[搬运] 开发者日记:回顾Sanhok测试 以及其中提到的即将改变的 选图 和 匹配 机制 在Reddit 上的热议
昨天 pubg 发布了 新的一个 dev说明了 6月22日即将上线的 新 4X4 地图 会发生的一些 选图 和 匹配机制的改变。中文官方: https://weibo.com/ttarticle/p/show?id=2309404250948603104228#_0
玩家们大家好,
通过第14轮更新,我们完善了投掷武器,更改了M24的掉落、刷新机制,并改善了客户端的性能。我们正在持续进行更多的改善工作,这些内容即将更新至测试服,请大家期待下一轮(第15轮)补丁内容。
在6月22日 4x4 Sanhok地图正式服上线之前,我们希望通过今天的公告回顾一下目前为止进行的4轮测试。在此,PUBG团队的所有员工向所有参与了Sanhok四次测试的玩家朋友们致以诚挚的谢意。
在今年三月初给大家分享今年的开发计划时,我们首次介绍了新地图(当时名称为4x4地图Savage)。如之前的开发方式,我们以‘开放开发’的方式给大家提前公开了开发阶段的地图。
因Sanhok地图是Alpha测试阶段后进行的第一个开放式开发的项目,如之前的方式,我们给大家分享了地图一步一步发展的每一个过程。我们为了满足玩家们的期待,实现“和玩家携手共同打造地图”这一允诺。竭尽努力完善了各个细节。
在2个月的测试过程中,世界各地的玩家们给我们反馈了各个方面的意见。我们对所有提交BUG、向我们提出宝贵意见的玩家致以诚挚谢意。您的反馈对地图设计、细节优化起到了非常有意义的推进作用。现在我们依然在收集玩家的反馈,并通过分析,对开发优先顺序后进行排列,持续优化游戏。
Sanhok的上线与后续的计划
我们为大家准备了很多惊喜,目前有两个惊喜想提前与大家分享。
首先,我们要给大家分享地图选择上的变化。 我们将区分游戏地图选择为‘大型战场’和‘小型战场‘。当初分享地图选择功能时,我们提过‘当我们添加新地图时,游戏匹配会受到影响’。 因地图和视角的选择可分散玩家群,为了提供更加顺畅的匹配环境,我们决定限制地图的选择数量为两个以下。而且通过Sanhok的地图我们分析到新地图与之前的地图的游戏速度明确不同,因此需要分别匹配不同游戏方式的玩家群。
玩家们将可以从‘大型战场’和‘小型战场’选项中进行选择。如果全部选择的话,玩家会在三个地图中随机进入一个。
如这周在E3发布的内容,我们会持续添加新的地图。目前的计划为,在两种地图(大型&小型)里各个添加新的地图,但这个计划也许会发生一些改变。详细的内容,请参考我们的后续公告。
今天要和大家分享的第二个内容为Sanhok地图的‘匹配方式’。我们希望玩家们在Sanhok战场上的体验为更加疯狂,激烈,更加与众不同。因此,‘小型战场’地图不会按照‘等级匹配(MMR- Match Making Rating)’进行匹配。游戏将记录游戏的成绩,但成绩不会影响游戏的匹配机制。在Sanhok地图里,玩家们会与世界级高手对抗,也会遭遇仍在成长阶段的新手。
我们今天要分享的内容就到这里。 我们迫不及待地想分享更多关于Sanhok的内容。
英文原版:https://steamcommunity.com/games/578080/announcements/detail/3077529424436480685
Hi everyone,
Update #14 brought some big upgrades to throwables, introduced the M24 rifle to the world’s weapon spawn pool, and (most importantly) implemented a few clutch performance improvements. There are still many more performance improvements in the works—expect to see more make their way over to live servers in update #15.
Today, though, we want to take a quick look back at the four testing rounds we ran for Sanhok, our 4km x 4km map which is coming to live servers on June 22.
From all of us at PUBG Corporation, thanks so much to all of you who participated in the four rounds of testing we conducted on Sanhok.
This was an experiment for us. We let you explore the map while many of its textures and structures were in a pre-alpha—in many ways it was a return to our Early Access roots, working hand-in-hand with the community to build the map together.
