将军的荣耀3吧 关注:16,416贴子:276,324

暑假活动闭幕

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本次暑假活动从7月9日第一个活动(欧陆战争4地中海霸主)开幕,到8月15日最后一个活动(欧陆战争6地中海霸主)结束,历时38天,在这38天内总共举办了9个活动,涵盖了“欧陆战争4 , 世界征服者3 , 世界征服者4 , 欧陆战争6:1804 , 欧陆战争6:1914 , 帝国军团罗马 , 将军的荣耀3 ” 七款游戏 ,活动同时有外国玩家参与,与国内玩家一起竞赛,获取了丰富的奖励。
活动奖励由苏州乐志全额赞助。9个小活动其中8个为七月报社举办(其中答题活动题目由欧陆战争4吧吧主贝尔蒂埃提供),联机对战由世3教会与1914吧举办。本次活动共56人获得奖励,截止9月8日12.00总共发放
将军的荣耀3勋章 10300
帝国军团罗马勋章 8540
欧陆战争6:1914勋章 19100
欧陆战争6:1804勋章 4000
世界征服者4勋章 27500
世界征服者3勋章 1280
游戏周边 9份
以及还有大量的奖励因为缺少信息,处于待发放的状态
本次活动的优秀选手有很多,比如:
吧友 “灬吴明示”(457243296),取得了罗马活动两个比赛分区的第一名的成绩,获取了2600帝国军团罗马勋章(实际价值255元),与2份的周边礼包,为本次活动总奖励最高的参赛选手。
吧友“贴吧用户_QJSta2”(554880723),在将军的荣耀3,帝国军团罗马,欧陆战争6:1914,欧陆战争6:1804,世界征服者3的活动中都有获得奖励,为本次活动获得奖项最多的参赛选手.
歪果玩家 jonblend ,在本次活动中在 将军的荣耀3,帝国军团罗马,欧陆战争6:1914,欧陆战争6:1804 这四个活动中获得了奖励,在歪果仁玩家内获得奖项与价值最高的参赛选手。
赛后七月报社记者对一些比赛的参与者进行了采访


IP属地:福建1楼2021-09-08 17:47回复
    灬吴明示
    ~
    ~
    Q在这个夏天的一系列活动中,您是唯一一位斩获两项排名第一的双冠王。对此您有什么感想吗?
    A运气吧,本次活动参赛人数不多,而且这次活动玩法也特别,所以才得了两个第一,不是多骄傲的一件事,不过第一次在e社活动拿下大奖还是很开心的
    ~
    Q哈哈不必过谦,运气也是实力的一部分嘛。而且从比赛结果来看这个运气也是有绝对的实力支撑的。说到这里,您在本次活动中的战绩几乎可谓是一骑绝尘。除了另外一位与您并列第一的以外,别的选手都被您在两项中拉开了至少近20分的巨大差距。那么可以给各位吧友讲解一下您在制定思路的时候有什么特殊之处吗?
    ~
    A这次七月发布的活动的确很有意思,要贡献队友,星级不得大于自己,所以奉献对象越厉害越好,三星养三星最为合适,这样队友扩张速度快。自己则帮助队友辅助进攻,将领行军骑最为合适,输出最大。到22回合了宣战降低自己城数即可。
    ~
    Q原来如此,我在这里代表七月感谢您对这次活动创意的肯定。那么在下次的活动中您希望看到什么新的挑战呢?
    A一般挑战都是竞速,这也是最方便的。我看征罗好多挑战有点像世征挑战关卡,营救友军,坚守阵地,积攒物资。有个突出重围我觉得可以考虑一下吧,只是一个小提议。
    ~
    Q很好的提议,我们在后续活动中会考虑的。最后一个问题,在后续的活动中,您是准备继续将罗马这边钻研到最好,还是准备向新的游戏发起挑战呢?
    A继续玩罗马,第一罗马低保实在可以,第二罗马征服玩法最有意思,第三最重要罗马还会更新,赞爆e社!当然罗马也是正常休闲玩玩,游戏本来就是娱乐的。
    ~
    好的,期待下次活动也能看到您的表现!


