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[搬运] 6月1日 Chris Wilson采访视频内容整理搬运

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采访视频地址:https://www.youtube.com/watch?v=OBp6yeVSiDU,2小时,太长了,就不搬运了
采访整理(英):https://www.reddit.com/r/pathofexile/comments/bvs8km/
采访翻译(台):https://forum.gamer.com.tw/C.php?bsn=18966&snA=119948
采访翻译(简):https://bbs.nga.cn/read.php?tid=17438713

Baeclast是一个实况主互相对谈的实况节目
而在赛季的前夕也都会邀请开发团队进行一些赛季的采访
在对谈內容中会说出一些3.7赛季的机制或是开发团队开发此赛季的想法
所以对於要了解更多3.7情报的人是很好的情报来源
部分采访内容不等于实际游戏体验,因为也许会被调整

英文部分是国际服玩家根据视频整理的采访要点
我参考中国台湾玩家的翻译,但是有作修改
有的翻译完整,有的只翻译部分,有的没有翻译

如果我翻译错了,我不负责的


视频时间 -内容


0:17 - Legion sales pitch = People wanted a simple League with risk vs. reward and Legion is exactly that. Akin to Breach League
3.7赛季是简单的赛季,纯粹的风险与奖励并存


1:14 - The "selection" process of choosing which monsters to tag during the time window requires a bit more thinking than people are giving it credit for. Think of it as a shopping spree. You'll see a bunch of reward icons and want to only get the ones most exciting ones. "Killing" a chest actually activates monsters around it. Overall, requires more thinking than Breach, but more control over Breach
在军团遭遇中选择要击杀的怪物是让玩家有更多的思考空间,就好像购物一样,选择你最想要的。遭遇中会有箱子,箱子打破会激活周围的怪。总的来说,这赛季会比裂痕赛季还需要思考,但会容易控制


1:41 - It will be hard to free all of the monsters while leveling up and it'll become easier once your build becomes powerful [Presumably just like Incursion League]. While it's unintentional that players will be able to free all of the Legion mobs while leveling, he wouldn't be surprised if some people have a crazy leveling (or twinked) build able to do this.
在前期的时候很难释放全部的怪物,但就像穿越那样,后期会很容易把怪物全部激活,但如果有人前期能全部激活,他也不会太惊讶


2:51 - He doesn't like the term "clearspeed meta", because it doesn't exactly exist. Throughout the game's history (and basically every ARPG/game ever) - if you played faster than someone else, you would get more rewards. This is a simple fact rooted deep within all games, even back when PoE was considered very slow. With that being said, many players consciously make the decision to play a slightly slower builds because it's more fun (and niche) than others.
Chris不喜欢clearspeed meta这个词(应该是速刷),因为它并不完全存在。但是在ARPG甚至其他游戏中,你比其他人快,就是会获得更多东西,这是一个根深蒂固的事实。但仍有许多玩家的会玩非速刷的Build,因为它更有乐趣(For fun)


4:14 - From a dev perspective, he's most excited for Legion Jewels because they're the pinnacle of PoE build theorycrafting craziness. They're gonna be milking the potential of Legion Jewels for years to come. From a player perspective, his favorite thing is finding Legion layouts that have a bunch of rewards clustered together, such that it feels like you've cheated the game by stacking little risk for high reward.
开发团队认为军团珠宝是POE的集大成之作,他们期待玩家能依靠此创造出大量流派,並且这珠宝或许未来几年都会成为主流的潜力股


5:54 - The 5 Legions are the Vaal, Maraketh, Eternal Empire, Karui, and Templar, and they each have their own Legion Jewel that differ by what kind of seed they have. The seed is represented by the number you see in the stat of the Jewel itself. Seeding allows for the Legion jewels to modify the passive tree in a random, but consistent way. A specific-seed Jewel will modify a particular area of the passive tree randomly, but it will be the same outcome for every player who has that specific-seed Jewel placed in the same jewel socket
五个珠宝分別是瓦尔、马拉克斯、永恆帝国、卡鲁以及圣堂。种子(seed)决定珠宝的功能,种子就是你在珠宝介绍里看到到数字。种子允许军团珠宝以随机但一致的方式修改天赋。特定的种子宝石将随机修改被动树的特定区域,但一些不同种子的珠宝放在同一个珠宝槽中,效果都是相同的。


