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[搬运] 5月2日大新闻【熊猫精翻】【GGG自白书】【流放嘉年华】

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流亡指引者

累死我了,翻了一个多小时。简单的说,这是GGG的老大发的信,前半段是再说3.6的问题,以及3.7的目标。中间情绪控制不住了,开始说GGG压力很大,游戏行业工作量很大,也求大家原谅,会多跟进社群,只是工作量太大了。最后说了下工作量具体大在哪,未来的目标。
https://www.pathofexile.com/forum/view-thread/2497818


好久没跟大家沟通了,今天给大家带来一个新闻,回忆赛季我确实没碰了。






来自克里斯的新消息:
It doesn't take much reading of the official forums or subreddit to realise that a group of Path of Exile players are angry about a number of topics and feel that we haven't given solid answers about how we're going to address these issues. We will explain as many of these topics as we can in the Q&A that is currently scheduled for later this week. However, one thing that the Q&A doesn't address is how we got here. I wanted to personally post an explanation of what has been going on behind the scenes at Grinding Gear Games that led to this state.
不需要花太多的精力就能从我们的论坛中了解到,目前有一群POE的玩家对于我们制作组游戏内现存问题的模棱两可态度感到愤怒。我们会在本周内接下来的几天中发布一份Q&A,其中会尽肯能详尽的解释很多的问题。但是,Q&A没有回答的是我们是怎样到达如此地步的。我想以个人的方式给与大家一个解释,关于究竟发生了什么让GGG走到如此地步。


Synthesis was more work than we expected. It was developed over the Christmas holiday, and its gameplay prototype came in very late. We didn't have a lot of time to iterate on it before release or to make drastic changes that it potentially needed. While our improvements after its launch have helped a lot and many players are enjoying it, we fully acknowledge that it is not our best league and is not up to the quality standards that Path of Exile players should expect from us. It will not be merged into the core game in 3.7.0. Maybe we can do something with it in the future, but we have no current plans.
回忆赛季的游戏玩法的确超出了我们所预期的复杂。回忆赛季的玩法是在去年圣诞节期间研发的,并且玩法原型出来的非常晚。我们没有很多的时间去测试这个玩法的可靠性,没有时间做出大的改动。我们在发布赛季之后的一些改动,也着实让不少玩家享受到了回忆赛季的乐趣,但是我们完全明白这个赛季不是POE最棒的赛季,甚至达不到POE赛季的标准水准。回忆赛季不会进入3.7核心内容。也许我们将来会为回忆赛季作修改,但是目前没有相关计划。


When we reveal 3.7.0 in three weeks, you'll see that its league has a focus on repeatable fun, and the combat revamp has a lot of focus on improving the fundamentals of Path of Exile's gameplay. In order to do this, we have had our heads down, focusing on getting 3.7.0 to be ready as early as we can within its development cycle.

我们将在3周内揭晓3.7内容,你将看到这是一个着重于刷刷刷的快感,一个回归POE本质的赛季。为了达到这个目标,我们埋头苦干,将尽全力尽早完成3.7研发。


But that's not all we need to work on. There are a large number of critical projects going on at the same time. For a start, our 4.0.0 mega-expansion is taking a huge amount of the company's time. We see this upgrade as critical because the next generation of Action RPGs is coming and we have to be ready. Not proactively keeping up with competitors is how companies die. We don't see the huge time investment in 4.0.0 as optional at all.
但这不是我们需要完成的全部目标。目前同时又好几个大的项目目标同时在进行。作为开头,4.0的大版本更新将占用公司的很大资源。我们将这个大更新视作重中之重,因为下一代的ARPG已经来临,我们必须做好准备。如果不能跟上竞争对手的脚步,公司将会被打败。我们除了全力以赴4.0以外别无选择。


In addition to 4.0.0, we've also committed to running the ExileCon convention later this year. You may think that this is a fun optional side project for us, but we see it as critical because we need a stage (literally) to announce 4.0.0 to the world. Talking to other developers has shown us that conventions are by far the best way to market a new product of this size.

