20230621_Crows Corner 暗鴉角落 Q&A

Crows?Corner?Community?FAQ?-?June?21——https://www.taptap.io/post/5863819

以下由GPT翻譯自英語
社區(qū)常見問題解答
Q:有沒有考慮改變當前賽季游戲循環(huán)模式的計劃?到目前為止,每個賽季都是:
??擊殺彩色怪物
??完成地圖
??與賽季機制互動
是否正在研究設計更多在真實地圖中與玩家進行互動而不是完成地圖后再進行交互的游戲方式(類似于《流亡黯道》中的迷霧、終極挑戰(zhàn)和毀滅等)?
??對賽季格式的第二次批評及問題
目前提出的最佳系統(tǒng)是當前季節(jié)的技能樹。技能樹沒有長期進度,具有1500張地圖和10,000張地圖的玩家沒有不同的經(jīng)驗,因為當前技能樹的運作方式。
??將在賽季中加強長期進度方面的設計嗎?
A:即將到來的季節(jié)的獨家游戲內(nèi)容將為獵人們帶來全新的體驗。對于第二個問題,我們一直在努力平衡核心玩家和休閑玩家的體驗。我們的目標是減少它們之間的實力和獎勵差距,并且我們將在未來繼續(xù)優(yōu)化這個方面。
Q:在引導技能期間,我們也需要使用一些增益技能。所以,如果我使用其他技能,自動引導功能是否會停止?
A:這些問題目前正在得到解決。
Q:我們被告知將提供更多的制作材料,以鼓勵玩家通過制作獲取裝備。這是否意味著我們將獲得新的化石類型,帶有增強制作功能的功能?或者只是意味著更多的星塵和帶有隨機無關(guān)緊要T1選項的裝備?
A:我們已經(jīng)對合成進行了調(diào)整,包括增加化石掉落率和添加星塵來交換原型裝備。請關(guān)注我們未來的正式公告,以獲取更多調(diào)整信息。
Q:任何天賦是否影響雷霆核心和霜冰核心守衛(wèi)?你裝備上的任何模組是否也會影響這些守衛(wèi)?
A:技能標簽顯示了哪些天賦和模組可以影響游戲中的技能,請查看《湖光燭影:無盡》維基獲取更多信息。
Q:我非常喜歡嘗試學習虛空海4的機制并構(gòu)建我的角色。這讓我想到,如果所有的boss戰(zhàn)都是這樣的——你打開它,然后它一直開啟直到你打敗它,但如果你死了,boss就會重置。目前的boss系統(tǒng)鼓勵以下行為——建造足夠的傷害迅速交換boss階段,然后死在你不能做的機制上并等待它們過去,致命機制結(jié)束后復活并重復。除了人們會因為這是最輕松的選擇而選擇這樣做之外,您還被鼓勵在您感到有足夠的傷害來做到以上所說之前不要嘗試boss,因為這需要花費大量貨幣獲取boss鑰匙。
A:我們計劃在未來的boss戰(zhàn)中增加更多機制,防止玩家僅依靠攻擊力即可輕松擊敗boss和繞過機制。
Q:我覺得在合并和改進制作系統(tǒng)之后,灰燼變得更加不必要(獲取所需數(shù)量太容易),而這使得與灰燼有關(guān)的特質(zhì)卡和指南針價值降低。我希望能夠使用更多的灰燼,例如用于原型制作,而不需要燃料。開發(fā)人員對灰燼的感覺如何?
A:目前,灰燼消耗量較低,因此我們正在考慮如何修改它以提高灰燼的實用性和價值。
Q:請考慮在打敗最后一波后,在勇者之路中生成Zenoth,讓他提供立即開始另一個戰(zhàn)斗或離開城鎮(zhèn)的選項,或者告訴我們?yōu)槭裁催@不是一個選項。
A:缺乏立即開始另一個戰(zhàn)斗或離開的選項是由于游戲優(yōu)化問題,添加這樣的選項將使機器人自動農(nóng)場變得更容易。
Q:如果時標等級是為下一個更高級別做準備的,為什么T7和T8之間會有如此巨大的難度差距?在T7以下地圖中,您可以完全輕松地將所有內(nèi)容變得無足輕重,殺死所有東西,并一擊斃命,但在T8中您會立即死亡,并花費10倍的時間才能擊殺東西。沒有辦法有機地為T8做準備。最終,T1到T7應逐漸變得更難,或者T8應該更容易,并引入T9。
如果不做出改變,請解釋一下您的理由。謝謝!
