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源地址:https://www.reddit.com/r/pathofexile/comments/e6qoj3/highlights_from_the_most_recent_dropped_frames/
视频链接:https://www.bilibili.com/video/av78267612/
嫌文章太长的可以看版主的翻译:http://bbs.17173.com/thread-11226306-1-1.html
翻译是按个人理解翻的,有错误欢迎指出来
4:12 - There are still a few things that they need to implement a solution to in the final week before 3.9 launch. For example, under the new Atlas system with watchstones, how would completing a Map in Standard League using an older series of Maps work? They're deciding on a solution. 3.9发布前的最后一周,GGG还要解决一些问题。例如:在新异界系统下,永久区的玩家该如何使用旧版地图
5:30 - Another big plus is that ExileCon finally gave an opportunity for other GGG developers/members to be able to meet/interact with fans around the world whereas previously it was mainly just Chris, Jonathan, and Erik at fan meetups. ExileCon给了其它开发人员一个机会去接触世界各地的玩家,而以前只有Chris、Jonathan、Erik等几个人
11:26 - Among the various things Chris signed at ExileCon, they included a pair of glasses, a fishing rod, and someone's skin. ExileCon里被Chris签名的东西包含有眼镜、鱼竿、一个人的皮肤←狂热粉丝
14:40 - Overall, the only 'real' thing that Chris felt that went wrong at ExileCon was having to restart the race. But since it was only 10 minutes, it was hardly a big thing. Would've preferred more safety over risk but all in all the results were good for ExileCon. ExileCon唯一的问题是需要重新开始race,不过只耽搁了10分钟,总体来说,大会举办的很成功
15:20 - If they were to do another ExileCon event, they would do it just the same because it went perfectly. They wouldn't add anything because it went really well. 因为第一次办的很顺利很成功,所以如果GGG再办ExileCon的话,会沿用这次的安排,不会添加新内容
15:45 - Chris originally pitched Las Vegas as the ExileCon destination but changed it to Auckland due to various reasons, one of which being that if held in Auckland, every GGG developer could be in attendance and it's much easier to do. Plus, one of the possibilities that could've occured would be various members saying "Hey, I've never been to America so I'm going to take my vacation days there too!", which would ultimately delay the PoE content release schedule. Chris最早计划是在拉斯维加斯开ExileCon,不过为了让更多的员工参加大会,且不影响3.9/4.0的开发进度,才改在奥克兰
17:11 - While Chris was the one to think up of the ExileCon card game, Jonathan and Qarl were mainly the ones behind the design. Qarl was tasked with creating the game's mechanics/ruleset and worked on it for a very long time before handing it over to Jonathan who put the final touches on it. Chris提了卡牌游戏的主意,Jonathan and Qarl设计了卡牌,Qarl研究了很久并创建了游戏规则,然后交给Jonathan做最后的完善
18:00 - Chris thought that only 5-10 people would be able to defeat him (The Shaper) in the ExileCon card game but 49 (1 on the first day, 48 on the second day) people were able to beat him. Chris以为只有5到10人能打败他(扮演塑界者),但有49人成功打败他,第一天只有1个人,第二天有48人
22:05 - They've been thinking of PoE 2 ideas since 2013, shortly after the game launched. They would create a list and every time there was a new system idea that was too difficult or complicated for Path of Exile, they would add it into the list to potentially implement in the sequel. Over time, ideas got improved, removed, etc. They had ideas for skill systems that were entirely different than what we have now that was waaaay too difficult/complicated for anyone. They realized that certain ideas were very reasonable to implement into the core game to make a sequel within Path of Exile itself over time. About two years ago, they already knew a new 7-Act Campaign + new Skill system would be coming to the game, and just needed a perfect way to announce it. PoE 2的想法在游戏发布后不久的2013年就有了, GGG列了一个待办事项,一些暂时无法加入现有游戏的新想法就会被写到列表上,并慢慢完善设想。GGG对技能系统的设想与现在的完全不同,而且新技能系统的设想太过复杂困难,其中一些合理的想法会逐渐加入游戏。大约2年前,GGG就知道会有新的7章剧情和新技能系统,只是需要一个完美的时机闪亮登场
