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[公告] 炉石游戏结算机制的重大更新(补丁在本月推出)

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炉石传说版面勋章

发表于 2017-10-13 08:35:37 | 显示全部楼层 |阅读模式
本帖最后由 catcarl 于 2017-10-13 12:50 编辑

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官方出了文章,本月要更新炉石的结算机制,因为只有英文原版,小编就一边翻译,一边为大家讲解(翻译有误请高手指出)

先上原文:


October Hearthstone Game Mechanics Update

In Hearthstone's October Patch we're getting an update to a couple of game mechanics. The goal behind these changes is to make the game work more intuitively. Core gameplay is not being changed, only rare edge-cases.
Ultimately, triggers will now be validated before they activate, so new triggers introduced onto the board during a chain of events will no longer fire.

A change in the future will ensure Evolve effects aren't going to activate any summon triggers.

This mechanic change actually does not affect the Apothecary/Thrall interaction because that’s due to a different issue involving evolve effects activating certain summon triggers. However, we ARE specifically changing Apothecary in the next patch, so that it will no longer trigger off evolve effects.

Additionally, while it won’t make the next patch, we’re planning to make sure evolve effects won’t activate any summon triggers in the future.

In-Depth Explanation of Changes

Hearthstone has a lot going on under the hood. The cause-and-effect relationships when cards are played are relatively straightforward and easy to predict, but because of the way certain events are timed, some very surprising things can happen in rare circumstances. We want cards to work the way that you guess they might—in other words, we want the game to work intuitively.

In the upcoming patch, we’re making some changes in pursuit of that goal. We want Hearthstone to continue to be strategically deep: a game of careful choices, calculated risks, and exciting events. So we want to be extra clear that this update isn’t a change in depth; instead it’s one step in an ongoing effort improve Hearthstone’s mechanics.

Hearthstone’s core gameplay won't change, but what will change are some rare edge-cases.

Please be aware: what follows is a detailed look at Hearthstone’s mechanics by Hearthstone Gameplay Engineer Josh Durica. If you want to delve into the nitty-gritty details regarding how this change will work, read on.

A Glossary

Event
Events are interactions that occur throughout gameplay that can cause triggers to activate when they happen.

Trigger
A trigger has two parts: an event (usually starts with “Whenever”, “After”, or “At”), and an effect. Sometimes triggers can also have a condition (usually noted with “if” or “while”, but sometimes noted by qualifiers like “your”).

Sequence
Whenever an action is taken, Hearthstone executes a sequence of steps to resolve what happens.

triggers






      resolve

Here’s what that sequence would look like using actual cards, if you had a Questing Adventurer and a Flamewaker on the board, and then played Frostbolt:



    • ACTION: Frostbolt is played (this begins the sequence)
    • EVENT: Whenever a Card is Played triggers resolve
      o Questing Adventurer gains +1/+1

  • Frostbolt’s text resolves: Deal 3 damage and <span class="tip keyword keyword-keyword-set keyword-set-game mechanics" title="Frozen minions may not attack during their next turn.
    " style="box-sizing: border-box; font-weight: bold; cursor: default; border-color: rgb(162, 162, 162);">freeze
  • EVENT: After a Card is Played triggers resolve
    o Flamewaker shoots two missiles

This is a simple example, but a sequence can incorporate many events and triggers.

Keep in mind that dealing damage, destroying a minion, and other things can interrupt sequences with new sequences, like in this more detailed example:




    • ACTION: Frostbolt is played (this begins the sequence)
    • EVENT: Whenever a Card is Played triggers resolve
      o Questing Adventurer gains +1/+1







      • Frostbolt’s text resolves: Deal 3 damage and freeze
        o NEW SEQUENCE: Damage dealt







          EVENT:  
Whenever a Minion Takes Damage triggers






      resolve



    • EVENT: After a Card is Played triggers resolve
      o Flamewaker shoots 1 missile




    • NEW SEQUENCE: Damage dealt
    • EVENT: Whenever a Card Takes Damage triggers resolve
      o Flamewaker shoots another missile

  • NEW SEQUENCE: Damage dealt
  • EVENT: Whenever a Card Takes Damage triggers resolve

In Pursuit of the Goal
If you in our recent blog post, then you saw two different examples of cards triggering in counter-intuitive ways because they weren’t present when the sequence that activated them took place. That sets the stage for the primary goal we wanted to accomplish with these changes:

If you want to trigger off something, you need to be present and valid when that something first happens.

