前言
对关卡进行分析是一件复杂的事情,因此只能对部分内容进行探究,并且本系列文章相对于“为什么这么设计”,更探求”怎么设计的”。毕竟,想了解为什么这么设计,就得清楚怎么设计的。而游戏又是玩家和关卡的对抗,单纯从关卡角度来分析自然无法全面地了解全况。
因此,本文基于之前对于关卡整体设计分析和角色分析的基本数值模型,针对以下几个方面进行统计和简单分析。
- 检定:平均减值和效果
- 遭遇卡:遭遇卡数量、构成、平均难度
- 议程卡:议程卡与剧本变动回合的事件
- 行动卡:行动卡与剧本推进事件
- 地点:连结、最小移动次数和线索
- 关键敌人设计
- 回合数
- 伤害积累
- 检定次数
此外,本分析基于2人游戏。
检定
剧本初始混沌标记设置情况
标准难度下,骷髅邪教徒视为-1,石碑视为-2,大失败和大成功相互抵消并不考虑。
平均调整值:-1.28(视为-1.3)
困难难度下,骷髅视为-2,邪教徒视为0,石碑视为-4,大失败和大成功相互抵消并不考虑。
平均调整值:-1.93(视为-2)
遭遇卡
分成3块,第一块是遭遇卡库事件,第二块是遭遇卡库敌人,第三块是遭遇卡库外敌人
名称 | 标签 | 归属 | 集合 | 检定 | 难度 | 结算类型 | 结果 | 数量 | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grasping Hands | Hazard. | 核心遭遇卡 | Ghouls 5-7 | 敏捷 | 3 | 渐变 | 肉伤 | 3 | ||||||||
Rotting Remains | Terror. | 核心遭遇卡 | Striking Fear 1-3 | 意志 | 3 | 渐变 | 精伤 | 3 | ||||||||
Frozen in Fear | Terror. | 核心遭遇卡 | Striking Fear 4-5 | 意志 | 3 | 延迟 | 负面状态 | 2 | ||||||||
Dissonant Voices | Terror. | 核心遭遇卡 | Striking Fear 6-7 | 负面状态 | 2 | |||||||||||
Ancient Evils | Omen. | 核心遭遇卡 | Ancient Evils 1-3 | 增加毁灭标记 | 3 | |||||||||||
Crypt Chill | Hazard. | 核心遭遇卡 | Chilling Cold 1-2 | 意志 | 4 | 阈值 | 弃Asset | 2 | ||||||||
Obscuring Fog | Hazard. | 核心遭遇卡 | Chilling Cold 3-4 | 地点附属 | 2 | |||||||||||
Name | 标签 | Set | 集合 | 类型 | 数量 | 搏斗 | 血量 | 闪避 | 肉伤 | 精伤 | 追猎 | 劝服 | 经验 | 特性 | 出生 | 目标 |
Swarm of Rats | Creature. | 核心遭遇卡 | Rats 1-3 | 3 | 1 | 1 | 3 | 1 | 0 | √ | 0 | |||||
Ghoul Minion | Humanoid. Monster. Ghoul. | 核心遭遇卡 | Ghouls 1-3 | 3 | 2 | 2 | 2 | 1 | 1 | |||||||
Ravenous Ghoul | Humanoid. Monster. Ghoul. | 核心遭遇卡 | Ghouls 4 | 1 | 3 | 3 | 3 | 1 | 1 | 最少剩余HP | ||||||
Flesh-Eater | Humanoid. Monster. Ghoul. | 核心剧本 | The Gathering 15 | 4 | 4 | 1 | 1 | 2 | 1 | 特定地点 | ||||||
Icy Ghoul | Humanoid. Monster. Ghoul. | 核心剧本 | The Gathering 16 | 3 | 4 | 4 | 2 | 1 | 1 | 特定地点 | ||||||
Ghoul Priest | Humanoid. Monster. Ghoul. Elite. | 核心剧本 | The Gathering 13 | 精英 | 4 | 5X | 4 | 2 | 2 | √ | 2 | Retaliate. | 最高搏斗 |
共26张遭遇卡,17张事件牌(2/3),9张敌人牌(1/3)
7张需要检定意志(27%),其中5张渐变难度3,2张阈值难度4
3张需要检定敏捷(11.5%),渐变难度3
9张敌人牌中,3张1-1-3杂鱼,3张2-2-2弱鸡,和3张4/3-4/3精锐。
其中Ravenous Ghoul属于地雷牌,模型高于其他敌人,并且死后进入弃牌堆。
此外,存在3张Ancient Evils,在假定玩家无抵消手段前提下,相当于每13回合(2人游戏为标准,26/2=13)就会额外推进3回合。
议程卡
3张议程卡,从上到下,正面和背面:
What’s Going On?!
