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[文化][游戏相关][中英对照]Part 3:On How to Improve LOL for a Longer Game Product Life

一线实稿 樊明璨 来源:樊明璨博客 1002浏览 0评论

Source: 向天再圈500年 谈谈LOL如何改进以延长寿命
Translated by: FMC
Date: January 2, 2015

Source(点击显示/隐藏原文)
作者:言乎 观点:从大数据和细节体验入手

Cyberdear Yanhu’s view: Starting with big data and detail experience

BBKinG老师”做减法“的观点从游戏设计的角度单摘出来说是政治正确的,但具体到LOL,特别是当前阶段的LOL中,一是未必合适,二是未有明确的细节讨论,有点空谈了。So,让我来认真答题吧。

From the perspective of game design alone, Mr. BBKinG’s “subtraction theory” is theoretically correct. However, it seems an empty talk for the specific game—LOL, especially LOL at the current stage, because the theory is not necessarily applicable to it and involves no definite discussions on details. So here allow me to answer the question in a serious manner.

《英雄联盟》有哪些地方可以改进的?

How to improve LOL?

首先我们先要清楚LOL当前的阶段和处境,然后再去谈怎么改进优化,什么阶段做什么事很重要。

First of all, we should figure out the stage and situation in which LOL currently stays before talking about how to improve it. Knowing what to do in what stage matters.

简单说,LOL已经是一款极为成功的、运营了四五年的、千万级别玩家的成熟产品,形势大好,正值壮年,大方向被验证没问题。因此,当前阶段的重点是稳定和服务好现有玩家,然后是吸取新鲜血液,拉拢新玩家。在此阶段贸然做减法,甚至大删大减大改大动,挑战老玩家的底线,很容易作大死。

Simply speaking, LOL has already been an extremely successful and mature product that owns an operation history of 4 to 5 years and tens of thousands of players. It is exactly in its heyday and its general orientation has been proved correct. In this case, the focus of the current stage is to stabilize and provide existing players with good services followed by attracting new players. If it takes a rash subtraction operation or even serious cut and modification at this stage, it undoubtedly challenges the bottom line of existing players and seeks easy death.

接下来我们谈改进优化。

Next, let’s move on to the improvement topic.

一,关于英雄的改进优化。

I. Champions

先看一组数据。

Let’s take a look at a set of data first.

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这是近期出场率前20的英雄(官方数据)以及各英雄对应的上线年份。

The above list shows the recent top 20 champions with the highest pick rates (from official statistics) and their corresponding launching years.

可以看到,近期出场率最高的前20个英雄中,有18个英雄是09-11年上线的,1个是12年上线的(剑姬),1个是13年上线的(卢锡安),14年0个。

We can see that 18 out of the 20 champions were launched in the period from 2009 to 2011, 1 (Fiora) in 2012, 1 (Lucian) in 2013 and 0 in 2014.

总英雄数量,09-11年是90个,12-14年新增33个,迄今共123个。换句话说,09-11年出产的英雄以70%的英雄数量占据了现在90%的出场率(前20,其实前30差不多也是这个比例),这是一个明显问题。

The total number of champions hit 90 from 2009 to 2011 plus newly added 33 from 2012 to 2014, currently totalling 123. In other words, the champions created in 2009-2011 that takes up 70% of the total takes up 90% of the champions shown in the above list. This figure wouldn’t change much even in the case of top 30 champions. This obviously is a problem.

另外,经常关注英雄出场率的同学会注意到,出场率较高的永远集中在那么一小撮英雄中(答主当然知道宇宙第一大法宝二八自行车法则,少数英雄肯定是多数玩家喜欢的,这没问题。但问题是,从近年的出场率看出,现在的少数过于少了。大部分英雄在冷宫的时间过长了。Dota2在这点相对略好,英雄出场相对平衡一点)。

In addition, dears who often pay their attention to champion pick rates may notice that a handful of champions always always get relatively higher pick rates (I surely know the No. 1 rule of the universe—Pareto principle and that there is no problem with the fact that a few champions are liked most by most players; the problem is that the current number of the liked champions is too small according to the pick rates in recent years and that the majority of champions have been cold-shouldered for too long. Comparatively, this case is slightly better and more balanced in DOTA 2).

所以,针对英雄的改进优化可以先从以下几点来谈:

So, the champions can be improved in the following aspects:

1、新英雄的问题

1. New champions

为什么11年之后出产的新英雄出场率相对较低,玩家认可度一般?我觉得这点是值得研发团队考虑的。

Why do the new champions created after 2011 receive relatively low pick rates and average acceptance by players? I believe that it deserves investigation by the developer team.