A more technical way to say this is: In order for a trigger to activate from a sequence, it needs to be present and valid at the time the sequence began.

This means any card featuring a trigger that appears in the middle of a sequencecan’t activate during that sequence. So, when you play a card (or when a card is destroyed, or an attack occurs, etc.) you only need to consider what is currently on the board instead of guessing what the board state might be in the middle of the sequence. The Mindgames + Wild Pyromancer interaction showcased in the video is an example of an interaction improved by this change.

The valid qualifier is more subtle, but equally important. Before any trigger can activate, it needs to be validated. Each trigger has its own specific validation step, which allows the trigger to filter when it should and shouldn’t activate. For example, the Whenever a Card is Played event occurs when any card of any type (Minion, Spell, Weapon, etc.) is played. However, we want a card like Flamewaker to only triggerwhen a friendly spell is cast, so the Flamewaker’s validation step checks the card type and controller of the card played. In other words, Flamewaker’s trigger is only valid if the card played was a spell cast by Flamewaker’s controller.

Before our changes, we would validate triggers whenever their related eventoccurred, even if that was in the middle of the sequence. After the mechanics update, all triggers are validated when the sequence begins, and then they are only allowed to activate if they were valid from the start.

For further insight, let’s look at a bug that will be addressed by the update:

Currently, if you have a Djinni of Zephyrs on the board and cast Entomb on an enemy minion, your Djinni of Zephyrs will trigger, sending itself back to your deck. Not great for you or the Djinni! Djinni of Zephyrs triggers off the After a Card is Played event, and his validation step should only pass if the card played was a spell cast on a different friendly minion. Entomb is a spell, but it was cast on an enemy minion, so why does Djinni trigger?

Remember: the After a Card is Played event occurs after the ability on the played card resolves. In this case, that card is Entomb, and its ability moves the enemy minion into your deck. When the enemy minion enters your deck, it becomes a friendly minion. So, by the time the After a Card is Played event occurs, Djinni’s trigger is valid, because the minion is now friendly.

After the mechanics update, Djinni’s trigger is validated at the beginning of the sequence when the enemy minion is still on the battlefield, and because the triggerisn’t valid at that point (since Entomb counts as being cast on an enemy minion), it’s prevented from triggering when the After a Card is Played event occurs.

There is one final change we should mention, which is a tweak to when we validate triggers across different zones. Currently, the order in which triggers are validatedand activated looks like this:

1) Validate Player 1 Battlefield triggers and then activate those that are valid.
2) Validate Player 1 Hand triggers and then activate those that are valid.
3) Validate Player 1 Deck triggers and then activate those that are valid.
4) Validate Player 2 Battlefield triggers and then activate those that are valid.
5) Validate Player 2 Hand triggers and then activate those that are valid.
6) Validate Player 2 Deck triggers and then activate those that are valid.

That approach meant new triggers could appear in the middle of a sequence and still be activated, and a trigger’s validation could even be affected by previous triggers’activations. The Bolvar Fordragon/Spirit Echo interaction detailed in the video was an example of a weird interaction caused by this.

After the update, the order now looks like this:

1) Validate all Battlefield triggers
2) Validate all Hand triggers
3) Validate all Deck triggers
4) Activate Player 1 valid Battlefield triggers
5) Activate Player 1 valid Hand triggers
6) Activate Player 1 valid Deck triggers
7) Activate Player 2 valid Battlefield triggers
8) Activate Player 2 valid Hand triggers
9) Activate Player 2 valid Deck triggers

This means all triggers are validated before any trigger is allowed to activate. Since all triggers are validated using the same game state, then triggers that appear in the middle aren’t allowed to fire. It’s important to note that the order in which triggersare activated is unchanged.