An early stage image of Sanhok
We’re especially grateful to all of you who reported bugs and shared your opinions about how we could make the map better. The feedback you gave us meaningfully changed the way we designed so many details of the map.
We’ve got more surprises in store for the Sanhok launch, but there are two topics we’d like to discuss early, so you guys aren’t surprised when the map hits live servers.
The first topic is an update to the way map selection works. When we first announced map selection, we said “we’ll still have to keep a close eye on it, since it could become problematic as new maps continue to be added.”
It’s now become clear to us that these concerns were justified, and we’ve decided that we can’t support individual map selection for more than two maps. This is because map selection creates an essentially exponential increase in the number of total separate queues when combined with other queue options like party size and perspective. That means the matchmaking pool gets split into many small sections, making it nearly impossible to put together a match in at least some of those queues.
We still want to make sure that players can play on Sanhok without any hassle, especially given that it’s an exciting new map. So, at least for now, we’re going to launch Sanhok as its own queue, with Miramar and Erangel bundled together in a separate queue. That means that in the new UI, you’ll be able to queue up for Sanhok by itself, or Erangel + Miramar together. Choosing both queues means you’ll randomly be dropped into one of the three maps currently in the game.
As we announced at E3 this week, we’ll continue to add new maps. Our current thinking is that maps will be added separately to one or the other queues, but it’s possible we’ll change our plans as we learn more.
The second topic is a little surprise about the way Sanhok’s matchmaking will work. We want Sanhok to feel like a truly chaotic, different gaming experience. For that reason, there will be no MMR-based matchmaking when you play on Sanhok. Although career stats will still be recorded, your performance on Sanhok won’t affect your MMR at all.
When you drop into a game, you’ll be battling it out against both the world’s best players and… well... let’s just say players with “lots of potential for growth.”
That’s all for now! We can’t wait to share more about Sanhok soon.
消息一出, Reddit 立刻炸了, https://www.reddit.com/r/PUBATTLEGROUNDS/comments/8r47ry/please_do_this_instead_of_bundling_maps_based_on/
基本上 分成了两派
不支持 以 这位老哥为代表 :
Fjaesbog 10 points 14 hours ago
Haha, no MMR / removal of map selection? What kind of drugs are you devs on? Holy f*ck you never stop to amaze me with your bullshit updates.
翻译:
哈哈,没有 隐藏分排序 并且 移除了地图选择。 你们这些开发者磕了神马药?你们这是什么 shi 一样的更新,真的很“惊喜”
或者是这位:
skywalker1942 7 points 12 hours ago
Wtf is this? i love to play on miramar ONLY. I don't want to play erangel again, you have 1.6m player online at the same time and you're saying they are not enough player?
翻译:
这是个啥? 我只喜欢玩儿沙漠图. 我可不想再玩儿 海岛图了。你们现在有160万的同时在线玩家,然后你说你们没有足够的玩家群体?
表示赞同派:
Epsi_7 points 3 hours ago edited 2 hours ago
This is because map selection creates an essentially exponential increase in the number of total separate queues when combined with other queue options like party size and perspective. That means the matchmaking pool gets split into many small sections, making it nearly impossible to put together a match in at least some of those queues.
called it soooo many times
3 maps x 3 modes x 2 perspectives x 6 regions, it's already =108
Make it 4 maps this winter, x3 modes x2 perspective x 6 regions, 144 queues already. Good fun
Edit : and to answer to some players coming with the ol' "but I have short Q times, it's bullshit", let me tell you that you're lucky to be in a highly active region, less active regiosn are already suffering from the map selection and the more maps we have, the more people will be affected. Ultimately, with enough maps, it's going to catch up to you, even in the US.
I can imagine how Solo (1 player) and Squad (1 to 4 players), FPP only, could have been the only modes/perspective from the very start but now they are bound to keep all the extra stuff that are giving them headaches when it comes to matchmaking.
翻译:
这是因为地图的选择会极大的增加 分开的匹配排队的数量。 这代表这 当匹配池 被分割成若干小块的时候,这会导致一些 匹配非常难以排到人。
我已经重申多次了。
3个地图X 3个模式 X 2个视角 X 6个地区, 已经是108个 小分区了
如果加上第四个冬季地图, 这将是 144个独立的排队, 很有趣嘛?
