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[转帖] EGO论坛里关于管理员对SETA回归的说明

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发表于 2015-12-8 23:34:52 | 显示全部楼层 |阅读模式
连接如下:http://forum.egosoft.com/viewtopic.php?t=384199
原文如下:
Let me explain a little of the thinking behind SETA in XR because, as Bernd explained some time ago, this was not something we particularly wanted to include in the game, for various reasons. In previous X series games SETA had two distinct uses: to speed up travel between widely-spaced locations, and to speed up things things like building and production.

Regarding the first use, travel is an important part of the game and helps to immerse the player in the game universe. We recognise, however, that while it is essential early in the game to get the player exploring, it can also get boring after a while if there is nothing to do other than look at the scenery when you are traveling between two familiar locations. We therefore also recognise that ways to speed up travel are necessary.

In previous X series games SETA was one way to achieve this but not, we believe, the most desirable one. In XR, therefore, we have tried to provide alternatives to SETA to speed up travel. The highways, boosting, and now the jump drive, are all means to get from A to B more quickly, without needing to resort to SETA. In general we believe we have achieved what we set out to do for this case, but we also understand that there are some players, and some situations, where people really do just want the time spent flying from one key location to another to be quicker, so for these people SETA is another tool in the toolbox. This is very much a secondary usage of SETA as far as we are concerned. Nobody is obliged to use it this way, but it's there if they want it.

The primary reason for implementing SETA in XR is for late-game empire-builders. Early in the game, it is great to watch your first station being constructed in real time, or the production cycles of your first factory producing goods. Over time, however, the immersion factor of watching this happen can dwindle for some people, and players who are working on a much larger scale can get frustrated with the time it takes. It is for these people that we've really added the feature. This is also one reason that we've made SETA reasonably difficult to obtain; it means that new players are less likely to spoil their early experience of the game, while more advances users can make the choice. Again, it is entirely optional, so if it doesn't appeal to you for whatever reason then you're free not to use it.

Everyone plays these games differently, so while some people don't need or want SETA, for others it can really improve their experience of the game.

In terms of the technicalities, SETA just speeds up the passage of time, as it did in previous games. Of course the problem here is that we can speed up the time in the game by a factor of six, but we can't do the same to the processor in your PC! While some things, such as the rendering of the graphics you see on the screen, can simply "skip" the extra time, that doesn't apply to all the game's internal systems, so accelerating time will affect performance and there is a limit to how much it can be accelerated. Both "skipping" and "not skipping" come with their own trade-offs. Process that can skip to keep up with the accelerated time can end up missing important things happening, while those that can't skip have the potential to slow the game down excessively under time acceleration. Which systems do what is not something I will go into detail about, but suffice it to say that it's quite complicated!

Having said that, for those worried that we are putting time into a feature they don't want to use, this is not something we've spent months on just to get this feature working. The ability to speed up time within the game is a facility that has always been available to developers, as it's a useful tool when working on and testing certain features. The additional work that has gone into this has been in providing an interface, a means to obtain SETA, and tweaking it a little to work how players, rather than developers, need it work.

Regarding the limitations of where SETA can and cannot be used, I'm not sure where the OP got the idea that you can't use it while moving. The conditions under which SETA is not available or which will stop it if it's active are:

• You are on a platform or otherwise away from your pilot seat.
• You are in a conversation or menu.
• You receive an important event on your event monitor.
• Your ship is attacked.
• You fire a weapon or activate a scanner.
• Your jump drive is charging or active.
• You steer hard in any direction.
• You stop your ship suddenly using the stop key (Backspace by default).
• Your ship is in close proximity to another object (except when autopilot is active).
• You collide with something (whether autopilot is active or not).


