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标题: 頭文字D6 EXP 1.1 全國對戰的真相..(27楼略更新翻译……) [打印本页]

作者: hkpoorguy    时间: 2011-5-9 05:11
标题: 頭文字D6 EXP 1.1 全國對戰的真相..(27楼略更新翻译……)
本帖最后由 ThanatosYe 于 2011-5-11 17:12 编辑

以下內容是我在國際D6論壇上發表的..[weisuomao_67]
不想發表中文版本了.反正中文版本也是會有不斷抄襲的問題.[weisuomao_59]
英文版本應該不會有人抄襲[weisuomao_6]
其實以下內容的英文很簡單,如果有心瞭解全國對戰的便看吧,不會難理解的[weisuomao_51]

In the following the passage will be rather long for detail explanation..
But surely for those interested in online battle will not regret reading the whole complete text..

These are really the final conclusions I can draw up for the current online battle systems..
Of course these are now necessary 100% true facts because of lacking proofs and videos..
But I think the truths are more the less the same as the one explained below.
Indeed, much of them has been supported by evidences from Hongkongers, Japanese, Taiwanese, etc.

1. How the battle system select opponents.
Read the picture below:


Notice the English title "MASTER+" in the blue colored selection.
Currently, online battle systems differentiate opponent's skill level
by assigning 3 respective titles. These are "ROOKIE", "MASTER", "MASTER+".

"ROOKIE" is regarded as the "lowest level of skill", normally appeared in the first 10 battles for any new cards.
Any players will leave this title and change his title to "MASTER"
after playing battles for a while with reasonable number win rounds.

"MASTER" is the title which most players have, this can be regarded as "Average level of skill"
There are different scenarios which players can have this title:
(1) For low arcade level (Normally below LV30) with high win rounds ratio.
(2) For middle-to-high arcade level (Normally for LV30~98) with reasonable win rounds ratio
    (For max. cases, win ratio is slightly more than 50%)
(3) For high arcade level (Arcade LV99) with low win rounds ratio.

"MASTER+" is the title which only players with "high level of skill" can deserve.
But bear in mind, it has absolutely no relationship with the arcade level.
Here are scenarios for having this title.
(1) For low arcade level (Normally between 20~50) with almost 100% win ratio.
(2) For medium-to-high arcade level (Normally betwen 50~98) with high win ratio.
(3) For high aracde level (Arcade LV 99) with average win rounds ratio (should be slightly more than 50%).

Although it is not possible to know what your "title" is, which this is only acknowledged by the opponents your are facing,
you can predict what your "title" is depending on which titles usually do your opponents have.
For mine, 95% of time are facing "MASTER+" opponents, which means I should have "MASTER+" title in relation to that.

Thus, the battle system has actually helped you to differentiate what your "skills level" are for both yourselves and your opponents.
Facing which kinds of opponents is completely non-related to Arcade LV, Pride pts, etc.

2. How the battle system determines which side choosing the map?

As previously said, determining which titles you are having heavily depends on win-loss ratio.
The scenario of which side choosing the map works in the same mechanism.

Simple rule. For the one having a poor win-loss record,
i.e. Fewer wins, More losses, has the right to choose the map.

As the system randomly picks both opponents in a battle,
there are no fixed scenario or sequences of whether which side repeatingly choosing the map.
Thus, please pray before the system picks the opponent.

There are still some tricks for increasing the chances to face opponents with high win ratio.
But I am not going to reveal the tricks. Don't ask me questions about that.

3. Are online battles really real-time battles online?

Let's say some history here first.

From the previous D6 EXP version 1.0, it has been confirmed that
there was a bug existing in the online battle system.

The brief description of the bug is that for all maps except Tsubaki Line,
you will always lead your opponent from the very beginning, passing the first checkpoint with 200m ahead,
and continue to lead your opponent with greater and greater distance.

