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嗯?
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发表于 2017-7-3 12:17:19
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本帖最后由 别和我抢名字呀 于 2017-7-3 12:19 编辑
嗯,突然想起来,一位大神(似乎是forest吧,就是那个...那个很...对...不是NIP那个森林哥!)曾经在Reddit上对normal/scroll做过分析(也算是作个科普?)正好借这个帖子发出来了却心愿,同时也能让各位吃瓜群众了解到为什么OP会质疑可怜的妹气(瓜吃多了会拉肚子的!)。点击链接查看原文。
下面截取一段他对于normal/scroll的论述:
scrolling is 100% rng. bhopping is done on 100 tick servers. A perfect jump is achieved by inputting +jump on the same tick you land. There can only be 1 input per tick. For each +jump input, there has to be a -jump input. That means, even scrolling at a perfectly ideal speed of 1 scroll per 2 ticks (2 ticks because you have to wait for -jump input) you can still only hope for an average of 50% jumps where you don't lose speed. Having had access to the macrodox anticheat stats of scroll servers before, I can tell you almost every single player, good or bad, averages around 40% perfect jump rate, with some pretty marginal discrepancies between the good players and bad players. Nobody actually averages higher than 50%. Nobody, ever. I've seen people temporarily average around 70% at best, but it usually falls quickly back down to 40-50% as it picks up more readings.
有兴趣的可以翻译一下。
算啦,我就勉为其难的胡编乱造吧(一切以英文版为参考,个人翻译难免纰漏百出,望不吝勘正),反正你们肯定懒得翻译。
大概意思呢,就是说,normal/scroll本身就是随机的(RNG=Random Number Generator)。那么让我们来看,在100tick服务器中,想要完成一次完美起跳,需要在落地瞬间的那个tick输入+jump。而对于服务器来说,每单个tick只对应一个输入。此外,在向服务器输入+jump之后,-jump亦会紧接着被输入(相当于一个起跳结束的标示,嗯...应该就是这样),这也就等于,每一次跳跃,都需要2 ticks(+jump -jump)来处理。这也就意味着,在normal/scroll下速度的损失始终是不可避免的。因为,总会有50%的机会,服务器收到了-jump的输入。设想一下,某一时刻,你感觉要落地了,你滚了下鼠标滑轮。这时你的电脑向服务器发送了+jump -jump +jump -jump......但究竟会是哪一个呢?你无法预测。但数据是真实且客观的,它会撇开你的感受,忠实地去执行。于是,在第85 tick落地的时候,你只能期盼服务器恰好收到的是那个让你欢欣鼓舞地+jump(这段基于我个人对此文章之理解所额外添加的部分,嗯。无视掉吧...那干嘛还写出来...嗯...)。之前也有幸接触了macrodox anticheat state的数据,可以告诉你,几乎所有玩家,完美起跳率维持在40%左右,高手和菜鸟的差距也不会很大。没有人能达到平均50%的完美起跳率,从来,没有。或许有些人手感正热,一时半会儿能上升到70%左右,但随着数据的不断累积,最终也会回落到40%到50%之间。
PS:我只是搬运一下啊啊,本人对以上观点持中立态度(倒是会推脱...)
嗯,就这样。
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