1.3.1c Patch and Answers to Developer - 流亡黯道
By Oscar
at 2015-03-02T17:37
at 2015-03-02T17:37
Table of Contents
蔡英文第二彈
我發現我還翻不到一半 = =
不過我自己是當故事慢慢看
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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
Q41:Is there any chance we will see a linux client anytime soon?
有機會看到linux版本的客戶端嗎?
A41:Probably not in the near future, sorry.
近期大概不會,抱歉。
Q42:Will you guys be adding any other new weapons/armor types in the near
future?
近期會加入新的武器/防具類型嗎?
We will be adding more weapon and armour types over time in various
expansions.
隨著時間的進行我們會在未來的大改版加入更多武器及防具類型。
Q43:Will we see new elements? For example, Earth or Holy.
可以看到新的元素嗎?例:地屬性或聖屬性。
A43:I can't rule it out (crazy ideas are brainstormed when we're planning new
expansions) but adding whole new elements is an awful lot of work and affects
systems like resistances and existing skills.
我不敢保證不會有(瘋狂的想法總是在構想新改版時靈光一現),但是加入一個新元素對於
抗性及現有技能系統是非常浩大的工程。
Q44:What direction will you take with the game development after Act Four?
第四章完成後你們會朝哪個方向進行?
A44:More expansions. I don't yet know what the release cadence will be
(whether they're frequent small releases or less frequent larger ones), but
we'll prioritise the most-needed features and content first.
更多的改版內容。我不確定改版的節奏會如何(頻繁的小改版或者是較少次數的大改版),
但是我們會優先處理最需要的內容。
Q45:Paid leagues - Is this still something you plan to do? Is it still a few
years away?
付費聯盟 - 你們有打算做這個嗎?還需要好幾年的時間嗎?
A45:We're still keen to do this. It's something to investigate once Act Four
is out of the way.
我們很確定要做這個。第四章完成後我們會開始著手。
Q46:We will have a new currency item?
會有新的通貨嗎?
A45:Yeah, it's very likely new currency items will be introduced over time.
There are some cool ideas that we haven't used yet.
會的,隨著時間進行會有新的通貨出現,我們還有一些很酷的想法還沒使用。
Q47:Is it still going to be an act planned per year?
你們還是計畫一年出一章嗎?
A47:Full acts take a lot longer than a year to make even with our current
large team size. I doubt you'll see one per year.
即使我們有更大的團隊,完整的一章仍然要花遠超過一年。
Q48:Will the game be opened up to modding? or to player creativity in any
higher degree?
這個遊戲會開放模組嗎?或者讓自由度更高?
A48:We're very happy with the player creativity encourages by systems such as
Hideouts. It's likely that more player creativity would be in that direction
rather than direct modding. Path of Exile is designed to be an online game
rather than a modded single-player game.
我們對藏身處之類的系統來促進自由度感到很滿意。不過我們大概會朝增加更高的自由度
而不會採用模組化,流亡黯道是設計成線上遊戲而不是可模組的單機遊戲。
Q49:Are you planning on introducing the missing male/female models for their
respective classes any time?
你們有打算加入缺少的男/女模組到對應的職業嗎?(女野蠻、男貴族之類的)
A49:It's incredibly expensive (so many animations required), so if we did
this it'd have to be as a microtransaction. We don't believe there's enough
interest in alternate-sex skins to justify that microtransaction yet.
這超貴的(太多動畫了),如果我們真的做了大概會以造型的形式出現。我們雖然不覺得加
入性轉換造型會足夠有趣。
Q50:Are there any plans for competitive gameplay outside of racing and PvP?
除了競賽與競技場之外還會有其他競技內容嗎?
A50:Yes, though those ideas are early enough that there's nothing to say
about them yet. Some types of PvP that requires less up-front item investment
would be popular.
會,雖然討論這些還太早了。一些不需要投資前期物品的競技場大概會很受歡迎。
Q51:Do you have any plans to change party mechanics? (loot allocation,
monster difficulty, loot boost, etc)
有任何改變組隊系統的打算嗎?(掉寶分配、怪物難度、掉寶增加等)
A51:Any decent rebalance also includes a careful reconsideration of all of
those systems.
任何好的重新平衡包括小心審視這些系統。
Q52:Are you thinking about rising the level cap?
有考慮提升等級上限嗎?
A52:Not currently.
近期沒有。
Q53:Will you add more ways to get additional skill points or quests like
bandits to gain a charge or another additional stat?
你們會增加更多方式拿天賦點,或是像盜賊任務多拿三色球或其他效果嗎?
A53:Sure. This is an easy answer because of Act Four.
