骑马与砍杀2:霸主 开发日志10

Hello all Mount &Blade players, curious individuals and accidental Mount & Blade blogreaders! We hope you are having a wonderful 2015, so far and that you enjoyedour previous blog by Finn Seliger, covering the music of Bannerlord.
  各位骑砍玩家与偶然看到这篇日志的读者们大家好!希望你们都有一个美好的2015,目前为止你们都对我们以前的日志(by Finn Seliger)以及《领主》的音乐感到喜闻乐见。

This time, the blogcomes right from us and we're going to be touching on an interesting newfeature for the single player, something we know a lot of you want to hearabout
这一次,我们的日志带来了单人游戏中一些有趣的特征,一些我们知道你们都非常想要听到的东西。


One of the areas ofour development focus is improving player interaction with NPCs and otherfactions and making this part of the game feel deeper and more meaningful. Inorder to facilitate this, early in the development we decided to use adedicated bartering screen. We have been working on this new feature for sometime now and it has matured to a point where it adds a lot to gameplay and hasmany interesting details we can talk about.
我们的其中一个开发重点就是提升玩家与NPC的互动以及其他功能,并且将游戏中的这一部分变得更深以及更有意义。为了更好地达成这个目标,就在之前我们决定添加一个专门的交易面板。我们已经在这一方面进行了一段时间的工作,现在我们对它要添加到游戏里的东西已经有了一个方向,我们有很多有趣的东西可以说一说。As shown in thescreenshot, the bartering screen is fairly self explanatory. The right handside presents a list of things the player can offer towards the deal, and theleft hand side shows what the player can demand from the other party. This is asimple system that makes deals easy to create and view, with potentialofferings grouped together for ease of use.
   可以看到下面的截图,交易面板相当清晰明了。右手边的清单是玩家可以提出的交易,而左手边的则是玩家可以向其他人要求的东西。这是一个能让交易变得更加容易创建和查看的简单系统,将商品放在一起以更轻松地使用。


Thesatisfaction-meter in the middle demonstrates the other party's willingness toaccept the deal and so is the key indicator for the player, when puttingtogether a barter offer. Satisfaction changes as we add and remove items intothe offer. It is also affected by other factors such as player skills andrelation to the character -and especially- the needs of the other party.Certain goods and arrangements have different values for different NPCs. Forexample, setting free a character who is held prisoner may be worth quite a lotto the prisoner's family and to a lesser extent, other NPCs in the samefaction, while this may be of essentially no value to characters who arecompletely unrelated.
在屏幕中间的满意值计量表显示了其他人接受玩家交易的意愿,对于玩家来说,在以物易物时这是一个重要指示。满意度会在我们向交易中添加或移除物品时改变。它同样会受到其他因素的影响,比如玩家技能、玩家与交易对象的关系,尤其是交易对象的需求。某些商品对于不同的NPC来说也有不同的价值,举个例子,在一定程度上,释放一个俘虏也许对于俘虏的家人来说价值较大,这个功能在其他NPC身上同样有效,一些与NPC毫无关联的物品也许对于他们来说会一文不值。


The things that canbe exchanged in barter depend on context as well. When bartering with enemies,you are able to negotiate peace deals, while barters between a king and hisvassals could consist of granting ranks within the kingdom or awarding offiefs.
在不同背景下可以交易的东西也有所不同。当你与敌人交易时,你可以与他们签订和平条约,当一个国王与他的封臣进行交易时,国王可以对他授予军衔或授予封地。


Under the hood, thegame takes what might be called a rather materialistic approach: In the worldof Bannerlord's barters, everything has a price; the game internally assigns anumerical value in the game world's currency --denars to every possible item ina barter, then uses this monetary value to evaluate whether a deal is good ornot. Something to be careful of, with this kind of system, is the potential ofcounter-intuitive results arising: For example bribing your arch-enemy to joinyour faction, if you pay the right amount. In practice though, this is a
non-issue. The systemwill typically assign such exorbitant values to decisions of this sort, thatthese will be extremely difficult, if not altogether impossible, for the playerto attain.
本质上,游戏拥有Materialistic Approach的功能:在《领主》的交易中,所有东西都有它的价值;游戏中的货币都被分配了自己的价值——第纳尔可以用于与任何可能的物品交易,然后使用货币的价值来评估交易的好坏。要注意,在这样的系统中,可能会出现与直觉相违的结果,举个例子:如果你付出足够的代价便可贿赂你的死敌,使他加入你的派系。但事实上,这只是个微不足道的问题。系统常常会给这样的类型分配过高的价值使其变得极其困难,对玩家来说几乎不可能。
(大概意思就是想要贿赂死敌到自己的阵营将需要比所需价格高非常多的代价,所以招募死敌是几乎不可能的)


The sandbox AI canuse the barter system just like the player. We have a system in place thatfinds parties which could be interacting and then tries to build barter offersthat would be acceptable to both parties. For example, if one of your vassalshas low loyalty and there is a rival king nearby who has a fief to spare, thereis a chance that the king will entice your lord with the promise of the fiefand your vassal will defect. Handling AI interactions in this way is a greatboon for the strategical campaign as it makes the game much more interestingand unpredictable, while retaining balance and realism.
沙盒AI能够与玩家一样使用这个交易系统。这个系统能够使NPC尝试创建一个双方都能够接受的交易。举个例子:如果你的其中一个封臣忠诚度较低,并且附近的对方国王拥有一个等待分配的封地,那么就会有对方国王用封地承诺来引诱你的领主跳槽的可能,于是你的领主就会背叛你。在战略上用这样的方法处理AI的相互作用会使得游戏更加的有趣以及多变。


We hope you enjoyedreading about this new feature for Bannerlord and we are looking forward to sharingmore information about the progress of the game soon.
我们希望你对于阅读这样一个《领主》的新未来感到喜闻乐见,同时,我们期望能尽快分享关于游戏进步的更多信息。
 

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