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COC12更新预告补充1 全新护盾机制详细解释

2015年11月28日 10:52 作者:犬次郎 来源:部落冲突官网
  等了这么久,部落冲突终于爆料了12月新的第一波内容。伴随全新护盾机制的爆料,官方也是对新的护盾做了解释。太特么详细了,你们自己感受一下吧。
  
  嗨,尊敬的首领大人!
  
  下一次更新中最大的焦点之一就是: 全新的护盾机制,这将会影响到您每一天的游戏习惯和方式。优化护盾机制是一项复杂而又细致的工作,我们对游戏进行优化,目的不仅是使防守更加公平、游戏在线时间更加灵活,更希望这能鼓励您多多参与进攻。接下来的几次预告帖中,我们将详细地为您介绍护盾、进攻和防守机制的变化,以及这些变化会如何影响到不同类型的玩家。
  
  不过,以下两点重磅内容请注意啦,这对于所有类型的玩家都非常重要:
  
  *大本营被摧毁后不再为防守村庄获得护盾了 — 快把大本营内置吧!
  
  *在护盾保护期间进行攻击不再使得整个护盾失效,只是护盾有效时间会减少。
  
  有了这种新的护盾机制,如果您被他人攻击而获得护盾,您可以进攻他人2次甚至3次,但仍然受护盾保护。与此同时,我们也会优化获得护盾的具体情况:
  
  *被摧毁30%-60%,防守方可获得12小时护盾
  
  *被摧毁60%-90%,防守方可获得14小时护盾
  
  *被摧毁90%以上,防守方可获得16小时护盾

  
  *但是,如果进攻方下的兵不足全部军队容量(由防守方的大本营等级的最大军队容量决定)的50%,防守方将不会获得护盾。
  
  关于护盾保护期间对外发起进攻的情况:
  
  *护盾保护期间进入联机游戏模式、搜索攻击目标或者尝试复仇并不会让护盾立即失效
  
  *护盾保护期内在联机模式中进攻或者复仇1次,剩余的护盾时间将减少3小时
  
  *护盾保护期内在联机模式中进攻或者复仇多次,护盾时间会减少更多

  
  为了更好地配合游戏护盾机制的更新,我们还推出了更多新变化,包括全新的“村庄守卫”功能,和战利品资源和获取奖杯的重新调整,是不是信息量太大啦?!是不是迫不及待想要了解这些变化背后的原因和具体内容呢?很想知道这对您每日的进攻和防守习惯、方式产生的影响吧?
  
  请继续往下看吧~ 我们一起来探讨部落冲突中进攻和防守的相互作用,以及这些新变化将如何为每一位首领的进攻和防守带来全新的活力。
  
  更新启程 — 护盾
  
  自部落冲突发行到现在,我们几乎没有动过游戏中的护盾机制,我们的最初想法很简单:当玩家的村庄被其他玩家攻击及摧毁后,他们需要一个不被入侵的安全环境恢复壮大才能再次投入到战斗中。
  
  部落冲突一直以来是都是推崇进攻和防守的一个游戏,而防守有时会很不爽。因为您只能眼看着村庄的建筑被摧毁、资源被抢,有时甚至还要痛失一些奖杯。尽管如此,这也可以很有趣呢!部落冲突的好玩之处很大程度上来自于修建自己的村庄,构筑坚固的防线,应对敌人来袭,当看到您精心部署的防御挫败了敌人的进攻时,还有什么比这更令人开心的呢?平衡的护盾机制对于您充分享受不断进攻和防御带来的乐趣非常关键。这一机制应该确保玩家不至于遭受太严重太频繁的攻击,但同时又保持处于“冲突”之中。
  
  根据我们最初的护盾机制,我们完全无法期望这种激烈的游戏策略在游戏中进步升华,不管是对于以收集资源为主的种菜流还是对于好胜心强的冲杯玩家。 广大玩家已经熟练掌握游戏的护盾机制,基于此而创造出来的各种创意玩法超出了我们的想象。3年过去了,我们游戏团队更好地了解了玩家们各种各样使用护盾的方式,以及由其衍生出来各种游戏策略和游戏目标。最重要的是,我们明白了玩家对于护盾机制的需求所在,以及玩家们是如何地通过使用护盾来获得更好的游戏体验。
  
  没错,我们将会取消外置的大本营被摧毁后获得“免费护盾”的设定,而且我们意识到这是很多部落冲突策略中的核心部分。所有玩家都需要合理地进行防守,大部分玩家也将需要更频繁地来布置防御。不过,这个优化只是大更新中的一部分,我们希望借此更新来更好地支持现有的游戏策略,从而让您体验到更加公平、灵活、有趣的游戏方式,并使之更加贴近部落冲突的初衷—战斗。
  
  这一切皆来源于部落冲突存在已久的几个问题:
  
  1.我们游戏团队应该如何建立更好的护盾机制?
  