编辑: 回答有些玩家说 “但是我的排队时间很短啊,你这是胡扯” 我告诉你,那些幸运的在高活跃区的玩家们,在低活跃区的玩家已经开始经历 这个匹配问题了, 如果我们有更多的地图,更多的人会受到这个问题的影响。
最后,只要我们有很多的地图,即使是 美国地区(NA),这个问题也会出现。
我可以想象 一个单排玩家 和 一个四排, FPP,可以从一开始可以有各种模式和视角的搭配,但是 当加入了更多东西后,匹配的问题会让人头疼。
提出建议派大概是这样的:
brainchrist 132 points 10 hours ago
I mean, it'd probably piss people off less in the future if it was just "Choose a map to exclude from queue". That way when they add more maps, you still only get to eliminate one and if they find queues are healthy enough, they could let people eliminate more than one.
But yeah this seems entirely reasonable to me.
翻译:
我觉得,如果只是“选择一个你不想排的地图”这会更少在未来的惹怒玩家。 这样当你们有更多的地图的时候,玩家只能不排一个,如果等候时间还可以接受,再允许更多。
但是目前这样似乎也还是可以理解的。
社区经理如是说:
PUBG_Riggles -1 points 15 hours ago
There's a big difference between us and CS:GO, which is the playercount required to get a good game going. If we were trying to put 12 players into each game, it'd probably still work to have 18 separate queues (3 maps X 2 perspectives X 3 squadsizes) in each region. But we're aiming for 100 players in each game.
So it's not really a question of whether or not you're cool with waiting. It's a question of whether or not you're cool with having totally dead queues even when there are hundreds of thousands of people playing.
翻译:
这和 CSGO的区别很大,因为需要很大的玩家数量来支持好的游戏进程。 如果我们只匹配12个玩家在一场比赛中,我们很可能会继续在各个地区保持 18个分开的匹配队列 3地图X 2视角 X 3个小队人数 。 但是我们的目标是100个人一场游戏。
所以,这不是你认为等待 酷不酷的问题。 这是一个 期望只是有 成百上千的玩家在玩 但是你就是匹配不到人的问题。
参考这个帖子:https://www.reddit.com/r/PUBATTLEGROUNDS/comments/8r0ch4/can_a_community_manager_fucking_help_oc_players/
最近 在 SA 地区 和 OCE地区,也就是南美洲和大洋洲地区,已经出现了玩家长时间匹配不到人的情况。 以 OCE地区 FPP 双排 最为明显,匹配时间甚至能长达 20min。 这是由于大洋洲地区本地玩家基数所限制。 同时因为 最近 服务器和游戏表现 不尽如人意,导致大量玩家进入观望阶段,这种情况一直加剧。OCE的匹配问题大概已经持续了2周无法解决。如果再加上 MMR匹配机制,那么这个时间真是长到爆炸。 所以 4X4上不根据MMR匹配 目测也是为了至少在这张地图上让一些玩家可以快速匹配到他们喜欢的模式。
所以, 目前 看来 虽然玩家的反映强烈而且负面偏多, pubg此举也是多数无奈。 之前已经提到了关于维护时间的问题, STEAM要求不能依据不同时区来区别维护服务器,所以即使 维护时间是 北美的 晚上黄金游戏时间,北美玩家也只能受着。 同样的道理很可能决定了 烂洞 不能根据不同地区发布不同的客户端来解决一下 匹配的问题。
从 Reddit上 和 某些国内论坛以及APP上的玩家的反馈来讲,有不少跟风带节奏的。目前国内国外的大趋势就是 骂就对了,这一点哪儿都一样。
当然 在这些帖子中也可以看到 很家的不满是因为 对 沙漠地图的游戏性的质疑。 他们认为 沙漠地图的前5min和决赛圈的最后5min很激烈,但是 中间的20min很鸡肋。 而海岛图相对很舒服也很平衡。 也许 更改 沙漠地图的 缩圈和车辆刷新会是一个好的解决方案。当然我相信如果推出这个更改,玩家们也是先骂为敬。
那么, 你们是怎么认为的?
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