[閒聊] Legion patch 7.1 developer Q&A
https://www.twitch.tv/warcraft/v/94901992
https://www.twitch.tv/warcraft/v/94908250
不到24小時前的World of Warcraft Game Director Ion Hazzikostas接受的訪談
片長0.5+1小時,請斟酌是否要看完
卡幹已經把這個位置傳功給Ion
覺得幹你阿傑很膩的人可以考慮換個目標
Ion君先前比較引人注意的言論包含對6.2菊戒共CD的回應
Ion君似乎也有人稱他Watcher(以下以Watcher稱之)
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http://blizzardwatch.com/2016/10/14/legion-patch-7-1-developer-qa-liveblog/
文字稿
請原諒小弟現在身為anti-BZ廚 + 英文破爛 + 看完後又翻了幾段Q&A
暫時沒力氣核對文字稿有沒有缺漏
edit:聽完其中一小時的影片內容,文字稿基本上跟Wathcher原意一樣,且修正
其中較口語的用詞,未添加有任何評論意味的詞彙,Watcher發言時也是
很專業的說出身為Director所知道的內容,這點須予以肯定。
另聽說NGA已有翻譯,本篇有翻的部分還請多多包涵內容
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節錄與翻譯
Q: Can you comment on the state of Fury? Single target damage doesn’t
justify taking 30% more damage.
你(Watcher)可以評論Furry War現狀嗎? (狂戰的)單體傷害不符合多吃30%傷害
A: Fury single target damage will be buffed, and the damage-taken will
be reduced to 20% from 30%. The extra damage taken can be frustrating,
it’s out of your control, but inevitably you’re going to die from
some spike of damage you might not have otherwise died from. Patch 7.1
will apply a band-aid, but in longer term, there may be some redesign
to that berserker fantasy.
Furry war單體傷害會被buff,承受傷害會從30%減為20%。額外的承受傷害是令人
沮喪的,你無法控制它,但是除了某些瞬間大量傷害(some spike of damage)你
不會死掉。
按:灰字我沒翻
按:反正spike damage打下來你本來就會死了,也許furry war玩家要覺得有賺到
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Q: What are your plans for legendaries for people who haven’t gotten
one or one notably subpar for their class?
你(Watcher)對於那些還沒有撿到菊裝或撿到該職業比較爛的菊裝的人有甚麼計畫嗎
A: If you haven’t gotten one, keep playing.It’ll happen.If you haven
’t gotten the one you want, keep playing, and you’ll get more
eventually. Ion believes players underestimate the legendaries which
provide utility — legendaries which give you additional survival can
still help you live through burst damage in mythics, or might open
strategic options in raids. That said, Ion admits some legendaries aren
’t quite as good as they’d hoped. In those cases, where a legendary
is objectively bad, they’re going to buff or redesign them. A tank
Demon Hunter legendary which increases DPS against high-health targets
might receive a buff where the chestpiece also gives the Demon Hunter
lifesteal.
如果你還沒撿到,繼續玩。它會發生(撿到菊裝)。如果你還沒有撿到你想要的那件,
繼續玩,你最後會撿到的。
按:灰字我沒翻,血管壁破了一些
按:農
農農
農農農
隨著時間過去你總有一天會拿到你想要的
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Q: How does the bad luck protection for legendaries work? I feel like
the system is time-based only. Are there other considerations?
傳奇裝備防衰仔機制怎麼運作的?我覺得這系統以時間為基礎(應該是說時間長短要素)
有考量其他要素嗎?
A: There’s no time component to it. It is mostly random. If you log
off for a month, you aren’t more or less likely to get a legendary
when you come back. There was a brief bug that allowed some players to
get multiple legendaries more quickly, but in most cases, it’s based
on luck. Ion jokes they should have put in “good luck” protection to
eliminate cases where players have gotten so lucky they got three
legendaries in one day. That’s the nature of random. In a random
landscape, you will get players who get very lucky — it’s not a big,
it’s just how it works.