关于4.0还有,我们将会在今年开展“流放嘉年华” 你可以将这个看做我们的一种周边内容,我们将重视这个,通过这种方式向世界宣布4.0.与其他开发者的沟通让我们确信,这种级别的更新,采用嘉年华的方式是最好的。


Then there's the Korean launch. South Korea is a large market and we feel we are years late to release there. Due to that, we committed with our publisher to release in Korea alongside 3.7.0 and we will meet this commitment, but it's yet another project to handle concurrently.

接下来是韩国服。南韩是一个很大的市场,我们认为我们已经晚了很多年了,所以,我们的3.7韩国服将会开启。同时这也是一个需要处理的项目。

Then there's various issues with Path of Exile on the console platforms which feel bad about because we have made promises that we haven't yet fulfilled. After the Xbox launch, all of our console resources went into preparing the PS4 release which meant we didn't spend enough time supporting the feature requests from the Xbox community. Now that the PS4 version has launched, we need to make headway on console features.
接下来是POE在主机平台上的一些情况,不太好的情况。因为我们没有完成我们许下的承诺。在XBOX发布之后,我们所有的主机资源都投入到了PS4的开发,我们没有给遇到对XBOX玩家的需求进一步支持。现在PS4的版本已经发布,我们将会埋头苦干解决主机的各项需求。


All of these areas, from 3.7.0 through to the eventual release of 4.0.0, are going to make massive and lasting fundamental improvements to Path of Exile. We have been making great headway and are incredibly excited to show this work when it's ready. However, this has all come at a cost.
这么多年以来,从3.7到以后的4.0.将会集中于解决大量的POE基础性问题和开发。我们已经走在了前面,已经开始着手,并且很期待向你们展示成果,但是所有的东西都有一些相应的代价。

While we have released many patches during the 3.6.x cycle to address community concerns, the significant internal development focus on the long term of Path of Exile has meant that we have chosen not to prioritise things like completely overhauling Synthesis or creating an entirely new type of one-month race.
当我们为3.6回忆赛季不停的发布补丁的同时,我们必须要为POE的长远做打算,进行一些长远的,长期性的,预见性的开发,所以可能对回忆赛季我们没有足够的精力去继续补丁他把它优化到完美。


Every week, there are feedback threads about many different topics. The community generally do a great job of constructively presenting reasons for wanting various changes, and we appreciate that.
每一周,我们都会收到很多不同课题的建议和意见。我们感谢社群为我们做出的奉献。


When given this feedback, we have two options:
Assemble the team of seven key people who are needed to solve the issue, discuss it for half a day, and then lock in the solution, so that we can at least tell the community what our plan is, even if it's a little while before we get to it. An example of this is the when we made large functional and balance changes to Delve based on community feedback. The drawback with doing this is that it derails up to seven important projects that we're working on in order to solve the problem. We have to be selective about which problems we apply this approach to.
The second option is to read and consider the feedback, and specifically decide to deal with it later. This doesn't mean it isn't going to be done, it just means we are prioritising the existing release we're currently working on. An example is the Map Stash Tabs in Standard situation where we waited a whole league before we solved it. If we had put the time into this solution a league earlier, Synthesis would have been even worse.

关于这一些建议,我们有2个选择:
召集一个7人小组,去解决他们,用半天讨论,用半天下结论。这样我们至少可以告诉我们的社群我们的计划是什么,哪怕是我们需要一定的时间才能做出来。有一个例子,当初我们根据社群的反馈给挖矿赛季做出大规模平衡性调整,这个导致了其他7个目标的严重脱轨。我们必须选择性的应用这种社群反馈。
第二种选择就是阅读并考虑这些社群反馈,并且迟一点在处理。这并不代表我们不处理,只是我们先处理手头已经有的工作。一个例子,地图集我们在真正解决这个问题之前的一个赛季就在思考了。如果我们在回忆赛季来解决这个问题,那这个赛季更崩了。