Here are some more examples of sequences and their results before and after the mechanics update:

Card Played
Example Interaction:
Player 1 has a Mad Scientist on the board, and a Mirror Entity in their deck.
Player 2 plays Stampeding Kodo.
Before Update
1) Stampeding Kodo kills Mad Scientist.
2) Mad Scientist pulls Mirror Entity into play.
3) Mirror Entity triggers, copying Stampeding Kodo.
After Update
1) Stampeding Kodo kills Mad Scientist.
2) Mad Scientist pulls Mirror Entity into play.
3) Mirror Entity does NOT trigger, because it did not exist when Stampeding Kodo was played.

Minion Destroyed
Example Interaction:
Player 1 has a Piloted Sky Golem and a Wisp on the board (played in that order).
Player 1 plays Deathwing.
The Piloted Sky Golem spawn a Cult Master from its <span class="tip keyword keyword-keyword-set keyword-set-game mechanics" title="The stated effect activates when the card is removed from play." style="box-sizing: border-box; font-weight: bold; cursor: default; border-color: rgb(162, 162, 162);">Deathrattle.
Before Update:
The Cult Master's power triggers off of the Wisp's death, and Player 1 draws a card.
After Update:
The Cult Master does not trigger off the Wisp's death, because it wasn’t present to see the Wisp destroyed.

<span class="tip keyword keyword-keyword-set keyword-set-game mechanics" title="Creates a creature under your control with the specified attributes" style="box-sizing: border-box; cursor: default; border-color: rgb(162, 162, 162);">Summon Minion
Example Interaction:
Player 1 has Starving Buzzard and Rotface on the board.
Player 1 also has a Flame Leviathan on top of their deck.
Player 1 plays Savannah Highmane.
Starving Buzzard triggers off of Savannah Highmane, causing Player 1 to draw Flame Leviathan.
Flame Leviathan triggers, dealing 2 damage to all characters.
Rotface triggers off the damage and summons Spiritsinger Umbra.
Before Update:
Spirit Singer Umbra triggers off the Savannah Highmane and summons two hyenas.
After Update:
Spiritsinger Umbra does not trigger off the Savannah Highmane, because she was not present when Savannah Highmane was played.

Thanks for Reading!
Of course, our work to make Hearthstone better won’t stop here!
Like the majority of odd interactions, each of these situations represents an edge case. While this update will address every situation we illustrated (among many others), there are still bound to be more. Keep in mind these are substantial changes to the core systems that underlie Hearthstone! We need to make them incrementally, and with the utmost care, but you can rest assured that we’ll continue to make improvements over time.

炉石传说1.jpg

翻译:



在炉石十月的一个补丁中我们将更新一些游戏机制,这些变化的目的是使游戏结算更加直观,游戏的核心是不变的,改变的只是一些极端情况。

最终,任何效果在激活之前都能在描述上看到,所以在一系列事件中引入新的效果将不再触发。(个人理解:就是你在卡牌上看不到的效果或者此卡还未“出现”将不会再触发他的效果,例如后面说到的一个例子关于炎术师的,这张卡没出现在战场上,他的效果绝不会无故触发)


其中一个变化是确保进化时不再激活任何召唤效果。


这个机制的改变实际上并不影响无证药剂师/死亡先知萨尔的作用,因为这是由于进化中不同的问题激活了某些召唤触发。所以我们在下一个补丁修改了一下无证药剂师,这样它将不会在进化时触发效果了。(这个问题在小编的文章中有提及,不了解的可以翻看:炉石结算变身篇


此外,在将来的修改计划中,进化将不会激活任何召唤的效果,不过可能在下一个补丁还实现不了。


深入解释其中的变化:


炉石有很多后台结算,当卡牌打出时,触发与效果的关系比较直观也容易理解,但很多效果是同时结算的,在一些极端的情况下会发生意想不到的事。我们希望卡牌的结算,玩家是容易理解的,也就是说,我们需要游戏直观地运作。