  为了回答这个问题,首先我们需要理解目前护盾机制的不足之处:
  
  *获得护盾并不可靠—因为您可能长时间不被他人攻击,或者被攻击后并没有得到护盾
  
  *防御成功会迫使你需要再次进行防御 — 低摧毁率不能获得护盾,而且一直被打又没有护盾,资源越来越少,没有机会快速发展。
  
  *护盾时间不灵活 — 过长或过短的护盾时长通常无法完全适应您的日常游戏时间安排
  
  * 忘记护盾失效时间可能会使您因遭受攻击又获得一个全新的护盾,如稍晚个5分钟进游戏,又被其他玩家进攻而获得新的12小时的护盾
  
  *护盾过度地打击了玩家进攻的积极性 — 发动进攻而破掉一个长时间的护盾,这好像并不是明智之举,即使您其实是想要进攻的
  
  *护盾是为不希望遭受攻击的玩家准备的 — 这不利于匹配、资源和奖杯流动,且使得进攻变得无趣且无成就感。
  
  显而易见,护盾机制有很多内容需要改善!聪明的首领们应该也会意识到,这些方面都是有关联的。护盾的不可靠性会导致您需要进行多次防御,护盾时间的不灵活性又会致使您忘记护盾这回事,而忘记护盾会让您不断困于其中,从而打消进攻的念头。当这些被动防守的玩家匹配到强大的进攻对手时,他们可能会觉得防守不公平,然后开始寻找并利用护盾机制的漏洞。
  
  要把这些错综复杂的关系改善好,并不是一个简单的小调整可以做到的,所以我们下次更新才会一次包含这么多的改变内容。因为环环相扣,进行这些优化牵一发而动全身,而且优化的护盾机制必然影响到各位首领们的进攻和防守。
  
  2.护盾保护期间进行攻击:任何时间进攻都是好时机!
  
  部落冲突的精髓就是进攻。我们花费时间使用资源训练兵种、创造法术、请求援军,当一切就绪时,就可以去战斗了!等等……真的就可以了吗?
  
  如果您此时有护盾,尽管已万事俱备,但答案仍是“不可以”,因为破掉长时间护盾的策略并非明智选择。村庄遭受攻击后您可以获得护盾,一旦破掉护盾,村庄马上又会遭到攻击。此外,您恐怕不想放弃一个可以放心收集金币、圣水和暗黑圣水的“安全时间”。很多时候,我们选择等待护盾时间自己结束,一旦结束,我们再准备好去进攻。
  
  新的护盾机制优化改变了这一切。只要玩家们愿意,在护盾保护期间内他们可以随时进攻,这只需扣除三个小时的护盾有效时间(当然,多次进攻所扣除的护盾有效时间会更多)。新机制下,您在训练好军队后就可随时发动进攻,而且灵活巧妙的护盾减少时间,能帮助您更好地适应您的日常安排。
  
  护盾保护期间,进入联机模式、搜索对手(在白云处搜索)不再有任何限制了。相反,玩家们会看到一个“护盾消耗”提示信息,可显示如果他们确认进攻会从当前护盾所扣除的护盾时间。搜索 “下一个”不会花费任何护盾时间,不过一旦派遣了部队,就会扣除一定的护盾有效时间。
  
  同理,护盾保护期间点击“复仇”按钮不会再让护盾失效,但一旦发动进攻,就会扣除一定的护盾有效时间。请注意,玩家只有一次复仇的机会。如果您点击复仇按钮但决定不进攻,您的护盾有效时间并不会减少,但是您会失去向这位玩家再复仇的机会。
  
  部落冲突是关于战斗乐趣的策略类游戏,我们鼓励部落冲突的玩家们积极发动进攻。全新的护盾机制的主要特点在于,即使在护盾保护期间,它仍允许玩家们进入联机模式中,随时战斗。其意义不仅仅在于鼓励玩家根据自己意愿随时发起战斗,更在于使玩家通过更多的进攻获取更多的战利品来弥补之前防御遭受的损失。
  
  3.进攻更多 – 防守更公平 – 参与度更高
  
  除了优化护盾机制来帮助玩家合理地进行防御,让玩家更加积极的发动进攻,,我们游戏团队也希望保持我们的初衷—让玩家在村庄摧毁后有时间来安心地发展。加上下次预告中将详细介绍的“村庄守卫”功能,我们相信这些改变会保证每一位玩家在遭受攻击后都有机会慢慢从受到攻击遭到的损失中恢复。
  
