1.3.1c Patch and Answers to Developer - 流亡黯道
By Susan
at 2015-02-27T22:10
at 2015-02-27T22:10
Table of Contents
蔡逼八試著翻譯
翻得很爛 請各位大大幫忙修正
英文程度太爛翻很慢 先翻前40題
--
原文:http://www.pathofexile.com/forum/view-thread/1207788
1.3.1c Patch and Answers to Developer Q&A
1.3.1c 更新及製作者問與答
We've deployed Patch 1.3.1c, which improves client performance, fixes a bug
and introduces two new microtransactions: Eagle Claw Wand Skin and the Ghost
Flicker Strike Skill Effect. Today's news post also includes the answers to
questions from the Developeract Q&A earlier this week.
我們已經發布了1.3.1c版本的更新,改進了客戶端的效能,修正了一個錯誤並且新增了兩
個新的造型:鷹爪法杖與魅影閃現打擊。這個新聞同時也包含了上個禮拜的製作者問與答
的答案。
備註:這兩個新造型我不知道有沒有官方翻譯。
Q1:What was the initial motivation to create what we now know as Path of
Exile? I assume you didn't just wake up one day and say "You know, I think
I'll make a video game."
製作出現在我們所知的流亡黯道的最初動機是什麼?我猜你並不只是某天醒來就說"你知
道嗎,我想做一個電動遊戲"
A1:We kinda did. "It can't be that hard!"
我們當時真的這麼想。"應該很簡單吧!"
Q2:Do you have any advice for aspiring game developers?
對於有理想的遊戲製作者你有任何建議嗎?
A2:Create and maintain a portfolio of hobby projects. Almost every developer
we've hired has such a portfolio. They really set you apart from other
candidates.
創造且維護一個屬於你興趣的作品集。幾乎所有我們雇用的製作者都有這麼樣的一個作品
集,這些作品集使得你與其他應徵的人有所區別。
Q3:What are your short term plans for expansion of GGG, in terms of employees
or possibly new locations?
有任何擴展GGG,像是雇用更多員工或是新據點的計畫嗎?
A3:We've expanded up to 57 staff at our office and are hopefully moving to a
larger office location in the next couple of months!
我們已經擴展到了57位員工並且有希望在幾個月內移到更大的辦公室。
Q4:Chris, is there anything in the game that you feel doesn't work as
intended/as expected? In a general sense do you feel like you could have done
a bit better in a certain area and intend to work on it?
Chris,有任何東西運作起來跟原本想的不一樣?你覺得在哪些項目你應該可以做得更好
且會想努力去做的?
A4:I don't like the lock-in that occurs when you want to to swap a rare item
you're using for better one that has worse sockets (which require a heap of
work to roll first). Over time we've been gradually making this easier, but
it's still not there yet.
我不喜歡當你想換一件黃裝時卻因為顏色不好而要花一大堆功夫先去洗色。我們正想辦法
改善,但還不理想。
Q5:Which developer has the highest level character?
哪一位製作者擁有最高的角色等級?
A5:Mark Roberts. I suspect he doesn't sleep.
Mark Roberts。他都不睡覺的。
Q6:If you could change one thing about PoE instantly (and with no work!),
what would it be and why?
如果你可以輕易的改變PoE裡的一件事,你想要改什麼?為什麼?
A6:There's a slew of netcode improvements that are taking a lot of work.
Making them take no work would be a great fantasy.
大量的網路架構改進工程會花很多時間,讓他們變得很輕易應該很爽。
Q7:Have you been happy with the quality of uniques released in the last 6
months?
你對於這六個月新增的新獨特裝備滿意嗎?
A7:We always seek to improve what we do, so we look at all our past work
quite critically. We have recently put a lot of focus on our unique design -
you'll see these new ones in the expansion. This doesn't mean we think the
past ones are bad, but we want the entire roster of upcoming uniques to be
excellent.
我們一直都想改進我們做的,所以我們嚴格的審視以前的設計。我們最近花了很多心思在
獨特裝備設計 - 你可以在大改版後看到他們。這不代表我們覺得舊橘裝很爛,但是我們
想讓接下來的新橘裝都很好用。
Q8:How large is your balance team, what are their main tasks and how is the
company lead satisfied with their work?