24:04 - They knew Path of Exile 2 was the right plan - the POE 2 campaign and new skill system is better than existing PoE (has a bit more depth too). It makes the system more accessible and makes upgrading from one item to another easier, so they're confident that it is only an upgrade to existing PoE. GGG知道PoE 2是个正确的计划。2代的战斗和新技能系统比1代更好,更有深度。从1代升级到2代更容易,所以GGG确信这是一个升级
24:27 - The PoE 2 campaign fixes a lot of problems that the PoE 1 campaign has, so it'll be suited for newer players and overall players who just want to play a new Campaign. Since GGG has a clean slate, they are able to design the new 7-Acts with all of their decade+ experience in ARPG development. It serves as a potential "reset" because they can fine-tune what type of content is present in the Campaign (while keeping everything at Endgame once players know how to play) so new players aren't turned off by the mountain of information/knowledge they need to climb over when they press Play. Another reason was that PoE 2's campaign allows them to dial it a bit back because PoE 1's campaign had 'story-creep' - there's not much further you can go after you've been killing literal gods. 相比1代,2代的战斗解决了1代当中的许多问题,因此更适合新手,也让所有玩家都受益。由于2代是一个新的开始,所以他们可以凭借10多年的ARPG开发经验来设计新的7章剧情。由于在2代中,GGG可以微调战斗中存在什么类型的内容(一旦玩家知道如何玩就将所有内容保留在Endgame中),所以新手不用特意暂停游戏去了解成山成堆一样的历史内容和知识。另外在2代里,便于GGG对剧情做一些回调,添加更多的故事给玩家,因为1代剧情基本算完结了。所以2代相当于一种“重置”
26:03 - GGG is planning some of their biggest expansions to-date between now and 4.0's release. 2020 will be the year for Path of Exile for things affecting the core game, so now is a good time to start playing. This is one of the bigger reasons why Path of Exile 2 will not be a separate game. You don't have tons of people asking "do I play now or wait for PoE 2?" , because they're the same thing. GGG正在计划在3.9~4.0发布前之间添加一个最大的更新。2020年会是对PoE核心影响最多的一年,也是玩家玩PoE的好时机。PoE 2没有做出单独一款游戏的原因是:你不需要问我是要现在开始玩还是要等4.0发布后再玩,因为1、2是同一个游戏
28:58 - A larger focus is on targeting returning players (the people who have been playing for ~3-5 Leagues) when designing new things for the game rather than targeting new players. Like Magic The Gathering, very rarely does a new player come into the game on their own. It's usually through word of mouth from a friend or two introducing that new player to the game. 相较于新玩家,在为游戏设计新东西时候,重点还是针对那些回归玩家(那些玩了3~5个赛季后AFK的玩家),和[Magic: The Gathering]游戏一样,很少有新玩家是自己开始玩PoE的,新玩家更多的是通过朋友的安利才来玩PoE
37:44 - The expectation from players will be a key factor in determining how they balance making PoE harder for the veterans of the game while not making it unbeatable for new players. You shouldn't expect to get very far if you're not paying attention and are playing recklessly for example. He can't promise the game will be extremely hard overnight but philosophically, they want the game to be more challenging. 玩家的想法是GGG对PoE做平衡的关键因素。这样不会让游戏对老玩家来说变得困难,也不会新玩家跟不上脚步。如果你玩的很随意那就不要想精通游戏。GGG不保证游戏难度会陡增,但他们希望游戏会更有挑战性
38:50 - They would probably make more money if the game was extremely easy, but if they were designing an easy game, they might as well just change the core of the game to appeal to mass-market type of gamers. However, they don't want Path of Exile to be that game, so having it have sharp edges in terms of difficulty (at the appropriate times) does very well for the long-term health of the game, especially when PoE is a game that many play for long-term and not just for a weekend. 如果游戏变得简单,GGG可能会赚更多的钱。假如他们设计了一款简单的游戏,他们也可能改变游戏核心来迎合市场上的大众玩家。但GGG不希望PoE成为这样的游戏,保持一定的游戏难度对保持游戏寿命非常有利,PoE里大多数玩家都是在长时间的游戏,而不是周末时候抽空玩一玩