The bug has been long discovered by Japanese actually,
which is explained the phenomenon of most Japanese choosing Tsubaka IB as their main course.
Tsubaka IB was the most buddy map where a win is 100% guaranteed without hitting the roadsides.

Under the bug, both opponents win at the same time.
Both sides share the same scenario of leading the opponent XXX m ahead.
This is a ridiculous scenario which was firstly revealed and confirmed in one of my videos battling with Cypher.
In addition, this bug raises another question,
"Are we battling with the "Ghost Car" like Wangan instead of real-time battles?"

After a short period elapsed, the D6 EXP 1.1 version is on stage.
The issue seems to be resolved by the apparently more realistic battles with greater extent of boost.

-----

However, after a period of play, MENG@ from HK and I discovered that,
we are still battling with "Ghost Car", instead of real-time opponents, in online battles.

The following is the information that fundamentally supports the "Ghost Car" statement.

MENG@ was playing Akagi UH in a online battle.
Both him and his opponent were good at TA and chased along the road.
Suddenly, at one of last corners, the opponent stopped his car, without touching any roadside or walls.
The distance meter just has the number increased rapidly.
MENG@ of course eventually wins the battle when the times has nearly gone.

At the straight road right before the finish line, MENG@ stopped his car completely (i.e. 0 KMH),
but the meter remains exactly a constant value during the period he stopped the car.
This is what he has said to me. It is not necessary for him to lie on me.

All of us should know that, even one has completely given up the battle and leaving the car alone,
the car itself will not stop at completely 0 kmh, and will continue to walk slowly with few kmhs.
0kmh exisits only when the player brakes the car completely.

All these information come up to only one conclusion:
The opponent has already finish and win the battle.
Only in this scenario, the opponent's car will completely stop.

This is even more ridiculous than that of EXP 1.0.
However, if we summarize and rethink all the stuff from the very beginning, all these are making sense.

-----

In EXP 1.1, something from every battle is fixed: the startup.
This is independent for which regions you are, even for Japanese, they are having same startup scenarios as overseas players.

For most of the roads, you will have a late start-up, opponent will firstly lead you for a while.
But after he has lead you 10m~20m apart (or 3 secs after), you will have the chance to overtake.
The chance of overtake is 90% given than you havn't done something wrong with your driving.
Sometimes the opponent's car may block you completely, you can just choose the line on another side to overtake.

For some exception roads, like Nagao DH, you overtake your opponents firstly,
but opponent will have their car pushed with a ridiculous boost after 4 seconds.
There are goona some different situations on some specific roads, but only very few roads like Akagi DH.

The most important conclusion is, everybody's car will be pushed by the boost at the moment exactly.
(Or opponent's car will be pushed by the boost on the exception roads)
The scenario of this overtake, not matter for Japanese players or overseas players,
reveals that online battles exhibit some sorts of "Ghost Car" issue.

There are many other specific paths of different roads exhibit "Ghost Car" issue.
But it is too complicated to list out all the scenarios. Leave me alone.

4. The devastated dependent to win in online battle: TA Performance

In D5 EXP 2.0 (or Japan version 1.1),
battles are glorious no matter for online or in-store.
Becuase in D5, battles are really battles.
Battles are really dependent on how both opponents interact with each other,
disregarding the TA Performance .
(of course not 100%, you still have to know what the road looks like)
If you really know how to play, even a untuned normal car can win a FT car.

In D5, I have been emphaizing on influencing the psychological condition of opponents to get a win.
Sometimes the way I drive can make the opponents extremely annoying but thats how the way I win.

A critical factor for battles in D5 EXP 2.0 is to do as much "damage"
as possible to the opponent. However, sadly in D6,
it is not possible for you to do "damage" to the opponent's car.
That means, no matter what you are doing, you cannot really affect how your opponent drives.

In an indirect approach, you may still influence your opponent psychologically
by blocking his sight all over the time and encourages him to make any errors along the road.
Or you may chase your opponent vigorously, touching his car in a continous period of time,
to make your opponent frustrated and initate him to make errors.
However, above meausres require you to perform at least not bad in TA.
Otherwise, you can neither chase your opponent or even stand before your opponent for any blockage.