當然,有第四章所以很明顯。
Q54:Phase run. Is it coming back?
Phase run這個技能會被加回來嗎?
A54:No comment ;)
不告訴你
註:Phase run是一個被移除的技能,持續時間內會加跑速跟第一下攻擊傷害。
Q55:Will we eventually see more mechanics that promote active skill rotation
(cooldowns, charge usage, other resources, ally-based skill synergies, etc)?
我們有機會看到增加主動技能效果的機制嗎?(冷卻時間、三色球的利用、其他能量、友
軍增益等)?
A55:We're always on the lookout for alternate interesting resources to
consume when using skills.
我們一直都有在想如何在使用技能時交替消耗有趣的能量。
Q56:Will there ever be gear sets in the game?
會有套裝出現嗎?
A56:This type of "will there ever" question isn't really fair because while
we're not planning to have any at the moment, we may change our mind in the
future. Item sets have big problems that we haven't found solutions for. It's
entirely possible there will be more uniques that are themed around each
other and form kinda-sets in terms of synergy.
這種"會有XXX"的問題其實不太公平因為目前我們沒有計畫,但是未來我們可能會改變心
意。套裝有一些我們還無法解決的問題,確定的是一定會有更多的獨特物品彼此之間是有
類似套裝效果的。
Q57:Are higher level armors going to be introduced into the game? If they are
introduced into the game, does that render our current end-game 6-linked
valuables less valuable?
會有更高階的防具被加入嗎?如果加了這些是不是目前的end-game六連裝就不值了?
Q57:If new high level items were introduced they could indeed render current
end-game items less valuable (depending on their relative merits). This is
something we're very careful about. If we do introduce such items it'll be
after a lot of consideration. We'd be aiming for them to complement rather
than replace existing choices.
如果有更高階的防具加入,現有的end-game裝備的確會變得不值(根據裝備的效果),這是
我們非常在意的。如果我們真的加入了這些物品一定會再三的考慮,我們會想辦法讓他們
是補強而不是取代現有的選擇。
註:valuable同時有價錢上與裝備能力上的意思。
Q58:Do you have any plans to make characters less generic / much more
different to each other? For example, would you add class skills, make
differences in life/mana/stats per level, change base attack speed for
specific weapons, etc?
你們有打算讓角色不要這麼大眾化/彼此之間更加不同嗎?舉例來說,你們會加入職業技
能、讓不同的等級有不同的生命/魔力/狀態、改變特定武器的基底攻速之類的嗎?
A58:We constantly think of crazy ideas to achieve this kind of thing but so
far none of them have made it into a version of the game that the public has
seen. We'll see!
我們一直有在想一些瘋狂的點子去達成這種要求,但是目前沒有一個在目前的版本完成。
等著看吧!
Q59:Are there any plans to create a "customize character" option? I know we
have classes and armors, but are there any plans to create a more in-depth
character creation process? Specifically, changes to hair, body type, skin
color, default base model clothes, gender, and facial features?
有任何計畫製作一個"客製化角色"的功能嗎?我知道我們有職業與防具,但是有任何計畫
使得在創角時能有更深入的創意,具體來說就是就是改變髮型、身體素質、膚色、初始服
裝、性別、臉部特徵嗎?
A59:It's expensive and may be hard to see at the default zoom level. The
characters are generally covered in armour.
這很貴而且在一般的遊戲尺寸很難看到,因為角色都被防具包起來了。
Q60:Will the categories of this site's Game section be expanded upon?
(Database please)
官網會多出新的類別嗎?(想要資料庫)
A60:Despite this not being underway currently, I'm going to go with "Yes"
because that'd be awesome.
儘管目前沒有個打算,但是我還是要說"會"因為這樣一定很酷。
Q61:Will there be an incentive for players to do certain side areas such as
Dread Thicket, and Catacombs?
會讓驚魂樹洞及黑石陵墓有獎勵嗎?
A61:Currently the Catacombs is a better-than-average place to get Maps.
In the future we will probably make these two areas have more incentive.
Guaranteed Strongbox, maybe?
目前黑石陵墓是一個很好取得地圖的地方。未來我們也許會讓這兩個地方有更多獎勵。也
許必出保險箱?
Q62:What countries will get own language version after Russia? How far is the
german translation? Will you provide german only servers or just let us play
on the internationals with a german client?
繼俄羅斯之後還有哪些國家會有自己的語言版本?德語版的進度如何?你會提供德國服還
是讓我們用德語客戶端來玩國際服?
A62:I can announce that we have German, French and Brazilian Portuguese
translations underway as well as a few languages we can't announce yet. It's
likely that German and French will be released alongside the Act Four
expansion, and will function as alternate client languages on the existing
international servers. We are not planning to re-dub the voice acting for
those languages at this stage.