沒有時間要素。它就只是隨機。如果你登出一個月後再上線,你撿到傳奇的機率也
不會變。的確曾經有bug讓玩家可以快速地取得多個傳奇裝備,但大部分的案例,
是看運氣。Watcher開玩笑說他們應該要增加防"好運"機制來終結玩家運氣好到一
天撿三件傳奇裝的案例。那就是RNG的本質。以隨機的角度來看,你會看到很幸運
的玩家-但那沒甚麼,RNG就是如此運作,啾咪~>_Ob
按:原文it's not a big, 應該漏了一個字,60%是deal,30%是problem,剩下我不知道
按:那個玩笑真的滿幽默的,捧場乾笑兩聲好了 呵呵
按:啾咪是我加的,應該很符合Watcher的想法才對,雖然我是anti-BZ廚
http://i.imgur.com/mt6F1j2.gif
不知道用文字表達想要請Watcher吃大便會不會被水桶
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※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 114.36.17.168
※ 文章網址: https://www.ptt.cc/bbs/WOW/M.1476539863.A.523.html
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Watcher在關於菊裝的RNG要素的問答中有這麼一段
Legendaries are complementary to Artifacts. While you’re always making
constant progress with your artifact through Artifact Power,
legendaries fill the role of a rare item which will cause excitement.
Ion says he himself does not have a legendary yet.
傳奇裝備跟神器是互補的。當你持續在你的神器的神器拋瓦有所進展時,傳奇
裝扮填補與扮演了”引起興奮”的角色。Watcher說他還沒有撿到菊裝。
好棒棒!!
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※ 編輯: magicken (114.36.17.168), 10/15/2016 22:07:24
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前一次編輯該段Q&A的A的前半段
Legendaries are fundamentally RNG. Philosophy: Should there be powerful
random elements? Or should everything be linear and skill-based? If
these items were just on a vendor where you had to progress toward it,
it would seem like a huge grind — you’d be relieved when you got
there rather than happy or excited.
菊裝基本上就是RNG。哲學提問:是否應存在很強力的隨機要素?或是否應該所有東
西都是線性的和以技巧為基底的?如果你可以朝著這些裝備(items)慢慢有進展並
從商人購買,這過程看起來就只是很努力地農(a huge grind)-當你達到目標你會
感到”解脫”而不是高興或興奮。
...Watcher看起來很重視RNG帶來的”興奮”感呢
修正前一次編輯添加內容的語順。
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還有 37 則推文
還有 4 段內文
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補前半段影片連結
edit:聽完其中一小時的影片內容,文字稿基本上跟Wathcher原意一樣,且修正
其中較口語的用詞,未添加有任何評論意味的詞彙,Watcher發言時也是
很專業的說出身為Director所知道的內容,這點須予以肯定。
我竟然聽了一小時 壞掉了
※ 編輯: magicken (114.36.17.168), 10/16/2016 02:43:16
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Q: Any chance of reducing crafting material requirements?
有沒有機會降低製造業的(材料)需求
A: Also on their radar. They want to see how the Blood of Sargeras
trader plays out in patch 7.1. The trader might result in tons of
materials flooding the market, driving down the price of materials for
potions and flasks for raids. They do, however, want the process to be
more involved than it was in Warlords — getting potions and flasks was
far too easy in Warlords. Part of the demand being so high in Legion is
because Warlords drove players to abandon the professions which would
have provided those materials. The problem may end up fixing itself as
players adjust to Legion, but they are still keeping an eye on it.
已列入觀察。(200菁英)想要知道薩格拉斯之血npc在7.1的表現。這npc可能會導致
原物料在市場氾濫,使raid所需的精煉、藥水的材料價格下降。相較於WoD,(200
菁英)他們想要這些東西(消耗品、製造消耗品)與遊戲有更多互動(be involved
in)-在WoD要取得藥水與精煉實在太簡單。另外導致Legion對這些物資需求如此高
的原因也包含WoD使玩家放棄採集專業。如果玩家能針對Legion做出調整,這問題
可能會自動消失(end up fixing itself),不過(200菁英)他們有在觀察這個問題
。
按:根據有聽到的影片片段,Watcher有提到關於這部分他們的確還在做測試與調整
,玩家準備這些消耗品不應該像WoD那樣幾乎不用當一回事,但像Legion初期這麼
痛苦也不對,若7.1這些血販(?)的影響力無法達到他們想要的結果,還會再做調整
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※ 編輯: magicken (114.36.17.168), 10/16/2016 16:12:28
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討論串 (同標題文章)
完整討論串 (本文為第 1 之 10 篇):