炉石传说2017年2月底将更新 环境 - {$web_name} 将在2017年2月底开展完整升级
炉石传说外服论坛中有设计师揭露了新近的补丁升级打算。将在2017年2月底开展完整升级。来看看99单机小编熊卜卜的炉石传说2017年2月底将升级 生态|平衡性改动揭露哈。

外服原文>>
升级打算要点:
1、权威的资料统计,在过去024剧组日常动态2周里,传说分段的天梯中,萨满的出场率达到了30%。
(第三方的VS资料显示,1月最后一天的天梯排名争夺中,萨满出场率升到了40%,在天梯重置前的最后几个小时里,更是飚升到了60%,由于这是高分段传说玩家维持胜率的最好方法。)
2、天梯所有分段的统计中,萨满的出场率达到了17%,这个资料含有了萨满的整体卡组类型。
3、在炉石的历史上,最糟糕的最IMBA的时候是“送葬猎”时代,那时候全分段有35%的业内折叠屏手机指南猎人。历史上最高胜率的卡组是送葬猎,胜率大约60%。
4、海盗“组合”——蹩脚海盗和帕奇斯——在5级以上分段有50%的使用率。
5、当前生态最强卡组“快攻萨”的平均胜率是53%。历史上没有一个“最强卡组”胜率比它低的。它对防战的胜率仅为35%,对战宇宙法也是劣势。
6、2月底将会有一个补丁。
7、有关的平衡性改动将不久公开。

中英原文:
Hey everyone!
各位好!
I've been reading a lot of feedback on the state of the game, whether pirates are too good, and whether shaman is too good. I'm also seeing a lot of folks wondering what we are planning to do about some of the current issues.
我已然看了很多有关游戏现状的反馈,含有针对萨满和海盗是不是太强的研究。我也目睹了很多玩家期盼目睹我们正打算去解决现有的一些难题。
I should start by saying that we truly appreciate all of your feedback. I think Hearthstone is at its best when the development team and the community discuss and share ideas back and forth. These are real issues, and hearing about your experiences has been helpful for us in determining next steps.
先是,我必须说,我很致谢你们(所有玩家)的反馈。我觉得当开发团队与玩家群体不断地研究和转发意见的时候,炉石传说就处于它的揭秘节目录制攻略最佳状态。我们所研究的这些是真实存在的难题,听取你们的亲身历程有助于我们确定后面几段的进展。
So today, I wanted to talk a bit about the meta, potential nerfs, and how we think about balance.
所以今日,我想聊聊一些有关生态,潜在的削弱,和我们针对平衡的看法。
To get us started, I wanted to define some terms. These are common terms, so there may be no revelations here, but it's useful to make sure we're talking about the same things, and how these terms (which are common to all games) are specifically used in relation to Hearthstone.
先是,我想要定义一下一些名词。这些很普遍,所以他们也许没什么歧义,但是针对明确我们在研究一致的东西,以及这些东西(在各个游戏中都普遍的名词)在炉石中确切指什么,有很大合作。
About the Meta
有关生态
The Meta is short for the 'metagame'. The game is what happens once you tap 'Play' and see the spinner. The metagame is what happens outside of the game. It's what deck you choose to play. It's what decks your opponents choose to play. Some people define 'metagame' as literally everything game-related, including chatting with friends about it, reading information about it online, or anticipating upcoming content. The Hearthstone community uses it more frequently as "all decks that everyone is using" and often more specifically as the "the top X decks". If there are 7 decks that all see enough play that you see them again and again while you play, you might say those decks are 'the meta'. If you're playing a deck that people don't see often, you are playing 'off meta'. If you build a deck specifically to beat the most popular deck then you are playing to counter the meta. It doesn't matter if a deck is good or bad, what affects the meta most is how frequently any one deck appears. It's important to note that bad decks can be part of 'the meta', and good decks might not be widely spread enough yet to have become part of 'the meta'.
生态是所谓“游戏生态”的缩写。游戏就是你在按下“对战”按钮,目睹排队转盘之后发生的事。游戏生态是在游戏外发生的事。它是你挑选的卡组,也是你对手挑选的卡组。有些人以名义上与游戏关联的所有东西来定义游戏生态,含有与好友研究,秋季最适合读的一句话:破镜重圆上网刷攻略,或者预测前方的信息。炉石玩家群体常常把“所有玩家用的所有卡组”称为游戏生态,更常常的,“最强的X个卡组”。假如有7个卡组,大家都目睹吐了,你在玩的时候你也能目睹烦躁了,那么你或许说这些卡组就是“游戏生态”。假如你在玩一些少见的卡组,你就是“脱离生态”。假如你组了一套卡专门针对最热门的卡组,你就是在针对生态。卡组好坏不重大,作用生态的最重大因素是一套卡组呈现的多频繁。相当重大的是,所谓的坏卡组也可以变成“生态”的一若干,好卡组也或许没有广泛使用所以没有变成“生态”的一若干。

