Difference between revisions of "Competitive Mode/zh-hant"

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(Update history)
(更新記錄)
Line 62: Line 62:
 
== 更新記錄 ==
 
== 更新記錄 ==
 
{{Update history | '''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}})
 
{{Update history | '''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}})
* {{Undocumented}} 新增了[[[Competitive Matchmaking Beta Pass/zh-hant|競技模式測試版本通行證]]。
+
* {{Undocumented}} 新增了[[Competitive Matchmaking Beta Pass/zh-hant|競技模式測試版本通行證]]。
  
 
'''{{Patch name|2|29|2016}}'''
 
'''{{Patch name|2|29|2016}}'''
Line 140: Line 140:
 
'''{{Patch name|9|12|2016}}'''
 
'''{{Patch name|9|12|2016}}'''
 
*  修正了玩家不會在競技模式開始時不會在重生點重生的問題。
 
*  修正了玩家不會在競技模式開始時不會在重生點重生的問題。
 +
 +
'''{{Patch name|9|27|2016}}'''
 +
* Competitive matches no longer terminate when any player abandons the match.
 +
** Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches.
 +
** Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively.
 +
** Competitive matches that lose more than one player per team will keep the current behavior of ending the match.
 +
** Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place.
 +
 +
'''{{Patch name|10|12|2016}}'''
 +
* Players will now be randomly selected to participate in a survey at the end of Competitive matches.
 +
 +
'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
 +
* The Competitive maps list has been updated.
 +
**Added {{code|pl_badwater}} and {{code|ctf_turbine}}.
 +
**Disabled {{code|cp_granary}} and {{code|cp_badlands}}.
 +
**Maps will continue to enter and exit this list over time.
 +
 +
'''{{Patch name|10|25|2016}}'''
 +
* Removed {{code|ctf_turbine}} from the Competitive maps list.
 +
 +
'''{{Patch name|12|21|2016}}''' ([[Smissmas 2016]])
 +
* Matchmaking Improvements.
 +
** Players can now set their maximum acceptable ping by clicking the new gear icon in the top right of the Casual and Competitive matchmaking lobby screens and choosing "Ping Settings".
 +
* Updated {{code|mat_monitorgamma}} so it can be adjusted in Competitive mode.
 +
* Matchmaking
 +
** The Competitive maps list has been updated.
 +
*** Added {{code|cp_granary}} and {{code|cp_badlands}}.
 +
*** Disabled {{code|cp_snakewater}} and {{code|cp_foundry}}.
 +
 +
'''{{Patch name|6|2|2017}}'''
 +
* Fixed Competitive match history sometimes appearing as empty when connection to matchmaking servers is lost.
 +
 +
'''{{Patch name|6|3|2017}}'''
 +
* Fixed UI not displaying the "Searching..." panel when queued for competitive matchmaking.
 +
 +
'''{{Patch name|10|20|2017}} #1''' ([[Jungle Inferno Update]])
 +
* Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game.
 +
* Moved the Casual and Competitive badge panels to the main menu.
 +
* {{Undocumented}} Added {{code|ctf_turbine}} to the Competitive Mode rotation.
 +
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Competitive Revamp
 +
** The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked using a model based on the Glicko rating system used in CS:GO.
 +
** The old 18 Competitive ranks have been consolidated into 13 new ranks. You can view the new ranks on the updated Competitive FAQ page (http://www.teamfortress.com/meetyourmatch/faq/)
 +
** Competitive ranks have been reset and players must win 10 matches to earn a new Competitive rank
 +
*** Note: The previous system started everyone at Rank 1, and required - in most cases - considerable time for players to reach a rank that properly reflected their performance. The new system - by way of placement matches - considerably shortens the time required to reach an appropriate rank
 +
** The requirements to access Competitive Mode have changed: If you do not own a Competitive Matchmaking Pass, you must now be at least Casual level 3 in addition to being a Premium user and having a valid phone number associated with your account.
 +
* Fixed not using the initial observer point when first connecting to a Competitive server.
 +
 +
'''{{Patch name|4|12|2018}}'''
 +
* Changed the timeout before a missing player is marked as having abandoned a competitive match to be three minutes from the first time a player disconnects from the server, rather than from the moment the match is formed.
 +
* Moved the Competitive MMR change notification so it no longer overlaps your rank.
 +
 +
'''{{Patch name|6|26|2018}}'''
 +
* Tweaked Competitive Mode MMR calculations.
 +
** MMR mobility increased somewhat across the board.
 +
** Players who have high game counts relative to the rest of the player base should see fewer adjustments of 1 or 0 MMR.
 +
 +
'''{{Patch name|10|22|2018}}'''
 +
* Fixed competitive match history failing to load.
 +
 +
'''{{Patch name|4|16|2019}}'''
 +
* Fixed an issue causing matchmaking to fail for many users due to Steam network changes
 +
}}
  