負責平衡的團隊有多少人?他們的主要工作是什麼?公司滿意他們的工作嗎?
A8:The balance team is Carl, Rory, Mark, Nick, Nikolaj and Dan. Their
responsibilities range from pure design to general content creation to pure
numeric balance. I'm really happy with how they're going. I supervise their
work but rarely have to suggest improvements. The balance team get a hard
time from players (everyone believes they're an armchair game balance
expert), but it's incredibly hard work with very high-stakes decisions.
平衡小組有Carl, Rory, Mark, Nick, Nikolaj 和 Dan。他們負責的範圍從一般內容的設
計到數值的平衡都有。我很滿意他們,我監督了他們的工作卻很少需要給他們改善的建議
。玩家對平衡小組來說是很辛苦的,因為玩家們都覺得自己才是平衡專家,但是其實平衡
這件事是非常謹慎且重大的決定。
Q9:Can you please edit the animated logo you use in trailers occasionally to
work as a loading screen? The gears would try to turn and stutter, and once
you approached fully loaded would grind faster and faster, eventually coming
apart. It would really improve the wait.
可以把預告用的logo(三個齒輪轉動的那個)放到登入畫面嗎?齒輪一開始卡卡的,當載入
好的時候會轉的越來越快,最後爆開。這讓等待載入比較有趣。
A9:That'd look cool, but we're careful not to make the loading time longer by
adding pretty things to the loading screen :-)
看起來蠻酷的,但是我們會避免因為加入太漂亮的畫面導致載入時間變得更長。
Q10:Are there any plans to add cut-scenes to the game?
有任何加入過場動畫的計畫嗎?
A10:Not currently. They're expensive and we have other improvements/content
to spend money on.
應該不會,很貴,錢要花在刀口上。
Q11:Are there any unknown recipes still?
有任何未知的配方嗎?
A11:There are definitely unknown things that the community haven't worked out
yet.
絕對有大家還沒察覺到的東西存在。
Q12:Is it still GGG's policy to let the community discover unknown recipes
and will you ever provide hints for things that go undiscovered after a
certain length of time?
讓玩家們自行發現未知配方是GGG的策略嗎?太久沒被發現你會給提示嗎?
A12:Yes, it is our policy for the community to discover recipes. We have
hinted at some stuff in the past, but try to avoid doing so.
是的,這是我們的策略。我們以前有提示了一些,但是盡量會避免。
Q13:What's the ETA on the pole decoration for the hideouts and will it be
available while the leagues are still running?
在聯盟還未結束前,什麼時候會開放藏身處的極地裝飾?
A13:It's going to be ready quite soon. The art side may be ready this week
and the code side is probably going to be complete the week after GDC. I'm
sorry it has taken so long to get in!
很快就會開放,美術部分這個禮拜就會做好,程式部分大概會在遊戲開發者大會後完成。
我很抱歉花這麼多時間。
Q14:Do you have any intention of revamping the forum in the near future?
未來有任何整治論壇的打算嗎?
A14:I certainly feel the forum could be improved a lot. It's not scheduled
for the very near future, but I'd love to see improvements.
目前論壇有很多改進空間,目前還沒有計畫,但是我想看到一些改進。
Q15:What does "hearing a sound in the distance" do?
"你聽到遠方傳來一陣聲響"是什麼意思?
A15:It does what it's intended to.
字面上的意思。
備註:這是一個彩蛋?放4張圖進製圖機並啟動,一般會顯示"啟動失敗。",重複做幾次會
出現"啟動失敗,你聽到遠方傳來一陣聲響。"的特殊提示。像這樣
:http://i.imgur.com/Kd9yPHj.png
Q16:Do you have any plans to publicly address/discuss the growing cheating
problem in various forms?(RMT, illegal macros, etc)
對於日益增長的作弊問題,你們有任何解決方法嗎?(現金交易、非法巨集等)
A16:While we haven't been posting stats on the number of players banned, we
have been taking a very aggressive stance towards banning players for running
cheating software. It has made a big impact (not only by banning the cheaters
but by discouraging other people from starting to cheat).