下个补丁我们修改的目的是需要炉石维持他的战略深度:细心的选择、计算风险、一些令人兴奋的操作。所以我们要特别清晰这个更新不是深度变化,他只是不断改进炉石结算机制中的一小步。


除了一些极端情况,其他东西都不会改变。


请注意:以下是工程师Josh Durica关于炉石结算的详细介绍。如果你想钻研改变了的细节,可以继续往下读。


词汇表:


事件
事件是指在游戏中可以触发扳机的互动。(触发扳机即结算)


扳机
扳机有两个部分:事件(通常开始于“每当”、“后”或“在”)和一个效果。有时触发扳机也有一个条件(通常用“如果”或“虽然”表示,但有时也用“你的”这样的修饰词指出)。

顺序
在有任何操作时,炉石是按一个固定的顺序来结算所发生的事情的。

。。。。。。

下面是一大段无聊的复杂的机制解释(估计也有点难理解,小编在写结算机制连载时研究这些名词和结算顺序只能用头大来形容,最终小编没有把这一套名词搬入自己的文章,转而用玩家可以方便理解的例子去解释炉石的结算机制),这里就不继续翻译了,有兴趣的自己研究,建议看小编的直观文章(奥秘结算战吼结算变身结算亡语结算


提下其中比较重要的:


目前检验顺序是这样的:


1 对玩家1场上的触发进行合法检验,发动那些合法的。


2 对玩家1手牌的触发进行合法检验,发动那些合法的。


3 对玩家1牌库的触发进行合法检验,发动那些合法的。


4 对玩家2场上的触发进行合法检验,发动那些合法的。


5 对玩家2手牌的触发进行合法检验,发动那些合法的。


6 对玩家2牌库的触发进行合法检验,发动那些合法的。


这意味着新的触发会在队列的途中出现,并且依旧进行发动。一个触发的合法性甚至会被之前触发的效果影响。


在更新之后,新的合法检验顺序是这样的:


1 对所有场上的触发进行合法性检验


2 对所有手牌的触发进行合法性检验


3 对所有牌库的触发进行合法性检验


4 发动玩家1场上合法的触发


5 发动玩家1手牌合法的触发


6 发动玩家1牌库合法的触发


7 发动玩家2场上合法的触发


8 发动玩家2手牌合法的触发


9 发动玩家2牌库合法的触发


这意味着所有的触发都将在任何其他触发发动之前进行合法检测。因为所有的触发都在同一个状态下进行合法检测,所以在队列进行中才出现的触发现在不会结算了。需要注意的是,触发发动的顺序依旧是不变的。
(之前没有研究过触发结算机制的玩家可能看了之后一头雾水,其实简单的说,就是更新后每次触发效果都会有通盘检测,而更新之前只是特定情况检测,因为检测的“疏漏”就会导致一些看似顺序颠倒的现象出现。)

BB.jpg

小编直接为大家讲解一些下个补丁修改的实例:(希望自己看原文也可以,上面小编已经全部转载了)

QQ图片20171013080750.png

1  在你用埋葬把对方的一个随从送回你牌库时,会连带西风灯神一起触发的,因为对方的随从在送到你牌库时变成了“友方”,这是结算机制顺序的问题。在下个补丁将不会再发生了,因为结算顺序不会再把埋葬的对方随从理解为“友方”。

2  科多杀死对面科学家,科学家亡语拉出了镜像奥秘,在以前会复制科多,更新后就不会了。这个问题在(奥秘结算)有提及。

QQ图片20171013081902.png

3  玩家场面上有一个载人飞天魔像和一个小精灵。但他下死亡之翼时,载人飞天魔像亡语生出了一个诅咒教派领袖,他因小精灵的死亡让玩家获得一张牌。
补丁之后将不会再有这种现象了,因为实际上诅咒教派领袖没有见证小精灵的死亡。

QQ图片20171013082626.png

4  玩家场面有一个饥饿的秃鹫和一个腐面,牌库顶有一个烈焰巨兽,当玩家打出一个长鬃草原狮,秃鹫抽牌,抽到烈焰巨兽全场打2,腐面触发特效,生出了一个灵魂歌者安布拉,此时灵魂歌者将会触发狮子的亡语。