6:53 - These Jewels will drop from the Legion content (stressed on "harder Legion content" as a clue) and they're still balancing the rarity of them. The overall goal is to make them rare, but not stupidly rare. If you're an active player, you'll absolutely obtain Legion jewels. But they want to balance the rarity so people aren't finding 100s of these jewels
这些珠宝会在军团次元领域(应该就是地图仪开启的军团对战)中被找到,(强调“更难的军团内容”做线索)。会平衡其稀有度,总的目地是让它们变得稀有,但也没有特别稀有。他强调如果是活跃玩家,至少都会有获得,而不会有人半颗没有但另一人却有上百颗的状况


8:00 - He believes there are 1000s of seeds per Legion Jewel, so divining your Jewel to match your friend's Jewel seed is very unrealistic. With that being said, of course you'll be able to search for specific seeds via Trade.
每种军团珠宝大约有1000种 种子数值,神圣可以改变数值,但是不值得这么做,最好是通过交易换得需要的

Ps: 不清楚军团珠宝是否会在市集里有独立的分类。

如果没有,而是混在原来三色珠宝里,想想你要怎么找到想要的?
再加上国服玩家稀少,产量就少,再被市集稀释一下,一赛季能找到几颗自己需要的?
所以神圣可能会涨价,毕竟找不到只能自己骰数值了


8:25 - Each Legion has a different flavor. Different generals, different mobs that use different skills, etc. With that being said, there is definitely a rarity skew between the Legions (the Maraketh are one of the rarer Legions). [Most likely similar to Breach, where Uul-Netol/Chayula encounters are more rare].
军团有各自的风格。每个军团的小怪跟王都有不同的技能,每个军团的常见度也不一样。马拉克斯(Maraketh)军团是一个少见、稀有的军团,就像夏乌拉在裂隙中也是少见的裂隙一样。


9:29 - He's not 100% sure, but he suspects that the rarer Legions will have a droptable that includes "better" Unique items compared to the other, more common Legions... but that's not where the GG items are. The best rewards will come from the 5-Army Battle when you input all 5 Legionstones into the Map device. He believes that the droprates get higher as you go up. (ex. 2-Army Battle = very low chance to get a certain item/Jewel, 3-Army Battle = low chance to get a certain item/Jewel, 4-Army Battle = medium chance to get a certain item/Jewel, etc.)
Chris不是百分百肯定,但他怀疑稀有军团将掉落 “更好”的传奇物品,( GG items 不知道指什么)。
越多军团参与的混战会获得更好珠宝/传奇(五方人马混战的奖励会比只有两方人马来的好),最多能有五个军团同时混战(对应地图仪改五格)


11:02 - Each Legion Jewel type (ex. Vaal/Maraketh) modify the passive tree in their own themes. For the Vaal one, you get "corrupted" nodes, "corrupted" keystones, "corrupted" notables, etc.
每种珠宝会依据自己的主题来改变天赋的类型


12:25 - There is a compromise due to how smaller indoor Maps innately have less room for Legion mobs to spawn. In indoor Maps, your general XP/hour is going to be lower than outdoor Maps, but since the Legion mobs will be so clustered together, your rewards/hour will be higher than outdoor Maps.
军团怪物在室内地图和室外地图有个平衡,在室内地图,你从军团怪物身上获得的经验会比室外地图少一点,但是在室内军团的怪物会更密集,获得的奖励会比室外地图多。


13:50 - They may tone-down or outright remove Legion Armies fighting each other because it may negatively affect game performance.