雖然我們並沒有公開被停權的玩家人數,但是用很嚴格的方式對於使用作弊程式的玩家進
行停權。這很有用(不只是對於停權的作弊者更是剛開始作弊的玩家)。
Q17:About a month ago, players who had cheating software on their computer
were issued a "final warning." Have any bans been issued yet for players that
continue to cheat?
一個月前有許多在電腦裝有作弊軟體的玩家被下了最後通牒,有任何玩家再繼續作弊之後
被停權嗎?
A17:Yes, many.
是的,很多。
Q18:When will you provide another passive reset for players?
什麼時候才會有天賦重置?
A18:With the release of the next expansion.
下一個大改版。
Q19:Will the next full respec also give a free respec for bandit rewards?
下次大改版也會提供盜賊獎勵重置嗎?
A19:Probably not. This may change though.
應該不會,到時候可能改變。
Q20:Why didn't you alter the 2D art for Agnerods slightly?
為什麼不做雷霆聖杖的特殊造型?
A20:When they constructed Vinctar Square, the four rods were cast from the
same mold.
當初建造維塔神聖廣場時,這四根柱子都是同一個雛形。
Q21:Right now (and for a long time) the only way to efficiently farm
sacrifice fragments is spamming instances. Is this intended? If not, do you
plan on changing this?
一直以來,農紅門碎片唯一有效率的方法就是重複的刷,這是原本的設計嗎?如果不是,
你有打算要改變嗎?
A21:It's not intended and will probably be changed at some stage.
這不是原本的設計,將會分階段來改變。
Q22:Will there be a POE-o-pedia in game with definitions and knowledge?
會有遊戲內的官方資料庫嗎?
A22:Probably not in-game, but the PoE wiki is really well maintained and has
a lot of information.
不會有遊戲內的,而且PoE wiki運作的很好,內容也很豐富。
Q23:Do you think there is room for mercs/companions in PoE?
還會有傭兵/夥伴的空間嗎?
A23:Yes, eventually.
會,總有一天。
Q24:Are you doing anything to address the public stigma of this being a
"one-button game"?
有任何洗刷"一鍵遊戲"的汙名嗎?
A24:The stigma is a marketing issue, but our stats show a really pleasing
diversity of skills used. It's apparent when it takes me half an hour to work
out how a Build of the Week character is even controlled :P
這個汙名是行銷上的問題,但是目前技能的使用是非常多樣化的。很顯然我每周花一個半
小時選擇Build of the Week的角色是值得的。
Q25:Any plans to increase drop rate of unique items in general?
有任何增加獨特物品掉落率的計畫?
A25:As we add more, we've historically drifted the overall drop rate up.
They're in a pretty good place at the moment.
當我們增加了更多橘裝,其實我們已經把掉落率調高。目前他們運作的不錯。
Q26:Any plans on releasing new totem related uniques?
有任何圖騰流的新獨特裝備的計畫嗎?
A26:Not in the immediate short term, but its always something we seek to
support.
不在最近,但是我們一直都有在想。
Q27:Can you guys give us a picture of how the hirings are going?
透露一些徵才的計畫吧?
A27:We've filled our current offices, and are generally happy with the
current team size. Once we have some more room we'll continue slowly
expanding so that we can create upcoming content more quickly.
目前我們滿員了,團隊的大小適中。如果我們有空缺我們會持續且緩慢的擴展使得我們能
更快的推出新內容。
Q28:Are there any plans for Path of Exile 2? If so, is it already in progress?
有任何關於流亡黯道2的計畫嗎?如果有,已經在製作中了嗎?
A28:We have no other games in progress at the moment. There are many years of
Path of Exile expansions lined up. With the growing success of each one,
there's no need to release any other games for quite some time.
我們沒有其他遊戲的計畫。已經排定很多改版計畫,而且一個一個慢慢的完成,目前沒有
發行其他遊戲的需要。
Q29:Why is it so hard to craft a 6 link body gear in game?
為什麼衣服這麼難六連?
A29:It's an end-game goal. There has to be something hard to aim for! There
are plenty of good builds that work with four or five-link items.
