《熔炉杯|关于本届赛事 MOD 使用规范的说明》
近期,社区对 MOD 公平性的讨论引起了我的关注。作为本届社区赛事的组织者,我希望明确 MOD 在比赛中的使用边界。
首先说明:这份声明仅代表我个人现阶段对高水平现金奖励社区赛事的判断,不代表我对 MOD 在游戏中应用的整体观点,也不代表游戏官方的立场。
判断一项 MOD 是否影响竞技公平,不只在于它是否提供了游戏之外的信息,还在于它是否将原本需要观察、记忆、计算或预判的信息直接呈现,以及是否显著降低关键决策的难度。
但“提供了帮助”与“应当禁止”之间,仍需要结合具体功能和赛事水平作出判断。同一项功能对不同选手的价值并不相同,节省的时间和注意力也不一样。
一、允许使用的操作便利功能
自动加速、快速撤回、相机控制等,仅简化常规操作、不提供额外战术提示、不自动作出游戏决策的便利功能,本届社区赛事允许使用。
这一判断针对的是上述常规功能。如果某个 MOD 在此基础上加入了战术辅助或自动决策功能,则不能仅因它属于“操作便利类”就视为允许使用。
二、本届社区赛事禁止使用的 MOD
1. 飞弹指引
高水平选手的摆位往往只会给高价值飞弹留下很小的命中空间。飞弹指引能够显著缩短瞄准和判断所需的时间,让使用者无需切换垂直视角、数格子,就能快速找到落点。这已经超出了单纯改善操作体验的范围。
2. 对手剩余经济显示
这项功能将“对手是否存钱、存了多少”的经验判断,转化为直接显示的经济数值。即使这些数值来自对已有信息的计算,它也会降低追踪对手经济的难度,削弱存钱变招或准备斩杀时的信息隐蔽性,直接影响双方的策略选择。
3. 移动预测
移动预测会显著降低预判单位位置的难度,使离子轰炸、飞弹等技能的落点选择更加容易。这类预判本身就是比赛中的一项能力,不应由辅助功能大幅代替。
基于以上考虑,本届社区赛事禁止使用飞弹指引、对手剩余经济显示和移动预测这三项 MOD。
三、目前暂不禁止的功能
伤害与兵种信息统计,以及增援价格计算,能够提供更直接的统计信息,或减少人工计算的时间。我认可这些功能可能带来优势,但目前认为其影响尚不足以在本届赛事中实施禁用。这是现阶段的赛事取舍,并非认定它们不影响公平。
1. 伤害与兵种信息统计
这类功能对新手的帮助可能很大,能够辅助他们了解单位是否发挥了作用、投入是否产生了价值。但对于竞争本届赛事最强 32 人席位的选手来说,观察和阅读战场本身就是基本功,也是非常核心的能力。
你需要通过观察战斗画面判断:杂兵是否及时跟上,攻坚单位是否被维修剑齿虎挡住,阵容真正缺少的是什么。例如,野马打出了很高的伤害,但画面中对面的维修剑齿虎依然屹立不倒——单看伤害数字,并不能回答你是否缺少攻坚能力。
下一回合的决策,需要建立在对战斗画面的持续观察和对战场局势的理解上,而不是仅凭战后的统计数字。
一些顶分选手曾向我反馈,伤害 MOD 对他们反而是“负面 BUFF”,因为额外的信息会分散注意力,干扰他们对战场的判断。这说明不同选手的使用体验存在差异,但并不能据此证明这类功能没有竞技优势。战斗结束后快速查看各兵种的贡献和击杀,确实能够帮助选手复盘,也可能减少遗漏。
综合考虑它提供的帮助,以及战场观察在高水平对局中的核心作用,我目前决定不在本届赛事中禁止这类功能。
2. 增援价格计算
增援价格计算能够节省心算时间,也可能减少计算失误。即使相关计算主要是以 50 为单位的加减法,不能仅因计算本身简单,就认定它完全没有优势。
不过,对于本届赛事的参赛选手来说,这类计算通常能够在较短时间内完成。相比直接辅助关键落点选择、经济追踪和移动预判,我目前认为它带来的影响相对有限,因此暂不禁止。
四、沟通与后续调整
本声明是我根据目前掌握的信息,为本届社区赛事作出的判断。如果游戏官方后续出台明确的 MOD 使用规范,我会及时据此调整本声明,并向参赛选手说明对本届赛事的适用安排。
欢迎参赛选手讨论 MOD 对比赛的实际影响,并提供具体的对局场景和使用体验。如果有多位参赛选手形成较为一致的意见,可以推举代表向我集中反馈;个人意见也同样欢迎。我会认真考虑这些反馈,作为判断和完善赛事规则的依据。
五、请尊重 MOD 开发者
最后,希望大家在讨论公平性时,对 MOD 开发者保持尊重。他们为改善玩家体验付出了时间和精力,但受自身游戏经验和所处分段的影响,未必能够预见某项功能在其他竞技水平下的作用。
在与开发者交流时,我也发现,同一项功能在不同水平的对局中可能有完全不同的价值。开发者解决的是自己遇到的问题,未必能够预见它在高水平赛事中的全部影响。
赛事对功能作出限制,并不等于否定开发者的初衷和贡献,也不应成为指责或攻击他们的理由。
Crucible Cup | Statement on Mod Usage
Recent community discussions about mod fairness have caught my attention. As the organizer of this community tournament, I would like to clarify the boundaries of mod usage in this event.