Mythos
Agenda. Stage 1
Doom: 3. Clues: –
It is late at night. You are holed up in your study, researching the bloody disappearances that have been taking place in the region. A few hours into your research, you hear the sound of strange chanting coming from your parlor, down the hall. At the same time, you hear dirt churning, as if something were digging beneath the floor.
Mark Molnar
Core Set #105. The Gathering #2.
A Lapse in Time - Back
Agenda
Your house continues to change before your very eyes. The walls have decayed, and the ground in many rooms has turned to dirt. It is almost as if you have been transported somewhere else entirely, although every now and again you recognize elements of your former home.
The lead investigator must decide (choose one): Either each investigator discards 1 card at random from his or her hand, or the lead investigator takes 2 horror.
Rise of the Ghouls
Mythos
Agenda. Stage 2
Doom: 7. Clues: –
The floor beneath you is giving way, and you see a vast network of tunnels, twisting into the darkness below. Shapes and silhouettes of strange creatures move swiftly through the tunnels, trying to find a way up. You probably don’t want to be here when they do…
Mark Molnar
Core Set #106. The Gathering #3.
The Tunnels Below - Back
Agenda
A feral beast, roughly humanoid with a canine cast and hooves for feet, tears through the ground in front of you. Below the floor, you can see vast tunnels beneath your house. Fiendish howling echoes from deep within the underground caverns.
Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a *Ghoul* enemy is discarded. The lead investigator draws that enemy.
They’re Getting Out!
Mythos
Agenda. Stage 3
Doom: 10. Clues: –
You hear a crazed howl outside, and suddenly all the creatures turn their attention to that sound. They rush to escape the house, breaking down doors and clawing at everything in their way.
Forced - At the end of the enemy phase: Each unengaged *Ghoul* enemy moves 1 location towards the Parlor.
Forced - At the end of the round: Place 1 doom on this agenda for each *Ghoul* enemy in the Hallway or Parlor.
Mark Molnar
Core Set #107. The Gathering #4.
The Ghouls Break Free - Back
Agenda
The ground begins to shake and you can see claws rising up from the dirt as uncanny creatures desperately try to claw their way out of the ground all around you. Everywhere you turn, you see monsters rising from the earth. Terrified, you flee as fast as you can.
— If the investigators are at Act 1 or 2, they are trapped inside the house as the ghouls tear them apart. (→R3)
— If the investigators are at Act 3, they barely escape with their lives, allowing the ghouls to run rampant. Each investigator that has not resigned is defeated and suffers 1 physical trauma.
分析时,采用A1~A3表示第几张议程卡,A1B表示议程背面
总回合数:3+7+10=20
实际期望回合数:14~16
-
由于遭遇卡有AE,直接推进回合的牌。
- 忽略A2B会把弃牌堆洗进摸牌堆的前提下。基于下文遭遇卡分析,以2人为标准,遭遇卡每洗一次会额外推进3回合。因此,13回合过后必然会导致总回合数剩17回合。第14回合若运气爆炸,抽到2张推进回合的事件,会导致总回合变为15。使得第14回合就是最后的一回合。
- 考虑A2B的话,情况会无比复杂。A2B之前会有10回合,期望抽出1-2张。A2B之后也有10回合,同样期望抽出1-2张。整体来说,就是期望抽出3-4张。尽管极端情况下,可能一张都没出,或出9张(A2B前出3张,A2B把所有非ghoul和AE弃掉,抽完后又重洗AE全在牌库顶)。
- 实际情况会更复杂,因为未必所有卡牌都在弃牌堆而AE必然在弃牌堆,使得AE被抽出的概率比理论更高。
- 上述内容均未提到A3的被动效果,以表现得不错的情况下,也起码额外推进1次。(会生出符合推进需求的boss,而且一回合很难解决。且解决了,游戏就结束了。)
以之前文章分析的15回合左右,便定标准回合数为15回合,即每个玩家有45个行动点。
此外,AE的不稳定,会使得阶段推进不稳定。(AE乃最操蛋,设计最糟糕的遭遇卡之一)
行动卡
Trapped
Mythos
Act. Stage 1
Clues: 2.