六連是end-game的目標,當然必須很難達成!很多好的流派只需要四連或五連。
Q30:You guys at GGG have any plans of adding "hideout blueprints" as in some
way for the players to save the hideout's layout? And have you ever thought
about making them tradeable?
你們有任何"藏身處藍圖"提供玩家將藏身處存檔的計畫嗎?有想過讓這些藍圖可以交易呢
?
A30:This is a cool idea that has been discussed a lot but it currently hasn't
been implemented.
這是一個很酷的想法但是目前無法被實行。
Q31:How do you feel about the current balance for the low-end currency
recipes that require the player to collect large numbers of fragments (e.g.
10 magic items) or 40% total quality to create basic currency items?
你們對於低等通貨需要蒐集大量碎片或湊40%品質換基本通貨的通貨平衡有什麼看法?
A31:They're being reviewed for the expansion, but we're generally happy with
how they work currently.
他們會在大改版被檢視,但是我們目前很滿意這種平衡。
Q32:Do you have any plans or ideas for revamping/fine-tuning the general mob
AI?
有任何改進目前的怪物AI的計畫嗎?
A32:Yes, it's undergoing constant iteration. The new expansion has lots of
small tweaks so far.
是的,這已經是正在進行的內容。目前確定大改版會有很多小修正。
Q33:Is there any leeway to allow for longer instance timers?
有任何方法讓副本的存在時間更長嗎?
A33:Over time, yes. We have tech coming in the future that may allow
instances to stay dormant for a lot longer.
延遲時間,有的。未來有新技術讓閒置的副本存在的更久
Q34:What's GGG's stance on updating the game's voice acting?
GGG對於更新遊戲語音的看法是什麼?
A34:We update the voice acting as the text changes or as new text is needed.
It's sometimes batched up until the next time we have the particular voice
actor in the studio.
當我們有台詞需要更改或者有新台詞時我們會更新遊戲語音,但是要等下一次有聲優錄音
時才會整批更動。
Q35:Will we ever see the high-res versions of the 2D unique item art in some
sort of in-game gallery?
我們將來可以在遊戲內的相簿看的到高解析版的獨特物品的2D造型嗎?
A35:We generally don't have high-res versions of item artwork. It's really
expensive to make stuff larger than it needs to be made.
我們目前沒有高解析版的物品造型,做出比原本需求還大的東西是很貴的。
Q36:Do you actually read all the questions that are asked on this thread?
你們真的有看過所有帖子上的問題嗎?
A36:Yeah, once again we underestimated the enthusiasm of our community ;)
當然,又一次我們低估了玩家們的熱情。
Q37:You guys do very well with randomized levels which is great. Do you plan
on working on more set-piece level design in which the levels / environments
are dynamic in some significant way (as opposed to randomized static
environments)?
你們在隨機的圖層做得很好。你們有打算做更多主題式圖層使得貼圖/環境有特別的變化(
與靜態的隨機環境相反)?
A37:Set-piece levels can be expensive to construct and aren't very re-usable.
Having said that, there's definitely a place for them and you'll occasionally
notice cool set-pieces in future content.
主題式圖層做起來非常貴而且不能重複使用,但是在未來的內容絕對會有而且你會常常發
現。
備註:其實我不知道set-piece level是什麼意思,大概是每一種地形都有自己的貼圖,而
不是用兼用卡。
Q38:During the development of PoE, have you ever considered porting your game
over to the consoles?
在製作PoE的時候,你有想過移植到家用主機上嗎?
A38:There are various challenges related to controls and user interface.
會有非常多的挑戰,跟遊戲控制還有使用者介面有關。
Q39:Without compromising my sources, I have heard rumours that daily fishing
limits will be imposed because of the increased number of fishing spots. Can
you confirm or deny this?
根據無法確認的消息來源,我聽說每日釣魚限制會因為釣魚點增加而被改變。你能確認或
者否認這件事?
A39:Your sources are already dead.
你的消息來源應該掛了。
Q40:Will there be a up-to-date list of unique items so its easier (for noobs)
to theorycraft new builds?
會有最新的獨特物品列表讓(新手)構想新流派更容易嗎?