These come to a question, if you are not performing well in your TAs,
that means in most of time you are falling behind,
or you may get passed relatively easily by your opponent driving at a much higher speed.
So, given that you cannot do damage to your opponent, how can you really win the battle?

Making use of the boost?

Boost is indeed, an illusion. Let me explain below.

5. The illusion of boost in online battles

Boost will help to push your car when you are falling behind.
But it is helpless when there is a gap in TA performance between you and opponent.
(I take it as an approximately 4 seconds gap).
Boost will only effective when you have close TA performance with your opponent.

Taking real examples and experiences from the online battles.
Normally, when your car is not ahead passing the 3rd checkpoint.
(For Akina Lake and Usui, the 2nd checkpoint)
The chance for you to win is relatively low.
Because as previously stated,in most maps you can have the chance to overtake
your opponent at the very beginning. When you are falling behind
at the 3rd checkpoint, that means you should have either done
something wrong or under-perform in TA to let your opponent passing you.
(For Nagao DH, that's another story, but its too time-consuming for explaination)

Rethink twice, boost is initially effective when you are just passed by your opponent.
Because boost is actually not a good thing which will devastatingly affects your driving style.
If you cannot manage boost properly, you will have to either hit the roadside or to reduce your speed.
In that way, boost is actually useless, and even does more damage to you than your opponent.

The utlimate way to make use of boost is indeed chasing the opponent immediately.
Becausing when you touch your opponents car,
there will be no reduction of speed even you hit the roadside seriously.
This creates a chance for you to pass your opponent.
I can say that this requires plenty of guts,
but this is/are the moments depending either you win or loss.

However, even you can make use of the boost utlimately,
you still have to perform well in TA.
Otherwise, your opponent will still able to pass you in the second or third instants.
In fact, performing well in TA certainly reduce a lot of risk in using the boost.

Just remember one thing: "Boost is helping you to avoid boost."
I think no any others will say something as strange as mine.

Conclusion: Forever Sad

I have been listening to the BGM Forever Sad when I choose to play Tsubaki DH.
Currently, I am really forever sad, because the more truths I acknowledge,
the less interested I want to play D6 actually.

Indeed, I don't really mind issues about latency or even "Ghost Car" like Wangan,
given that SEGA would provide a battle environment or mechanism as much like as D5 EXP 2.0.
In that way, as I have previously said, battles are really battles.

Now, we are all playing apparently the most expensive game in the whole arcade store,
with such a poor quality of service and game context however.
While I can enjoy a nice lunch with the same fees as 4 rounds D6 play,
I think I am not going to continue playing D6 online battles (as much as before),
until either the fees lowered or a new EXP vesrion publishes.

Above information is brought to you by HKG - TONG (hkpoorguy).
Youtube channel: http://www.youtube.com/HKPoorGuy.
You are welcome to share this piece of article but please state the name of author. Thanks.


作者: csw5261csw    时间: 2011-5-9 07:49
[weisuomao_57]卧槽。。狂顶
作者: lisu105    时间: 2011-5-9 07:56
本帖最后由 lisu105 于 2011-5-9 09:01 编辑

回复 hkpoorguy 的帖子

前排~看真相。

这网战原来有BUG。现在明白是怎么回事了。刚起步就狂甩对方200M+,这在店内根本不可能嘛~
作者: easyb    时间: 2011-5-9 08:48
BZ射精吧
作者: pocketsun    时间: 2011-5-9 08:54
这么快就1.1了,这不是坑爹嘛
作者: weilbao    时间: 2011-5-9 09:06
1.1都有几个星期了.
作者: takumi1586    时间: 2011-5-9 09:31
英语压力很大····[dadatu_003]
作者: 孙燕姿@u    时间: 2011-5-9 10:35
好想扣分[weisuomao_5]
作者: ThanatosYe    时间: 2011-5-9 10:51
其实翻译成中文的话…篇幅能短些…
没人翻译的话我晚上回去填这个坑…
作者: 小志玲    时间: 2011-5-9 10:53
ThanatosYe 发表于 2011-5-9 10:51
其实翻译成中文的话…篇幅能短些…
没人翻译的话我晚上回去填这个坑…