15:10 - He's not 100% sure whether the "shell" of Legion monsters are affected by Map mods such as More Monster HP. Also, these "shells" are not considered corpses, so skills that interact with corpses do not work with them. As for On-Kill effects, they're doing a case-by-case scenario. Most will work, some will not.
Chris不确定军团怪物是不是会被地图词缀影响,比如怪物血量。
未激活的军团怪物不算一个尸体。至于是否算做击杀会逐一清查,大部分都可以,只一些会不算


16:10 - Packsize on Maps will affect the packsize of Legion mobs in some form
地图的怪物群数量会影响军团怪物数量


16:46 - The design of the League came at a time where players wanted more agency in the content they do so GGG are giving it to them. If players are happy with it, they'll keep doing it in future Leagues. If players don't like it, they'll stop doing it.
如果玩家对赛季内容反应很好,他们会继续做类似的赛季,但要是不好,开发团队就不做这样的


17:45 - One of the goals is to entice players to the point where they occasionally bite off more than they can chew in terms of freeing Legion mobs.
有个目标是让玩家觉得军团难打,而不是激活怪物后玩割草游戏


19:20 - "Melee Legion is a bit of a mess". There are a looot of monsters, so managing crowds/control will be beneficial. It's akin the cow level in D2. You need to be on your toes and don't get caught off-guard
近战类的军团有点混乱,因为有一堆怪物,所以控制激活的怪物数量会比较好,有点类似暗黑2的奶牛。
你需要保持警惕,不要措手不及


20:17 - Certain Legions will be restricted to higher levels only, but he forgets if some Legions are Map-only or not
一些军团会被限制在高等级才能遇到,但他忘了是不是只和地图有关


20:40 - Quarry/Harbor Bridge farming for Legion won't be the dominant thing because they have a few mechanisms in place to reward players for playing higher level Maps for higher level Legion encounters such as gating certain rewards among other things. Same thing goes for Incubators - they don't want players to cheat the system.
GGG不会再继续让海港或是采石场变成主流了,会有机制奖励在高等地图打高等军团的玩家,孵化器的机制大抵也是这样运作


23:18 - Putting in more Legionstones increases the effective iLvl of the Army Battle
放更多的军团石会提高军团怪物的等级
(没理解具体方式)

24:25 - There will not be random mods on the Army-Battles because it's a thing players will do occasionally. In the example of Delve, they needed to put random mods on zones because players could do 10+ Delves per day
军团交战不会有随机词缀,因为这是玩家要面对的事情,比如挖矿,之所以挖矿有各种词缀,是因为玩家一天能遇到好多个矿点


26:50 - If they were to add a button that releases all of the Legion mobs (and see streamers doing it successfully), players would think that is the right way to play and ultimately get destroyed. This is precisely why you need to do a "DPS check" before fighting the monsters
如果添加一个按钮一次性激活所有军团怪物,而且看见主播们都这么做,那么有玩家会被误导会认为这是正确的做法,然后玩家就会被军团杀死。
所以激活怪物前请注意你的战斗力如何


33:20 - Incubators' philosophy is giving players a little bit more deterministic farming, much like Divination Cards. With that being said, Incubators are a bit more rare than people are making them out to be - you won't be juggling / micromanaging 11 of them all at once. Most players will have ~3 active at a time. It won't be a case where your inventory has 50 of them and you need to constantly juggle them.
孵化器的理念是给予玩家更稳定的产出,就像命运卡一样。
话虽如此,孵化器会比玩家去制作它们更罕见,你不会一次性有11个正在孵化的孵化器,大部分玩家差不多一次孵化3个左右。不会有需要50个孵化器等待孵化的情况出现


42:10 - He's pretty sure there isn't some insane incubator like "Kill 10 Million monsters for a Mirror".
非常確定不会有像是「杀掉一千万只怪物,掉落一枚镜子」这种疯狂的孵化器