我可以確定我們有德語、法語、巴西-葡萄牙語正在進行而一些語言我們還沒辦法發布。
德語與法語很有可能跟著第四章改版內容一起發行,並且將以客戶端語言運行於現有的國
際服。目前並沒有錄製這些語言的語音的打算。
Q63:Are we going to see a Brazilian/South American gateway this year?
今年有機會看到巴西/南美洲分流嗎?
A63:Once our server host opens a data centre in South America, we'll
immediately create a gateway there. We should have our Brazilian Portuguese
translation ready by that point also.
一旦我們的伺服器廠商在南美洲建立好資料中心,我們會馬上建立遊戲分流。而且屆時也
會準備好巴西-葡萄牙語的客戶端。
Q64:What's the vision GGG have for guilds in the game? What will be the focus
of them?
What will you improve in regards to guild logs and leaders?
GGG對於公會有什麼想法?重點會擺在哪?
你們認為該怎麼改進公會頻與公會會長?
A64:We really want to improve guild functionality and are planning a bunch of
improvements to it in the future. I don't have any other news to report on it
currently.
我們很想改進公會功能且在未來會有很多改進。目前沒有更多的消息。
Q65:Will there be any guild events/challenges in the near future?
在未來會有公會活動/公會成就嗎?
A65:Possibly not in the near future, but it's something we'd really like to
introduce.
近期大概不會,但是我們會想辦法。
Q66:Are there any plans to also implement stash tab highlighting for the
Guild Stash?
有計畫讓公會倉也有搜尋功能嗎?
A66:Hmm. Good point.
恩,好主意。
Q67:Will there be an 8th forsaken master focusing solely on unlocking more
potential to skill and support gems like offering quality or extra levels for
the cost of GCP?
第八個大師會獨具解鎖技能及輔助寶石,像是提供寶石匠的稜鏡來增加品質或等級的功能
嗎?
A67:Aren't there already nine masters?
不是有九個大師嗎?
註:1.2版大師(7)+1.3版決鬥大師(1)+隱藏版釣魚大師(1)
Q68:Can you add a Leo's craftbench? Something like a dummy for fighting
against that displays the amount of damage taken?
Would you be able to create a target dummy for hideouts to practice on?
可以增加一個里歐的工匠台嗎?像是一個可以打的木頭人而且可以顯示傷害?
A68:This is frequently requested as is on our list of nice things to have for
hideouts. It's not currently started though.
這是一個常見的要求而且已經列入藏身處的必要清單,雖然還沒開始動工。
Q69:Will there be any more masters added?
會有更多的大師嗎?
A69:The new expansion doesn't contain any. I'm going to go with a "probably
yes" though regarding the future.
這次的改版不會有,但是考慮到未來我要回答"可能有"。
Q70:What do you think about a master dedicated to trading?
有考慮專門負責交易的大師嗎?
A70:We almost had a master trading system but we eventually decided it'd be
bad for the game in the form we were planning.
我們曾經有想過大師交易系統,但是最後覺得對遊戲不太好。
Q71:What guides the skill creation process?
誰負責技能創作?
A71:Rory has been writing up an excellent series of articles about this in
the news recently. They were published over the last couple of weeks - I'd
recommend checking them out)! Here are links to posts one and two.
Rory最近寫了一系列關於技能創作的文章,他們在這最近幾個禮拜被發布 - 我推薦你們
去看!
連結:
https://www.pathofexile.com/forum/view-thread/1197606
https://www.pathofexile.com/forum/view-thread/1202920
Q72:Will Blink Arrow and Mirror Arrow be changed so that they function with
wands? (Blink Shot and Mirror Shot as the rename)
閃現射擊與魅影射擊可以改成拿法杖也可以用嗎?(名子改成閃現彈和魅影彈)
A72:No. These skills were designed around the goal of being transportation
tools for bow characters.
不會。這兩個技能被設計成持弓角色的移動技。
註:Shot翻成彈,因為我想不到更好的翻法了。
Q73:In the future, will we be able to see 2-3 basic "skill" gems(not support
gems) fusing into one augmented and completely different skill not normally
found on drops or quest rewards?
在未來,有辦法看到2-3個基本"技能"寶石(非輔助寶石)合成成一個而且是完全不同於一
般掉落與認物獎勵的技能?
A73:Maybe. It's an interesting design idea which has been discussed
internally.