QQ图片20171013083131.png

在补丁之后就不会了,因为灵魂歌者是在狮子下场之后才出现的。


QQ图片20171013083841.png


5  狂野炎术师在被法术拉出来或者复活之后,他会触发全场打1的效果,补丁之后就不会了。



这次修改之后炉石的结算机制简单直观多了,以后小编的炉石结算机制连载估计也可以省心不少。。。

官方视频在楼下已经由大猪版主贴出,至于视频中谈及的很多结算内容大家没听懂也无所谓,小编将在下次推出的炉石结算机制---法术篇中详细介绍,敬请期待~!



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炉石传说版面勋章

发表于 2017-10-13 12:03:29 | 显示全部楼层

结合实例可以看到,如果炎术师这种带有“在……之后”效果的随从在整个结算开始时并不在场,而是在法术结算过程中才到了场上的话,它的效果在改版后就不会被控心术触发;在第二个例子中,伯瓦尔所在的区域从场上变成了在手牌里,但它在改版后实际参与的效果就只有原始区域的,也就是在场上时被炎爆糊死所触发的亡语效果——虽然它在手牌中时看似可以触发+1攻的效果,但手牌并不是它在结算开始时所在的原始位置,因此后者无法触发。

这次改动和实战最相关的应该就是针对无证药剂师被“变出”时触不触发的改动了。作为安戈洛以来臭名昭著的坑爹combo,这次改动将彻底名正言顺地规避掉进化出3费怪时的这一风险。除此以外,官方蓝贴还补充列举出了以下几种受影响的结算:

(这次官方蓝贴在机制解释上简直是突破了天际,耐心地从“事件”、“触发”等基本概念开始普及,完完整整地向有兴趣的玩家解释了一遍一个复杂的结算过程在程序端是如何一步步按次序结算出来的。全文非常非常长且艰深,在国服出中文版之前有兴趣研究结算机制的人可以去这里看)

1. 打出卡牌

玩家1场上有疯狂的科学家,牌库里有镜像实体。玩家2此时打出狂奔科多兽——

改动前:科多踩科学家,科学家拉镜像,镜像复制科多。

改动后:科多踩科学家,科学家拉镜像,镜像不复制科多(因为打出科多时镜像不在场)

2. 消灭随从

玩家1把载人飞天魔像(亡语出诅咒教派领袖)和小精灵依次打出到场上,此时再打出死亡之翼——

改动前:小精灵触发洗脚,玩家1摸一张牌。

改动后:小精灵不触发洗脚(因为洗脚此前并不在场)

3. 召唤随从

玩家1场上有秃鹫和腐面,此时玩家1打出狮子并从秃鹫那里摸到烈焰巨兽,并且腐面生出灵魂歌者安布拉——

改动前:灵魂歌者安布拉能触发狮子的亡语,生出两条土狼。

改动后:灵魂歌者安布拉不能触发狮子的亡语(因为狮子打出时她并不在场)

另外还有玩家认为DK瓦莉拉的衍生物暗影镜像也将受到影响。目前瓦莉拉变身后能用克鲁尔“拉出自己”,还能在手上只有一条龙的情况下利用暗影镜像来触发打出的那条龙的龙吼效果,而相信这些自给自足的结算在改动后也将不复存在,毕竟打出前一张牌,执行它们的战吼时手牌中的暗影镜像还没有变形成那些牌的样子。如果你们还能想到其他受影响的结算,请在评论区留言。

最后,蓝贴提到了这两项改动会随下个补丁一起上线,但并没有具体说下个补丁(9.2)的上线时间。

点评

感觉就是 机制还是战吼最优先 次先 是带特效生物的效果 也看是谁的回合 是前 还是后 结算顺序一直是萌新问最多问题  详情 回复 发表于 2017-10-13 15:21
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dnf版面标志炉石传说版面勋章

发表于 2017-10-13 10:56:36 | 显示全部楼层
前面的英文表示完全没看懂
我是直接开始看中文的。。。。。
不过还是谢谢楼主转载了,至少英文好的童鞋可以知道你翻译得对不对
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炉石传说版面勋章