A:在當前版本中,T8被設計成具有挑戰(zhàn)性和獎勵性。?T7和T8之間的難度差距是故意大于T5和T6之間的差距的,這就是為什么T8被稱為“時空?Turbulence”而非?Timemark?8(盡管每個人都稱之為T8)。確實存在明顯的T8和T7之間的難度差距,造成了一些玩家的困惑。我們正在積極解決這個問題,以確保未來難度的平穩(wěn)過渡。
Q:我經(jīng)常發(fā)現(xiàn)具有近戰(zhàn)/攻擊屬性的施法者(Int)裝備。例如,“不朽之觸手套”幾乎總是搭配“攻擊速度”或“攻擊傷害”掉落。這些無用的屬性是否是有意為之,因為這個手套提供的唯一價值是被制成沙子?
A:裝備并非嚴格根據(jù)法術(shù)/攻擊分類。例如,如果您喜歡高智力的冷卻攻擊構(gòu)建,則可以使用這件裝備。
Q:在樹的左側(cè),“20%的幾率該階段擁有惡意法官”優(yōu)惠在T7及以下階段都不是20%。更像是5%。但在T8地圖中,百分比的感覺非常接近所示。而“罪惡派對”的優(yōu)惠在T8中也遠未達到10%。選擇了該優(yōu)惠并在許多地圖上運行,只激活了一次。如果T7及以下存在“懲罰”,請清楚地在游戲中指明。
A:如果存在問題,則并非有意設計,可能是問題。我們已經(jīng)檢查了配置,并進行了多次測試,但無法重新創(chuàng)建所報告的問題。這可能是由于個人經(jīng)驗差異很大。由于只有少數(shù)玩家報告了這個問題,因此如果它是真正的問題,普遍反饋會存在。
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(兌換截止時間:2023年6月21日23:59)
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原文
Q:Is?there?any?consideration?being?put?towards?changing?the?current?seasonal?gameplay?loop?model??Every?single?season?so?far?has?been
??kill?colored?monsters
??finish?map
??interact?with?seasonal?mechanic
Is?the?seasonal?gameplay?loop?being?looked?at?to?design?a?gameplay?style?that's?more?involved?with?a?player?during?an?actual?map?instead?of?after?the?map?has?been?completed.?(Similar?to?delirium,?ultimatum,?scourge?leagues?from?poe)
??Second?critique?of?the?seasonal?format?and?question
Currently?the?best?system?put?forth?has?been?the?skill?tree?for?the?current?season.?A?skill?tree?that?has?no?long?form?progression.?A?player?with?1500?maps?and?10,000?maps?have?no?differing?experience?due?to?how?the?current?skill?tree?operates.
??Is?there?going?to?be?more?design?put?forth?towards?long?form?progression?during?a?season?
A:The?upcoming?season's?exclusive?gameplay?will?offer?Hunters?a?fresh?experience.?For?the?second?part?of?the?question,?we?have?been?striving?to?balance?this?for?both?core?and?casual?players.?Our?goal?is?to?minimize?the?gap?in?strength?and?rewards?between?them,?and?we?will?continue?optimizing?this?aspect?in?the?future.
Q:During?the?channeling,?we?also?need?to?use?some?buff?skills.?Therefore?I?think?the?auto?guide?feature?wouldn't?be?stopped?if?I?used?other?skills.
A:These?issues?are?currently?being?addressed.
Q:We?were?told?that?more?crafting?materials?shall?be?provided?to?encourage?players?to?get?their?gear?by?crafting.?Does?this?mean?we?will?get?new?types?of?fossils?with?functions?that?enhance?crafting??Or?does?it?just?mean?more?stardust?and?more?gears?with?random,?irrelevant?T1?options?
A:We?have?made?adjustments?to?Crafting,?including?increased?Fossil?drop?rates?and?adding?Star?Dust?to?exchange?prototype?equipment.?Stay?tuned?for?further?adjustments?in?our?future?official?announcements.
Q:Does?Any?Talents?affect?Thunder?Core?and?Frost?core?Sentries??Also?does?any?Mods?on?your?gears?affect?these?sentries?too?
A:Skill?Tag?shows?which?Talents?and?Mods?that?can?affect?the?skills?in?the?game,?please?check?the?Torchlight:?Infinite?Wiki?for?more?information.
