一般情况下,玩家社区划分进一个游戏世界的多个拷贝,即战场、赛道等的实例。
In general, player communities are split into copies of a game world or instances of a battlefield, racetrack, and so on.
以竞赛为例,因为视频游戏一般都是看谁得分更高,所以即便没有多玩家参与,视频游戏也天然地具有竞争性。
Take competition, for example. Video games are naturally competitive even without multiplayer because it's always about who has the higher score.
这些游戏一般具有特定长度的游戏时间,常常需要玩家保持一定的紧张程度。
These games are generally of a specific length and often possess the high-twitch factor.
一般的玩家都会有2-3个80级角色。
更多保守的玩家一般会在第一个攻击单位(小狗,机枪兵或者叉兵)造出来之后,再派一个农民出去侦察。
More conservative players can wait until their first attack unit (Zergling, Marines, or Zealots) before sending out a recon mission.
“我们想要证实,当把涡轮高强增压一般的数据分析应用于人文学科问题时,可能会得到什么,”这个玩具的一个天才玩家说——哦,工具。
"We wanted to show what becomes possible when you apply very high-turbo data analysis to questions in the humanities," said one of the geniuses behind the toy - er, tool.
确实,选择军事射击游戏的玩家一般都严肃地看待这些游戏的虚构元素。
After all, the video gamers who choose to play military shooters typically take the fictional elements of these games quite seriously.
更一般的,游戏需要面向玩家。
我们想要为主机版带来如同战争一般的体验,并提高玩家的游戏体验,因此玩家们不必担心这个地图是那种会计分的比赛。
We wanted to bring that experience to console and, as with Battle, streamline the experience so players don't have to worry about re-setting maps between matches or even keeping score.
罗森·费尔德和他的同党看起来与一般的骇客形象不合,一般的骇客都是有钱,住在郊区的电脑玩家,侵入他人电脑只是为了好玩。
Rosenfeld, and their ilk do not fit the standard image of a hacker: the wealthy, suburban geek who trespasses on computers just for fun.
一般而言,大部分玩家将在最初的几级里就能玩到一块,要么通过跑步过去要么通过使用多样的传输方式。
Generally speaking, most players should be able to hook up within the first few levels, either by running or using the various modes of transportation.
胜者为王乱斗副本持续时间一般是5分钟,所以在这5分钟之内,只有把时间耗尽,或者是30名玩家的战斗只剩下最后的一名玩家,这时的乱斗副本就会结束pk。
Winner scuffle copy duration is generally 5 minutes, so in 5 minutes, only the time runs out, or is the 30 game player battle only a game player last, then the copy will end PK melee.
想要快攻对手的玩家一般都会进化到这个时代,然后开始派出步兵。
Players who wish to rush their opponents will usually advance to here and then start sending over the musketeers.
在乱斗副本,每一个场内一般有30名玩家,而且在进行乱斗时,是根据玩家的等级,然后通过等级的分配,尽量的让30个玩家的等级相近。
In the scuffle copy, each floor generally has 30 game player, but also in melee, according to game player level, and then through the grade distribution, try to make 30 game player level.
那么严肃干什么?一般的玩家都会有2 - 3个80级角色。
Why so serious? The average player makes 2-3 level 80 characters.
如果玩家释放了鼠标左键,循环就会停止。但是你应该不想让动画在播放到一般的时候就突然中断。
If the player lets the mouse button go, it will stop, but you do not want to stop right away since the animation will pop in the middle of the loop.
慢于一般的玩家,但你不必担心对水泡的手指。
Slower than your average Gamer, but you don't have to worry about blistered fingers.
游戏使用一般规例,玩家可选择代表自己的人物角色,然后由持有阶砖3的玩家开始出牌。
The use of the general regulations of the game, players can choose their own representative of the character, and then by the holders of brick-order of 3 players to start a license.
对于一个特出玩家,举行最小买入是十分罕有的,你知道因为这将严重地削弱你进入最终桌的概率。除非他们没有举行一般买入的钱。
It is very rare for an usingtemptod player to buy in short to per giame- unless they don't haudio-videoe the money for a lot more subull craptstoping buy in.
一般情况下,只有本地玩家拥有活动的摄像机。
通常情况下绝大多数英国玩家会遵守这些规则,但还是有很多人不遵守它们,他们一般是巴西的玩家。
Those are the rules adopted by the most skilled English players, but there are still many people who do not follow them, usually people from Brazil.
一般而言,如果我们不喜欢某种法术设置,我们会修复这个机制而不会让玩家为此负责。
Usually if we don't like how a class is working we'll just fix the mechanics and not blame players for it.
我们并不希望对玩家死亡做出严厉的惩罚,但是应该做出相应足够的惩罚使得死亡并不是吃白菜一般随意。
I can guarantee that you will not lose experience. We are not urging to big penaltys for death. But we want enough of a penalty to be there, so that death has meaning!
我们并不希望对玩家死亡做出严厉的惩罚,但是应该做出相应足够的惩罚使得死亡并不是吃白菜一般随意。
I can guarantee that you will not lose experience. We are not urging to big penaltys for death. But we want enough of a penalty to be there, so that death has meaning!
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