就我的观察来看,近几年新出的英雄有个明显趋势,就是越来越难上手,越发复杂化,作秀意图过大,实际体验较差。沙漠皇帝、遁地兽等有明显代表性。操作复杂眼花缭乱,看起来是有点炫酷,但是,最终结果如何呢?高手赛里鲜见出场(职业局也少见),普通匹配、人机对战更是难觅踪迹。

As far as my observation is concerned, the champions launched in recent years have shown a significant trend that they are increasingly harder to play well. They were created in a too complex and showy way and have ended up with lousy playing experience. The typical examples include but not limited to Azir and Rek’Sai. Complex operations and dazzling graphics look cool indeed, but how’s the final result ? They are rarely picked in veteran matches (uncommonly in professional matches), not to mention in normal matches and Co-op vs. AI matches.

那么,新英雄到底是为谁设计的?希望勿忘初心,不要走进为好玩而好玩为开发者自己做游戏的误区。

So the question is, who are the new champions designed for? Hope that the developer team doesn’t forget their original intention and avoids making the mistake of designing the game for themselves.

2、关于旧英雄的改进优化

2. Old champions

事实上研发团队一直在为此努力了。旧英雄多有翻新。但一方面做的还不够多,另一方面做的也不够好。对,说的就是你—塞恩。新版塞恩的大招,从没见过对它有好评的玩家,谁用谁流泪。

As a matter of fact, the developer team has been working hard for improving old champions. Most of them have been revamped. However, the revamp effort is still not enough and good enough. Yes, I’m referring to you—Sion. The latest version of Sion’s ultimate has received nothing but widely negative comments. Whoever uses it will cry for sure.

3、关于英雄定位的问题

3. Champions’ roles

看到有其他答主谈到英雄定位过于清晰(定位、分路过于死板)的问题,我谈一下自己看法。

Seeing the discussions on champions’ too clearly defined roles and lanes, I’d like to share my own opinions.

坦白讲我没太感觉这是个比较严重的问题。为何?因为我觉得这与LOL本身的低门槛易上手等特色优点是息息相关的。简单说,如果大部分英雄上下中打野通吃,那么你让玩家怎么选择?还没出门就吵疯了吧?给大部分英雄一个相对清晰的定位,就这款游戏来说,未免不是一个好的选择。

Frankly, I don’t think that this is a serious problem. Why? Because this is, in my opinion, closely related to LOL’s features such as low threshold and playable easiness. Simply speaking, if most champions fit all three lanes (top, mid and bottom) and jungle, then how do the players choose their champions? They can do nothing but quarrel with each other drastically, right? So for this game, it’s not necessarily a bad decision to give most champions relatively clearly defined roles and lanes.

二、关于地图玩法方面的改进优化

II. Map-based gameplay mode

地图玩法这块是其他同类型游戏一直想突破创新的地方,比如国产MOBA常见的7V7、10V10、副本关卡(插播一句,除非已经有较大数量的用户积累,否则开始就搞10V10、副本关卡的MOBA游戏就是自寻死路),以及风暴英雄的那几张图。

Other similar games have been trying to make innovations in this regard. Such innovations that are commonly seen in home-made MOBA games include 7v7, 10v10, and duplicate challenge (By the way, unless it has attracted a huge number of players, an MOBA game is seeking death if 10v10 and duplicate challenge modes are launched from the very beginning); several maps of Heroes of the Storm also reflect some innovations.

说回LOL,首先个人觉得新版的召唤师峡谷是一张非常棒的地图,几乎没有什么槽点。而其他的地图玩法,比如水晶之痕等几张地图问题较多,已经被时间和玩家选择验证是比较失败的地图玩法了,连鸡肋都算不上。LOL就现在用户量来说,基本不会出现新地图玩法导致核心玩法分流的恶性循环问题,因此可以大胆尝试新的地图玩法模式。

Back to LOL, I personally think that the newest edition of Summoner’s Rift is an outstanding map which there is nearly nothing you can complain about. However, other maps such as Crystal Scar are defective and have been proved a failure by time and the choice of the player community. They even don’t count as “chicken ribs”. In view of the current size of the player community, basically the developer team doesn’t have to worry about the vicious cycle caused by new map-based gameplay modes possibly grabbing the players of the core mode, so they can be bold enough to innovate the map-based gameplay modes.

三、表现层面的改进优化

III. Visual representation

首先认可研发团队近年来对此的改进努力,特别是召唤师峡谷相关的改进优化。当然,还有大量的可改进优化之处:

First, I’d like to appreciate the efforts the developer team has done in recent years in this regard, especially those invested in Summoner’s Rift. Of course, there are still many more defects that need to improve.

1、打击感相关

1. Sense of strike response

这个涉及较多,简单点说,

As this involves lots of things, here I just put it in a simple way.

表现层面:

Visual representation:

施法、被击特效等的优化。当前多数英雄的普攻和技能被击特效打击效果仍然较差(特别是远程英雄),与Dota2相比差距仍然较大。再就是动作相关的优化。太多需要优化的动作了,最明显的是新版小兵的普攻动作,软绵绵病怏怏的非常糟糕。

Optimize casting and strike response effects. Compared to DOTA 2, most champions, especially ranged ones, have much worse special effects of normal attack and ability strike response. Then optimize actions. There are too many actions that need to optimize, particularly the normal attack action of minions, which is too feeble and seemingly sick.