 
== 畫廊 ==
 
== 畫廊 ==

Revision as of 10:46, 11 June 2020

Competitive logo laurel.png
至少你不會像平時一樣令我失望。
管理員

競賽模式/競技模式(Competitive Mode) 是一個官方發放的絕地要塞2 游戲模式。只有已付費的絕地要塞2賬號和已有電話號碼綁定了在Steam賬號的玩家,以及在曼恩商店買了競技模式通行證的玩家可以游玩這個模式。如果該玩家符合游玩競技模式的條件卻被VAC封鎖了的話,他也能透過在曼恩商店購買競技模式通行證以游玩該模式。和一般的戰局一樣,競技模式並不會禁止玩家使用任何武器或兵種的。

游玩方式

競技模式是休閑模式的精煉版本,它並不會休閑模式那麽混亂和隨機。每一名玩家都會根據他們的表現和戰局的賽果而決定他們的競技模式等級,即是説他們也有等級下降的機會,例如說表現得比一般玩家還要差或者是輸掉比賽等等都有機會降級。當玩家加入戰局後,他們便能夠選擇"準備開始"(就像是曼恩對決機器模式一樣。當其中一位玩家準備好之後,計時器就會開始倒數。中途離開競技模式戰局的玩家會獲得一個配對冷卻時間以防止他們在短時間内再次配對。每次重犯會增加冷卻的時間。

等級

每名玩家都會有自己的等級,而這等級是透過在競技模式表現好而升級。玩家先得完成10場排位賽才會獲得他們第一個排名。等級的分配方式跟絕對武力:全球攻勢一樣都是使用Glicko評分系統的。而玩家的等級是以MMR計算的,MMR是一組用作代表玩家實力的數值。MMR穩定值是指玩家的MMR數值有多廣,即是説,玩家的MMR數值越窄,MMR穩定值就越高,MMR數值越廣,MMR穩定值就越低。每一場的競技模式戰局所獲得的MMR數量也是由MMR穩定值所決定的。中途離開會對玩家的MMR數值有負面的影響[1]

等級標志/名稱
雇傭兵
Rank1.png Rank2.png Rank3.png
合約殺手
Rank4.png Rank5.png Rank6.png
處刑者
Rank7.png Rank8.png Rank9.png
專業殺手
Rank10.png Rank11.png Rank12.png
死亡商人
Rank13.png

與休閑模式不同的地方

  • 競技模式是以回合形式進行的,管理員每回合都會以相應的語音作出回應,勝利者的畫面也能夠讓兩隊成員做出互動,競技模式的游戲模式也比休閑模式的少。競技模式較講究戰略、玩家的站位,以及團隊溝通,而非休閑模式的隨機戰鬥。
  • 隨機爆擊和隨機子彈擴散已被關閉。
  • 競技模式只支援6打6方式

封測

符合以上條件的已付費玩家可以游玩封測版本的競技模式。玩家首先得加入競技模式的官方Steam群組,且已啓用Steam手機認證和擁有競技模式測試版本通行證。當符合這些條件時,一個"游玩競技模式"的按鈕和測試版本的等級徽章會在主頁面顯示。

地圖

主條目: 地圖列表

Template:Competitive Mode maps

更新記錄

2015年7月2日更新 #1 (大顯槍手更新)

2016年2月29日更新

2016年3月3日更新

  • 更新了 cp_foundry以支援測試版本競技模式。

2016年3月10日更新

2016年3月17日更新

  • 這次更新很大機會會使自訂的UI和HUD出現問題,當你遇到任何問題時,我們建議你先暫停使用它們。
  • 更新了絕地要塞2競技模式封測的内容和功能。
  • [未記載] 更新了競技模式測試版本通行證的背包縮圖。(以前只是一個名稱標簽)
  • [未記載] 新增了未曾使用的競技配對測試版邀請卡背包縮圖。

2016年3月18日更新

  • [未記載] 將現有的了競技模式測試版本通行證變成復古屬性。
  • [未記載] 新增了通用版本的競技模式測試版本通行證。
  • [未記載] 新增了競技配對測試版邀請卡

2016年3月22日更新

2016年3月24日更新

  • 更新了絕地要塞2競技模式封測的内容和功能。
  • 這次真的修正了在競技模式以外回合計時器消失了的問題。

2016年3月29日更新

  • 更新了絕地要塞2競技模式封測的内容和功能。
    • 請參閲"https://steamcommunity.com/groups/tfcompetitive"以瞭解更多有關如何參與封測。
    • 修正了在比賽完結後的分數表出現的等級徽章會與玩家實際等級不一樣的問題。
    • 修正了團隊獎牌的總數和已頒發的獎牌總數不一樣的問題。
    • 加快了獎牌頒發的速度。