40:44 - There will be increases to endgame Map difficulty coming in 3.9, but it wasn't clear if it would be something like red-tier Maps are waay harder and everything stays the same or if all Maps would be getting more difficult. For early-game difficulty, Acts bosses will be harder (as seen in the announcement post). 3.9的Endgame地图难度会提高。但不清楚是会比红图还困难还是所有地图都变得困难。在游戏初期,剧情Boss会更困难
43:56 - They want Trading to be difficult, but don't want the frustrations that make it difficult (like players who don't reply). Creating a system that eliminates these problems that is not an Auction House is a very difficult thing to do. For example, a reputation-based system can easily be abused, etc. There isn't a clear, good answer to this otherwise GGG would have done them by now. They're open to hear suggestions that are smart and have little to no downsides that fit with the design philosophy of PoE. GGG想让交易更麻烦但不是更有挫败感(比如一些玩家不回复信息)。创造一个非拍卖行的交易系统来解决这些问题时非常困难的,例如基于信誉的系统很容易被滥用等。现在没有一个好的解决之道,如果有,GGG就会做。GGG欢迎听到玩家提出一些好的且没有不利于游戏设计理念的建议。
47:22 - They won't wait for a special day/patch (ie. 4.0) before making a change to Trading. If they are able to come up with a solution to a problem (ie. price-fixers), then they will implement it the very next day. The tricky thing is coming up with an idea that does not make Trading too easy nor does it harm regular players. In the example of price-fixing, you don't want to implement a fix where you killed off both price-fixers and genuine noobs who mis-priced something. 如果哪天GGG开发出了好的交易模式,就会立即上线,不会专门安排成赛季式更新。 但问题是, 他们不能为了惩罚机制滥用者而影响到正常玩家.( 例. 惩罚把核星卖1C的人, 或许也会惩罚到真的以为核星只值1C的人) ←摘抄自版主的翻译
47:42 - GGG's long-term plan is unification of console and PC realms. Ideally in the future, you'll be able to play with console players and trade with them. This raises a few problems, as console players have a different Trading system than their PC counterparts, so they'll have to figure out a solution. 一个长期计划是整合主机和PC平台,理想情况是PC玩家可以和主机玩家一起游戏并交易。一些问题是主机的交易系统和PC交易系统有差别,他们必须找到解决方案
49:05 - When they are prioritizing development efforts, a feature that makes it into the PC version generally makes it into all versions of the game. This is contrasted with if they were to specifically target consoles, that feature is only present in 2 versions of the game (Xbox/PS). Due to the fact that the game isn't as popular on consoles as PC + constrained resources, they implicitly over-commit to features that affect all versions of the game. One of the downsides to this is that they occasionally underserve the console community of PoE and they're very sorry about that. One of their PoE 2 goals is to ensure console players get all the development effort they need. Feature parity is important so chat on console is almost done and ready, just need to fix a problem with item-linking. GGG开发优先级是:开发功能会先加入的PC版游戏里,让它能进入到所有平台版本的游戏。但如果功能是针对主机平台开发,那么这么功能只会在主机平台(Xbox/PS)存在。因为主机平台上PoE并不是特别受欢迎,部分功能会照搬PC平台的功能设计,缺点就是这些设计不太适合主机的操作,GGG对此感到非常遗憾。PoE 2的开发目标之一就是让主机玩家也能玩到他们设计的所有内容。平等对待非常重要,所以在主机上的聊天系统快要完成了,只需要解决物品链接(猜测是指聊天框里发布物品)问题即可。