  为了确保每一次的防御会帮助玩家获得护盾,之前需要至少摧毁村庄40%才能获得12小时护盾的限制,现在调整为只需摧毁30%就可以获得了。此外,有一个新的14小时护盾,村庄被摧毁60%可获得。那么平均来说,与之前相比,玩家将会获得更多的、更可靠的护盾次数。
  
  反之,那些想着利用护盾机制来投机取巧的玩家就得不到护盾了。在防守中,如果进攻方派出的军队数量少于您最大军队容量的50%(该最大军队容量是根据防守方的大本营等级的最大军队容量来确定),不管防守方村庄被摧毁的百分比是多少,防守方都不会获得护盾。所以是时候打消希望通过把大本营外置来获得护盾的念头了。
  
  确保玩家公平地进行防御还有一个非常重要的好处,那就是:匹配时有更多更好的目标村庄了。伴随着即将到来的护盾机制、战利品和奖杯优化,首领们会更多地进行防御、为进攻方提供更多机会,同时也会更频繁地进攻、希望获得更多战利品。当玩家们活跃地参与到部落冲突游戏反复不断的进攻和防守中时,才会发现这个游戏更多更棒的精彩之处,游戏才会实现良性发展;正因为如此,我们坚信未来的正确方向应该是不断重视游戏的公平战斗性。
  
  当然,还有更多更新内容哦!为了使调整后的护盾机制尽善尽美,并优化当前的不足之处,下一次预告中会为您介绍全新的“村庄守卫”概念和对于强制下线机制的优化。敬请期待!
  
  部落冲突游戏开发团队
  
  官网原文:
  
  From the Dev's Desk: Shields - Part I: Attacking and Defending
  
  Hello Chiefs!
  
  A major focus area in the coming update affects how people play Clash of Clans every single day: shields. Improving the shield system is a complex and delicate job, so coming update includes a broad package of changes designed to make village defense fairer, play sessions more flexible, and attacking more encouraged.
  
  TL;DR: Here's a recap video of the shield changes: https://youtu.be/U1udJ8U5xlg
  
  A Revamped and Improved Shield System
  
  Over several posts, we will go over all of the fine details about how shields, attacking and defending will be changing, and how the changes will affect different kinds of players. However, there are two headline items that all players need to be aware of, first and foremost:
  
  Town Hall destruction no longer grants a shield - bring your Town Halls inside!
  
  Attacking while shielded no longer breaks the entire shield, but instead costs a bit of shield time
  
  Under this new system, it will be entirely possible to get attacked, get a shield, and then attack two or even three times without forfeiting all of your shield. At the same time, we're changing how shields are acquired:
  
  A 12-hour shield is granted at 30% destruction
  
  A 14-hour shield is granted at 60% destruction
  
  A 16-hour shield is granted at 90% destruction
  
  However, NO SHIELD is granted if the attacker does not deploy at least 50% of a full army
  
  Regarding attacking while shielded:
  
  Being shielded no longer prevents entering multiplayer matchmaking, browsing targets, or attempting revenge
  
  Executing a multiplayer or revenge attack while shielded will deduct 3 hours from the remaining shield time
  
  Additional attacks while shielded will deduct increasing amounts of shield (4 hours, 5 hours, etc...)
  
  There are plenty more changes coming to support these, including the new Village Guard and rebalanced loot and Trophy offers, but this is already more than enough for one post! Curious about the reasons and details behind these changes? Interested in how this might affect your daily attacking/defending routine? Read on! We'll discuss the interplay of attacking and defending in Clash of Clans, and how these changes will breathe new life into both for every single Clasher.
  
  The Simple Shield That Started It All
  
  The shield system in Clash of Clans has remained largely untouched since the game was brand new. Its original intentions were simple: after a player gets attacked, they should get a chance to recover safely before being put back out into the fray.
  
  Clash is about both attacking and defending, and defending can sometimes be nasty. Your buildings crumble and your resources and Trophies can be stolen. However, half of the excitement and fun of Clash comes from building villages and watching them battle. There are few things as sweet as watching your carefully planned defense crush an attacker! A balanced shield system is crucial to enjoying this back-and-forth between attack and defense. It should make sure players don't get hit too hard, too often, but keeps them "in the fight."
  
  Our initial shield system couldn't possibly have hoped to anticipate the intense gameplay strategies that would evolve in Clash, from hardcore farming to competitive trophy pushing. Players have made the Clash of Clans shield system their own, and shown us creative ways of playing that we never could have imagined. Now, over 3 years later, the Clash of Clans Team understands much better the complex ways players use shields. We've learned how it supports different gameplay strategies, player goals and, most importantly, we've learned how our shield system does and does not meet the needs of our players.
  
