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      1. 《星際爭(zhēng)霸2》宏觀與微觀

        更新時(shí)間:2022-04-10 18:55:39作者:未知

        《星際爭(zhēng)霸2》宏觀與微觀

        會(huì)員:zhmwwl 原創(chuàng)

        There has been much criticizing about Starcraft 2, and the controversial debates go as far back as the game s announcement. One of the main complaints about the new game is the upgraded User Interface (UI). Interface additions, such as the -unused-SCV button, auto-mine, and Multiple Building ion (MBS) cause the subsequent arguments of decreasing macro and micro.
        星際2公布以后,就有很多爭(zhēng)論一直圍繞著它。其中之一就是關(guān)于新的游戲界面(UI)。就像是閑置農(nóng)民的按鈕,自動(dòng)采礦,還有多建筑選定(MBS)這些新增的東西也引起了后來(lái)關(guān)于宏觀與微觀的爭(zhēng)論。

        These arguments stand on solid ground and every person has their own equally good arguments that express their opinions regarding the new UI. This article will discuss the major issues that have been brought up, especially MBS, a feature that allows a player to a group of buildings. The article will also show the differences and similarities between the Micro and Macro within Starcraft and Starcraft 2. Hopefully, by the end of this article, the concept of Micro and Macro will have been thoroughly explored to pro vide a deeper insight on all strategy games.
        這些觀點(diǎn)都是有理的,每個(gè)玩家都有自己獨(dú)有的論據(jù)來(lái)證明他們關(guān)于新界面的觀點(diǎn)。本文將會(huì)討論現(xiàn)在的主要的論點(diǎn),尤其是多建筑選定,它可以允許玩家選中一組建筑物。這篇文章也將闡述星際1與星際2中的微觀與宏觀的異同點(diǎn)。希望在文章結(jié)束后,微觀與宏觀的概念將會(huì)被充分挖掘來(lái)對(duì)所有策略游戲都有一個(gè)更深層次的觀察。
        What is Macro and Micro?
        什么是宏觀與微觀?

        Macro and Micro are two concepts that define Strategy gaming. Briefly put, Macro is the name of all the actions during a strategy game relating to the mindset of the player, the economy of the match, and the overall strategy that a player has. Micro, on the other hand, relates to the small details within a game, such as ing units, de ing units, giving a group of units actions to move and attack, using abilities etc. etc. Basically, Macro defines the overall strategy that a player has while Micro defines the itsy-bitsy details within that plan. Having both strong Macro and strong Micro is essential for a good game player.
        宏觀與微觀是定義策略游戲的兩個(gè)概念。簡(jiǎn)單地說(shuō),宏觀是策略游戲中與玩家的想法相關(guān)的所有動(dòng)作的統(tǒng)稱(chēng),游戲的經(jīng)濟(jì)還有玩家的全部策略。從另一方面來(lái)講,微觀就是和游戲細(xì)節(jié)相關(guān)的東西,就像選擇建筑,取消選擇建筑,為一隊(duì)單位下達(dá)移動(dòng)或者攻擊的命令,使用技能,等等?;旧?,宏觀決定了玩家的整體策略,而微觀則是那整個(gè)策略?xún)?nèi)各個(gè)細(xì)節(jié)。同時(shí)擁有很好的宏觀意識(shí)和強(qiáng)大的微觀操作對(duì)好的玩家來(lái)說(shuō)很重要。

        In Starcraft, Micro and Macro was carefully balanced to produce a sensational battling experience. The complicated maneuvers and mouse control required to pull off top Micro moves and the awesome focus needed to hold a strong Macro position was just enough to give anybody a thorough mental workout from just one match.
        星際爭(zhēng)霸里,微觀與宏觀被仔細(xì)地平衡過(guò)以產(chǎn)生極好的戰(zhàn)場(chǎng)經(jīng)驗(yàn)。復(fù)雜的策略和鼠標(biāo)的操作需要將微操推向極致,而需要強(qiáng)大宏觀意識(shí)的高度的集中力只夠支持一場(chǎng)比賽。