As you leap to investigate, the door to your study vanishes before your eyes, leaving behind only solid wall. You’re trapped inside your study until you can find another way out.
Jose Vega
Core Set #108. The Gathering #5.
The Door on the Floor - Back
Act
You notice that the edges of your newly purchased rug are tattered and mud-stained. Finding this odd, you shift the furniture aside and pull back the rug. To your surprise, you see the door leading out of your study. You slowly turn the knob, and the door swings open, revealing your hallway below. You jump through the doorway, landing on your feet on soft dirt. The door to the study slams shut above you. The smell of burning wood fills the narrow hall, intermingled with the scent of rot and decay.
Put into play the set-aside Hallway, Cellar, Attic, and Parlor.
Discard each enemy in the Study.
Place each investigator in the Hallway.
Remove the Study from the game.
The Barrier
Mythos
Act. Stage 2
Clues: 3.
A glowing barrier blocks the path to your parlor. As you move toward it, intense heat forces you to back away. Picking up a handful of dirt, you toss it as the barrier and watch in horror as the dirt incinerates. Perhaps there’s something in the cellar or attic that can help.
Objective - When the round ends, investigators in the hallway may, as a group, spend the requisite number of clues to advance.
Jose Vega
Core Set #109. The Gathering #6.
Breaking the Barrier - Back
Act
Using the barrel from the attic, you carry ice and snow from the cellar and hurl it at the barrier. The barrier sparks and shudders as it consumes the ice, then hisses and fades out of existence.
The barrier blocking passage into the parlor has vanished. Reveal the Parlor.
Put the set-aside Lita Chantler into play in the Parlor.
Spawn the set-aside Ghoul Priest in the Hallway.
What Have You Done?
Mythos
Act. Stage 3
Clues: –
A woman with a torch stands in your parlor, a glimmer of hatred in her eyes. “What have you done to my barrier?” she screams, furious. Before you can enter, a ghastly wail sounds behind you, and a creature wearing robes and a deer skull mask tears through the wall, advancing towards you.
Objective - If the Ghoul Priest is Defeated, advance.
Jose Vega
Core Set #110. The Gathering #7.
Defending the Home - Back
Act
When the robed creature falls, the fiendish swarm burrows back into the ground and the chaos of the house quiets. But the stranger in your parlor chamber doesn’t seem relieved. “You broke my seal that was set to trap the ghouls within.” She raises her torch. “Now, we must take more direct measures and burn this hell-pit to the ground!”
