换句话说,可怕的噩梦轩变成了对于玩家“有意思”的事情。
In other words, a scary nightmare scenario turned into something "fun" for a gamer.
对于玩家们来说应该如何熟练掌握这些游戏技巧呢?
For players should be how to master these techniques for the game?
它可以在远间隔对于玩家和建筑进行炮轰,同时装备有撞城锤。
It is meant to bombard players and buildings from a long distance, it's also equipped with a ram to siege buildings.
对于玩家们来说游戏技巧如果不去使用的话其实还是等于没有用处的。
For players game skills if it is not to use or actually is useless.
或许你希望对于设计者来说脚本是易于读和写的,而对于玩家却不是必需的。
Perhaps you want the script to be easy to read and write for the game designers, but not necessarily for the game player.
作为开发者,我们热衷于以一个整体来改变游戏的趋势,而在近几年,对于玩家们来说,分享游戏的经验变得越来越重要。
As developers, we are keen to respond to changing trends in gaming as a whole and in the past few years, it has become more and more important for players to share their experience with others.
Boss更像是一个来自身心双方面的挑战,它会在基于整个demo下来它对于玩家的观察的情况下来尝试预判玩家的移动。
This bossis, more than just a physical challenge, a mental opposition as it tries topredict the player's moves based on the patterns observed throughout the demo.
一天12小时地面对电脑可能不太健康,但是对于我们大多数人而言——不论是不是《魔兽世界》的玩家——现代生活就是这个样子。
Spending 12 hours a day at a computer might be unhealthy, but for most of us – Warcraft players or not – this is how modern life works.
对于游戏玩家来说,压力是一个大问题。
落地技巧对于成为一名优秀的滑板玩家来说是十分重要的。
对于频繁的玩家还有现金奖励。
对于国际象棋这样的游戏,时间可以比较长,因为玩家考虑的时间很长。
For a game such as chess, it may vary wildly on the skill of the player.
每个玩家每秒传输的平均数据量:这对于了解网络和前端基础结构很重要。
Average amount of data transmitted per second per player: This is critical to understanding the network and front-end infrastructure.
对于多玩家在线游戏,一个游戏实例中的并发玩家数量主要取决于引擎中使用的技术。
For multiplayer online games, the number of concurrent players in an instance of the game is primarily determined by the technology used in the engine.
在游戏的设计方面得到的一个批评是太阳能量的收集,对于从来没玩过实施策略游戏的玩家来说很难理解它的重要性。
One of the critical points in the design process was when it was pointed out that the sun collection mechanic was hard to learn for players who had never played Real-Time Strategy games.
弗洛茨先生也想让高尔夫对于女性更有吸引力,因为据说在美国女性玩家的比例低于英国和瑞典。
Mr Fellows also wants to make golf more appealing to women, who are a far smaller proportion of players in America than in, say, Britain or Sweden.
对于一个游戏来说,我想玩家每玩一次游戏所耗费的时间和游戏的挑战性非常重要。
I think it's important to have an idea of how long each play of the game should take, and how challenging it should be.
对于任何收费游戏,玩家都应该能够查看自己帐号中剩余的时间或费用,并能够更新帐号信息。
For any game that is not free, the gamer should be able to see how much time or money remains in his account and be able to update his account information.
对于很多玩家来说,这是他们的终极梦想,但实现却很难。
These are the ultimate dream jobs for many gamers, but are very difficult to get.
调查发现,对于游戏的敌对,往往是由于一种错误的观念:大部分玩家都是儿童。
The opposition to video games is founded on the mistaken belief that most gamers are children.
解决问题永远是首位的,因为在实践中,对于多玩家在线游戏的日常运营而言,合同用处不大。
Problem resolution is the first order of business, because in reality, contracts are nearly useless when it comes to the day-to-day operation of a multiplayer online game.
用户明白,他们无法战胜比他们的技术经验更高的玩家,所以,对于极大部分用户来说,UA并没有一个足够强烈的价值。
Users recognized that they couldn’t beat players with more advanced skills and hence there was not a strong enough value prop for the vast majority of users.
对于图书馆来说,这两个功能都很有用——你可以用这种方式向Foursquare的玩家宣传你的服务。
For libraries, both are helpful - it's a way to broadcast your services to Foursquare players.
据世界银行估计,虚拟游戏商品的全球市场约为30亿美元,对于欠发达国家的玩家来说,这是一个充满吸引力的选择。
The World Bank estimates the global market for virtual game goods is around $3 billion, making it an attractive option for gamers in less developed countries.
对于那些想要尝试3d游戏的玩家来说,他们会做第一个吃螃蟹的人。
该调查询问游戏玩家对于一个游戏来说他们所认为的最重要特征是什么。
The survey asked video-game players what features they thought were most important in a video game.
对于多玩家在线游戏和MMOG,使用两种不同的 “模式”来提供多玩家体验。
Regarding multiplayer online games and MMOGs, two different "patterns" are used to provide the multiplayer experience.
只依靠一次性销售中获得的收益,这样的业务模型对于下一代多玩家在线游戏来讲是不可行的。
A business model that relies solely on revenue generated from the one-time sale of the title is not a viable business model for next-generation multiplayer online games.
只依靠一次性销售中获得的收益,这样的业务模型对于下一代多玩家在线游戏来讲是不可行的。
A business model that relies solely on revenue generated from the one-time sale of the title is not a viable business model for next-generation multiplayer online games.
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