    IP属地:福建3楼2021-09-08 17:56
    回复
      卡聆
      ~
      ~
      Q:和选手不同,我们需要先在一开始介绍一下您。请问在这次活动中您负责的是哪些游戏的活动呢?
      A:将军的荣耀3,欧陆战争6:1804和欧陆战争6:1914
      ~
      Qe社最新的两个游戏都被您包揽了呢。那可以介绍一下您在设计这两个活动中在哪里花了额外的时间构思吗?
      A呃…这个欧陆战争6的活动实际上是七月设计的
      ~
      Q啊没事,那就谈谈将3吧。
      A将军的荣耀3在设计方面主要为了避免参与玩家有攻略可查寻所造成的通关思路单一,对进攻方向做出了一定的限制同时上调了些许难度。同时,为了缩小不同玩家配置上的差距限制了使用将领数目与此同时因为敌我兵力差距悬殊,空军与伞兵的作用也得以提升而友军的随机性胜败也会给结局带来一定的影响
      ~
      Q好的,很明显您在寻找难度的平衡点以及考验玩家技术的全面程度上花了不少心思,那请问这次四位参与者的表现是否符合您对他们的期待呢?
      A在设计之初进行了多次测试,
      在测试中最佳表现为13回合,而平均完成回合则需要15回合左右…第一名已经超出了预期实现了10回合速胜…而第二第三名的表现和测试结果接近,符合预期,第四名虽然是险胜,但看得出来这位选手的运气也确实不佳。能在友军崩溃后够取得胜利也值得祝贺
      ~
      Q好的,我在这里代表四位选手感谢您对他们的肯定。显而易见这次活动的设计相当出色,但是这次的将3活动作为最新一代游戏意外的参与者较少。您认为这可能是什么原因导致的呢?
      A活动关卡本身难度虽然不算太高,但此关卡的门槛“洛杉矶战役”却是游戏中最为棘手的一关。很可惜这一关就挡住了不少想参赛但技术不足的玩家而且在活动时间上很多地区还并没有放假,导致有些玩家想参加却并不具备时间条件
      ~
      Q确实,很遗憾没能看到更多的选手各显神通。那么在采访的最后,您可以代表制作组稍微剧透一下对未来可能的活动有什么想法的雏形了吗?当然,您个人的也完全可以。
      A根据先前等活动举办的经验,未来的活动将更加的平民化,尽可能的降低参与要求,吸引更多玩家的参与。而对于活动内容中对于技术的要求不会过度下降,会设计出一些更有趣味性的目标(如占领特殊地块等)来降低长时间游戏所带来的枯燥感对于活动奖励方面…不同位次之间的奖励差距不应该过大,但对于表现极为突出的参与者应该有一些特殊奖励以激励更多玩家的参与热情
      ~
      了解了,那让我们拭目以待吧。我在这里也诚心希望接下来的活动能一路顺利。