About Balance
有关平衡
Balance can mean different things in different contexts. Sometimes we use it to describe the relative power level between things. Sometimes we use it to describe how often things are being used in relation to each other. And there is a complex relationship between these two metrics.
平衡在各异的生态有各异的含义。有些时候我们用以刻画各异东西的相对强度。有些时候我们用以刻画一些东西与其他东西关联的密切程度。在这两个指标下这是一个相当繁琐的关系。
For example, a class might have a very high win rate, relative to others. That's not balanced. When that happens, more people tend to flock to that class, increasing the play rate. Eventually, that class will become played more than other classes. That's also not balanced, and it's the more worrying imbalance.
比如,一个职业也许有针对其他职业的极高胜率。这不平衡。一旦这个事情发生,更多的玩家倾向于加入这个职业,增多这个职业的热度。最后,玩这个职业的会比玩其他职业的多。这也不平衡,并且这是更糟糕的“IMBA”。
We believe, at its core, Hearthstone is more fun when you are having a variety of experiences. We randomize the order of cards in your decks, restrict you to 2 copies of each card, and limit your hand size and the amount 'card draw' we print to help make experiences different each game. We print cards with random effects partially for this reason. But one of the biggest ways to give you different experiences (and problems to solve) each game is to give you different opponents with different decks. We also release new cards, because even all of these things isn't quite enough to keep things variant over time.
我们相信,在根本上,你的炉石历程越丰富,炉石越好玩。我们打乱了你套牌中的卡牌顺序,限制了每张牌只能塞2个复制,并且限制了手牌数量和总共可以抽到的牌的数量来让玩家每一局比赛都有所各异。我们印制一些随机效果的牌若干也是由于这个缘由。但是最重大的给玩家多变历程的方式(也是我们要解决的难题),是让各异的对手使用各异的卡组。我们也放出了一些新卡,由于即使以上所有东西都不足以让生态在长时间中维持多变。
There are games with less variety (like Chess), that are still very deep. But we believe that allowing creativity in deckbuilding, and giving players new and different problems to solve is really fun.
也有一些没那么多变的游戏(象棋啊什么的),但也维持深度。但是我们相信释放组牌的创造力,给予玩家各异的新难题去解决是相当有意思的事情。
The value of Balance, then, is to keep giving players different experiences.
所以,平衡的价值,就是持续给予玩家各异的历程。
This is not to say that each card's role is to compete for a spot in a competitive deck. Some cards (like Majordomo Executus), are intended to be a lot of fun for players who like big splashy moments. Other cards are meant to be deckbuilding challenges to players who like to experiment with cards that others have deemed weak (Hobgoblin). Some are meant to be hooks for learning or comparison. ("This is like Chillwind Yeti, but better! That must be good!")
这不是说每一张卡都要塞到一个有比拼力的卡组中。有些卡(治理者啊什么的)是给那些喜欢看大火球锤脸的玩家提供开心的。其他的卡(比如大胖)是给那些喜欢自己组一些别人觉得很弱的卡来玩出花的人的。有一些卡是用来身为进修和较为的参照物的。(这玩意跟雪人一样,但是更强!肯定更好用!)(译者:352和351潜行看着351白板)

