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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.
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