  It is true. The "free shields" that come from leaving the Town hall outside are going away, and we realize this is a core part of many gameplay strategies. However, this change is part of a much bigger package that supports existing gameplay strategies in new ways - ways that are fairer, better balanced, more flexible, more fun, and more about what makes Clash the game it is: battle.
  
  It all starts with one of the longest-standing questions in Clash:
  
  How Do We Make a Better Shield System?
  
  Let's consider the flaws in the current system:
  
  Getting a shield is unreliable - others might not attack for a long time, and you might not get a shield when they do
  
  A good defense can force you to defend again - low destruction means no shield and multiple defenses in a row
  
  Shield timing is inflexible - the shield you get is often too long or too short for what you need to fit your daily schedule
  
  Forgetting a shield can leave you stuck in a new one - starting Clash 5 minutes too late can mean a new 12 hour wait
  
  Shields overly discourage attacking - breaking a large shield is often a poor tactic, even if you would want to attack
  
  Shields are given to players who don't actually defend - this hurts matchmaking, hurts resource and Trophy flow, and makes attacking boring and unrewarding
  
  Clearly there is a lot to improve! Clever Chiefs out there will also realize that many of these issues are related. Unreliable shields can lead to multiple defenses. Inflexible shield timing can lead to forgotten shields. Forgotten shields can lead to being stuck in shields constantly and discouraged from attacking.
  
  There is no simple, small tweak we can do to straighten this entanglement of issues, and that is why the upcoming update contains so many changes all at once. To improve one area, we need to improve them all, and making a better shield system has everything to do with how Clashers attack as well as defend.
  
  Attacking Through Shield: Anytime Is a Good Time to Clash
  
  When we want to Clash, we want to attack. Clashers spend time and resources training troops, brewing spells and getting Clan Castle reinforcements. Then, when it's all ready, it's time to go! Or... wait, is it?
  
  If you have a shield, often times the answer is “No," even if everything is ready. Someone had to attack you to grant that shield and, if you break it, someone will be attacking you again very soon. Many times, the optimal choice has been to wait until a shield will naturally expire, then try to be ready to attack once it does.
  
  The new shield system changes all that. Players can attack whenever they want while shielded at the cost of 3 hours shield time (though this cost increases with multiple attacks). Not only will this make it a viable choice to attack any time troops are ready, but smart trimming of shields can help them better fit your daily schedule!
  
  Players can enter multiplayer matchmaking and browse targets (or surf the clouds) while under shield at any time. However, an “Attack cost” will be shown that indicates how much shield will be reduced if an attack is performed. “Nexting” does not cost any shield, but once an attack is started that amount of shield time will be deducted.
  
  Revenge also works in the same way. Pressing the "Revenge" button will not be prevented while shielded, but once the attack is performed, shield time will be deducted. If you press revenge and decide not to attack, you will not lose shield.
  
  Clash is all about the thrill of battle, so allowing players to attack at any time, even if they are shielded, is a key feature of the new shield system. Not only does it empower players to Clash when they want to Clash, but it will also help players recover better from their losses on defense via the extra income from the extra attacks.
  
  Fairer Defenses - Better Raids - More Clash
  
  The Clash of Clans Team wants to uphold our original intention of helping players recover safely and productively from their defense losses. Along with the Village Guard concept, explained in the next post, changes to shield acquisition should help ensure that no player has to defend without a fair opportunity to recover.
  
  The limit for acquiring a 12-hour shield has been lowered from 40% to 30% destruction on defense. Additionally, there is a new 14-hour shield that is acquired from 60% destruction, regardless of Town Hall destruction. Victory and defeat conditions for battles remain unchanged, but players will, on average, be getting more shield than they used to, more reliably.
  
  Conversely, players who try to work around the shield system will get no shield at all. Attacks of less than 50% maximum army capacity (based on the Army Camp, Clan Caste and Hero capacity of the defender's Town Hall level) will not grant any shield, regardless of the destruction done. Leaving the Town Hall outside to get "sniped" will become an incredibly poor idea.
  
  There is a huge upside to making sure all players defend fairly: more and better targets in matchmaking. With the upcoming shield, loot and Trophy changes, Clashers will be defending more, offering more to attackers, but also attacking more and fighting for more from every attack. Clash is healthiest and the most exciting when all players are active and engaged in the back-and-forth between attack and defense, so we feel strongly that this is the right direction for the future of Clash.
  
  However, we're not done! To help make our revamped shield system even better and address even more of its current flaws, we will be introducing the new Village Guard and changes to the Personal Break system in the next post. Stay tuned!
  
  The Clash of Clans Dev Team
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