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在《Teeworlds 0.6》快结束时,捕获玩家也在减少,导致捕获10人的规则越来越难以实现。虽然游戏回合无法结束,捕获机制仍然存在,即被抓住的玩家旁观,直到抓住他们的玩家死亡。就游戏性而言,人数不足无法结束一轮比赛的情况下,抓住玩家后不释放变得毫无意义,因此术语“释放游戏”诞生了。被捕获的玩家会被手动释放而不会有人赢得游戏的情况被称为gDM。通常作为凑够玩家数量前的公平热身。
在《Teeworlds 0.6》快关服 时,捕获玩家也在不断流失 ,导致捕获10人的胜利条件 越来越难以实现。被抓住的玩家进入 旁观,直到抓住他们的玩家死亡时才会被释放,当有玩家捕获其他所有人以后,就再也没有玩家可以与其交互 。游戏永远没有结束,但是“ 游戏性”早已 结束了 ,在 此背景下 术语“释放游戏”诞生了。人数不足以决出胜者时 被捕获的玩家会被手动释放被称为gDM。玩家会不断进行这样的自发性游戏,直到服务器有足够玩家, 通常可以 作为凑够玩家数量前的公平热身。
通常在10名玩家加入后,游戏规则再次回到正常的捕获规则,每个人都不再释放他们之后抓到的人,开始认真游戏。
在10名以上 玩家加入后,游戏再次回归 正轨,之后被 捕获的玩家将 不会被随意 释放,玩家 们开始为了胜负 认真游戏。
但是在一些情况下玩家仍然可以被释放,例如误射(术语:spray)或为了公平性。在某个时候,主要是新手玩家出现后,即便是凑齐了10名玩家也依旧可能要求进行“释放游戏”(简称:rls游戏),这基本上减弱了模式的原定规则。
但是存 在一些释放的例外 ,例如误射(术语:spray)或为了其他 公平性。在某些 时候,新手玩家出现后,即便是凑齐了10名玩家也依旧可能要求进行“释放游戏”(简称:rls游戏),也变相改变 了模式的原定规则。
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Message definition (ZCatch ) Towards the end of Teeworlds 0.6 the number of players on zCatch dwindled, leading to the number of those previously introduced 10 required players to end a round to be met less and less while the normal zCatch mechanics, where you catch players and those players join the spectators until the player who caught them dies, still persisted. In terms of gameplay, while not being able to end a round, it was usually pointless to catch and keep players caught, thus the term "release game" was born. It is basically gDM without the possibility to win the game where caught players are manually released by the player who caught them. It was a fair form of a warm up where everyone could continue playing the game until enough players joined the server to actually play and win a round of zCatch. Usually after 10 players joined, the game transitioned to the normal zCatch mechanics where everyone stopped releasing everyone else they caught and started playing the game. Players were still released in case of (unwanted) random kills (term: spray) or spawning players in order to improve fair play. At some point, primarily new players introduced to the mod, started to demand "release game" (short: rls game) to be played even after the required 10 players were on the server to play a proper round of zCatch, basically undermining the whole principle of the mod.
在《Teeworlds 0.6》快关服时,捕获玩家也在不断流失,导致捕获10人的胜利条件越来越难以实现。被抓住的玩家进入旁观,直到抓住他们的玩家死亡时才会被释放,当有玩家捕获其他所有人以后,就再也没有玩家可以与其交互。游戏永远没有结束,但是“游戏性”早已结束了,在此背景下术语“释放游戏”诞生了。人数不足以决出胜者时被捕获的玩家会被手动释放被称为gDM。玩家会不断进行这样的自发性游戏,直到服务器有足够玩家,通常可以作为凑够玩家数量前的公平热身。
在10名以上玩家加入后,游戏再次回归正轨,之后被捕获的玩家将不会被随意释放,玩家们开始为了胜负认真游戏。
但是存在一些释放的例外,例如误射(术语:spray)或为了其他公平性。在某些时候,新手玩家出现后,即便是凑齐了10名玩家也依旧可能要求进行“释放游戏”(简称:rls游戏),也变相改变了模式的原定规则。