        Macro
        宏觀

        Macro in Starcraft consisted of managing economy, unit building, and controlling your overall strategy plan. It was very consistent throughout each race. The Protoss had to manage their probes and their building warping, being careful to watch their supply as well as constantly building and “teching” up. The Terrans and the Zerg did the same, with slight variations in the relationships between supply and building area. Also, Starcraft players had to constantly make decisions about their strategy and overall method of winning. Making correct decisions based on their opponent’s actions was very important. If, within a game, an opponent decides to create many ground troops, one must realize this from a Macro standpoint, changing his/her strategy to allow them to gain the upper hand.
        宏觀就是星際中經(jīng)濟(jì)控制,單位建造,以及實(shí)行你的策略。每個(gè)種族都自始至終貫穿這些要點(diǎn)。Protoss必須管理他們的探針和他們的建筑傳送;在造建筑以及攀科技的同時(shí)都要注意自己的經(jīng)濟(jì)。Terran和Zerg也一樣,但是在經(jīng)濟(jì)與建造范圍上有著一些不同。另外,星際玩家需要不斷地做出與他們獲勝的策略相符的決定。根據(jù)對(duì)手的行動(dòng)作出決定也很重要。在一場(chǎng)游戲里,如果對(duì)手決定建造大量地面單位,那么你就需要從中改變他/她的戰(zhàn)術(shù)來(lái)獲得優(yōu)勢(shì)。

        Overall, Macro in Starcraft was quite simplistic in theory: Managing your economy, your buildings, and the effectiveness of your bases while deciding upon an overarching strategy that will ultimately allow you to reach your goal, defeating your opponent. Nevertheless, it was still difficult to do in reality. While one focuses on the every second events of a match (Micro), it is quite difficult to take a second to think about your strategy and watch your economy. As such, what once seemed like an easy task clearly becomes a difficult one when applied.

        總的來(lái)說(shuō),星際中的宏觀性在理論上其實(shí)很簡(jiǎn)單:管理經(jīng)濟(jì),建造,而在決定具有彈性的戰(zhàn)術(shù)時(shí),你基地內(nèi)的效率將會(huì)最終引領(lǐng)你走向勝利,擊敗對(duì)手。然而,實(shí)際上卻很難做到。當(dāng)一個(gè)人將精力集中在比賽的每一秒的動(dòng)作中(微觀),這樣你就不會(huì)有時(shí)間去思考你的戰(zhàn)術(shù)和經(jīng)濟(jì)。就這點(diǎn)而論,看上去簡(jiǎn)單的事情實(shí)踐起來(lái)會(huì)變得很難。

        These reasons are quite argumentative and definitely subject to change as Starcraft 2 undergoes extensive testing by the Blizzard Development Team.
        這些理由都是最具有爭(zhēng)議性的,并肯定是星際爭(zhēng)霸2開(kāi)發(fā)進(jìn)程當(dāng)中又一可能會(huì)改變的主題。

        Micro
        微操

        Micro is the twin brother of Macro. Rather than being similar to Macro, however, Micro is the complete opposite about the same things. In Micromanagement, the player would focus on the events occurring within a game every second. As such, in Starcraft, Micromanagement would consist of handling many control groups (of 12 units) very well, constantly building many units from barracks, gateways, hatcheries etc. etc., ing and de ing things, and “clicking very fast.” A person’s APM (Actions per Minute) Ratio can be said as a determinant of how good a Starcraft player’s Micro is. The faster APM you have, the more you’ve been clicking, and the more you have been “Micro-ing”.
        微操就有如宏操的孿生兄弟一樣。與宏操不一樣,微操是完全相反的東西。在微觀操作里,玩家會(huì)著重于把焦點(diǎn)聚集在游戲的每一秒鐘。因此,在星際爭(zhēng)霸里,微觀操作的構(gòu)成應(yīng)為良好地操控?zé)o數(shù)個(gè)單位組(一組十二個(gè)單位),不間斷地在人族兵營(yíng)、神族兵門(mén)、蟲(chóng)族巢穴等建筑里造出大量士兵,選擇和取消選擇各種東西,以及“超快速的點(diǎn)擊”。一個(gè)人的APM(Actions per Minute,每分鐘操作數(shù))是一個(gè)影響該玩家星際爭(zhēng)霸水平的重要因素。擁有更高的APM,點(diǎn)擊的次數(shù)更多,意味著你更多的時(shí)候都是在“微操”當(dāng)中。
        Many of the top Starcraft players have a very high APM. Most of them have great Micro skills, so they can control their base very well. Micro is an essential thing within the game of Starcraft. Being able to quickly hotkey many units, switch between them, and concentrate at what your units are doing is not the easiest task. Being able to do it well results in great skill as a gamer and as a hard mental worker. It is a skill that takes several practice rounds and constant play. Nevertheless, once achieved, your Starcraft skill level skyrockets!
        很多頂尖的星際爭(zhēng)霸玩家都有非常高的APM。他們當(dāng)中大部分都有非常出色的微操技巧,因此他們可以很好地操作他們的基地。微操是星際爭(zhēng)霸游戲當(dāng)中必不可少的元素。能夠快速利用快捷鍵對(duì)單位進(jìn)行操作,在單位之間進(jìn)行切換,并集中注意你的單位都在做什么,這樣的工作可不簡(jiǎn)單。能夠以出色的技巧、過(guò)硬的心理計(jì)算,對(duì)場(chǎng)面進(jìn)行總結(jié)。這樣的技巧必須要無(wú)數(shù)次的時(shí)間和發(fā)揮。而一旦實(shí)現(xiàn),你的星際爭(zhēng)霸水平將一飛沖天。