也許。這個有趣的想法已經在內部被討論。
Q74:How happy are you guys with the state of alternative defensive skills,
such as Frost Wall, rejuvination totem, etc? Will they be buffed if/when the
standard defensive CwDT setup (EC, IC, inc. duration) is nerfed?
Do you plan to end the IC + EC + CWDT setup with the new warcries coming out?
Will any of the new warcries potentially replace this as an answer to large
spike damage?
As someone that plays Incinerate a lot moving away from having an option to
cast something like Enduring Cry without interrupting the channel through
CwDT is impacting channeling builds, and especially Incinerate and Flame
Blast with it's ramp up time, more negatively than others. Is this something
you considered? If so do you think it's something that is acceptable or do
you have any ideas on how to give an alternative solution to the problem?
你們對於次要的防禦技能,例如冰牆、回春圖騰(原文拼錯了)的狀態滿意嗎?當標準的受
傷時施放配置(堅決戰吼、不朽戰吼、持續時間延長)被削弱之後他們會被增強嗎?
你們有計畫用新的戰吼來取代不朽+堅決+受施的組合嗎?新的戰吼有辦法取代原本的組合
去防禦瞬間大量的傷害嗎?像燒毀這種用了受施就不需要中斷施法就可以吼堅決的持續施
法型流派會影響很大,特別是燒毀與烈焰爆破需要疊傷害的時間,更是比別人劣勢,你們
有考慮到這點嗎?如果是,你們覺得這是可以接受的嗎?或者你們有其他解決方法。
We are looking at all the defensive options in our current rebalance. Trigger
gem changes aren't something we feel needs to be fully accounted for with
some equal and opposite buff. We are happy with any reduction in the utility
of trigger gems related to Enduring Cry. As it happens, Enduring Cry is being
buffed and improved, but not as a specific compensation. (Carl answered this
question assuming it is directly referring to the Warcry/trigger stuff)
我們正在檢討各種防禦機制的重新平衡,我們不覺得觸發型寶石的改動要完全解釋為平行
或反向調整。我們很滿意將觸發型寶石於堅決戰吼上的效用降低,如果這樣改的話,堅決
戰吼就會被增強與改善,但不一定是這樣具體的補償。
(Carl以這些問題是針對戰吼/觸發型物品為前提來回答。)
註:這題翻超久。
Q75:Will mines ever get some love?
地雷會受寵嗎?
A75:Yes. Not a full rework in the expansion, but there is a Unique item and
some other changes for mines coming.
會的。雖然在改版中不是重新設計,但是會有新的獨特物品與其他改動。
Q76:Can we please get some new cold skills? The last one we got was Glacial
Cascade, and it's 33% not a cold skill. A cold skill with a DoT/duration
element would be fantastic.
可以做一些新的冰系技能嗎?最新的一個是冰川之刺,但是其中33%不是冰傷。一個有持
續傷害/持續元素效果的冰系技能會很讚。
A76:Yes, there will be new cold skills. The expansion has some impressive
cold skills and in general we are looking at adding cold skills in the future.
有的,將會有新的冰系技能。大改版將會有一些令人印象深刻的冰系技能,未來我們也將
增加一些。
Q77:What are your thoughts on making more skills available at much lower
levels?
Are there any plans to have a comprehensive look at the spread of power of
active skills?
你們對於製做更多更低等就可以使用的技能有什麼看法?有任何全面檢視主動技能的計畫
嗎?
A77:We are both increasing the number of skills and changing the levels of
some skills. We are happy to say that there will be better coverage of low
level skills. We are specifically looking at some low-level gaps for some
classes and builds.
我們同時增加技能的數量且改變一些技能的等級。我們很樂意告訴大家將會有更好的低等
級寶石,同時正在關注於一些特定職業與流派的低等斷層。
Q78:Have you considered to have Enduring Cry give one charge as a base in
order to allow us to preemptively prepare ourselves even when no monsters are
around?
你們有考慮過堅決戰吼最少給一顆紅球讓我們可以在沒有怪物時依然可以先發制人?
A78:We are happy with Enduring Cry requiring monsters to be present.
我們覺得現在堅決戰吼需要怪物是很好的設定。
Q79:Are Herald of Stone and Herald of Anarchy still planned? If so, for when?
堅石之捷與混亂之捷還在計畫之中嗎?如果是,什麼時候會出來?
A79:This is something that may be explored in the future, but don't expect
anything soon.
也許以後會開發,但是近期不要太期待。
註:HoS跟HoA目前沒有官方翻譯。
Q80:Are you planning to make more non-damage skills?
有打算製作更多非傷害型的技能嗎?
A80:Yes.
有。
--
我發現我還翻不到一半 = =
不過我自己是當故事慢慢看
--
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
Q41:Is there any chance we will see a linux client anytime soon?