First, please note: this statement reflects only my personal assessment at this stage regarding a high-level community tournament with cash prizes. It does not represent my overall views on mods in the game, nor does it represent the official position of the game’s developers.
Whether a mod affects competitive fairness is not simply a question of whether it provides information unavailable in the game. It also depends on whether it directly presents information that would otherwise require observation, memory, calculation, or prediction, and whether it significantly reduces the difficulty of key decisions.
However, a feature being helpful does not automatically mean it should be banned. That judgment must take into account its specific functionality and the competitive level of the event. The same feature can offer different benefits to different players, including different savings in time and attention.
I. Permitted Convenience Features
Auto-speed-up, quick undo, camera controls, and similar convenience features are permitted in this tournament, provided they only simplify routine actions, offer no additional tactical guidance, and do not make gameplay decisions automatically.
This permission applies to those basic functions. If a mod also includes tactical assistance or automated decision-making, it is not automatically permitted simply because it is described as a convenience mod.
II. Mods Prohibited in This Tournament
1. Missile Guidance
High-level players’ positioning often leaves very few opportunities for high-value missile hits. Missile guidance can significantly reduce the time needed to aim and assess a target, allowing users to quickly identify an impact point without switching to a top-down view and counting grid squares.
This goes beyond simply making controls more convenient.
2. Opponent’s Remaining Economy Display
This feature turns an experience-based assessment of whether an opponent is saving credits—and how much—into directly displayed figures.
Even if those figures are calculated from existing information, the feature makes it easier to track the opponent’s economy. It reduces the uncertainty surrounding saving for a strategic transition or a finishing blow, directly affecting both players’ decisions.
3. Movement Prediction
Movement prediction significantly reduces the difficulty of anticipating unit positions, making it easier to choose impact points for abilities such as Ion Blast and missiles.
Making these predictions is itself a competitive skill and should not be substantially replaced by an assistance feature.
For these reasons, Missile Guidance, Opponent’s Remaining Economy Display, and Movement Prediction are prohibited in this community tournament.
III. Features Not Currently Prohibited
Damage and unit statistics, along with reinforcement cost calculations, can present information more directly or reduce the time spent on manual calculations.
I acknowledge that these features may provide an advantage. However, I currently do not consider their impact sufficient to justify a ban in this event. This is a tournament-specific judgment at this stage—not a claim that these features have no effect on fairness.
1. Damage and Unit Statistics
These features can be very helpful to beginners, allowing them to understand whether their units are performing effectively and whether their investment is paying off.
However, for players competing for the 32 spots in this tournament, observing and reading the battlefield is a fundamental and essential skill.
By watching the battle unfold, you need to judge whether your chaff is keeping up, whether your damage dealers are being held back by a Sabertooth with Field Maintenance, and what your army actually lacks.
For example, your Mustangs might record extremely high damage while the opposing Sabertooth remains standing thanks to Field Maintenance. Damage numbers alone cannot tell you whether you lack the ability to break through.
Decisions for the next round need to be based on sustained observation of the battle and an understanding of the battlefield situation, rather than post-battle statistics alone.
Some top-level players have told me that damage mods actually feel like a “debuff” to them, because the additional information distracts them and interferes with their reading of the battlefield.
That demonstrates that experiences differ between players, but it does not prove these features offer no competitive advantage. Quickly reviewing each unit’s contribution and kills after combat can help players assess their performance and notice things they may otherwise have missed.
Taking both that assistance and the central importance of battlefield observation into account, I have decided not to prohibit these features in this tournament at present.
2. Reinforcement Cost Calculation
Reinforcement cost calculation can save mental arithmetic time and reduce mistakes. Even if the calculations mainly involve adding and subtracting multiples of 50, their simplicity does not mean the feature offers no advantage.
However, players competing in this event can generally perform these calculations relatively quickly.
Compared with direct assistance in choosing key impact points, tracking an opponent’s economy, or predicting movement, I currently consider this feature’s impact relatively limited. It is therefore not prohibited at present.
IV. Feedback and Future Updates
This statement reflects my assessment for this community tournament based on the information currently available.
If the game’s developers issue clear official guidelines on mod usage, I will update this statement accordingly and explain how those guidelines apply to this event.
Players are welcome to discuss the actual impact of mods on competition and share specific match situations and experiences.
If several players reach a broadly shared view, they are welcome to nominate a representative to bring their feedback to me. Individual feedback is equally welcome. I will consider these contributions carefully when assessing and refining the tournament rules.
V. Please Respect Mod Developers
Finally, I ask everyone to treat mod developers with respect when discussing fairness.
They have invested time and effort into improving the player experience. However, their own experience and the skill bracket they play in may not allow them to anticipate how a feature affects players at other competitive levels.
In my conversations with developers, I have also found that the same feature can have very different value at different levels of play. Developers are often solving problems they encounter themselves, and may not foresee the full impact of those solutions in high-level competition.
Restricting a feature in a tournament does not mean dismissing the developer’s intentions or contributions. Nor should it become a reason to blame or attack them.