        Micro and Macro in Starcraft 2: MBS
        星際爭(zhēng)霸2當(dāng)中的微操與宏操:摸不死

        My Humble Opinion
        本人愚見(jiàn)

        ——(筆者:這人怎么用褒義詞來(lái)謙虛……)


        In my humble opinion, MBS is definitely a requirement for Starcraft 2. It modernizes the game while lowering the learning curve for newer players. However, I don’t believe that it decreases the game’s difficulty. With increased abilities and mechanics for every race, a player will still be well tested as he constantly tries to keep up.
        在本人的愚見(jiàn)當(dāng)中,MBS必然是星際爭(zhēng)霸2當(dāng)中的一個(gè)必須元素。它讓游戲更為現(xiàn)代化,降低了對(duì)新手的入門(mén)要求。然而我并不認(rèn)為它會(huì)降低游戲的難度。各族都有添加技能和技巧,玩家依然需要深入了解到游戲里面才能玩得好。

        Also, Starcraft pro-players aren’t “pro” for no reason. If MBS does simplify the game in a way that can’t be regained through extra abilities or mechanics, then the difficulty can be regained with an increase in tactics. The increase in units that allow players to maneuver the map with less difficulty than ever before and the increase in simplicity that allows players to build units efficiently will spawn tactics never possible in Starcraft: Brood War. With their minds off building many units efficiently, pro-players may have time to ute more tactics in more combinations.
        同時(shí),星際爭(zhēng)霸的職業(yè)競(jìng)技選手并不是“職業(yè)”得毫無(wú)理由。如果MBS真的讓游戲變得簡(jiǎn)單了,無(wú)法利用新的技能和技巧來(lái)彌補(bǔ),那么難度將會(huì)在戰(zhàn)術(shù)方面得以彌補(bǔ)。新增加的操作系統(tǒng)會(huì)讓玩家比往常任何時(shí)候都更容易調(diào)動(dòng)自己的部隊(duì),同時(shí)簡(jiǎn)化能讓玩家更容易、更有效率地暴兵,而星際爭(zhēng)霸:母巢之戰(zhàn)則從不可能做到。當(dāng)選手不必再去思考建造單位的過(guò)程,那選手就有更多時(shí)間去思考更多的戰(zhàn)術(shù)組合了。

        Macro and Micro in Starcraft
        星際爭(zhēng)霸中的宏觀與微觀


        Starcraft was released in 1998 for Windows and since then has been one of the most revered Strategy games in history.One could go to lengths studying the intricacies of the balance within the game, and there are many reasons that could explain why it is so popular.However, in this article, the Macro and Micro of Starcraft will be compared to that of Starcraft 2 to prove that both have their similarities and differences.
        星際爭(zhēng)霸是1998年Windows操作系統(tǒng)下的游戲,它是策略游戲史上的里程碑。一個(gè)可以不斷深入學(xué)習(xí)錯(cuò)綜復(fù)雜游戲平衡的游戲,并且很多原因都可以解釋為何它如此受歡迎。
        然而,本文中,星際1的宏觀與微觀將于星際2來(lái)對(duì)比以證明它們有著相似與相異。