
For our next tournament, we’ll be aiming to have tournament data stored along with Game History, this will include the bracket of the server and the points earned. (As well as some other detailed breakdown on the backend for us to use in a similar worst-case scenario like this).
This will also bring the benefit of players being able to see points earned for each game in the Recent Games menu.
Lastly, we’re going to be adding some additional metrics for which players are in which brackets. If we had data that showed the players' bracket difference compared to the server bracket we would have likely caught this issue a lot sooner.