開發(fā)者日記——挖掘更新(翻譯自官網(wǎng),中英對(duì)照)
(原文圖略)
你好,我是Mitth,正在更新挖掘系統(tǒng)的系統(tǒng)設(shè)計(jì)師之一!我想要分享一些關(guān)于我們認(rèn)知的挖掘系統(tǒng)現(xiàn)狀和對(duì)于Return to Carn Dum(重返卡恩督姆)計(jì)劃的更多信息。
Hi, I’m Mitth, one of the systems designers working on the next update to the Delving system! I want to share more about how we see the current state of Delvings and what we are planning for Return to Carn Dum.
這些改變將分別從下面幾個(gè)類別談起:
通用平衡調(diào)整:降低中高難度下血量、傷害和警戒難度加成。
惡意更改:新的惡意,現(xiàn)有惡意調(diào)整,以及更快的惡意周期性更新。
挖掘?qū)毷喜ⅲ?/strong>減少寶石以為物品欄騰出更多空間。
獎(jiǎng)勵(lì)更新:更多選擇,更棒獎(jiǎng)勵(lì),以及移除最差獎(jiǎng)勵(lì)。
These changes break down into the following categories I’ll be discussing:
General Balance Adjustments:?Lowering health, damage and alert difficulty modifiers for enemies across mid-to-high difficulty Tiers.
Malices Changes:?New Malices, adjustments to existing Malices, and a faster Malice rotation.
Delving Gem Consolidation:?Fewer gems for more inventory space.
Reward Updates:?More choice, better rewards, and removing the worst rewards.
通用平衡調(diào)整 –?General Balance Adjustments:
我們正在降低T5-T10難度怪物的傷害和血量加成。盡管我們想要挖掘系統(tǒng)具有挑戰(zhàn)性,但中高難度的普遍困難程度最終高于了我們的預(yù)期。
We are lowering the damage and health difficulty modifiers of enemies, particularly in Tiers 5 through 10. While we want Delvings to be challenging, the general difficulty in mid to high tiers ended up higher than we would like.
我們還將降低高難度下怪物的警戒范圍,怪物有一個(gè)“洞察”和一個(gè)“呼叫幫助”范圍,會(huì)在觸發(fā)時(shí)激活范圍內(nèi)的其他怪物,這些范圍效果目前太大了,造成附近的怪物激活更遠(yuǎn)處的怪物形成“怪潮”。我們想讓小心開怪成為一項(xiàng)重要的執(zhí)行技能,所以我們將降低上述效果的半徑。
We are also decreasing the alert range of enemies at higher tiers. Enemies have a “perception” and a “call for help” radius that activates other enemies in the area once alerted, and these radius effects are currently too large, resulting in a “mob cascade” as nearer enemies alert mobs further away. We want careful pulling to be an important skill to execute, so we will be lowering the size of these radius effects.
惡意更改 – Malice Changes:
我們將把惡意循環(huán)的周期從每周改為每天,并增加第六個(gè)變量。這將增加多樣性并確保你在掙扎于當(dāng)天的組合時(shí)能在第二天獲得不同的體驗(yàn)。我們還將按類重新劃分惡意,每個(gè)組合中的每一類惡意中只會(huì)有一個(gè)。舉個(gè)例子,這將使你在任何組合的情況下都避免遇見復(fù)數(shù)個(gè)毒圈。
We will be shifting the rotation of Malices from a weekly to a daily schedule and adding a sixth variant. This will increase variety and ensure that if you are struggling with today’s combination, you can get a different experience the next day. We are also reorganizing Malices by type, and only putting one of each type into each variant per band. This prevents you from encountering more than one damaging hotspot, for example, regardless of the combination that day.
我們?cè)黾恿诵碌膼阂?,給你機(jī)會(huì)反制其效果,在游戲設(shè)計(jì)領(lǐng)域中我們稱之為“強(qiáng)反制”。我們將增加:
We are adding in new Malices that give you the ability to counter their effects, something we call “strong counterplay” in the game design space. We will be adding:
史詩(shī)級(jí)怪物技能 – 這些是強(qiáng)力但慢讀條的惡意技能,同時(shí)只會(huì)有一個(gè)戰(zhàn)斗中怪物會(huì)施放這些技能,該怪物會(huì)發(fā)光,同時(shí)你可以打斷其讀條。如果你不打斷,技能就會(huì)放出來!
Epic Monster Skills – These are powerful but slow induction enemy Malice skills. Only one attacking enemy will be able to use these skills over the Malice skill’s cooldown, that enemy will glow, and you can interrupt its induction. If you don’t, the skill will complete!
詛咒熱點(diǎn) – 這些熱點(diǎn)由怪物們施放在自己腳下,以治療、造成更高傷害和獲得其他增益。你需要把怪拉離原位以失去效果。
Cursed Hotspots – These hotspots are cast by enemies on themselves to heal, do more damage, and get other benefits. You will need to move the enemy from its location to lose the effect.