有機會看到linux版本的客戶端嗎?
A41:Probably not in the near future, sorry.
近期大概不會,抱歉。
Q42:Will you guys be adding any other new weapons/armor types in the near
future?
近期會加入新的武器/防具類型嗎?
We will be adding more weapon and armour types over time in various
expansions.
隨著時間的進行我們會在未來的大改版加入更多武器及防具類型。
Q43:Will we see new elements? For example, Earth or Holy.
可以看到新的元素嗎?例:地屬性或聖屬性。
A43:I can't rule it out (crazy ideas are brainstormed when we're planning new
expansions) but adding whole new elements is an awful lot of work and affects
systems like resistances and existing skills.
我不敢保證不會有(瘋狂的想法總是在構想新改版時靈光一現),但是加入一個新元素對於
抗性及現有技能系統是非常浩大的工程。
Q44:What direction will you take with the game development after Act Four?
第四章完成後你們會朝哪個方向進行?
A44:More expansions. I don't yet know what the release cadence will be
(whether they're frequent small releases or less frequent larger ones), but
we'll prioritise the most-needed features and content first.
更多的改版內容。我不確定改版的節奏會如何(頻繁的小改版或者是較少次數的大改版),
但是我們會優先處理最需要的內容。
Q45:Paid leagues - Is this still something you plan to do? Is it still a few
years away?
付費聯盟 - 你們有打算做這個嗎?還需要好幾年的時間嗎?
A45:We're still keen to do this. It's something to investigate once Act Four
is out of the way.
我們很確定要做這個。第四章完成後我們會開始著手。
Q46:We will have a new currency item?
會有新的通貨嗎?
A45:Yeah, it's very likely new currency items will be introduced over time.
There are some cool ideas that we haven't used yet.
會的,隨著時間進行會有新的通貨出現,我們還有一些很酷的想法還沒使用。
Q47:Is it still going to be an act planned per year?
你們還是計畫一年出一章嗎?
A47:Full acts take a lot longer than a year to make even with our current
large team size. I doubt you'll see one per year.
即使我們有更大的團隊,完整的一章仍然要花遠超過一年。
Q48:Will the game be opened up to modding? or to player creativity in any
higher degree?
這個遊戲會開放模組嗎?或者讓自由度更高?
A48:We're very happy with the player creativity encourages by systems such as
Hideouts. It's likely that more player creativity would be in that direction
rather than direct modding. Path of Exile is designed to be an online game
rather than a modded single-player game.
我們對藏身處之類的系統來促進自由度感到很滿意。不過我們大概會朝增加更高的自由度
而不會採用模組化,流亡黯道是設計成線上遊戲而不是可模組的單機遊戲。
Q49:Are you planning on introducing the missing male/female models for their
respective classes any time?
你們有打算加入缺少的男/女模組到對應的職業嗎?(女野蠻、男貴族之類的)
A49:It's incredibly expensive (so many animations required), so if we did
this it'd have to be as a microtransaction. We don't believe there's enough
interest in alternate-sex skins to justify that microtransaction yet.
這超貴的(太多動畫了),如果我們真的做了大概會以造型的形式出現。我們雖然不覺得加
入性轉換造型會足夠有趣。
Q50:Are there any plans for competitive gameplay outside of racing and PvP?
除了競賽與競技場之外還會有其他競技內容嗎?
A50:Yes, though those ideas are early enough that there's nothing to say
about them yet. Some types of PvP that requires less up-front item investment
would be popular.
會,雖然討論這些還太早了。一些不需要投資前期物品的競技場大概會很受歡迎。
Q51:Do you have any plans to change party mechanics? (loot allocation,
monster difficulty, loot boost, etc)
有任何改變組隊系統的打算嗎?(掉寶分配、怪物難度、掉寶增加等)
A51:Any decent rebalance also includes a careful reconsideration of all of
those systems.
任何好的重新平衡包括小心審視這些系統。
Q52:Are you thinking about rising the level cap?
有考慮提升等級上限嗎?
A52:Not currently.
近期沒有。
Q53:Will you add more ways to get additional skill points or quests like
bandits to gain a charge or another additional stat?
你們會增加更多方式拿天賦點,或是像盜賊任務多拿三色球或其他效果嗎?
A53:Sure. This is an easy answer because of Act Four.
當然,有第四章所以很明顯。
Q54:Phase run. Is it coming back?
Phase run這個技能會被加回來嗎?
A54:No comment ;)
不告訴你
註:Phase run是一個被移除的技能,持續時間內會加跑速跟第一下攻擊傷害。
Q55:Will we eventually see more mechanics that promote active skill rotation
(cooldowns, charge usage, other resources, ally-based skill synergies, etc)?