Simply put, we can't fix every problem every league. There are going to problems that we don't address quickly. We'll get to them as soon as we can.
简而言之,我们无法解决每一个赛季的每一个问题。有一些问题我们无法立马解决,但是我们会尽力。
A big topic in the gaming industry recently is development crunch. Some studios make their teams work 14 hour days to pack every patch full of the most fixes and improvements possible. Sometimes when we read our own Patch Notes threads and community feedback, we feel that we are being asked to do the same. I will not run this company that way. While there's inevitably a bit of optional paid overtime near league releases, the vast majority of a Path of Exile development cycle has great work/life balance. This is necessary to keep our developers happy and healthy for the long-term, but it does mean that some game improvements will take a while to be made.
游戏行业里面有一个很大的问题是 发展危机, 有一个工作室让他们的员工一天工作14个小时去做补丁,去写程序。有时候我们自己去读自己的补丁概要和社群回馈,我们会发现我们一直被重复的问题困扰。我不想去如此运作我的公司。虽然我们在赛季发布前必然会出现加班,但是POE的工作生态应该是平衡健康的。让开发者开心健康也是一项必要措施,长期的看。同时也意味着有时候做游戏,需要多给与我们一点时间。


We try as hard as we can to communicate with our community about our development priorities. We post daily news and aim for some kind of substantial development update every week. Bex and her team are all over the community posts, passing information back to the developers and seeking answers to questions. However, as I explained earlier, in order to be able to share our firm plans about topics, we have to assemble the right developers, derail their current work and make some time-consuming decisions.
我们将会尽力与社群沟通我们的开发优先级。我们将会发布每日新闻,同时每周开发进度。BEX以及她的全队会全程关注社群,会把社群的反馈和开发者沟通。但是,就像刚才说的,为了更好的开发,我们对所有社群的反馈会进行甄选。


Due to the sheer amount of stuff we've been working on, certain topics have not been addressed to the satisfaction of the community.
因为我们目前的工作量原因,有一些话题我们没有达到社群的满意。


I am very sorry about this. One of our key values is our relationship with our community. We feel that our internal emphasis on longer term improvements to Path of Exile has caused some damage to that relationship in the short term. We will make sure that we find a good balance between addressing immediate concerns and making the long-term improvements the game needs.
我对于此非常抱歉。社群关系是GGG的一项重大价值观。我们认为POE的长期发展有时候会略微伤害POE的短期发展,我们保证将会找到一种同时保护长期发展和短期目标的平衡


Later this week, we'll post our first set of answers to the questions from the Q&A. I will make sure that it includes all the hot topics such as Synthesis, trade, console improvements, ExileCon races, etc.
本周内,我们将会发布第一波QA。我保证将会涵盖目前最火热的话题,如 回忆赛季,交易,主机开发,流放嘉年华,比赛。


We can't wait to announce 3.7.0 in three weeks. Its name is on the list.
我已经迫不及待的想宣布3.7了,三周内,公告就要来了。

本帖最后于  2019-5-2 13:27 编辑

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崇高石是流放之路版块儿的专属货币,可兑换礼包、悬赏币、QB等,还可以用来购买游戏补丁等。 >> 怎么获得崇高石

请点我头像或者名字,查看主题,即可找到我翻译的大量攻略
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希拉克

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嗯?怎么连发了两条?抱歉!
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多米诺斯

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0.0   加油~~~~
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GGG还是想把玩法推到回去啊
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辛苦,这赛季是没意思.还是刷刷刷
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冈姆

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辛苦 辛苦 值得期待
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好好看好好学
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精力都放到大版本的制作上了吧
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嘉年华、。。熟悉的感觉
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大佬辛苦了,点赞
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搬个凳子 等着楼主翻译+
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本来就是刷刷刷的游戏 何必搞得那么复杂
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福尔

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“我们将在3周内揭晓3.7内容,你将看到这是一个着重于刷刷刷的快感,一个回归POE本质的赛季”这就对了
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莫维尔

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快玩不动了  简单点就好
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为什么现在不给崇高了,好忧伤,

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给啊  发表于 2019-5-10 18:10

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崇高石是流放之路版块儿的专属货币,可兑换礼包、悬赏币、QB等,还可以用来购买游戏补丁等。 >> 怎么获得崇高石

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好久沒玩了呢
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冈姆

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辛苦了
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期待最新玩法,回忆没意思
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现在这游戏越来越复杂也越来越折腾,希望回归单纯快乐的刷刷刷
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格拉维奇

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确实这个赛季很糟,我都搞不懂怎么整那些回忆的东西
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