等你了。。。[009]
作者: solidus_008    时间: 2011-5-9 11:08
看来为了实现全世界对战,只能是打鬼车了啊。。[weisuomao_44]
作者: ThanatosYe    时间: 2011-5-9 11:15
小志玲 发表于 2011-5-9 10:53
等你了。。。

你是懒得看,不是看不懂
作者: solidus_008    时间: 2011-5-9 11:24
ThanatosYe 发表于 2011-5-9 11:15
你是懒得看,不是看不懂

[weisuomao_66]求翻译~~
作者: ThanatosYe    时间: 2011-5-9 11:30
solidus_008 发表于 2011-5-9 11:24
求翻译~~

你都是准备出国留学的人,英语能比我差?
作者: CDX    时间: 2011-5-9 12:22
ThanatosYe 发表于 2011-5-9 10:51
其实翻译成中文的话…篇幅能短些…
没人翻译的话我晚上回去填这个坑…

坐等汉化版
作者: xwfo    时间: 2011-5-9 12:52
ThanatosYe 发表于 2011-5-9 10:51
其实翻译成中文的话…篇幅能短些…
没人翻译的话我晚上回去填这个坑…

坐等简体中文版。。。。D6也是。。。日文确实无奈。。
作者: ThanatosYe    时间: 2011-5-9 12:54
xwfo 发表于 2011-5-9 12:52
坐等简体中文版。。。。D6也是。。。日文确实无奈。。

有些内容,翻译的太垃圾的话,还不如看日文……
作者: xwfo    时间: 2011-5-9 13:05
ThanatosYe 发表于 2011-5-9 12:54
有些内容,翻译的太垃圾的话,还不如看日文……

其实我觉得,如果全部都是简体中文的话,推广会方便很多。。。
作者: sdkidz    时间: 2011-5-9 15:18
坐等粤语版...
作者: TONNY-WANG    时间: 2011-5-9 15:42
没文化看不懂的路过一下
作者: TOMMY@    时间: 2011-5-9 16:34
正好找回英语语感。。。
作者: KIRA!    时间: 2011-5-9 16:42
更新真速度。。。
作者: alanlun94    时间: 2011-5-9 16:52
香港早就是1.1
作者: csw5261csw    时间: 2011-5-9 17:16
1.1是几星期前的事情了[weisuomao_26]
下星期更新至1.1+A了[weisuomao_25]
坑爹啊
作者: csw5261csw    时间: 2011-5-9 17:18
现在SEGA更新只要联网就自动更新的。。无需其他升级[weisuomao_64]
而且都是强制升级
作者: ThanatosYe    时间: 2011-5-9 21:22
本帖最后由 ThanatosYe 于 2011-5-9 21:22 编辑
csw5261csw 发表于 2011-5-9 17:18
现在SEGA更新只要联网就自动更新的。。无需其他升级
而且都是强制升级 ...

那这次的新车是下载的数据?不是解锁的?
如果是下载的,那在低版本机上插入卡的话,FT86岂不是就消失了?
作者: ThanatosYe    时间: 2011-5-9 22:41
本帖最后由 ThanatosYe 于 2011-5-11 17:10 编辑

精简翻译:

D6的1.1及EXP1.1更新,主要针对的是对全国对战的修正。
以下内容和解释不一定100%正确,但是我相信会很接近正确的解释。

1.对战系统怎样分配对手
目前,全国对战系统将玩家划分为三个级别,“ROOKIE”新手,“MASTER”大师,“MASTER+”大师+
这些都会在对手的信息下方显示。