The lead investigator must decide (choose one):
— It was never much of a home. Burn it down! (→R1)
— This hell-pit is my home! No way are we burning it! (→R2)
行动卡主要提供目标,推进行动卡时提供新的阶段性目标和局势的变化。
总计需要4+6个线索。即所有行动均成功的前提下,需要总共10个行动,每名玩家5个。最终目标必须击败BOSS敌人,食尸鬼祭司。
此外在最后一张行动卡中,在玩家达成最终目标后需要选择后续走向。对于开荒,也许不考虑后果单纯选择自己喜欢的选择没什么问题。但由于机制层和虚拟层的冲突,以及这游戏的高度复杂,最好的做法还是知道后续选择造成什么后再进行选择。
地点
最初玩家全部在书房,不链接任何其他地点,2隐蔽值2X线索的白板地点。这个难度,玩家不需要费力就可以成功完成探索。
只不过由于提交线索不花费行动,而且推进后书房里的非玩家牌全部弃除,包括敌人,因此玩家可以等待抽完下回合遭遇卡后再继续前进。(再次是获得足够信息后,才能进行的最优选择)
调查此地点,平均每名玩家需要2个行动。
在进入ACT2后,玩家掉入HALLWAY,一个连结3个地点的中枢地点。
HALLWAY连结的Attic阁楼和Cellar地下室可以直接去,但Parlor暂时无法通行。
尽管阁楼和地下室背面图片一样,但通过描述,玩家可以在初次开荒时猜测可能造成的影响。阁楼的臭味可能有不好的东西,地下室的严寒可能让人降低体力。不过,考虑到阁楼隐蔽值1适合非探索专精型角色前往,而地下室隐蔽值4仅适合探索专精型角色探查或有其他办法获得足够线索(2个足以)。玩家仍旧需要足够信息才能执行最有效的选择,A和B两名玩家分别前去两个地方。一旦需要交换场地,那么就各自至少浪费3个行动(A去错误房间、A回到走廊、A去另一个房间),基本就是浪费一到二回合时间(考虑到遭遇卡影响)。
由于ACT2要求玩家带着线索回到走廊,因此每名玩家至少需要2个行动来回移动,并需要平均3个行动进行调查探索,总共5个行动。
此外,两个地点进入时均会造成伤害,提高玩家压力。并且在探索完线索后额外提供经验,提供隐性的支线条件。
ACT 3后parlor解锁,玩家到达后可以跑路,或者花行动用智力劝服NPC(面向调查向角色)。移动和劝说至少需要3个行动,平均1.5行动。
而Lita的效果基本可以把上述的行动消耗抵消,并让调查系角色能参与到战斗之中。
关键敌人设计
4-10-4的数值,并且有着Retaliate,配合A3有ghoul就加doom的效果,让它即使是个白板也很有威胁。
平均下来,每名玩家需要5回合来对付他。
行动数目
在保证每次检定成功的前提下,每名玩家至少花费2+5+5=12个行动应付剧本提供的挑战。
每回合的遭遇卡视为浪费每名玩家1个行动,并按照15回合计算,即至少需要15个行动应付遭遇卡。
每名玩家的缺陷卡视为浪费2个行动,并按照15回合计算从28张摸15张牌,即只摸出一张。因此至少需要2个行动应付自己的缺陷卡。
总计12+15+2=29,算上A2B召唤出的食尸鬼,凑个整需要30个行动。这30个行动是玩家必须推进剧本、处理遭遇卡事件和缺陷,必需的数目。基于实际情况,通常只会比30个行动要多(检定失败、遭遇卡联动)
也就是说,玩家仅有最多15个行动可自由行动,用于达成支线目标、打出非直接推进剧本的卡牌、获取资源等等。
即在无失误前提下,至少2/3的行动点用于推进剧本和解决遭遇卡,只有不到1/3的行动点可自由支配。
伤害积累
在对抗最后的BOSS前,每名玩家最少必然受到1点伤害(来自地点)
遭遇卡组中,事件有7张会造成伤害,敌人最有可能造成伤害的是3张精锐敌人。
整体来说,应当可以保证双伤各小于等于3。
检定次数
以15回合为基础,26张遭遇牌有8张需要直接检定,2张延迟检定,2张附属在地点上增加检定难度不算在其中。3个精锐怪物视为检定2次,其他6只怪物视为检定1次。也就是38.5%的遭遇卡属于事件,需要直接检定。近1/3的遭遇卡属于敌人,需要战斗检定,且其中有需要至少2次检定的怪物。结合事件和怪物,26张检定牌全部过一遍期望检定次数为22,即85%左右。
共30张遭遇卡,基于85%,预计期望检定需要的次数约25次左右。
10次线索需求,期望检定为10次
最终BOSS结合劝服NPC,期望检定为10次
因此主要的检定来源为遭遇卡,其次探索和剧本关键敌人也占据重要的比例。对于核心剧本第一关,剧本所需要的最低检定次数将近50次。
这使得大成功和大失败总归各自期望会出现一两次。