A40:The wiki has a good list, but we're considering adding them to our site
once discovered by the public.
wiki就是個很好的列表,但是我會考慮把他們加進官方網站讓他們更容易被找到。
--
翻得很爛 請各位大大幫忙修正
英文程度太爛翻很慢 先翻前40題
--
原文:http://www.pathofexile.com/forum/view-thread/1207788
1.3.1c Patch and Answers to Developer Q&A
1.3.1c 更新及製作者問與答
We've deployed Patch 1.3.1c, which improves client performance, fixes a bug
and introduces two new microtransactions: Eagle Claw Wand Skin and the Ghost
Flicker Strike Skill Effect. Today's news post also includes the answers to
questions from the Developeract Q&A earlier this week.
我們已經發布了1.3.1c版本的更新,改進了客戶端的效能,修正了一個錯誤並且新增了兩
個新的造型:鷹爪法杖與魅影閃現打擊。這個新聞同時也包含了上個禮拜的製作者問與答
的答案。
備註:這兩個新造型我不知道有沒有官方翻譯。
Q1:What was the initial motivation to create what we now know as Path of
Exile? I assume you didn't just wake up one day and say "You know, I think
I'll make a video game."
製作出現在我們所知的流亡黯道的最初動機是什麼?我猜你並不只是某天醒來就說"你知
道嗎,我想做一個電動遊戲"
A1:We kinda did. "It can't be that hard!"
我們當時真的這麼想。"應該很簡單吧!"
Q2:Do you have any advice for aspiring game developers?
對於有理想的遊戲製作者你有任何建議嗎?
A2:Create and maintain a portfolio of hobby projects. Almost every developer
we've hired has such a portfolio. They really set you apart from other
candidates.
創造且維護一個屬於你興趣的作品集。幾乎所有我們雇用的製作者都有這麼樣的一個作品
集,這些作品集使得你與其他應徵的人有所區別。
Q3:What are your short term plans for expansion of GGG, in terms of employees
or possibly new locations?
有任何擴展GGG,像是雇用更多員工或是新據點的計畫嗎?
A3:We've expanded up to 57 staff at our office and are hopefully moving to a
larger office location in the next couple of months!
我們已經擴展到了57位員工並且有希望在幾個月內移到更大的辦公室。
Q4:Chris, is there anything in the game that you feel doesn't work as
intended/as expected? In a general sense do you feel like you could have done
a bit better in a certain area and intend to work on it?
Chris,有任何東西運作起來跟原本想的不一樣?你覺得在哪些項目你應該可以做得更好
且會想努力去做的?
A4:I don't like the lock-in that occurs when you want to to swap a rare item
you're using for better one that has worse sockets (which require a heap of
work to roll first). Over time we've been gradually making this easier, but
it's still not there yet.
我不喜歡當你想換一件黃裝時卻因為顏色不好而要花一大堆功夫先去洗色。我們正想辦法
改善,但還不理想。
Q5:Which developer has the highest level character?
哪一位製作者擁有最高的角色等級?
A5:Mark Roberts. I suspect he doesn't sleep.
Mark Roberts。他都不睡覺的。
Q6:If you could change one thing about PoE instantly (and with no work!),
what would it be and why?
如果你可以輕易的改變PoE裡的一件事,你想要改什麼?為什麼?
A6:There's a slew of netcode improvements that are taking a lot of work.
Making them take no work would be a great fantasy.
大量的網路架構改進工程會花很多時間,讓他們變得很輕易應該很爽。
Q7:Have you been happy with the quality of uniques released in the last 6
months?
你對於這六個月新增的新獨特裝備滿意嗎?
A7:We always seek to improve what we do, so we look at all our past work
quite critically. We have recently put a lot of focus on our unique design -
you'll see these new ones in the expansion. This doesn't mean we think the
past ones are bad, but we want the entire roster of upcoming uniques to be
excellent.
我們一直都想改進我們做的,所以我們嚴格的審視以前的設計。我們最近花了很多心思在
獨特裝備設計 - 你可以在大改版後看到他們。這不代表我們覺得舊橘裝很爛,但是我們
想讓接下來的新橘裝都很好用。
Q8:How large is your balance team, what are their main tasks and how is the
company lead satisfied with their work?