50:50 - Consoles are a medium-sized demographic so it was very well worth the development effort putting PoE on consoles. It may seem like they aren't doing anything about consoles but they do indeed have at least a few people making console-specific fixes behind the scenes. 主机玩家的规模处于中等水平,所以在主机平台的开发投入一定精力非常值得。看起来GGG似乎没有对主机平台做什么事,但他们的确安排了几个人专门负责主机平台
51:28 - Eventually, they would like PoE on as many platforms but right now they're currently too busy for a Nintendo Switch port. Plus, there are other limitations because Switch games and patches may only be a certain size so it's unsure if they would port the PC/console/mobile version of the game onto Switch GGG希望把PoE带到更多的平台上,比如Nintendo Switch。但是现在他们太忙了,另外Switch对游戏及补丁的大小有限制,所以不确定是否能移植
52:20 - They still want to make guild improvements, including guild capacity but this is something of a second priority whereas first priority if core game development. If in an ideal world with unlimited features, they'd love to do Guild Hideouts, Guild versus Guild events, etc. GGG一直想改进工会的功能。包括工会人数。但人数是次要的,如果是核心游戏功能,那会优先开发。在理想世界里,GGG可能会添加工会藏身处、工会之间的活动
55:55 - Since PoE is a complicated game with a ton of moving parts, creating an accurate death-log is a very hard task to do because it involves tracking so many little tiny things. A death-log might say a white archer killed you with a random stray arrow, but in reality it was you running 5 meters while being Punctured by a different enemies which took 97% of your hp. Also, if they were to track damage on every single player, performance would take a hit. Similar to Trade, they're open to hear any smart suggestions regarding this. 因为PoE是一个复杂的游戏项目,有很多部分组成。所以改进角色死亡的提示内容是一项非常艰巨的任务。它涉及到要跟踪许多微小事物。死亡信息可能会提示你被一个普通的弓手杀死,但实际角色移动了5米,同时还受到其它敌人的穿刺伤害,这些伤害先让角色损失了97%的血量。如果要跟踪每个角色受到的伤害,游戏性能会有影响。所以,和交易系统一样,欢迎玩家提建议 ←death-log 版主翻译的是死亡回放,类似于LOL、CS那样,所以我不确定我翻译是否正确
1:03:28 - The Einhar thing at ExileCon was simply a matter of allocating him ~10 minutes when they should've allocated ~5 minutes for him. With that being said, watching it live was very fun/funny whereas watching it online had people saying "cringe" and is a cycle - if you see people saying "cringe" in the chat, then it changes your persective on what you are watching. 大会的事情,不知道怎么翻译好
1:05:24 - Bookmarking a "set" of MTXes so you can easily equip 6 different MTxes with 1 click sounds easy to do. A dressing room feature in the game sounds like something that is a second tier priority because it's something that makes them more money but doesn't make the game better - because they prioritize making the game better over all else. If it's not easy to do and doesn't make the game better, it goes on the back burner until they have extra time. 为皮肤做个收藏夹,这会让你很轻松的一键在6种不同的皮肤套装中切换,听起来很容易做到。游戏中的更衣室功能是次优先级。因为这功能能让GGG赚更多钱,但并不能让游戏更好玩。如果这些次要功能不容易做且不能让游戏更好,那么会拖延到GGG有多余时间时候才会开发
1:08:05 - A relatively engaged player spends about ~$340 ((60 per league * 4 leagues in a year) + 100 on Core supporter pack), which equates to roughly a dollar a day. With that being said, there are also tons of players who spend more and those that spend less, and that's the beauty of F2P. If they priced PoE at $60, you'd cut out a lot of people from both ends (the free players who don't want to or can't spend money) and also the players who want to spend more than $60 to support the game. With that being said, they treat all players equally regardless of how much they have spent. 平均一个玩家每年会花费340美元(一个赛季赞助包60美元*4个赛季+100美元的核心赞助包),相当于一天一美元。但也有更多的玩家花的更少,这就是免费游戏的美丽所在。如果把PoE定为60美元的游戏,那么两头的玩家人数会减少(不花钱或少花钱的玩家以及想花更多钱支持游戏的玩家)。不论玩家花了多少,GGG都是平等对待。