43:50 - With one week left to go, it's mainly just bug-squashing. In the past, usually it was the League was missing a bit of polish while the rest of the game was fine. This time it's reverse. The Legion League is solid so other areas of the game just need a bit more polishing (like Melee).
最后一周大部分是在修bug,过去的赛季内容会遗漏挺多bug没修好,但是这个赛季不会,只是其它内容需要修,比如近战的内容


45:35 - The timer should be the last thing players worry about, because increasing the timer or reducing it takes an hour to do. If players have cracked open all of the "shells" and are standing around for 10 seconds, GGG can reduce the timer the next day. Also, Legion spawns ~300 monsters per encounter, so good luck freeing everything.
激活前的倒计时应该是玩家需要在意的事情。修改倒计时需要GGG大约1小时的时间,GGG会观察玩家的实际情况,如果倒计时过长或过短,那么第二天GGG就会调整更新。
另外,军团怪物至少有300+ ,祝你好运

Ps: GGG这么调整的话,国服怕是没法跟进,如果起初的倒计时没设置好,那么国服玩家要受罪了


46:35 - They're aware of complaints about the enchant system, but it is not something coming in 3.7. They want to find a good balance because they know Lab-farmers make a lot of money doing a service and GGG does not want to piss off those players. It's a playstyle that some people love to do (farm Lab) and they need to respect that when changing the Enchant system
附魔系统有很多抱怨,但是3.7不会做调整。GGG希望找到一个平衡,有很多玩家靠附魔赚钱,GGG不想被骂


47:55 - Apart from what has already been revealed so far for 3.8.0's changes to Delve/Betrayal, they can't say anything about the changes because they simply haven't agreed on how specific things are changing. That will likely get attention once Legion as a smooth launch.
3.8时候会对挖矿和背叛大师做调整,但是没有具体信息可说,都还在商讨中。军团赛季顺利发布后会投入精力


50:53 - A large part of 3.8 will introduce a system to address player agency. Players want to do a bunch of Incursions for a while... then a bunch of Betrayal for a while. Without getting into specifics, 3.8's changes will address this
3.8会有新的系统,满足玩家要专注于某种赛季内容的想法。比如一段时间的神庙,一段时间的挖矿,一段时间的背叛


54:02 - PoE's innately a competitive game even when playing solo because you find items that have value/worth over other people/friends. People want those items
PoE天生是竞争游戏,因为你总会发现比其它人更好更有价值的物品,即便你独自游戏也是如此


54:54 - They are aware of complaints regarding visual clutter and will work to improving it... and correctly drawing AoE in 3.7 is the first step to improving it. With that being said, Legion has a crapload of monsters per encounter
GGG意识到游戏画面的混乱是个问题,需要改进,3.7改变范围机制是第一步


59:00 - Reducing the amount of items dropping is something they will address not necessarily in 4.0.0, but rather, by 4.0.0. Also, v4.0 is slated for late 2020. The v3.0 numbering can go up to 3.12.0 before 4.0.0 releases
减少掉落的物品数量会做,但不一定会在4.0时候上线。说到4.0,4.0应该会在2020年底上,3.x 可能要延长到 3.12


1:03:03 - He likes the idea of Magic Find, because it means sacrificing DPS for MF but doing it in such a way that you min-max your character by minimizing DPS loss and maximizing amount of MF gained
他喜欢打宝这个玩法,它意味着你为了打宝需要牺牲DPS,在两者之间做出平衡


1:04:17 - Item Quantity is a much bigger problem due to how crazy rewarding it is compared to Item Rarity... which is why the past couple of years have seen nerfs to IIQ across the board. They may even remove IIQ one day, but they still enjoy the idea of IIR and want to fix it than remove it.
物品数量是个大问题,相比物品稀有度,数量有太高的回报。GGG可能某一天会删除物品数量,保留物品稀有度,但是在这之前,会先试试去平衡调整物品数量