我們有機會看到增加主動技能效果的機制嗎?(冷卻時間、三色球的利用、其他能量、友
軍增益等)?
A55:We're always on the lookout for alternate interesting resources to
consume when using skills.
我們一直都有在想如何在使用技能時交替消耗有趣的能量。
Q56:Will there ever be gear sets in the game?
會有套裝出現嗎?
A56:This type of "will there ever" question isn't really fair because while
we're not planning to have any at the moment, we may change our mind in the
future. Item sets have big problems that we haven't found solutions for. It's
entirely possible there will be more uniques that are themed around each
other and form kinda-sets in terms of synergy.
這種"會有XXX"的問題其實不太公平因為目前我們沒有計畫,但是未來我們可能會改變心
意。套裝有一些我們還無法解決的問題,確定的是一定會有更多的獨特物品彼此之間是有
類似套裝效果的。
Q57:Are higher level armors going to be introduced into the game? If they are
introduced into the game, does that render our current end-game 6-linked
valuables less valuable?
會有更高階的防具被加入嗎?如果加了這些是不是目前的end-game六連裝就不值了?
Q57:If new high level items were introduced they could indeed render current
end-game items less valuable (depending on their relative merits). This is
something we're very careful about. If we do introduce such items it'll be
after a lot of consideration. We'd be aiming for them to complement rather
than replace existing choices.
如果有更高階的防具加入,現有的end-game裝備的確會變得不值(根據裝備的效果),這是
我們非常在意的。如果我們真的加入了這些物品一定會再三的考慮,我們會想辦法讓他們
是補強而不是取代現有的選擇。
註:valuable同時有價錢上與裝備能力上的意思。
Q58:Do you have any plans to make characters less generic / much more
different to each other? For example, would you add class skills, make
differences in life/mana/stats per level, change base attack speed for
specific weapons, etc?
你們有打算讓角色不要這麼大眾化/彼此之間更加不同嗎?舉例來說,你們會加入職業技
能、讓不同的等級有不同的生命/魔力/狀態、改變特定武器的基底攻速之類的嗎?
A58:We constantly think of crazy ideas to achieve this kind of thing but so
far none of them have made it into a version of the game that the public has
seen. We'll see!
我們一直有在想一些瘋狂的點子去達成這種要求,但是目前沒有一個在目前的版本完成。
等著看吧!
Q59:Are there any plans to create a "customize character" option? I know we
have classes and armors, but are there any plans to create a more in-depth
character creation process? Specifically, changes to hair, body type, skin
color, default base model clothes, gender, and facial features?
有任何計畫製作一個"客製化角色"的功能嗎?我知道我們有職業與防具,但是有任何計畫
使得在創角時能有更深入的創意,具體來說就是就是改變髮型、身體素質、膚色、初始服
裝、性別、臉部特徵嗎?
A59:It's expensive and may be hard to see at the default zoom level. The
characters are generally covered in armour.
這很貴而且在一般的遊戲尺寸很難看到,因為角色都被防具包起來了。
Q60:Will the categories of this site's Game section be expanded upon?
(Database please)
官網會多出新的類別嗎?(想要資料庫)
A60:Despite this not being underway currently, I'm going to go with "Yes"
because that'd be awesome.
儘管目前沒有個打算,但是我還是要說"會"因為這樣一定很酷。
Q61:Will there be an incentive for players to do certain side areas such as
Dread Thicket, and Catacombs?
會讓驚魂樹洞及黑石陵墓有獎勵嗎?
A61:Currently the Catacombs is a better-than-average place to get Maps.
In the future we will probably make these two areas have more incentive.
Guaranteed Strongbox, maybe?
目前黑石陵墓是一個很好取得地圖的地方。未來我們也許會讓這兩個地方有更多獎勵。也
許必出保險箱?
Q62:What countries will get own language version after Russia? How far is the
german translation? Will you provide german only servers or just let us play
on the internationals with a german client?
繼俄羅斯之後還有哪些國家會有自己的語言版本?德語版的進度如何?你會提供德國服還
是讓我們用德語客戶端來玩國際服?
A62:I can announce that we have German, French and Brazilian Portuguese
translations underway as well as a few languages we can't announce yet. It's
likely that German and French will be released alongside the Act Four
expansion, and will function as alternate client languages on the existing
international servers. We are not planning to re-dub the voice acting for
those languages at this stage.