发表于 2017-10-13 13:20:10 | 显示全部楼层
谢谢楼主转载
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炉石传说版面勋章

发表于 2017-10-13 14:34:05 | 显示全部楼层
看了科多踩科学家的例子,觉得已经习惯改之前混沌的触发方式了,一改反而别扭了。。。怎么破
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发表于 2017-10-13 15:21:27 | 显示全部楼层
飘飘大猪 发表于 2017-10-13 12:03
结合实例可以看到,如果炎术师这种带有“在……之后”效果的随从在整个结算开始时并不在场,而是在法术 ...

感觉就是
机制还是战吼最优先
次先 是带特效生物的效果 也看是谁的回合 是前 还是后

结算顺序一直是萌新问最多问题
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发表于 2017-10-13 15:44:37 来自手机 | 显示全部楼层
这种结算机制的问题其实挺重要的,最尴尬的就是假酒了
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发表于 2017-10-13 15:45:17 来自手机 | 显示全部楼层
说是修改之后,dk进化的假酒不会出发,异变进化的会触发
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 楼主| 发表于 2017-10-13 15:48:44 | 显示全部楼层
Hooooozier 发表于 2017-10-13 15:45
说是修改之后,dk进化的假酒不会出发,异变进化的会触发

现在是DK进化会触发,异变进化不会触发。(不确定您说的假酒是不是无证药剂师)
补丁后是DK或者异变都不会触发,而不是你说的修改后异变进化会触发。

点评

就是那个出随从-5血的 梗 这害死了多少进化爱好者 我是不知道 反正是术士还不怎么带这个玩意去打天梯的 竞技场到是有人用  详情 回复 发表于 2017-10-13 15:53
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发表于 2017-10-13 15:53:08 | 显示全部楼层
catcarl 发表于 2017-10-13 15:48
现在是DK进化会触发,异变进化不会触发。(不确定您说的假酒是不是无证药剂师)
补丁后是DK或者异变都不 ...

就是那个出随从-5血的 梗
这害死了多少进化爱好者  我是不知道
反正是术士还不怎么带这个玩意去打天梯的 竞技场到是有人用
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 楼主| 发表于 2017-10-13 16:19:26 | 显示全部楼层
oeasyasd 发表于 2017-10-13 15:21
感觉就是
机制还是战吼最优先
次先 是带特效生物的效果 也看是谁的回合 是前 还是后

机制并不是战吼最优先的,是“如果”系的效果最优先,例如伊利丹的效果,就优先于战吼触发。
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发表于 2017-10-13 17:07:38 | 显示全部楼层
之前对方女王在场大表哥弃对方手牌变化不
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 楼主| 发表于 2017-10-13 17:21:30 | 显示全部楼层
战罢匈奴饮归途 发表于 2017-10-13 17:07
之前对方女王在场大表哥弃对方手牌变化不

实测这种情况现在已经是正确弃自己手牌了,不需要等补丁。
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发表于 2017-10-13 22:54:50 来自手机 | 显示全部楼层
更新变动很大啊
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发表于 2017-10-14 11:08:15 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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发表于 2017-10-14 18:15:33 | 显示全部楼层
我确实想问这个坑爹机制这么多年,到现在才改,是因为这个机制真的很难改,还是暴雪现在才想起来?

搞得我当年觉得自己逻辑有问题,这个几年的精神损失你陪不赔偿?不用来点卡包意思一下?
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发表于 2017-10-14 18:20:09 | 显示全部楼层
虽然我一直觉得这种新的结算更符合常理,更直观。但我早已习惯以前的结算了。。。。。
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发表于 2017-10-16 16:32:23 | 显示全部楼层
前面一大段英文~英盲喵酱差点以为要看不懂这篇内容了o(*////▽////*)q
我就是传说中哒喵喵酱~
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发表于 2017-10-16 16:35:18 | 显示全部楼层
期待更新
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发表于 2017-10-16 16:37:55 | 显示全部楼层
英文太多,拉 了半天才看到中文
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