1:09:09 - There are no current plans to change the Armor/ES/Evasion system, but they'll have to be extremely careful because any change can easily break people's characters or make the system too simplistic. 目前没有改变护甲、能量护盾、闪避系统的计划。GGG必须要非常小心,任何改变都会破坏角色或让游戏太简单
1:10:31 - While there won't be a Pantheon system in PoE 2, they're still not 100% sure on what they will do with it. Perhaps they remove it from PoE 1 and replace it with something else. 虽然PoE 2里没有众神殿,但GGG还不是100%确定要怎么处理它,也许会从PoE 1里删除,也许用其它东西替代众神殿
1:11:10 - There is a ton of player character dialogue throughout the 7-Act Campaign in PoE 2 but there currently isn't plans to extend player character dialogue beyond Act 4 in PoE 1's campaign. But who knows, maybe they'll add some more in later. PoE 2的剧情里有大量的角色对话,但没有计划把1代前四章的角色对话进行扩展。但是谁知道呢,也许以后会添加
1:12:10 - In regards to Headhunter, Chris feels taking the most iconic powerful item in the game and making it worse isn't not the right direction. Instead, they feel like the better alternative would just be to introduce more chase Uniques. While it is not up to Chris but rather Mark2 (Neon)'s decision, Chris guesses there's a higher-than-50% chance that it'll get adjustments. 关于【猎首】,Chris觉得与其neff或删除,不如添加更多有意思的物品。但这不是Chris决定的,要Mark2 (Neon)来判断,Chris猜测有超过50%的几率会被调整。←废话,调整或不调整,本来就是50%,这么说,猎首被平衡是一定的了,问题是何时
1:18:38 - They are currently experimenting a half-finished idea where if someone purchases a Supporter Pack through a streamer's referral link, they're able to give a small kickback to the streamer. GGG在测试一个半成品计划,假如有人通过某直播购买了赞助包,直播主会有一定提成
1:21:15 - In general, they are pretty in-tune with what the community playerbase thinks/feels about the game and their releases/announcements reflect that. Of course, they're human so mistakes happen like the Salvage Box and they are quick to rectify things like that. 目前来说,GGG对游戏的看法和感觉与玩家是一样的,从各种更新就能看出来。当然,【合成宝箱】这东西是人为的决策失误,GGG会迅速纠正这种失误
1:24:30 - Most of the time when bad things get pushed into the game, it's not the QA department's fault but rather, Chris' fault due to their tight development schedule. With that being said, Metamorph has been working extremely well for a long time, so they aren't taking a big risk like they were with Blight. Chris enjoys making ambitious Leagues occasionally and they've shown recently they can do very stable Leagues like Legion - they just need to improve processes internally with regards to things lining up. 大多数时候,坏的事情被带入游戏中,这不是QA部门的错,是Chris的错。因为GGG开发进度非常紧。3.9(Metamorph)很长一段时间内都工作的非常好,所以不会像3.8(Blight)那样承当巨大风险。Chris喜欢做非常有野心的赛季,最近他们证明了自己可以做像3.7军团赛季那样非常稳定的赛季。他们只需要在内部对待办事项做改进即可
1:27:12 - Chris really likes how this HCSSF event is going to be a spectacle on Twitch. There's a lot of money on the line, you've got a boss that nobody knows how to beat or get to, etc. It's going to be a bloodbath. Chris真的很喜欢这次即将举办的HCSSF比赛会成为Twitch的奇观。奖励丰厚,且玩家不知道如何与新Boss战斗
Rory comes in (Rory加入直播)
1:33:15 - The main reason they're focusing on Bows and related things this patch/League was not because they were generally weaker than other archetypes (ie. Like Melee/Spell/Necro), but rather because of how Ranged hasn't seen anything new in quite a while and that current playstyle have barely changed over time (like T Shot reigning supreme). Thus, nerfs to stuff like that and buffs to RAT (now called Ballistas) were needed. Unfortunately, wands got the short end of the stick because they've been too busy with the League, the expansion, and PoE 2 so they would rather focus on what they're doing well right now and save wands (like new Wand-skills) for a later time. With that being said, there are small improvements this patch, like Barrage Support, and increasing the wand base damage. 他们专注于弓的玩法改进,不是因为弓的玩法比其它玩法(近战/法术/召唤)强,而是因为长期以来,弓的玩法没有添加新鲜血液,且随着赛季的添加没有任何改变(龙卷一直强势)。因此需要进行平衡(比如:攻城炮台)。不幸的是,因为太忙了,所以他们宁愿专注于自己现在做的很好的,法杖的改进保留到以后再做。即便如此,3.9依然有一些小改进,比如弹幕辅助,且增加了法杖的基础伤害