我可以確定我們有德語、法語、巴西-葡萄牙語正在進行而一些語言我們還沒辦法發布。
德語與法語很有可能跟著第四章改版內容一起發行,並且將以客戶端語言運行於現有的國
際服。目前並沒有錄製這些語言的語音的打算。
Q63:Are we going to see a Brazilian/South American gateway this year?
今年有機會看到巴西/南美洲分流嗎?
A63:Once our server host opens a data centre in South America, we'll
immediately create a gateway there. We should have our Brazilian Portuguese
translation ready by that point also.
一旦我們的伺服器廠商在南美洲建立好資料中心,我們會馬上建立遊戲分流。而且屆時也
會準備好巴西-葡萄牙語的客戶端。
Q64:What's the vision GGG have for guilds in the game? What will be the focus
of them?
What will you improve in regards to guild logs and leaders?
GGG對於公會有什麼想法?重點會擺在哪?
你們認為該怎麼改進公會頻與公會會長?
A64:We really want to improve guild functionality and are planning a bunch of
improvements to it in the future. I don't have any other news to report on it
currently.
我們很想改進公會功能且在未來會有很多改進。目前沒有更多的消息。
Q65:Will there be any guild events/challenges in the near future?
在未來會有公會活動/公會成就嗎?
A65:Possibly not in the near future, but it's something we'd really like to
introduce.
近期大概不會,但是我們會想辦法。
Q66:Are there any plans to also implement stash tab highlighting for the
Guild Stash?
有計畫讓公會倉也有搜尋功能嗎?
A66:Hmm. Good point.
恩,好主意。
Q67:Will there be an 8th forsaken master focusing solely on unlocking more
potential to skill and support gems like offering quality or extra levels for
the cost of GCP?
第八個大師會獨具解鎖技能及輔助寶石,像是提供寶石匠的稜鏡來增加品質或等級的功能
嗎?
A67:Aren't there already nine masters?
不是有九個大師嗎?
註:1.2版大師(7)+1.3版決鬥大師(1)+隱藏版釣魚大師(1)
Q68:Can you add a Leo's craftbench? Something like a dummy for fighting
against that displays the amount of damage taken?
Would you be able to create a target dummy for hideouts to practice on?
可以增加一個里歐的工匠台嗎?像是一個可以打的木頭人而且可以顯示傷害?
A68:This is frequently requested as is on our list of nice things to have for
hideouts. It's not currently started though.
這是一個常見的要求而且已經列入藏身處的必要清單,雖然還沒開始動工。
Q69:Will there be any more masters added?
會有更多的大師嗎?
A69:The new expansion doesn't contain any. I'm going to go with a "probably
yes" though regarding the future.
這次的改版不會有,但是考慮到未來我要回答"可能有"。
Q70:What do you think about a master dedicated to trading?
有考慮專門負責交易的大師嗎?
A70:We almost had a master trading system but we eventually decided it'd be
bad for the game in the form we were planning.
我們曾經有想過大師交易系統,但是最後覺得對遊戲不太好。
Q71:What guides the skill creation process?
誰負責技能創作?
A71:Rory has been writing up an excellent series of articles about this in
the news recently. They were published over the last couple of weeks - I'd
recommend checking them out)! Here are links to posts one and two.
Rory最近寫了一系列關於技能創作的文章,他們在這最近幾個禮拜被發布 - 我推薦你們
去看!
連結:
https://www.pathofexile.com/forum/view-thread/1197606
https://www.pathofexile.com/forum/view-thread/1202920
Q72:Will Blink Arrow and Mirror Arrow be changed so that they function with
wands? (Blink Shot and Mirror Shot as the rename)
閃現射擊與魅影射擊可以改成拿法杖也可以用嗎?(名子改成閃現彈和魅影彈)
A72:No. These skills were designed around the goal of being transportation
tools for bow characters.
不會。這兩個技能被設計成持弓角色的移動技。
註:Shot翻成彈,因為我想不到更好的翻法了。
Q73:In the future, will we be able to see 2-3 basic "skill" gems(not support
gems) fusing into one augmented and completely different skill not normally
found on drops or quest rewards?
在未來,有辦法看到2-3個基本"技能"寶石(非輔助寶石)合成成一個而且是完全不同於一
般掉落與認物獎勵的技能?
A73:Maybe. It's an interesting design idea which has been discussed
internally.
也許。這個有趣的想法已經在內部被討論。
Q74:How happy are you guys with the state of alternative defensive skills,
such as Frost Wall, rejuvination totem, etc? Will they be buffed if/when the
standard defensive CwDT setup (EC, IC, inc. duration) is nerfed?
Do you plan to end the IC + EC + CWDT setup with the new warcries coming out?
Will any of the new warcries potentially replace this as an answer to large
spike damage?