Statistics and the State of the Meta
统计资料和生态现状
I wanted to go through some stats about the current meta, and talk about how we analyze them.
我想简略讲一讲一些有关现有生态的统计资料,并说明我们是怎么确认他们的。
Over the last two weeks, 30% of players are piloting Shaman at Legend. If you include all ranks, 17% of players are playing Shaman. This includes several decks: Aggro Shaman, Midrange Shaman, Control Shaman and Jade Shaman.
在最近两周内,30%的传说段玩家使用萨满。假如含有所有分段,这个数字是17%。这个数字含有了几种卡组:打脸萨,中速萨,控制萨和青玉萨。
The worst point of imbalance in our history was Undertaker Hunter, where Hunter was played by 35% of players across all ranks.
在炉石的历史上,最糟糕的最IMBA的时候是送葬猎时代,那时候全分段有35%的猎人。
The Pirate 'package' of Small-Time Buccaneer and Patches the Pirate is played in about 50% of all decks at rank 5 and above.
海盗“组合”——蹩脚海盗和帕奇斯——在5级以上分段有50%的使用率。
The average win rate of the best deck in the meta is 53%. Historically, there has never been a 'best deck' with a lower win-rate. Put another way, this is the worst 'best deck' in Hearthstone's history. The win rate is consistent across all ranks, though individual players have wildly variant individual experiences. We don't include mirror matches in our calculations.
当前生态最强卡组的平均胜率是53%。历史上没有一个“最强卡组”胜率很低。另外一个角度说,在炉石历史上有最糟糕的“最强卡组”,它的胜率在全分段都很稳定,尽管各异的玩家有多样到爆的历程。我们不会算镜像对局的胜负关系。
The highest win rate of all time was Undertaker Hunter around 60%.
历史上最高胜率的卡组是送葬猎,胜率大约60%。
When evaluating balance, we look at the win rate of decks and classes, compare them to the impossible ideal (50%), and to the worst case (60%). Knowing that 50% is impossible, we just want it to be "close". This isn't a science, but for us, that has traditionally been between 53% and 56%. This isn't the most important metric, though. If a deck has a 70% win rate, but only a handful of players are playing it, that's great. It doesn't cause the issues of non-variant gameplay... yet. Traditionally when a deck has a very high win rate, people begin to copy it, and it becomes a larger and larger part of the meta. Another important consideration for us at that point is 'Counters'.
当我们评估是否平衡的时候,我们会看卡组和职业的胜率,并且与不或许的完美点(50%),和最糟糕的状况(60%)做对比。我们得知50%是不或许做到的,所以我们只是期盼接近它而已。这不是一个科学定律,但是针对我们来说,传统上最强卡组胜率普通在53%到56%。可是这也不是最重大的度量。假如一个卡组有70%胜率但没几个人玩,这很有意思。这不会导致单一的对局……至少当下来说。传统上当一个卡组有爆炸高的胜率,人人都着手抄卡组,然后它就占据越来越大若干的生态。在这里,我们考虑的另一个重大若干是“针对”。
When a deck loses to specific cards or other decks, players can be rewarded for playing those counters as that deck rises in popularity. If a deck ever became 60% of the meta, but there was a deck that handily beat it, then you could have a 60% win rate by playing that deck, and it would become the new best deck in the meta. This phenomenon causes metas to change over time. We've seen that so far since the release of Gadgetzan Pirate Warrior hit peaks of 30%, but shrank to as low as 10% over time. There were also a few days in which Reno Warlock was the dominant deck and which Rogue was the dominant deck at very high skill levels. When the meta is still changing, we don't like to make changes to cards.
当一个卡组由于一些特定卡牌或碰到一些特定对局而输掉比赛,当这个卡组热度上升时,牌手可以经由针对这个卡组来获取奖励。假如一个卡组到了60%热度,但是有一个卡组可以吊打它,那么你玩这个可以拿到60%的胜率,并且这个卡组会变成新的最强卡组。这个现象让生态不断改变。我们已然目睹,加基森海盗战最着手冲到30%热度,到如今缩水到10%不到。另外,有那么几天宇宙术是天梯上最多的卡组,也有那么几天奇迹贼这个高技术含量的卡组遍地都是。当生态持续改变的时候,我们不喜欢去改卡。
Right now, Aggro Shaman is one of our highest win-rate deck, but has a 35% win rate vs Control Warrior decks that are tuned to beat them. Reno Mage is also a bad match up for them. Does this mean that it has become 'correct' to play Control Warrior? It depends on the other decks in the meta, and whether Aggro Shaman continues to become more popular. Fibonacci recently took advantage of the predictable meta and built a Control Warrior deck that did very well against Aggro Shaman.
如今,打脸萨是最高胜率的卡组之一,但是对防战只有35%胜率正限制它的进一步进展。宇宙法也是一个不利对局。这意味着如今玩防战是正确的吗?这取决于生态中的其他卡组,以及打脸萨是否会持续盛行。Fibonacci(译者注:斐波那契,外服著名防战玩家)最近经由生态可预测的转变来获取长处,组了一套防战来屠杀打脸萨。

We believe that it's important to let good players recognize shifts in the meta, and capitalize on their knowledge before the meta shifts and the 'solution' changes. This is one of biggest reasons why we don't nerf cards very frequently. When metas stagnate for too long; When there are no good counters; When the best decks aren't fun to play or lose to; these are all reasons we have made balance adjustments in the past. If a deck is popular for a few weeks, that isn't a reason to make a nerf on its own. We'd have to be concerned about the fun, not be seeing any emerging counter-strategies, or be far enough away from a new content release to be worried about stagnation for a long time.
我们相信让好的玩家认识到生态的转变,在生态转变和“解决计划”改变之前运用他们的知识是很重大的。这是为什么我们不频繁削弱卡牌的最大缘由之一。生态僵化了太长时间,或是没有好的针对,或者最强卡组不好玩或者输了太难受,都是我们过去平衡性改动的理由。假如一套牌火了几个星期,它本身并不能变成削弱的理由。从持久来看,我们必须考虑有趣程度,没有目睹新的针对手段,或者在新信息亮相之后很长一段时间去忧虑生态是不是变得一潭死水。
So that brings us to today. Another consideration for making a balance adjustment is planning around a client patch for each of our platforms. We are working on the ability to stream balance adjustments (and other content) directly to players' devices, but until we have that ability, we need to release a client patch to make a change to a card. Our next patch is planned for around the end of this month. You can expect an announcement from us regarding balance changes either way in the week or so leading up to that date.
这就是今日的信息了。另外一个平衡性改动的考虑——针对我们的所有渠道的客户端补丁——已然在打算之中。我们正以便直接将平衡性补丁(还有其他信息)推到每一个使用者的设备而奋斗,但是在我们有这个能力之前,我们必须放出一个客户端补丁去改卡。我们下一个补丁打算在月底放出来。你们可以盼望一下官宣的有关平衡型改动的信息来领先一步。
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