1:38:35 - There are 3 key points in where they start at with balancing. First is very early-game (ie. once you pick up the skill), the second is once you start your endgame Maps, and lastly is how far you can push the skill at the super late-game stage. 从平衡开始,有3个关键点。首先是早期游戏阶段(例如:当你获得了技能石),第二是当你开始了Endgame地图,最后是在后期让你可以游戏技能获得增强
1:39:40 - One of their biggest mistakes in recent history was the initial version of Mirror Arrow because due to how they balanced their Life/Damage, players took advantage of Minion Instability and made an insane damaging build. 历史上最大的错误是魅影射击的最初版本,因为他们平衡了复制体的血量/伤害,玩家利用了复制体的不稳定,创造出了拥有难以置信伤害的BD
1:43:20 - They won't continue the recent trend of tackling entire archetypes of skills (Spells/Melee/Necro/Mines/Bows) for future patches. They only started doing that because they wanted to address various things that hadn't gotten any attention for a very long time. Now that everything will be up to par, they can start focusing on smaller, more niche mechanics for future patch buffs/nerfs. GGG不会在未来的更新里继续为这些(法术/近战/召唤/地雷/弓)技能原型做处理。←应该是指4.0前 这么做的原因是GGG想专注于解决很长时间没有引起注意的各种事情。现在一切←应该是指技能原型都达到标准,他们开始关注更小的更适合未来更新的buffs/nerfs
1:44:30 - They aren't happy with post-3.7's state of Melee and are continuing to work towards ways of improving it, but there aren't any easy fixes. They will continue to buff Melee in the coming Leagues with things like new Support Gems, improving existing Melee mechanics, etc. What they feel like they need to do is make new animations, because animations are a large chunk of what feels great when playing Melee in videogames. Chris adds that with new rigging and animations in PoE 2, Melee will feel much better. 3.7之后,GGG对近战的平衡依然不满意,会继续进行近战改进,但没有简单的解决方法。他们会继续用新的辅助技能来增强近战,改善近战机制。GGG觉得需要做新的动画,因为游戏里近战动画对体验很重要。Chris补充说,2代里近战的感觉会好很多
1:47:50 - On the topic of outliers for Leagues, Chris notes how they never internally discuss "Okay, so what's the cheese skill this time around?" , but it's somewhat natural for players to find a very strong combo and recommend it to everyone else. They don't intentionally make something OP. Chris注意到,GGG内部从没有讨论过“这个赛季的版本之子技能是什么”,但对玩家来说,找到一个非常强势的组合并推荐给其它人是很自然的。GGG没有故意让一些东西很OP。OP大致理解为Over Power:过于强力
1:50:50 - While they do have Alpha testers, they don't particularly like the idea of having a Public Test Realm for PoE because it somewhat kills the hype of a new League. They could very well launch the 3.9 patch for 1 week without any Metamorph league content but you'd see a big surge of people return for 3.9 and then an even smaller amount of players return when Metamorph is enabled. 尽管GGG有Alpha测试员,但他们不太喜欢为PoE做公共测试。因为这可能会影响新赛季的热度。他们可以在没有3.9赛季内容的情况下发布3.9更新一周,你会看见一大部分玩家为了3.9更新而回归,但3.9真的开启时,回归的玩家会变少。
1:51:52 - Making mid-League nerfs can easily be done, but GGG simply does not want to because there's too much backlash - it feels bad for those who planned their build around a particular skill or bought a particular Unique item. They feel its best to only nerf something if it's severely and mechanically broken (as in its interactions are not intended at all). 做赛季的中等nerf很容易,但GGG完全不想做,因为玩家的反对声音太多。对那些已经计划好使用特定传奇物品或技能的玩家来说,感觉很糟。所以,GGG觉得要砍直接砍到凉,这样反对的情绪比砍的半死不活会少很多 ←所以这就是平衡时下手这么狠的原因?