再来一个自己改过的鸡饭
让我解释一些在XR之后的SETA的想法,因为就像Bernd前一段时间的说的一样,由于各种各样的原因,这不是我们特别希望包括在游戏中的东西。在以往的X系列游戏中SETA有两种不同的用途:加快深空中旅行的速度,并加快建设和生产。


关于第一次使用,旅游是游戏的重要组成部分,并有助于让玩家沉浸在游戏世界。然而,我们认识到,虽然在游戏中很重要的一点是要让玩家在游戏中探索,但如果你在两个熟悉的地点之间旅行时,没有什么可以去做其他的事,那也会很无聊。因此,我们也认识到,加快旅行的方式是必要的。


在以往的X系列游戏SETA是实现这一点的方法之一。但是,我们相信在XR,这不是最令人满意的的。因此,我们试图提供替代SETA加快旅行的方式。高速公路,臭鼬的推进器,还有现在的跳跃引擎,都意味着从A到B的过程更迅速,而无需诉诸SETA。一般我们认为我们已经达到我们预先设定的这种情况,但我们也知道有一些玩家,在某些情况下,他们只想让飞到一个关键地点的飞行时间变得短一些,所以对于这些人来说SETA只是另一个工具箱中的工具。这是我们注意的非常次要的使用SETA的方式。没有人有被强迫以这种方式使用它,除非玩家们想这样使用。


在XR里使用SETA主要原因是游戏后期的帝国建造者们。在游戏的早期,你可以看到你的第一个实时建成的空间站和观看你的第一家工厂的产品生产周期,这是非常非常赛艇的。随着时间的推移,看这些飞船、空间站和产品的生产过程的人越来越少,然而在更大规模的工厂建造时所需要的时间是令人沮丧的。这就是为那些感到沮丧的人所增加的功能。这也是我们弄出SETA来解决问的原因之一;这意味着,新玩家不太可能毁了他们早期的游戏体验,而且可以让一些进阶玩家可以选择。再次,它是完全可选的,因此,如果它有你不想使用的任何理由,那么你就可以自由不使用它。


每个人都玩这些游戏不同,所以有些人不需要或不想要SETA,对其他人来说,真的可以提高他们的游戏体验。

在技术方面,SETA只是加快了时间的流逝,就像它在以前的游戏所做的那样。当然这里的问题是,我们可以加快游戏的时间到⑥倍,但我们不能对你的处理器同样加速⑥倍!虽然有些事情,就像我们可以加速你屏幕里所看到的的东西的时间,这并不适用于整个游戏的内部系统,所以加速时间会影响性能并有一个具体可以加速到多少的限制。无论是“跳过”还是“不跳过”是要自己来权衡的。
可以跳过加速时间的过程可以结束丢失重要的事情,而那些不能跳过的人有可能在时间加速下减慢游戏速度【实在不会,只好用鸡饭的···】。系统会做哪些改变,我会详细介绍一下,但足以说明它是相当复杂的!

说了这些,对于那些担心我们正在花时间加入他们不想使用的功能,这并不是我们花了几个月在上面才弄成的功能。在游戏中加速时间的能力是一个提供给开发人员的工具,因为它是一个有用的工具,用来运行和测试某些功能。额外的面板已经添加了一个包含SETA的界面,对于玩家来说,需要使用比开发者更多的时间来调整SETA


关于SETA什么时候能用的限制,我不知道OP有意见,比如说你不能在移动时使用它。下列条件里SETA会变得不可用或会被停止:
当你是在一个平台上,或者是离开了你的飞行员座椅。
当你是正在进行一个对话或打开了菜单。
当你收到一个重要事件或者在你的event monitor上。
当你的船被攻击。
当你开火或激活扫描仪。
当你的跳跃驱动器是正在充电或者正在运行。
当你在使劲的转向。
当你用飞船停止键(默认使用Backspace)突然停止你的飞船的运动。
当你的飞船靠近另一个物体。(自动驾驶仪打开的时候除外)。
TL;DR version:它主要是为了玩到后期的玩家们减少建设帝国所需的时间,如果你不想用就别用


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发表于 2015-12-9 10:56:11 | 显示全部楼层
继续更新吧,我等着玩呢
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发表于 2015-12-9 15:09:41 | 显示全部楼层
又要开新档了... 不知不觉4.0了,感觉就像是还在α测的游戏啊...
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发表于 2015-12-10 08:15:46 | 显示全部楼层
我现在一直在等新的DLC来了再开新档,之前已经玩了400小时,对的起了。
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发表于 2015-12-10 11:48:38 | 显示全部楼层
等新DLC,几时出啊
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发表于 2015-12-12 18:22:39 | 显示全部楼层
xr的高速公路是最失败的设计之一,它们还抱着不放呢。

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同意,应该改成高速公路只做civilianship装饰用,玩家闲的没事可以进去兜兜,而不是主要通道  发表于 2015-12-13 14:19
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