As someone that plays Incinerate a lot moving away from having an option to
cast something like Enduring Cry without interrupting the channel through
CwDT is impacting channeling builds, and especially Incinerate and Flame
Blast with it's ramp up time, more negatively than others. Is this something
you considered? If so do you think it's something that is acceptable or do
you have any ideas on how to give an alternative solution to the problem?
你們對於次要的防禦技能,例如冰牆、回春圖騰(原文拼錯了)的狀態滿意嗎?當標準的受
傷時施放配置(堅決戰吼、不朽戰吼、持續時間延長)被削弱之後他們會被增強嗎?
你們有計畫用新的戰吼來取代不朽+堅決+受施的組合嗎?新的戰吼有辦法取代原本的組合
去防禦瞬間大量的傷害嗎?像燒毀這種用了受施就不需要中斷施法就可以吼堅決的持續施
法型流派會影響很大,特別是燒毀與烈焰爆破需要疊傷害的時間,更是比別人劣勢,你們
有考慮到這點嗎?如果是,你們覺得這是可以接受的嗎?或者你們有其他解決方法。
We are looking at all the defensive options in our current rebalance. Trigger
gem changes aren't something we feel needs to be fully accounted for with
some equal and opposite buff. We are happy with any reduction in the utility
of trigger gems related to Enduring Cry. As it happens, Enduring Cry is being
buffed and improved, but not as a specific compensation. (Carl answered this
question assuming it is directly referring to the Warcry/trigger stuff)
我們正在檢討各種防禦機制的重新平衡,我們不覺得觸發型寶石的改動要完全解釋為平行
或反向調整。我們很滿意將觸發型寶石於堅決戰吼上的效用降低,如果這樣改的話,堅決
戰吼就會被增強與改善,但不一定是這樣具體的補償。
(Carl以這些問題是針對戰吼/觸發型物品為前提來回答。)
註:這題翻超久。
Q75:Will mines ever get some love?
地雷會受寵嗎?
A75:Yes. Not a full rework in the expansion, but there is a Unique item and
some other changes for mines coming.
會的。雖然在改版中不是重新設計,但是會有新的獨特物品與其他改動。
Q76:Can we please get some new cold skills? The last one we got was Glacial
Cascade, and it's 33% not a cold skill. A cold skill with a DoT/duration
element would be fantastic.
可以做一些新的冰系技能嗎?最新的一個是冰川之刺,但是其中33%不是冰傷。一個有持
續傷害/持續元素效果的冰系技能會很讚。
A76:Yes, there will be new cold skills. The expansion has some impressive
cold skills and in general we are looking at adding cold skills in the future.
有的,將會有新的冰系技能。大改版將會有一些令人印象深刻的冰系技能,未來我們也將
增加一些。
Q77:What are your thoughts on making more skills available at much lower
levels?
Are there any plans to have a comprehensive look at the spread of power of
active skills?
你們對於製做更多更低等就可以使用的技能有什麼看法?有任何全面檢視主動技能的計畫
嗎?
A77:We are both increasing the number of skills and changing the levels of
some skills. We are happy to say that there will be better coverage of low
level skills. We are specifically looking at some low-level gaps for some
classes and builds.
我們同時增加技能的數量且改變一些技能的等級。我們很樂意告訴大家將會有更好的低等
級寶石,同時正在關注於一些特定職業與流派的低等斷層。
Q78:Have you considered to have Enduring Cry give one charge as a base in
order to allow us to preemptively prepare ourselves even when no monsters are
around?
你們有考慮過堅決戰吼最少給一顆紅球讓我們可以在沒有怪物時依然可以先發制人?
A78:We are happy with Enduring Cry requiring monsters to be present.
我們覺得現在堅決戰吼需要怪物是很好的設定。
Q79:Are Herald of Stone and Herald of Anarchy still planned? If so, for when?
堅石之捷與混亂之捷還在計畫之中嗎?如果是,什麼時候會出來?
A79:This is something that may be explored in the future, but don't expect
anything soon.
也許以後會開發,但是近期不要太期待。
註:HoS跟HoA目前沒有官方翻譯。
Q80:Are you planning to make more non-damage skills?
有打算製作更多非傷害型的技能嗎?
A80:Yes.
有。
--
Tags:
PoE
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at 2015-03-02T12:57
at 2015-03-02T12:57
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at 2015-03-02T08:54
at 2015-03-02T08:54
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at 2015-03-01T22:21
at 2015-03-01T22:21
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at 2015-03-01T18:07
at 2015-03-01T18:07
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By Carolina Franco
at 2015-03-01T16:58
at 2015-03-01T16:58