Q:I?am?having?a?lot?of?fun?trying?to?learn?the?mechanics?and?figure?out?how?to?build?my?character?for?void?sea?4?at?the?moment.?This?got?me?thinking,?what?if?all?boss?fights?were?like?this?-?you?open?it?and?it?stays?open?until?you?beat?it,?but?if?you?die?the?boss?resets.?The?current?boss?system?encourages?the?following?-?build?enough?damage?to?quickly?phase?the?boss?then?die?on?the?mechanics?that?you?can't?do?and?wait?them?out,?after?the?deadly?mechanic?is?over?resurrected?and?repeated.?In?addition?to?the?fact?that?people?will?just?choose?to?do?that?due?to?it?being?the?path?of?least?resistance,?you?are?also?discouraged?to?try?the?boss?before?you?feel?that?you?have?sufficient?damage?to?do?the?above?as?it?costs?a?lot?of?currency?to?get?the?boss?keys.
A:We?plan?to?incorporate?more?mechanics?into?future?boss?fights,?preventing?players?from?relying?solely?on?Attack?power?to?instantly?defeat?bosses?and?bypass?mechanics.
Q:I?feel?like?embers?after?the?merge?and?craft?rework?became?even?less?needed?(too?easy?to?get?required?amount),?and?it?made?ember-related?trait?cards?and?compasses?worth?less.?I'd?like?to?use?more?ember,?for?say?prototyping,?without?fuel?req.?What?devs?feel?about?embers?
A:The?current?Ember?consumption?is?low,?so?we?are?considering?how?to?modify?it?to?increase?Ember's?usefulness?and?value.
Q:Please?consider?spawning?Zenoth?inside?the?Path?of?the?Brave?after?defeating?the?last?wave,?so?he?would?offer?to?start?another?fight?or?leave?town?right?there,?or?tell?us?why?it's?not?an?option.
A:The?absence?of?an?option?to?immediately?start?another?fight?or?leave?is?due?to?game?optimization?concerns,?as?adding?such?options?would?make?the?bot?auto?farming?even?easier.
Q:If?Timemark?ranks?are?there?to?prepare?us?for?the?next?one?higher,?why?is?there?such?an?insanely?huge?difficulty?gap?between?T7?and?T8??You?can?absolutely?trivialize?all?T7?content?to?the?point?where?you?never?die?and?one?shot?everything?but?still?instantly?die?and?take?10x?longer?to?kill?things?in?T8.?There?is?no?way?to?organically?prepare?for?T8.?Ultimately,?T1?through?T7?should?get?incrementally?harder?or?T8?should?be?easier?and?a?T9?introduced.
If?no?changes?are?to?be?made,?please?explain?your?reasoning.?Thank?you!
A:In?the?current?version,?T8?is?designed?to?be?challenging?and?rewarding.?The?difficulty?gap?between?T7?and?T8?is?intentionally?greater?than?that?between?T?5?and?T6,?which?is?why?T8?is?called?"Spacetime?Turbulence"?instead?of?Timemark?8?(although?everyone?calls?it?T8).
There?is?indeed?a?noticeable?difficulty?gap?between?T8?and?T7,?which?has?caused?confusion?for?some?players.?We?are?actively?addressing?this?issue?to?ensure?smoother?difficulty?progression?in?the?future.
Q:I?am?consistently?finding?caster?(Int)?gear?with?melee/attack?stats?on?them.?IE?"Imperishable?Touch?Gloves"?almost?always?drop?with?"Attack?speed"?or?"Damage?to?attacks".?Are?these?junk?stats?intentional?because?the?only?value?this?glove?provides?is?being?turned?into?sand.
A:Equipment?is?not?strictly?categorized?based?on?Spell/Attack.?For?instance,?if?you?prefer?a?high-intelligence?Cold?Attack?build,?this?piece?of?equipment?can?also?be?used.
Q:On?the?left?side?of?the?tree,?the?"20%?chance?for?the?stage?to?have?a?Malice?Judge"?perk?is?nowhere?near?20%?in?T7?and?lower.?More?like?5%.?But?in?T8?maps,?the?%'s?feel?very?much?as?shown.?And?the?"Party?of?Sin"?perk?is?nowhere?near?10%,?even?in?T8.?Ran?a?lot?of?maps?with?that?perk?selected?and?had?it?activate?ONCE.?Please?review?your?weights?for?these?occurrences?as?I'm?100%?sure?you'll?find?they?are?not?as?advertised.?If?there?is?a?"penalty"?for?T7?and?lower,?please?make?that?succinctly?clear?somewhere?in?the?game.
A:We?did?not?intentionally?design?this?;?if?there?are?any?issues?it?would?be?considered?bugs.?We?have?inspected?the?configurations?and?tested?the?problem?multiple?times?ourselves,?but?have?been?unable?to?recreate?the?reported?issue.?This?may?be?due?to?a?large?variance?in?individual?experiences.?As?it?appears?that?only?a?few?players?have?reported?this?issue,?widespread?feedback?would?likely?be?present?if?it?were?a?genuine?problem.