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补充几条大家可能感兴趣的:
Do you think that the last few leagues' mechanics (namely Incursion, Delve, Betrayal, Synthesis) discourage the creation of new characters due to progress (mostly) being character-bound, and if so do you have any plans to address this?
Incursion was per-character but had a low cycle time (11 areas), so you were only losing a small amount of progress if you made a new character.
Delve was initially per-character but we changed this to per-account when this problem became apparent.
Betrayal was per-character and had a longer cycle time than Incursion, but it was not really possible to make this per-account. We don't see a big problem here (you can still come back and finish that particular Mastermind cycle if you want to).
Synthesis was per-character and spawned boss and reward memories rather rapidly, so that you weren't losing a lot of reward state if you started a new character. It would have been hard to make this one per-account because the various memories had specific levels associated with them.
We do consider this when making leagues, and will try to make the right decision. We don't want people to have anything that would discourage them from trying out new characters.
Q:你觉得前几个赛季(神庙,挖矿,25,合成)的机制导致玩家不喜欢起新号么?如果是的话准备怎么改?A:我们不觉得如此,这几个机制都没有太过于影响起小号的体验。我们不希望玩家由于任何因素而不练小号(TM别让我练个小号浪费时间过一次剧情了好不好,这个改了立马每赛季多练号)
Do you plan on improving the drops from map bosses so they feel as rewarding as the rest of the map, or are you happy with them as they are?
Map bosses generally don't drop a lot of items relative to the rest of the map, but they also usually don't take a lot of time to fight. Some bosses die quickly, and others are more substantial fights. We are going to add extra monsters (that yield item and experience) to the substantial boss fights (during their mitigation phases) to make them worth the time of fighting them more. Examples of maps that have been modified in this way in 3.7.0 are Belfry, Lava Lake, Sunken City and Gardens. We'll keep propagating this to more maps over time.
Q:你们准备改一下地图boss的掉落吗?还是就像现在这样?(众所周知现在的速刷都不打boss,一方面为了卡区域一方面也是打boss没收益)
A:boss通常不怎么掉东西,不过也一般花不了多长时间打。我们准备给多阶段的boss在转阶段的过程中加点小怪。
Is there a reason there are a limited number of balance changes to skills in every expansion?
Each expansion is planned, developed, tested and released within 13 weeks. This limits the number of specific skills that we can change and fully test within that cycle. The testing of these skills has to occur within the context of other changes in that expansion (like if we're hypothetically changing how say Accuracy or Leech work, then a skill that cares about these needs to be tested under the new systems).
With 3.6.0 and 3.7.0, we are quite pleased with the number of existing skills we have been able to improve.
Q:为什么每赛季改的技能都很有限?
A:我们每赛季只有13周来做,整个过程包括提出想法,做出内容,测试和放出来。因此我们没多少时间去改技能。而且改技能涉及到机制改动,需要额外测试。(举个例子,假如这赛季改了命中相关的机制,那改攻击技能就必然要重新做测试,确保达到想要的效果,这样工作量会大很多)(说白了还是没时间,一个赛季3个月确实时间很紧,不过麻烦你们把那些完全没人用的技能删删吧,每次弄附魔的时候我都看着头疼)
Do you have any plans to make sustaining maps less tied-up with past league content like Betrayal, Delve and Incursion?
We have two options. We can either make it so that you don't get maps during past league content (and buff the non-map rewards), or have some reliance on those systems for providing map drops.
Because people tend not to play content that doesn't have map drops, we picked the option where league content drops maps.
Q:你们准备改一下只有通过赛季内容才能维持掉图的现状吗?
A:我们有两个选择,一是赛季内容不掉图,然后buff刷图的掉图率。二是维持现状。因为玩家不喜欢不掉图的内容,所以我们还是选择了赛季内容掉图。
以上,欢迎补充。
本帖最后于 2019-5-5 20:01 编辑
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