1:57:10 - By the time Patch Notes come out, a patch is usually ~80% complete. The rest is just fixing small things and double-checking tested stuff. 更新说明发布时,这个更新通常已经完成了80%,剩下的只是解决小问题并二次检查已测试的内容。
1:58:40 - Traditionally, all expansion content has gone live on both League and Standard at the same time because it expands the base game, so there aren't any plans to release some Uber boss on Leagues first (so League players can't get spoiled by someone in Standard running it first). Chris says that he trusts players to manage their own spoilers. 传统上,所有的内容都是同时发布到赛季区和永久区,因为这些内容扩展了游戏基础。因此不会计划发布一些提前给赛季区的Boss。(赛季区的玩家不用担心永久区玩家会提前体验到什么)
2:00:20 - There typically hasn't been a point where GGG observes players not fully understanding / utilizing a skill to its potential. If there was a case where they see players don't know how to use a particular skill well, then that's simply just a failure in skill design / description. With that being said, this is what build-enabling Uniques are for - they do something quirky with a Skill so you're able to think up of new ways to use/build the skill. 一般来说, GGG不需要”教”玩家怎么玩或是理解一个技能. 如果玩家不知道怎么玩或是无法理解一个技能的机制, 那这就是设计的缺失了. 这也是某些流派绑定的独特装备的意义, 这些独特装备让你脑洞大开的去发掘技能的潜能. ←摘抄自版主的翻译
2:05:20 - Neither Chris nor Rory look at MTX sales - they would rather just make a good game first and the money will follow. Chris remarks how it's going to sound terrible for a CEO to say, but as a company, GGG doesn't care how much money it makes. Most people at GGG just make the game as best as it can be. He doesn't dwell on financial metrics too much when making decisions for the company. It's more about "is this good for the game?" , "do people like this MTX?" , "is it undermining our game's art style?" , etc. Chris、Rory都不看皮肤销售数据。他们宁愿先做好一个游戏再考虑赚钱。Chris表示一个CEO这么做很糟糕,但是作为一个公司,GGG不在乎能赚多少钱,GGG里的员工都想做好游戏。Chris在做决策时候不是以财务做指标,更多考虑的是“这对游戏有益吗?”“玩家喜欢这款皮肤吗?”“会不会破坏游戏风格”等等
2:06:10 - Continuing from last point. It might be that sure, a board of directors from Tencent may watch this video and say "aww, come on man!", but in the end it doesn't matter in the end. The important thing is a good game that lasts a long time. 当然,腾讯的人看到直播时可能会说“真的假的?”但这不重要,重要的是有一款寿命很长的好游戏
2:06:54 - Rory doesn't think they have nerfed Tornado Shot enough, but we'll see. There is still a short while before patch notes. Rory认为对龙卷的nerf还不够,会继续观察,3.9更新说明发布前还有一点时间
2:07:30 - It is always a shame when a skill receives a small nerf and the community overreacts, saying it's now dead when in reality, it's still a very strong skill. The psychology plays a part into it, where nerfs, no matter how small they are, are seen as a hugely negative thing just because it is called a nerf in some eyes. 如果一个技能只是轻微nerf就引起玩家群体里巨大而消极的反应,说技能已死,那是很可耻的。这说明它依然是个强势技能,心理感觉在这里起了作用,无论是多小的nerf,在部分人眼里都是巨大的nerf
2:08:55 - They will be changing Support Gem Plus' name. There's been internal discussion on what name they're changing it to: including Pristine Support Gems or Awakened Support Gems GGG会修改辅助技能加强版的技能名,他们内部讨论了要改成什么,比如ristine Support Gems or Awakened Support Gems
2:12:45 - Chris likes secrets in the game and wants to add more. And he was a bit disappointed in the community because nobody recognized that he had redirected pathofexile2.com to pathofexile.com/poe2 a couple of weeks before ExileCon, hinting that there would be a sequel Chris喜欢在游戏添加秘密,希望添加更多。而且对玩家没有发现大会前2周他把pathofexile2.com跳转到pathofexile.com/poe2有点失望,并暗示会有续集
2:14:30 - For reference, there are hundreds of millions of stash tabs currently in the game. Changing it so players would be able to upgrade 4 regular stash tabs into 1 Quad tab is extremely hard to do. It would require an entirely new stash systems, lots of thinking, and weeks and weeks of work/testing in order to solve this problem. So no plans to convert tabs yet. 做个参考,现在游戏里有数亿个仓库标签,改变它们,让它们能把四个高级仓库升级成一个巨型仓库是非常困难的。要解决这个问题,需要一个新的仓库系统,很多想法,数周的工作/测试。所以现在没有计划做这事情
本帖最后于 2019-12-8 00:08 编辑
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