2016年4月25日更新 #1

  • 更新了絕地要塞2競技模式封測的内容和功能。
    • 請參閲"https://steamcommunity.com/groups/tfcompetitive"以瞭解更多有關如何參與封測。
    • 在第二回合以後的每一回合開始時新增了一個10秒倒數。
    • 新增了 cp_gorge 到地圖池裏以測試進攻/防守的游戲模式。
  • [未記載]cp_granarycp_foundry 從競技模式地圖池裏移除了。

2016年4月26日更新

  • 修正了在競技模式以外回合計時器消失了的問題。

2016年7月7日更新 #1 (尋找配對更新)

  • 競技模式不再是封測階段了。
  • 新增了競技模式的聲音檔案。
  • 新增了檢查以防止已經載入了P-REC的玩家進行配對。
    • 這是爲了防止因P-REC崩潰而導致玩家獲得中途離場配對冷卻的問題。
  • 修正了職業更換的通知會在隊伍互換後顯示給敵人看的問題。
  • [未記載] 新增了 競技模式通行證

2016年7月9日更新

  • 更新了 ConVar zoom_sensitivity_ratio 使它會在不同戰局裏儲存以及令它可以在競技模式裏調校。

2016年7月28日更新

  • 延長了只有少數競技模式游玩記錄初犯者的配對冷卻時間。
  • 現在中途離場會令玩家等級下降得比輸掉比賽的更多。
  • 修正了玩家可以在計算爲中途離場前可以多次斷綫連綫的問題。

2016年8月16日更新

  • 現在第一系列等級(等級1-6)的玩家會輸掉更少的競技分數。
  • 現在在過去比賽裏有高贏/輸比例的玩家會獲得額外的競技分數。

2016年8月29日更新

  • 修正了最高等級的徽章會錯誤地顯示等級1的徽章的錯誤。

2016年9月12日更新

  • 修正了玩家不會在競技模式開始時不會在重生點重生的問題。

2016年9月27日更新

  • Competitive matches no longer terminate when any player abandons the match.
    • Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches.
    • Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively.
    • Competitive matches that lose more than one player per team will keep the current behavior of ending the match.
    • Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place.

2016年10月12日更新

  • Players will now be randomly selected to participate in a survey at the end of Competitive matches.

2016年10月21日更新 (Scream Fortress 2016)

  • The Competitive maps list has been updated.
    • Added pl_badwater and ctf_turbine.
    • Disabled cp_granary and cp_badlands.
    • Maps will continue to enter and exit this list over time.

2016年10月25日更新

  • Removed ctf_turbine from the Competitive maps list.

2016年12月21日更新 (Smissmas 2016)

  • Matchmaking Improvements.
    • Players can now set their maximum acceptable ping by clicking the new gear icon in the top right of the Casual and Competitive matchmaking lobby screens and choosing "Ping Settings".
  • Updated mat_monitorgamma so it can be adjusted in Competitive mode.
  • Matchmaking
    • The Competitive maps list has been updated.
      • Added cp_granary and cp_badlands.
      • Disabled cp_snakewater and cp_foundry.

2017年6月2日更新

  • Fixed Competitive match history sometimes appearing as empty when connection to matchmaking servers is lost.

2017年6月3日更新

  • Fixed UI not displaying the "Searching..." panel when queued for competitive matchmaking.

2017年10月20日更新 #1 (Jungle Inferno Update)

  • Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game.
  • Moved the Casual and Competitive badge panels to the main menu.
  • [未記載] Added ctf_turbine to the Competitive Mode rotation.

2018年3月28日更新 #1

  • Competitive Revamp
    • The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked using a model based on the Glicko rating system used in CS:GO.
    • The old 18 Competitive ranks have been consolidated into 13 new ranks. You can view the new ranks on the updated Competitive FAQ page (http://www.teamfortress.com/meetyourmatch/faq/)
    • Competitive ranks have been reset and players must win 10 matches to earn a new Competitive rank
      • Note: The previous system started everyone at Rank 1, and required - in most cases - considerable time for players to reach a rank that properly reflected their performance. The new system - by way of placement matches - considerably shortens the time required to reach an appropriate rank
    • The requirements to access Competitive Mode have changed: If you do not own a Competitive Matchmaking Pass, you must now be at least Casual level 3 in addition to being a Premium user and having a valid phone number associated with your account.
  • Fixed not using the initial observer point when first connecting to a Competitive server.

2018年4月12日更新

  • Changed the timeout before a missing player is marked as having abandoned a competitive match to be three minutes from the first time a player disconnects from the server, rather than from the moment the match is formed.
  • Moved the Competitive MMR change notification so it no longer overlaps your rank.

2018年6月26日更新

  • Tweaked Competitive Mode MMR calculations.
    • MMR mobility increased somewhat across the board.
    • Players who have high game counts relative to the rest of the player base should see fewer adjustments of 1 or 0 MMR.

2018年10月22日更新

  • Fixed competitive match history failing to load.

2019年4月16日更新

  • Fixed an issue causing matchmaking to fail for many users due to Steam network changes

畫廊

參見

外部連結

參考內容