負責平衡的團隊有多少人?他們的主要工作是什麼?公司滿意他們的工作嗎?
A8:The balance team is Carl, Rory, Mark, Nick, Nikolaj and Dan. Their
responsibilities range from pure design to general content creation to pure
numeric balance. I'm really happy with how they're going. I supervise their
work but rarely have to suggest improvements. The balance team get a hard
time from players (everyone believes they're an armchair game balance
expert), but it's incredibly hard work with very high-stakes decisions.
平衡小組有Carl, Rory, Mark, Nick, Nikolaj 和 Dan。他們負責的範圍從一般內容的設
計到數值的平衡都有。我很滿意他們,我監督了他們的工作卻很少需要給他們改善的建議
。玩家對平衡小組來說是很辛苦的,因為玩家們都覺得自己才是平衡專家,但是其實平衡
這件事是非常謹慎且重大的決定。
Q9:Can you please edit the animated logo you use in trailers occasionally to
work as a loading screen? The gears would try to turn and stutter, and once
you approached fully loaded would grind faster and faster, eventually coming
apart. It would really improve the wait.
可以把預告用的logo(三個齒輪轉動的那個)放到登入畫面嗎?齒輪一開始卡卡的,當載入
好的時候會轉的越來越快,最後爆開。這讓等待載入比較有趣。
A9:That'd look cool, but we're careful not to make the loading time longer by
adding pretty things to the loading screen :-)
看起來蠻酷的,但是我們會避免因為加入太漂亮的畫面導致載入時間變得更長。
Q10:Are there any plans to add cut-scenes to the game?
有任何加入過場動畫的計畫嗎?
A10:Not currently. They're expensive and we have other improvements/content
to spend money on.
應該不會,很貴,錢要花在刀口上。
Q11:Are there any unknown recipes still?
有任何未知的配方嗎?
A11:There are definitely unknown things that the community haven't worked out
yet.
絕對有大家還沒察覺到的東西存在。
Q12:Is it still GGG's policy to let the community discover unknown recipes
and will you ever provide hints for things that go undiscovered after a
certain length of time?
讓玩家們自行發現未知配方是GGG的策略嗎?太久沒被發現你會給提示嗎?
A12:Yes, it is our policy for the community to discover recipes. We have
hinted at some stuff in the past, but try to avoid doing so.
是的,這是我們的策略。我們以前有提示了一些,但是盡量會避免。
Q13:What's the ETA on the pole decoration for the hideouts and will it be
available while the leagues are still running?
在聯盟還未結束前,什麼時候會開放藏身處的極地裝飾?
A13:It's going to be ready quite soon. The art side may be ready this week
and the code side is probably going to be complete the week after GDC. I'm
sorry it has taken so long to get in!
很快就會開放,美術部分這個禮拜就會做好,程式部分大概會在遊戲開發者大會後完成。
我很抱歉花這麼多時間。
Q14:Do you have any intention of revamping the forum in the near future?
未來有任何整治論壇的打算嗎?
A14:I certainly feel the forum could be improved a lot. It's not scheduled
for the very near future, but I'd love to see improvements.
目前論壇有很多改進空間,目前還沒有計畫,但是我想看到一些改進。
Q15:What does "hearing a sound in the distance" do?
"你聽到遠方傳來一陣聲響"是什麼意思?
A15:It does what it's intended to.
字面上的意思。
備註:這是一個彩蛋?放4張圖進製圖機並啟動,一般會顯示"啟動失敗。",重複做幾次會
出現"啟動失敗,你聽到遠方傳來一陣聲響。"的特殊提示。像這樣
:http://i.imgur.com/Kd9yPHj.png
Q16:Do you have any plans to publicly address/discuss the growing cheating
problem in various forms?(RMT, illegal macros, etc)
對於日益增長的作弊問題,你們有任何解決方法嗎?(現金交易、非法巨集等)
A16:While we haven't been posting stats on the number of players banned, we
have been taking a very aggressive stance towards banning players for running
cheating software. It has made a big impact (not only by banning the cheaters
but by discouraging other people from starting to cheat).