1:05:55 - As a player, he's most excited about the Blood and Sand Gladiator archetype, because of the micro'ing of the different stances. They've also changed Lacerate to work with the archetype, and there's even a new skill called Perforate that he's not allowed to spoil.
作为一名玩家,他对血与沙很感兴趣。破空斩和新技能:Perforate 会被血与沙影响


1:06:49 - More keybinds is a thing they're looking into, but again, they just need to find a suitable way that works for everybody (skilled/casual players , PC/console players, current version/4.0.0 version etc). The "hold down ctrl" and a separate skillbar pops up such that R and ctrl+R are two different skills is a pretty good way of achieving this, but there are a few problems associated with it. With that being said, this isn't a huge balance change or something. If they can make it work in the middle of a League, they'll implement in the middle of a League.
GGG在考虑更多的快捷键,例如按住ctrl使技能栏出现第二栏,让R跟Ctrl+R的技能是不同的。
什么时候做好,就什么时候上线,不会非要跟着赛季才更新


1:11:02 - Two big flaws with Synthesis was that the datamining of the Synthesis table was not supposed to occur. It was supposed to be much harder for players to figure out how to make the OP synthesized items. Second flaw was that they introduced a purely-endgame mechanic far too early in the game, leading to a bigger disparity of worst-of-the-worst ilvl 10 Boots versus the best-of-the-best ilvl 86 Onslaught Slink Boots
3.6的最大缺陷是合成的数值表不应该被发现,玩家应该更难弄懂怎么合成想要的物品


1:14:12 - In 3.7.0, The Temple of Atzoatl will now be available after 12 Incursions, not 11.
3.7中穿越的神殿次数会是12次而非11次


1:15:15 - The reason why players cannot find the same room twice in a Map that has Alva is because all of the sub-areas of a Map are generated at the same time when a Map is generated. Therefore, when you load a Map, Alva cannot select the same room twice because the Map/Alva couldn't have known that you were going to change X room to Y room or upgrade A room to B room. This is to prevent an extra loading screen the player would have to load after every single Incursion you complete
玩家不能在一张地图升级同一种小神庙房间的原因是,阿尔瓦无法事先知道你要升级什么房间,小神庙房间是在地图生成的时候同时生成的。
如果要一图升级同一房间,那每次穿越后都要重新读取地图


1:17:08 - On the flipside, the reason why some players have the Betrayal loading lag is because that when you make a single decision, it can greatly impact the Syndicate board state and lock/introduce new members. That means the game must pre-load every single Member even if you will never see that Member in that map.
另一方面,背叛大师会卡的原因是,你的每一个选择会对背叛大师的整体产生影响,所以游戏需要事先载入所有成员,即使你在地图中没遇到某些成员


1:19:10 - HDD load times will be reduced for PC players as soon as they bring the same technology they used to reduce the PS4 HDD loading times. Not 100% sure when they'll do this, but it'll be sometime soon.
之后GGG会降低PC端机械硬盘的游戏读取加载时间,用的是在PS4上的技术。不是100%确定会用PS4上的技术


1:20:42 - In 3.7.0, the recipe unlock requiring a specific Tier 3 Incursion Room will now unlock at either Tier 1, 2, or 3 of that room instead.
3.7里,一些需要3级神庙房间才能解锁的工艺,现在1、2、3级房间都可以


1:22:23 - The damage bonus on 2Handers is now 60% across all bases. Previously it was ~40% give or take some percentages based on weapon type.
现在所有基底的双手武器伤害加成现在为60%。
在以前,是根据不同基底,约有最高40%的提升


1:25:20 - They will address porcupines at a later date (may not be in 3.7.0) in response to the Immortal Call changes. With that being said, they want that enemy to be feared again, and not something just nullified because of CWDT+IC
因为不朽的改动,所以在以后也会修改针背巨兽(死后放刺),可能不是在3.7。
还有,开发团队认为受伤施放+不朽让太多怪物无用武之地,所以砍了不朽的物免


