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[欧卡2交流] 1.22立刻来临(含内容)scs开始了网络游戏试水

1.22立刻来临(含内容)scs开始了网络游戏试水


游戏Greetings! Today we'd like to cover a design-oriented topic relevant for the upcoming Euro Truck Simulator 2 Update 1.22.

After quite a few rounds of private beta tests and fixes, we are getting close to releasing the first Open Beta of the update to Steam. Along with the release of the Beta, we will roll out the Contracts feature on World of Trucks (as already covered earlier on our blog).



Once you'll run the new version of the game, you will see that we have been through a slight modification of the main user interface "desktop" screen. We have redesigned the job info widget - the element on top of the screen showing you information about your current assignment.

With the addition of World of Trucks Contracts, we now need to provide the player with enough information on the jobs received this way as well as on the regular Freight Market or Quick Jobs supplied by the standard game economy.



In fact, the player can be assigned both type of jobs in parallel. The new Contracts are actually happening "online" - the game communicates with the back-end servers frequently to update the system on each player's vehicle position and situation. Network connections though can be shaky, and the player should also be able to take a break from a delivery easily taking two-hours in real time, so we need an ability to interrupt a Contract (save the player's progress) and resume it later. But the next day, the player may be offline, or just decide to go for a quick normal delivery before resuming the Contract job. So in principle we need to make sure that there can be two concurrent job assignments.



With Contracts (and the fact that they are the first step towards more complex features), we have also faced a new game design challenge - the concept of time in the game. As of now, you were used to the accelerated Game Time (sometimes shortened in the game as G.T.). It's the clock used for the standard-game day cycle, accelerated so that 24 game-time hours take approximately 72 real minutes. We are not going to change the flow of time in regular game, but for Contracts, we are going to introduce a new clock - World of Trucks Time  (you may see it shortened in the game as "WOTR Time", or "W.T."

World of Trucks Time is based on Coordinated Universal Time, a real-world "clock" where 24 hours takes no less then real 24 hours to complete. We use it to synchronize all World of Trucks features - jobs, future economy and player interactions, and upcoming online activities. It is what the servers use internally, but we have decided to also make it visible for the players, so that they can understand what the delivery deadlines are etc. So you will encounter World of Trucks Time immediately when taking your first World of Trucks Contract.



All World of Trucks jobs will be based only WOTR Time limit to complete. Right now during the beta, while we are stress-testing our server infrastructure and sorting out potential bugs, the WOTR Time for job completion will be fixed to only several hours for any job. Once we feel the servers are working as intended even under load, we will further increase the precision of tracking and also have Contracts with a wider range of time limits for enhanced gameplay experience.


[ 本帖最後由 tmda914 於 2015-11-23 16:29 編輯 ]

楼主回复


大家好 xxxxxx 跟新至 1.22

经过多轮的测试和修正,我们将在Steam平台上放出第一个开放的β版更新.随着β版的放出,我们将在World of Trocks 网站上发布   ★货运任务.★
一旦你将运行新版本的游戏,你会看到,重新设计了相关的任务信息

随着卡车世界网站任务的发布,我们需要给玩家提供足够的信息,就像普通的单机任务

一样

事实上,玩家可以同时进行两种类型的货运任务。新的任务实际上是“在线”的,游戏

后台服务器进行通信,更新及每个玩家的车辆位置和情况。虽然网络连接是不可靠的

,玩家也可能中断一个2个小时的货运任务,所以我们需要一个暂停任务和恢复任务的

机制。但第二天,玩家可能会处于脱机状态,或是决定在恢复网络货运工作之前进行

一次 快速任务。所以原则上我们需要确保有两个平行的工作分配。

随着网站发布任务的开始(事实上,他们是迈向更复杂的功能的第一步),我们也面

临着一个新的游戏设计挑战-在游戏中的时间概念。截至目前,你是用来加速游戏时间

(有时缩短为该游戏)。它的时钟用于标准游戏一天的周期,加速,使24个游戏时间

小时约72个实时分钟。我们不打算改变在常规比赛时间的流动,但网站任务,我们要

引入一个新的时钟-卡车世界时间(你可以看到“world time”,或“w-t”

[ 本帖最後由 tmda914 於 2015-11-23 16:26 編輯 ]

楼主回复


综合来说就是   scs 开始通过 网站发布任务  的形式进行 联机游戏的试水

希望大家都能入正


已入正~期待~~

表示在等待



WUY4969 EX RAPID KUANTAN , RAPID KL & RAPID KL (GO KL)


GEMILANG COACHWORK SDN BHD ASSEMBLED BY MASDEF (M) SDN BHD


SCANIA K270UB 4*2LB 8867cc SCANIA DC9 12 270 EURO3 WITH ZF ECOMAT 4 6HP504/C AUTO TRANSMISSION


{NOW IS UNDER MRT FEEDER BUS (JOM NAIK MRT) (OPERATED BY RAPID KL)}

楼主回复


越来越像    fsx的  va(虚拟航空公司)模式了

看起来还是不错的


如果说像楼上所说,像VA 一样的话,还不如现在的联机

:我觉得在中国境内南北各设一个服务器更现实些。联网玩了一次,特别扫兴……再也没有兴趣联网了。

我來看看資料 謝謝
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