      IP属地:福建4楼2021-09-08 17:58
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        jonblend
        ~
        ~
        Q: You are the first EFC member ever to finish at first place in a Baidu-hosted event. Do you have anything to say about it?
        您是第一位在贴吧举办的活动中取得第一名的EFC成员。您对此有何感想?
        A: Well, first I'd like to say a huge thanks to eternalaurora for acting as a connection between the two forums (thus bypassing the language barrier) and making all the announcements as well as answering questions and helping with delivering the prizes.
        Baidu – at least in my estimation – is a place that I connect to profound knowledge (the damage formulas [via wangchengxy] and other in-depth details about game mechanics come from there) and great skill. (I'm still impressed by the competition results for GCRome and GoG3 for example.)
        So yeah, I do feel proud :-)
        首先,我要感谢Erich von Manstein跨越语言障碍把两个论坛连接起来,发布公告,解答问题,并协助发放奖励。
        贴吧在我看来是一个能让我获取大量知识(比如wangchengwy的伤害公式和其他深入研究游戏机制的细节)和学习优秀技术(我仍然对罗马和将3的表现印象深刻)的地方。
        所以是的,我很骄傲。:-)
        ~
        Q: You are the only two participants to have received awards from 4 events. Which one of them did you join with the highest level of confidence?
        您是唯二的在4个战斗类活动中获奖的选手。这其中哪个是您在参加时是最有信心的?
        A: At first, I thought GCRome because no one else seemed to care and my commander gave me good results when playing through normal conquests. But my runs for the event didn't go as planned and I knew that anyone who gave it a serious try could beat it.
        So I gave EW6 1914 a few more tries because by then I had figured out the exact ruleset and I had a decent understanding of each nation's behavior and the general flow of battle.
        After calculating the points I was very excited while waiting for the deadline for submissions to be over.
        一开始我认为是罗马因为其他人好像不太关心这个活动而且我的将领在平常征服的时候表现不错。不过我在活动里的尝试没能按计划进展,我认为任何认真尝试的人都可以超越这个成绩。
        所以我多试了几次欧6:1914,因为当时我已经明白了具体规则而且我对每个国家的行动以及战斗的大致趋势有了更好的了解。
        在计算完分数等待截止时间的时候我还是很激动的。
        ~
        Q: Given the great number of easytech games you are thriving in, are you planning on diving deeper into these games? Or will you keep exploring other easytech games, say, something like EW5? Of course, it can be any other easytech game!
        考虑到您已经在许多e社游戏中有所成就,您准备继续深入这些游戏吗?还是说您准备继续探索欧5之类的别的游戏?
        A: I usually go as deep as finishing every level of each mode provided by the game. Having started with GoG back in 2011, I played most easytech games. However, as my free time is limited I'm grateful that the EFC forum provides a huge database of opinions and knowledge about each game which enables me to predict whether I'll enjoy a specific game and how to play through it efficiently.
        Right now I'm curious about EW7 and I'm always happy to learn that an update for one of the existing games has dropped.
        我一般会深入到完成游戏的每一个关卡。从2011年的将1开始,我大部分的e社游戏都玩过了。由于我的空闲时间有限,我很感激EFC能提供大量对每个游戏的简介和知识,这让我能够预测我会不会享受一个游戏以及如何更有效率的通关。
        目前我对欧7充满好奇,同时我也同样乐于见到一个已有的游戏有新的更新。
        ~
        Q: Can you give us a suggestion on what would you like to see in future events?
        您有哪些我们一些在未来的活动中想看到的新挑战吗?
        A: That is a hard one. I really liked that the event deviated from the default "conquer everything as fast as possible" and made us rethink the way we approach the challenge. Something that I've been thinking about while playing conquests was trying to defeat an enemy that requires passing through hostile territory within limited turns. For example, conquering Spanish provinces while sneaking through France with Austria during a Napoleonic era scenario (limited to say 10 turns)
        这个有点难。我挺喜欢这个活动与一般的“尽快征服一切”的标准玩法有所不同并能让我们重新考虑如何完成这个挑战。我在玩征服时的一个想法是在时限内通过一个帝国并击败一个敌人。举个例子,在一个拿破仑时代的剧本中用奥地利在比如10回合内穿过法国占领西班牙的地区。


        IP属地:福建5楼2021-09-08 18:00
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          journeykeen
          ~
          ~
          Q: In this event, you finished second after a last-minute finisher of 15 turns and 63 cities. Do you think you can beat that if given an extra day? Is there anything you will do differently?
          在本次活动中,您在最后一刻被一个15回合63城的战绩绝杀屈居第二。如果多给您一天时间的话,您认为您能超越这个纪录吗?您会不会做哪些变化?
          A: I think I could tie it but probably not best it. 16 rounds took a great deal of effort as it. I am currently unsure if I will have the time today; I’ll probably attempt it anyway :)
          我认为我能打平,但可能没办法超越他。16回合已经花了很大精力了。我目前不太确定我现在有没有时间,但是我后面仍然会试试看。:)
          Q; The WC4 event is the most popular one among the series of events this summer, beating several newer games. What do you think makes this game so special that people still stick to it after 4 years?
          世4的活动在这个夏天的一系列活动中仍然是最热门的,甚至超过了一些更晚发布的游戏。您认为是什么使得这个游戏如此特别以至于在4年之后人们仍坚持在玩呢?
          A:World Conqueror 4 is so fun in conquest to me because it allows you to consistently optimize your runs. I never played EW6: 1914 or any of the GOG games, so I cannot comment on them. In EW6, however, a game I have also speedran successfully (but not as much as in WC4), there seems to be much more variation in AI and what not. This is not regulated to just the enemy, either. It is no fun in the 1812/15 variants to speedrun Europe perfectly then have to wait another 5 rounds because Canada+Mexico did not defeat the US in time with the exact same donation as any other run.
          WC4 also invites another dimension of customizability that ET forwent when developing EW6. In WC4 I can choose the last two perks on Guderian; in EW6 my Marat is stuck with Maneuver. This is not in WC4, either, but I also suggest ET add cosmetic (not game-changing like the new WC4 medals) IAP like general appearances, country origins, customizing your own general like in WC3, different unit textures, etc… People would pay to make their Manstein have an American flag, to make their own generals (again, look-only), or to have their in-game battleships look a certain way, perhaps different camouflage and what not.
          Finally, WC4 allows me to do much more with less. Tanks have a 100% chance of attacking again with the technology, so if I carefully coordinate my units my Guderian (or Manstein, or Rommel, or Rokko) can wipe-out, say, six units AND crack an enemy city AND move forward to the next city in one round. In EW6 Blucher/Marat/Ney and their ilk quickly are unable to attack again due to bad luck, and even still their damage capability is lacking. As such, it is much more difficult, and often impossible to chain together attacks in a coordinated fashion to increase speed. I do like military tactics in that game, though.
          世4的征服对我来说非常有趣,因为你可以一直优化你的结果。我从来没玩过欧6:1914或将荣系列所以我无法对其做出评论。不过在我同样竞速成功的欧6(不过不如世4一般)中,AI之类的似乎有更多的不确定性。而且这不仅限于敌人。在1812/15里面完美速刷完欧洲然后不得不因为加拿大和墨西哥没在和其他尝试中打了一样多的钱的情况下击败美国而多等5回合可不好玩。
          世4还拥有不同维度的可定制性,而e社在设计欧6的时候把这个给放弃掉了。在世4里面我可以给古德里安选择两个技能,而在欧6里面我的缪拉就只能挂着机动。虽然在世4里面没有,但是我建议在e社加上一些外观上的氪金项目(不是像世4新勋章那样改变游戏格局的),比如将领外观,所属国籍,世3那样的自制将领,不同的兵模等等。人们会为给曼施坦因挂上美国国旗,做他们自己的将领(仅限外观),或者让在局内的战列舰看起来有些特别之处,比如不同的伪装之类而付钱的。
          最后,世4能让我事半功倍。坦克在有科技支持的情况下可以100%连击,所以在谨慎协调我的单位的情况下我的古德里安(或曼施坦因,隆美尔,罗科索夫斯基)也许可以在一个回合内消灭六个单位,拆一座城,并移动到下一座城市。在欧6中布吕歇尔/缪拉/内伊之类的很快就因为运气不行而无法练击了,而且即使如此他们的伤害能力也还是不足。所以在协调下连击并加快速度在这里很难而且时常不可能做到。不过我挺喜欢那个游戏的战术卡片的。