1:26:05 - Part of the theme in 3.7.0 is that early-game monsters being scary again. Hailrake, Fire Fury, Brutus, Rhoa charges, etc. will fuck you up.
3.7一部分內容是让西拉克、监狱长、恐喙鸟等早期怪物有机会把你干翻


1:26:40 - The life of Rare (yellow) monsters have been doubled in 3.7.0 in addition to nerfing the Life Regeneration and Shielding on them, otherwise they would be unkillable. Also, Magic (blue) monsters have also had their life pool increased
稀有怪物的生命被翻倍,但生命回复和护盾会减少,不然它们可能杀不死。
魔法怪物血量也会被增加


1:28:37 - No additional Private League modifiers have been made yet. Been too busy lately
私享服的新词缀还没做,太忙没时间


1:29:10 - He expects there will be a crapload of build diversity due to the amount of Melee buffs in this patch. Of course though, over time some players will gravitate to the FOTM. You can't stop that no matter how perfect your balancing is.
因为3.7对近战的修改和增强,可能会更多花样的build出现,但一段时间后,总有玩家会倾向于版本技能( 不确定FOTM怎么翻译)。
但是无论怎么平衡,你都无法阻止他们。


1:30:46 - They've taken steps to make on-death effects more avoidable, and there may not be big changes in 3.7.0 but they're aware of the issue
GGG会采取措施使怪物的死亡效果更容易避免,3.7.0可能没有大的变化,但是他们知道这个问题


1:31:22 - The Fortify support gem now had a higher More Damage multiplier, in addition to having a bunch of new nodes on the Tree if you wish to invest into the defensive mechanics of it. It'll be in your 6-Link setup in your main skill linkage now for many builds
护体有更高的伤害加成,还有一些新天赋点让你可以提升护体的防御效果。
护体可能会是许多build里6连的必备辅助


1:34:01 - The Necromantic Aegis keystone has been moved to a different part of the Tree.
灵能神盾被移动到其它位置,没有删除


1:36:55 - There are specific things about the UI that they will change to represent better information for the player. Much like the Rage bar moving to the Mana globe. If something needs to be better told to players (ie. how many Endurance/Frenzy/Power Charges you have), they'll change it
UI界面做了一些调整,可以更好的反馈信息给玩家,比如怒气值移动到魔力值上方


1:38:20 - Tormented Spirit AI and the Coward's Trial will be improving sometime soon.
罪魂的AI和 懦者的试验 地图很快会改善


1:40:08 - As the game gets more and more content over time, players will be slightly getting less and less farther in the game under a new League if comparing equal amounts of time. By increasing player agency in 3.8.0's system change, this will also address this at the same time (killing two birds with one stone). These changes are still in development, but it will not be something like removing older League content but rather, changing how and when you see that League content.
随着时间的推移,游戏内容越来越多,同比来看,玩家在某种赛季内容上花的时间越来越少。
通过在3.8中增加玩家代理,将同时解决这个问题(一举两得)这些变化仍处于开发阶段
但它不会删除旧的赛季内容,而是改变你遇到某种赛季内容的方式和时机

1:42:30 - Tricking players or making them jump through hoops with XYZ League content you're forced to play is not the main way to increase player retention or make PoE played forever. Path of Exile being a good game will be the main way to increase player retention + make it played forever


1:44:15 - Stop asking for unlimited Sulphite
不会有无限油,别问了


1:45:55 - Delve's catch-up mechanic will be getting improved at a later date. He doesn't like that players have to grind very low-level Delve content for a while after beating Act 10. As for caps, typically after a League has merged they will be more open to increasing the capacity because it is no longer the main League. But while the League is active (ie. Synthesis), they want to be more strict on limiting the cap to ensure players actually interact with the League mechanic
挖矿的下挖模式以后会改善。他不喜欢玩家过完剧情时候还在低层,矿坑的各种上限会慢慢开放,之前限制上限是因为它是主要的赛季内容,限制可以让玩家更多的去尝试赛季内容。现在挖矿已经合并到核心,上限会逐步开放