雖然我們並沒有公開被停權的玩家人數,但是用很嚴格的方式對於使用作弊程式的玩家進
行停權。這很有用(不只是對於停權的作弊者更是剛開始作弊的玩家)。
Q17:About a month ago, players who had cheating software on their computer
were issued a "final warning." Have any bans been issued yet for players that
continue to cheat?
一個月前有許多在電腦裝有作弊軟體的玩家被下了最後通牒,有任何玩家再繼續作弊之後
被停權嗎?
A17:Yes, many.
是的,很多。
Q18:When will you provide another passive reset for players?
什麼時候才會有天賦重置?
A18:With the release of the next expansion.
下一個大改版。
Q19:Will the next full respec also give a free respec for bandit rewards?
下次大改版也會提供盜賊獎勵重置嗎?
A19:Probably not. This may change though.
應該不會,到時候可能改變。
Q20:Why didn't you alter the 2D art for Agnerods slightly?
為什麼不做雷霆聖杖的特殊造型?
A20:When they constructed Vinctar Square, the four rods were cast from the
same mold.
當初建造維塔神聖廣場時,這四根柱子都是同一個雛形。
Q21:Right now (and for a long time) the only way to efficiently farm
sacrifice fragments is spamming instances. Is this intended? If not, do you
plan on changing this?
一直以來,農紅門碎片唯一有效率的方法就是重複的刷,這是原本的設計嗎?如果不是,
你有打算要改變嗎?
A21:It's not intended and will probably be changed at some stage.
這不是原本的設計,將會分階段來改變。
Q22:Will there be a POE-o-pedia in game with definitions and knowledge?
會有遊戲內的官方資料庫嗎?
A22:Probably not in-game, but the PoE wiki is really well maintained and has
a lot of information.
不會有遊戲內的,而且PoE wiki運作的很好,內容也很豐富。
Q23:Do you think there is room for mercs/companions in PoE?
還會有傭兵/夥伴的空間嗎?
A23:Yes, eventually.
會,總有一天。
Q24:Are you doing anything to address the public stigma of this being a
"one-button game"?
有任何洗刷"一鍵遊戲"的汙名嗎?
A24:The stigma is a marketing issue, but our stats show a really pleasing
diversity of skills used. It's apparent when it takes me half an hour to work
out how a Build of the Week character is even controlled :P
這個汙名是行銷上的問題,但是目前技能的使用是非常多樣化的。很顯然我每周花一個半
小時選擇Build of the Week的角色是值得的。
Q25:Any plans to increase drop rate of unique items in general?
有任何增加獨特物品掉落率的計畫?
A25:As we add more, we've historically drifted the overall drop rate up.
They're in a pretty good place at the moment.
當我們增加了更多橘裝,其實我們已經把掉落率調高。目前他們運作的不錯。
Q26:Any plans on releasing new totem related uniques?
有任何圖騰流的新獨特裝備的計畫嗎?
A26:Not in the immediate short term, but its always something we seek to
support.
不在最近,但是我們一直都有在想。
Q27:Can you guys give us a picture of how the hirings are going?
透露一些徵才的計畫吧?
A27:We've filled our current offices, and are generally happy with the
current team size. Once we have some more room we'll continue slowly
expanding so that we can create upcoming content more quickly.
目前我們滿員了,團隊的大小適中。如果我們有空缺我們會持續且緩慢的擴展使得我們能
更快的推出新內容。
Q28:Are there any plans for Path of Exile 2? If so, is it already in progress?
有任何關於流亡黯道2的計畫嗎?如果有,已經在製作中了嗎?
A28:We have no other games in progress at the moment. There are many years of
Path of Exile expansions lined up. With the growing success of each one,
there's no need to release any other games for quite some time.
我們沒有其他遊戲的計畫。已經排定很多改版計畫,而且一個一個慢慢的完成,目前沒有
發行其他遊戲的需要。
Q29:Why is it so hard to craft a 6 link body gear in game?
為什麼衣服這麼難六連?
A29:It's an end-game goal. There has to be something hard to aim for! There
are plenty of good builds that work with four or five-link items.
六連是end-game的目標,當然必須很難達成!很多好的流派只需要四連或五連。
Q30:You guys at GGG have any plans of adding "hideout blueprints" as in some
way for the players to save the hideout's layout? And have you ever thought
about making them tradeable?