我們正在中低難度下重新放置和重做一些不需要強(qiáng)反制的惡意。注意一些高難度惡意例如Vengeance或Hydra并非可以直接反制的。我們還將平衡一些惡意,例如我們將對(duì)Fire-storm進(jìn)行削弱。
We are replacing or reworking some Malices, particularly at mid to low Tiers, that do not have strong counterplay. Note that some higher Tier Malices like?Vengeance or Hydra are not intended to be directly countered. We will also do a balance pass on some Malices like Fire-storm, which will be made weaker than it currently is.
挖掘?qū)毷喜?– Delving Gem Consolidation:
我們將減少挖掘?qū)毷臄?shù)量和種類。系統(tǒng)擴(kuò)展后我們將共有4種寶石用以開啟12個(gè)難度,每種寶石可以開3個(gè)難度(1-3、4-6、7-9、10-12)。同時(shí)寶石不再有破碎的版本,玩家們將在完成挖掘任務(wù)后獲得下一個(gè)寶石。你將在每組難度的邊緣等級(jí),例如T3和T6,獲得當(dāng)前難度和下一組難度的兩種寶石。注意寶石是Unique類型,所以你如果已經(jīng)有一個(gè)寶石就不能再獲得另一個(gè)了。如果你在挖掘任務(wù)中失敗了,你需要用金幣重新買一個(gè)寶石,或完成上一難度的挖掘來獲得一個(gè)。價(jià)格將保持低廉,以繼續(xù)使購(gòu)買過程不心疼。所有的現(xiàn)有寶石將可以出售,從而你可以賣掉多余的寶石。
We are reducing the number and kind of gems the Delving system requires. We’ll have four gems that can be used across 12 tiers, with each gem unlocking three levels of delvings (1-3, 4-6, 7-9, 10-12 once the system is expanded.) Gems will also no longer have cracked versions, and players will get the next ?gem when they successfully complete a delving. You’ll get two gems when you are on the edge of bands, like 3 and 6, to get the current and next band’s gems. Reminder that gems are unique, so you won’t get a second gem if you already have one. If you fail a delving, you’ll need to either buy a gem for coin or repeat the previous tier to get the next gem. The prices remain low to keep the purchase process painless. All current gems will be sellable, so you can get coin for extra gems.
獎(jiǎng)勵(lì)更新 – Reward updates:
我們聽到了你們關(guān)于想要更快獲得更多挖掘卷軸的呼聲!我們將增加兩個(gè)挖掘周常,一個(gè)是完成一定數(shù)量任意難度的挖掘任務(wù),另一個(gè)是完成少量T6以上難度挖掘任務(wù),這些任務(wù)的獎(jiǎng)勵(lì)將為美德經(jīng)驗(yàn)和挖掘卷軸。
We hear you about wanting more Delving Writs more quickly! We will be adding two weekly quests to Delvings, one to complete a certain number of Delvings at any Tier, and one to complete a smaller number of Delvings on Tier 6 or higher. The rewards for these quests will be Virtue XP and Delving Writs.
我們還將首次將挖掘系統(tǒng)引入副本,學(xué)院和圖書館!這些副本將有一個(gè)額外的小幾率獲得稀有挖掘?qū)毾?,?nèi)含稀有獎(jiǎng)勵(lì),難度越高獲得稀有寶箱的幾率越高。
We are also adding our first Instances to Delvings with the introduction of The School at Tham Mírdain and The Library at Tham Mírdain! These Instances will also have a small chance at a second, rare Delving Box with rare rewards, with higher Tiers having a better chance at getting the rare Delving Box.
我們也已經(jīng)聽到你們關(guān)于高難度下獲得低級(jí)獎(jiǎng)勵(lì)的抱怨,因此我們?cè)赥7-T10難度下排除了最差的獎(jiǎng)勵(lì),并將隨機(jī)材料箱換成了材料選擇箱。我們還將從獎(jiǎng)勵(lì)表中全面移除腐爛水果和煤塊。
We’ve also heard you about getting lower-level rewards at higher Tiers, so we’ve eliminated the worst individual rewards from the Tier 7-10 band and replaced random crafting boxes with a crafting picker box. We will also be removing the rotten fruit and lumps of coal from treasure tables throughout.
感謝閱讀!
Thank you for reading!
我們知道挖掘系統(tǒng)在隨《暗影之前》發(fā)布時(shí)是一個(gè)野心勃勃的系統(tǒng),同時(shí)我們也知道它需要時(shí)間去建立、調(diào)整和在玩家開始使用后與游戲適配。這就是你點(diǎn)進(jìn)來的原因!你喜歡或不喜歡挖掘系統(tǒng)的什么?你做挖掘任務(wù)的體驗(yàn)怎么樣?在評(píng)論區(qū)告訴我們,謝謝!
We knew Delvings were an ambitious system when we launched it with Before the Shadow, and we knew it would take time to build, tweak, and adapt this system for the live game once players began using it. That’s where you come in! What have you liked and disliked about Delvings? What has been your experience running Delvings? Let us know in the comments. Thanks!
Mitth
指環(huán)王OL系統(tǒng)團(tuán)隊(duì)
Mitth
Systems Team, The Lord of the Rings Online