1:47:20 - They can most likely increase the number of ladder spots that are shown on the PoE ladder
它们可能会影响你的天梯排行
Ps: 它们指的什么还看懂,应该是矿层深度


1:50:10 - With the recent launch in South Korea, they expect 15-20% of the international realm's playerbase to be Korean players
GGG估计开了韩国节点后,大约有15~20%的国际服玩家会转而使用韩国分流


1:53:40 - They've discussed Trading plenty of times before with the Dev Manifesto + recent Q&A... and they're still aiming to provide small improvements here and there. So far, everything they have tried (ex. Zana Marketplace to trade Maps) has failed in testing.
最近的Q&A跟开发团队会议都有討论过许多次的交易问题,开发团队仍持续改进,但到目前的尝试(例如使用札娜来当地图市场以交易地图)都未能通过测试


1:56:10 - PC and Console versions kind of have opposites in Trading. On PC, it's easy to find the exact item you're looking for, but hard to complete the trade (wait for the guy to be online, etc). Whereas on Console, it's hard to find the exact item you're looking for, but easy to complete the trade (Trade-Market system). They will never combine these two together, such that it is easy to find the item AND easy to complete the trade because that's essentially an Auto-Buyout Auction House.
PC的交易系统容易找但难完成(需要等人上线),PS4的交易系统(交易市场)难找但好完成,GGG没有两者结合的打算,因为那基本就只是个买断制的拍卖场


1:57:40 - They're aware of the recent legistration talks/changes regarding Loot Boxes in videogames and GGG has been compliant with them. With that being said, behind-the-scenes they have been looking at alternate monetization options. They thought about a Battlepass-like system (like from Fortnite) but realized there would be too many bad things due to how current PoE is set up (in regards to Challenges, MTX rewards, Supporter Packs, Mystery Boxes, etc.) that goes against-the-grain with the idea of a Battlepass.
最近游戏中开箱问题(许多国家渐渐通过游戏不能有箱子等抽奖系统的规定)GGG已经遵守了,但他们会找其他替代货币的选项,例如可能会堡垒之夜那样的战斗通行证,但有太多问题要解决


1:59:38 - With that being said, they aren't worried about the legislation because PoE's Mystery Boxes: aren't targeted towards children, aren't Pay2Win, not tradeable, the probabilities are public, they're available in the Store at a later time, etc.
GGG不担心PoE的开箱受上述的法律影响,因为箱子的奖品并不是针对儿童、不会Pay2Win(影响游戏平衡)、不能交易,箱子的几率公开


2:00:20 - If there are no unknown vendor recipes right now, they will add some in at a later date
商店配方全被发现后,才会增加更多商店配方


2:02:04 - Evaluating items and learning what items/combinations are valuable to sell is a skill, and they do not want to hold your hand to price items. Even then, without GGG interfering - it's naturally hard to price certain items in PoE because of the ever-changing meta and niche build market. One patch X item may be this price and the next League only people playing Y build will be looking for that specific combination, etc. It all funnels back into the good complexity that the game has to allow this to happen
判断掉落的物品是否有价值、是否可以出售是一种游戏技能。
GGG不会干预,也不会和玩家一起界定物品的价值。
因为由于游戏和市场的不断变化,一些物品在某个赛季中是一种价格,下个赛季可能会是另一个价格


2:03:50 - They do want to improve the basic loot table, such that you are able to still find very valuable items just by killing regular monsters. The example used was Timeworn Relics. These were not tied to the League content or a specific boss - you could just find it by killing any mob.
有想要改进掉落,这样你就能杀死普通怪物而获得高价值的物品。
比如尘封圣物厅钥匙就是一个很好的例子,钥匙掉落与怪物无关,它是随机掉落