你們有任何"藏身處藍圖"提供玩家將藏身處存檔的計畫嗎?有想過讓這些藍圖可以交易呢
?
A30:This is a cool idea that has been discussed a lot but it currently hasn't
been implemented.
這是一個很酷的想法但是目前無法被實行。
Q31:How do you feel about the current balance for the low-end currency
recipes that require the player to collect large numbers of fragments (e.g.
10 magic items) or 40% total quality to create basic currency items?
你們對於低等通貨需要蒐集大量碎片或湊40%品質換基本通貨的通貨平衡有什麼看法?
A31:They're being reviewed for the expansion, but we're generally happy with
how they work currently.
他們會在大改版被檢視,但是我們目前很滿意這種平衡。
Q32:Do you have any plans or ideas for revamping/fine-tuning the general mob
AI?
有任何改進目前的怪物AI的計畫嗎?
A32:Yes, it's undergoing constant iteration. The new expansion has lots of
small tweaks so far.
是的,這已經是正在進行的內容。目前確定大改版會有很多小修正。
Q33:Is there any leeway to allow for longer instance timers?
有任何方法讓副本的存在時間更長嗎?
A33:Over time, yes. We have tech coming in the future that may allow
instances to stay dormant for a lot longer.
延遲時間,有的。未來有新技術讓閒置的副本存在的更久
Q34:What's GGG's stance on updating the game's voice acting?
GGG對於更新遊戲語音的看法是什麼?
A34:We update the voice acting as the text changes or as new text is needed.
It's sometimes batched up until the next time we have the particular voice
actor in the studio.
當我們有台詞需要更改或者有新台詞時我們會更新遊戲語音,但是要等下一次有聲優錄音
時才會整批更動。
Q35:Will we ever see the high-res versions of the 2D unique item art in some
sort of in-game gallery?
我們將來可以在遊戲內的相簿看的到高解析版的獨特物品的2D造型嗎?
A35:We generally don't have high-res versions of item artwork. It's really
expensive to make stuff larger than it needs to be made.
我們目前沒有高解析版的物品造型,做出比原本需求還大的東西是很貴的。
Q36:Do you actually read all the questions that are asked on this thread?
你們真的有看過所有帖子上的問題嗎?
A36:Yeah, once again we underestimated the enthusiasm of our community ;)
當然,又一次我們低估了玩家們的熱情。
Q37:You guys do very well with randomized levels which is great. Do you plan
on working on more set-piece level design in which the levels / environments
are dynamic in some significant way (as opposed to randomized static
environments)?
你們在隨機的圖層做得很好。你們有打算做更多主題式圖層使得貼圖/環境有特別的變化(
與靜態的隨機環境相反)?
A37:Set-piece levels can be expensive to construct and aren't very re-usable.
Having said that, there's definitely a place for them and you'll occasionally
notice cool set-pieces in future content.
主題式圖層做起來非常貴而且不能重複使用,但是在未來的內容絕對會有而且你會常常發
現。
備註:其實我不知道set-piece level是什麼意思,大概是每一種地形都有自己的貼圖,而
不是用兼用卡。
Q38:During the development of PoE, have you ever considered porting your game
over to the consoles?
在製作PoE的時候,你有想過移植到家用主機上嗎?
A38:There are various challenges related to controls and user interface.
會有非常多的挑戰,跟遊戲控制還有使用者介面有關。
Q39:Without compromising my sources, I have heard rumours that daily fishing
limits will be imposed because of the increased number of fishing spots. Can
you confirm or deny this?
根據無法確認的消息來源,我聽說每日釣魚限制會因為釣魚點增加而被改變。你能確認或
者否認這件事?
A39:Your sources are already dead.
你的消息來源應該掛了。
Q40:Will there be a up-to-date list of unique items so its easier (for noobs)
to theorycraft new builds?
會有最新的獨特物品列表讓(新手)構想新流派更容易嗎?
A40:The wiki has a good list, but we're considering adding them to our site
once discovered by the public.
wiki就是個很好的列表,但是我會考慮把他們加進官方網站讓他們更容易被找到。
--
Tags:
PoE
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