ROOKIE是指最低等级的技术,一般只在一张新卡的最初十次左右的全国对战出现。
任何玩家都会很容易的转为MASTER的级别。

MASTER是绝大多数玩家的级别,可以看作是很平均普遍的技术等级。
拥有MASTER级别的玩家大概有这些情况:
1.低等级(通常30级以下)+高胜率。
2.中高等级(通常30~98级)+普通胜率(稍高于50%胜率左右)。
3.高等级(99级)+低胜率。

MASTER+级别是高水准玩家拥有的等级。
需要注意的是,这个对战级别和车手等级没有任何关系。
拥有MASTER+级别的玩家大概有以下情况:
1.低等级(通常20~50级)+几乎100%的胜率。
2.中高等级(通常50~98级)+高胜率。
3.高等级(99级)+普通胜率(稍高于50%左右)。

不过自己是看不到自己的级别的,不过通过自己被分配的那些对手的级别,可以推测出自己的级别。
对我而言,我95%都是遇到MASTER+级别的对手,所以可以推断出我自己是MASTER+的级别。

总之,系统会为你选择适合你的对战水平的对手,当然对于对手也是如此。
选取对手和对方的车手等级、PridePoint等都无关(熊:想碰到CKF?想碰到WINNER?想碰到NsFate?想碰到各种神人?提升你的对战水平和人品吧~~~)

2.系统是怎样决定由哪一方来选择地图的?

按照老的说法,就是根据胜率来决定,谁的胜率低,谁就有选择地图的权利。

不过如果真相其实是系统随机决定哪一方的话,是不会根据双方情况做任何修正的。

不过仍然会有一些窍门,在面对高胜率的对手时能提高自己优先选地图几率的窍门。
不过我不打算在这里透漏这个窍门,也不要来问我哦,问我也不会说的。(熊:TONG你真是坑爹啊……=_=)

3.全国对战真的是通过联网实时对战吗?

我们先来翻翻老皇历。

在之前的EXP 1.0版本中,已经确认了它在全国对战里有一个BUG。

简要来说,除了椿线,这个BUG都存在。你经常会起步直接开始抛离对手,通过第一个计时点时能达到领先200m左右,然后持续的领先并一点点抛离。

这个BUG其实很早之前就被日本玩家发现了,这也解释了为什么很多日本玩家选择筑复作为他们的主场赛道。筑复这个赛道在这个BUG的基础下,只要不撞墙,是能100%获胜的。

在这个BUG的作用下,在这同一场比赛中双方都能获胜。
双方都会出现领先对方XXX米的情况。
我第一次发现并确认这个这个可笑的情况是源于我和Cypher(熊:马来西亚玩家)的一个对战视频。
此外,这个BUG是我们产生了另一个疑问,我们实际是在打像湾岸那样的鬼车(熊:湾岸有一个模式能保存玩家的模拟行驶数据,来达成非实时的玩家对战),而不是实时对战?

于是EXP 1.0后没过多久,EXP 1.1到来了。
似乎通过加强一些区段的后追来表面上解决了这个问题。
------------
尽管如此,在玩了一段时间后,香港的MENG@和我发现,在全国对战中,我们还是在和“鬼车”对战,而不是实时的。

下面的信息基本证明了“鬼车”的观点。

MENG当时在打一局赤下的全国对战。
他和他的对手都很擅长这条路的TA,双方一直在追逐和对抗。
突然,在最后几个弯的一个弯角处,对手在没有任何触碰墙壁或路肩的情况下停下来了。
右上角显示的两车距离迅速增大。
MENG最后肯定毫无悬念的获胜了。