2:04:32 - Regular monsters can now drop Horizon Orbs
普通的怪物现在会掉落平行石



本帖最后于  2019-6-4 00:44 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

173的敏感词系统特别傻逼,不修改直接发布=不给你发布,所有新编辑的内容全部变成浏览器的暂存数据,不给通过;立即修改的话,修改完第一个敏感后,系统会随机挑选另一部分内容提示敏感,反复循环。

所以,即日起,我无限期退出173论坛,不再发主题帖,不再回复留言,哪天173的论坛系统不再傻逼了我再回来
有兴趣的玩家可以关注我的B站:https://space.bilibili.com/749814/
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玛拉凯

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我觉得他的这里最重要的一点就是平行石的掉落。
之前的选项也许会影响这一部分,那一部分玩家。
但是最后这个平行石是对所有玩家有益。
https://poe.ninja/challenge/builds/char/zxc712988/Kuan_TS?i=8&search=item%3DWindripper%2CQueen-of-the-Forest%26skill%3DTornado-Shot%26sort%3Ddps
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吉尔菲

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开发团队认为军团珠宝是poe的集大成者,我觉得每个赛季开发团队都在尝试扩展poe,3.6扩展了固定词缀,3.7扩展了天赋,给已有的内容赋予新的变化。当所有固有的部分都得到翻新的时候,聚合在一起就是一个崭新的4.0。

点评

碎了是什么衣服  发表于 2022-4-18 16:39
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没人跟他反映一下搬砖配方的问题吗?

现在搬砖配方该把c和富豪换一下了
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德瑞索

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杀掉一千万不能就一亿把。。镜子镜子。。
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福尔

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圣物之盾

发表于 2019-6-3 23:37
开发团队认为军团珠宝是poe的集大成者,我觉得每个赛季开发团队都在尝试扩展poe,3.6扩展了固定词缀,3.7扩 ...

然而就目前公布的内容军团珠宝没有鸟用。
可能也就双倍格挡会被召唤系有一些需求,其他的都不好。小点什么的,也不公布,但是感觉占一个孔还是不划算
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福尔

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1:19:10 - HDD load times will be reduced for*layers as soon as they bring the same technology they used to reduce the PS4 HDD loading times. Not 100% sure when they'll do this, but it'll be sometime soon.
之后GGG会降低PC端机械硬盘的游戏读取加载时间,用的是在PS4上的技术。不是100%确定会用PS4上的技术

看到这条感觉我的2T机械盘要起飞了
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伊泽洛

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3.8会有新的系统,满足玩家要专注于某种赛季内容的想法。比如一段时间的神庙,一段时间的挖矿,一段时间的背叛
这个太棒了 早点这么干多好 强迫玩家玩所有内容真的蛮累的
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玛拉凯

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发表于 2019-6-4 03:07
1:19:10 - HDD load times will be reduced for*layers as soon as they bring the same technology they u ...

现在ssd也便宜啊,618搞一个,起飞
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德瑞索

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普通怪物掉落平行石也就开图前期有点用,到中期价值估计不会比改造高
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塑型者

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大宝剑和女王斧伤害更上一层了是么?
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德瑞索

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看样子,这游戏还能甘10年哈哈····
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感谢搬运 可是砍的太厉害了
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巨蛛之母

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发表于 2019-6-4 00:08
杀掉一千万不能就一亿把。。镜子镜子。。

别做梦了,你只能去2元店花2块钱买个小镜子
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多米诺斯

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发表于 2019-6-4 00:05
没人跟他反映一下搬砖配方的问题吗?

现在搬砖配方该把c和富豪换一下了 ...

我觉得这个配方的初衷没问题,强度较低的玩家刷低级图搬砖赚钱变强,已经能刷高级地图的玩家做别的事赚钱。
只不过多了非正常玩家搬砖这个意外因素…
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格拉维奇

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普通怪物掉落平行石这对独狼的玩家来说是个天大的好消息啊
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如果我翻译错了,我不负责的
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支持大佬 ,感谢搬运 !
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怎么没点好的BD.天天采访.爆料没实际用处啊,
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唉,没时间看,上斑太累了
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