逻辑层面:

Logic representation:

打击点的同步问题,在延迟正常的情况下,也经常出现掉血、跳字,与被击特效不同步(提前或延后)的问题,非常影响打击感。

In the case of normal lag, reduction of health points and textual popup often fail to synchronize with strike response effects. The former happens either earlier or later than the latter, which exerts serious impact on the sense of strike response.

2、其他表现层面

2. Other aspects

比如技能图标。好多还是用的内测那会的渣图标吧?惨不忍睹。

Ability icons. Many of such icons are still those ugly ones that were used in the beta testing, right? Update them, please.

比如模型相关。这个不用吐槽了吧,尽快把那些旧英雄翻新成像布隆、沙皇的那样的模型质量吧。

Models. In short, please revamp the old champions as soon as possible in accordance with the model quality of Barum and Azir.

四、交互体验相关的改进优化
IV. Interaction experience
1、断线重连的改进

1. Reconnection after disconnection

这个好多人吐槽过了。断线重连从流程到速度方面都有较大的优化空间,这个不用细说了,普通玩家都知道怎样方便。

Many people have complained about it. There is a big room for improving reconnection after disconnection in terms of process and speed. Detailed description can be skipped as even average players know what convenient reconnection looks like.

2、挂机、消极比赛、匹配等相关问题

2. Negative attitude, griefing, matchmaking, etc.

挂机和消极比赛官方一直在解决这类问题,确实也比以前有好转,但还是不够,普通匹配局挂机问题仍比较严重,经常见。

The developer has been coping with the negative attitude and griefing problems. The situation has become better indeed, but that’s not enough because the negative attitude problem is still commonly seen in normal matches.

之前有答友说其他同类产品有投票踢挂B或菜B队友的功能,不得不说这实在是个非常糟糕的设计。挂机要从技术层面和惩罚规则方面解决根源问题,玩家总碰到菜B队友要反省是不是匹配机制、玩家战斗力算法有问题,想办法去优化,而不是搞一人一票去踢队友,这太愚蠢了。

Some cyberdear mentioned earlier that other similar products offer a vote kick feature allowing you to kick players who are noobs or negative in attitude. I must say that it is a very lousy design. To eradicate the negative attitude problem should start with technical means and penalty rules. If a player is often assigned to play with noob teammates, the matchmaking mechanism and player strength algorithm should be investigated to see if there is any problem with them. Optimize them if the answer is yes and forget the stupid vote kick idea.

3、商店改进

3. Store

主要是道具模糊搜索功能。迄今为止都不支持汉字和拼音模糊搜索,也是够可以的。

The main problem is that the item-oriented fuzzy search feature is absent. It’s unbelievable that so far the game hasn’t supported the Pinyin- and character-based fuzzy search yet.

4、官方常提的“清晰度”问题

4. Definition

主要表现在,多人时难以分辨自己模型的问题,鼠标指针难以分辨的问题,以及小兵单位模型和血条会重叠不方便选择、补刀的问题。

The definition problem is mainly reflected in such cases as melees in which a player can hardly distinguish his own model and mouse pointer, and some occasions on which minion models overlap with life bars to make selecting and giving minions last hits inconvenient.

5、自定义房间的垃圾账号和垃圾广告问题

5. Spamming accounts and spams in custom rooms

这个太猖獗了,体验非常糟糕。其实不难解决的。

They are too rampant and sharply worsen gaming experience. To get rid of them is not that difficult in fact.

6、客户端崩溃以及报错反馈问题

6. Client crash and bug report

LOL的不明原因崩溃还是比较频繁的。比如窗口/全屏快捷键切换时、游戏内设置修改确认后、与其他游戏客户端共存时(特别是与Dota2客户端共存时较容易发生崩溃。注意不要拿硬件说事,答主高配:)。崩溃不可怕,但看一下LOL崩溃后的bug发送弹窗:

LOL client may crash from time to time for unknown reasons when you switch between window and full screen using a shortcut key, or modify and apply game preferences, or the LOL client coexists with other game clients, particularly with DOTA 2 client (To make it clearer, this case has nothing to do with computer hardware as my computer comprises high-end hardware devices). In addition to crashes, let’s take a look at the bug report popup window after a crash occurs:

你敢相信这是一款在国内运营了3年多的百万在线的全民网游的报错弹窗?

Can you believe that this is the bug report popup window of a game that has been operated in China for more than 3 years and owns millions of fans?

小学生们拍案而起:叔叔,麻痹的这是什么呀?

Pupils rise and yell, “Uncle, what the fuck is this? ” (Translator’s note: They are complaining about an English interface for Chinese players).

这种基本的问题是不应该出现的。

Such a silly mistake should not have happened.

本文相关术语表见LOL术语(中英对照)

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