在终点前的直路上,MENG踩住刹车完全停了下来。
但是显示的两车距离还是停留在一个恒定的值。
他是这样跟我说的,我想他也没有必要对我说谎。

我们都知道,如果我们放弃比赛并把车就那样放在那里什么都不操作,车自己并不会完全停下来,仍会以非常缓慢的速度往前移动。除非你把刹车完全踩住。

通过这些信息可以得出一个结论:
对手实际上已经完成并赢得了比赛。在这种情况下,对手的车才会完全停下。

这简直比EXP1.0的问题更加可笑。
不过,如果我们回过头来整理下所有的要素,这些就都明白了。
---------------------
在EXP1.1中,修正了起步的问题。
这个修正与你所在的地区无关,对日本玩家也是这样的,他们和海外玩家的起步情况一样。

对于大多数的路,你会在起步落后,对手首先会领先你一会儿。
但在领先你10米至20米后(或3秒后),你会有机会反超。
只要你在驾驶操作上不出错,反超成功的几率在90%左右。
有些对手可能会用车阻挡你,但你只要换一条路线,还是能很轻松的超越。

也有些例外的赛道,像长下,你会首先领先于对手,
但是在4秒后,对手会借着诡异的后追瞬间追上或超越。
在不同的赛道会有些不同的情况,但是像赤下这样的情况很少。

最重要的结论就是,大家的车都会被强力的后追推着。或者在某些赛道,只有对手的车会强力的后追推着。
无论对于日本玩家还是海外玩家,这样的超车,都能显现证明全国对战有些“鬼车”的问题。
(熊:这里翻译的有点别扭……大概是这个意思吧……)

在很多其它路的一些路段表现出了“鬼车”的问题。
介于全部列出来解释太过复杂,我就不做说明了。(熊:[022]

作者: csw5261csw    时间: 2011-5-9 22:52
ThanatosYe 发表于 2011-5-9 21:22
那这次的新车是下载的数据?不是解锁的?
如果是下载的,那在低版本机上插入卡的话,FT86岂不是就消失了? ...

[weisuomao_44]这个我也不清楚啊
作者: 城太郎    时间: 2011-5-9 23:03
[dadatu_019]那么高级
作者: solidus_008    时间: 2011-5-9 23:10
ThanatosYe 发表于 2011-5-9 21:22
那这次的新车是下载的数据?不是解锁的?
如果是下载的,那在低版本机上插入卡的话,FT86岂不是就消失了? ...

感觉应该和d5大会的贴纸一样,断网版不显示
作者: sdkidz    时间: 2011-5-10 05:11
solidus_008 发表于 2011-5-9 23:10
感觉应该和d5大会的贴纸一样,断网版不显示

D5的贴纸断网照样显示谢谢....
作者: aa307084098    时间: 2011-5-10 10:27
ding!!!!!!!!!!!!!
作者: ThanatosYe    时间: 2011-5-16 23:21
LOUIS之 D6全國對戰心得

前鎮子我已經在同好會那邊
發表說全國大會  尤其是對戰的部分  
有一些很無言的原因導致我不是很想參加
當時我就和CHUN 以及HBK小豪  DK大大等人來說明一些怪怪的理論

看來香港對戰高手 TONG  大大    已經在論壇中公開這些事實
在下就稍做翻譯並且也說出我自己的看法吧

MASTERS和MASTERS+或者是ROOKIE
這些車手級別的區分方面   我就不多做說明
之前的Q&A文章都找的到
直接切入正題來說

我們打得全國對戰實際上和鬼影車模式很類似
說穿了就是依照自己 "那一場"  到終點的秒數來區分是贏是輸
簡單來說和TA還滿類似的....