          IP属地:福建9楼2021-09-08 18:08
          回复
            Q: Could you give us a brief overview of the pros and cons of the two versions in this event?
            您可以简单概括一下两个版本在本次活动中分别有什么优势吗?
            A: I cannot say definitively for obvious reasons. I do not know how the Baidu version compared because I cannot play it (why doesn’t ET release it to international players, also?). but the Chinese version lacks ports along China, the S China Sea, and the Indonesian/Phillipean areas. Since these are by far the hardest to manage because of how important paratroopers are to capture them and because Australia frequently gets bottlenecked in the regular version, I cannot see how the Chinese version would be harder. I was not the biggest fan of the actual event, though, because not using AF is a pain and makes me rely on allies too much :).
            由于显而易见的原因我无法下定论。因为玩不了,我不知道中国版的差异如何(为什么e社不让国际玩家也能下载这个?)。不过中国版少了中国的港口,南海,以及印尼和菲律宾地区。由于空降兵对占领这些地区很重要所以很难处理而且澳大利亚经常被卡住,我不知道中国版为什么会更难。我不是很喜欢这个活动,因为不用空军太难受了而且我必须大量依赖队友。:)
            Q: What improvements would you like to see in future events?
            您在未来的活动中希望看到什么改进?
            A: I quite like the ideas Mr. Rudi had with his own event, of sorts. Instead of removing AF perhaps instead relegate conquests to a certain general(s). I would have liked this event much more if AF was allowed, just no units spawned, including paratroopers.
            我挺喜欢George Rudi的活动的。或许可以用指定将领来取代禁用空军。如果可以用空军而只是禁用出兵和空降兵的话,我会更喜欢这个活动的。
            选同一时代的同一国家,每个星区选2-3个将(自己选或对面选)不得重复,然后比较结果。


            IP属地:福建10楼2021-09-08 18:09
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              Dd


              IP属地:陕西来自Android客户端11楼2021-09-08 18:42
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                dd


                IP属地:江西来自Android客户端13楼2021-09-08 19:34
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                  IP属地:广西来自Android客户端14楼2021-09-09 06:39
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                    ~


                    IP属地:福建来自Android客户端15楼2021-09-09 21:38
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                      歪果仁这部分采访还挺专业


                      IP属地:北京来自Android客户端16楼2021-09-09 23:01
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                        ~


                        IP属地:福建来自Android客户端17楼2021-09-10 09:02
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                          dd


                          IP属地:上海来自Android客户端18楼2021-09-10 20:26
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                            ~


                            IP属地:福建来自Android客户端19楼2021-09-11 15:28
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