尤其在1.0版這種情況更加明顯
我自己曾經在某些場地看到對手在終點前停下等我
尤其以  秋上  赤下 這兩個場地最為明顯
終點前他會整個幾乎變成 "龜速"來前進
為什麼呢?   
實際上因為系統LAG  或是網路傳輸資料的關係
很複雜的原因我就不多做說明

假設赤下這場我打到終點是2:20秒    而和你對戰的那位玩家到終點是2:25秒
而在快到終點前的CP4     他的"鬼影車" 還跑在你前面的話
那麼這一場  快到終點的時候他就會變成 "龜速" 來前進
畢竟你跑到終點的秒數比他還快   所以它的鬼影車一定會呈現2:25秒這個時間才到終點
而這一場你本來比他早到終點~所以他的鬼影車自然不能打破自己跑的紀錄
所以才在終點前停下 等到25秒的時候再衝進終點
這就是為什麼你會贏它   

再反過來講   這場你本來就打得比他快了
你還跑在前面的話?      很簡單~ 就是你把它給快速拉開  加上海放了
這種現象各位應該遇到過很多次了
不是CP4被快速海放   就是快速把別人拉開
就是因為總秒數不同的關係


而為什麼設計對手會突然衝上來撞到你
或是擋在你前面導致你無法超車?
因為這樣子既可以提升對戰碰撞的感覺   
又可以有那種靠著後加來反撲的假象

我認為開後加應該是可以拉近1~2秒的差距
所以當對手跑到終點是2:21或是2:22 它就不會變成龜速
而會因為有後加  讓他以比自己原本還快的秒數衝進終點...

因為這種現象是為了消除LAG
還有一些資料斷點傳輸的關係....所以才採用這種方式來呈現全國對戰


個人自己的想法是
D6在每個場地都有設定   大量資料傳輸的點
也許在某些彎~或是某個CP點~  通過之後就會突然快速的追上你
這種情況在CP4   以及椿線很容易出現

各位應該會發現~樁線某些地方你會突然拉開20公尺
到了  下一個彎他卻用火箭的速度來推你的車屁股....
這種現象在樁線的CP1就很明顯了   瞬間拉開又拉近 被拉開又拉近很多次

而在CP3的時候
大家應該會發現   在樁線的  "分隔島"  類似灣岸的C1那種中央分隔島地方
很容易跟上對手   甚至會很快就超越對手....
但是過幾個彎馬上又被火速拉近甚至超越...
這就是小弟所言的  依照某些斷點來傳輸...或是設計某些彎道可以讓資料大量傳輸
以便呈現   對手原本就應該在的位置   也就是它實際的位置


1.1版本確實的修正了這個對戰的BUG問題
尤其許多場地   
舉例  1.0的妙義上下  秋上秋下  赤上下  伊呂下 逆走等等
這些場地各位起跑應該幾乎沒什麼輸過吧?
而1.1版會發現起跑大家幾乎都一樣快~  是不是呢?

1.0起跑之後甚至會拉到100多公尺  200多公尺
但是CP1一過馬上就會被火速拉近而追上
甚至被超車    假設對手實力與你相近   
同樣的秒數你們應該跑到差不多的地方而已
這就是因為D6系統在某個地方或是某些彎道
設計了一個資料傳輸的點
所以瞬間傳輸了大量的資料
導致對手瞬間呈現他本來就應該在的位置
但是樁線起跑卻從來沒贏過~對吧?  那也是為了消除LAG而 事先設計的參數
畢竟對手總不可能用瞬間移動的方式....跳到他原本應該在的地方
所以才會有那種   對手開火箭追上你的感覺

尤其在CP4這種資料傳輸的點    很多又很快速
所以前三段領先兩百公尺都不夠
導致對方瞬間傳輸大量資料 呈現他的位置和速度
所以1.0版在CP4瞬間被追過海放的情況層出不窮

我之前也曾經抱怨過妙義為什麼都打不贏...
每次被選起跑領先很多~  事後卻被追過然後海放
這就是因為這種傳輸以及LAG的關係....

現在我打妙義都是很專注自己的線位還有過彎的高時速
以便跑出最快成績到終點
果真....我在妙義的勝率確實的提升許多了
從原本的200多總勝場  妙義0勝
變成300多總勝場  妙義3勝還是4勝  



改成1.1之後相信各位不難發現
與另一位玩家對戰的時候
距離不容易拉遠     也不容易被對方給拉遠

小弟自己猜測過後~  SEGA應該把D6系統的資料傳輸的點
增加了許多 讓資料可以一直快速的傳輸~
以便雙方車子不會拉到太遠   雙方的車子盡可能快速的呈現出  
"本來應該在"  的地方
所以1.1版的對戰增加了許多困難度
勝率也降低許多

因為對手會跟你離很近  常常干擾你
或是跑在你前面擋住你的路線
讓你失誤或是擦撞   而因為與對手碰撞角逐 導致你的過彎變慢了
換言之總秒數就會變慢   輸的機率就提高許多

相較之下1.0版起跑或是過彎就拉開50~100公尺
自己跑在前頭   領先較多的時候
就比較不容易受到干擾或是碰撞  而導致自己的 "總秒數"  變慢
所以贏的機率就提升許多了


而某些荒謬的   會導致雙方都贏的現象...我在此就不多論述了
至少可以肯定在1.1這些現象被修正了

至於選場地的機率和次數
我自己的想法是和樓主TONG大大不同的
他的想法是依照勝率來區分

我的看法則是    當對手是DNET會員的時候
選場地的機率極高...
當我們遇到海外玩家或是沒有DNET會員的玩家
自己選場地的機率就提升許多

回到正文
我當初說不想參加對戰大會的原因
現在各位應該多少可以理解一些了

當然我的意思並不是說對戰大會打贏  就不是靠實力
而是有這種情況之下
我相信只要能跑出好的TA    以及自己漂亮的路線
避免對方的 "鬼影車" 擾亂你
勝率就能提高不少

在很早的四月中
我就已經大概理解D6的全國對戰是用什麼方式來呈現
設計的原理也大概都摸透了
並且與幾位好友敘述說明過...
他們也都抱持著不可思議的感覺來看待
但殘酷的現實中就是如此

話說回來
其實懂了這些原理    效益並不大.....
並不代表各位或是大家理解這些  就能提高勝率和贏的機會
原因很簡單~  雖然荒謬的全國對戰非同步讓人很失望

可是實際上要獲得勝利也不是這麼容易的....

改版1.1後這種現象修正許多了
對手的車輛跟你離得很近
很快速的呈現它應該有的位置
所以能良好的控制與操控才能真正獲得勝利
各位車手們也不用太擔心會因為這種現象而導致全國對戰失去可信度
我認為相當的可信度還是有的
就算各位真的認為沒有
也有一點是絕對可信的

那就是你贏了之後
代表這場你跑的確實和對方差不多快   甚至要比對方來的快
總秒數也可以相當的呈現自己的水準到哪裡


畢竟你必須打得 "夠快"   
也就是說即使對方不干擾你
你到終點的秒數要有相當水準
再扣掉舉例的後加大約兩~三秒的時間
你必須比對方快三秒以上才能夠保證獲得勝利


而且也要能控制  或是善於應用後加等等
當對手的鬼影車擾亂你的時候 還要能臨危不亂
或是漂亮的超車 擋住對方的 "假象車"   
如此才能在這樣的環境下求生存  才能在這種設計方式中來獲勝....



以上 小弟LOUIS之全國對戰心得   
欽此。
作者: Q仔777    时间: 2011-5-20 22:22
全国对战。。。好深奥的东东啊。。。
作者: dove0226    时间: 2011-6-3 21:12
wo  震惊  le
作者: TakLee86    时间: 2011-6-11 01:46
本帖最后由 TakLee86 于 2011-6-11 01:47 编辑

我承认自己不是MASTER+级的....但终是派出MASTER+的对手和我玩....害得我一场都没赢过啊!T.T
作者: 303746841    时间: 2011-6-13 20:22
简单的来讲!是不是就是延迟的问题啊?
作者: 303746841    时间: 2011-6-13 20:23
就像跑跑卡丁车似的!
作者: FR-LMX    时间: 2012-5-1 14:08
求翻译啊,请恕我英语水平吧。




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