1.3.1c Patch and Answers to Developer - 流亡黯道
By Kelly
at 2015-03-04T13:03
at 2015-03-04T13:03
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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
Q81:Will we see some kind of revamp/update of old mechanics like vaal skills and nemesis mods?
會對舊的機制像是瓦爾技能及精英怪特殊詞綴做修補及更新嗎?
A81:Aside from general rebalance, not in the short term. They were popular features, so they may well be revisited in the future.
這是在例行重新平衡之外的事,也不是近期內會著手。他們曾經是熱門的內容,也許未來有一天會被重新檢視。
Q82:Do you have any plans for adding shape-shifting skills?
有考慮加入變形技能?(德魯伊?)
A82:This is requested so frequently! The biggest impediment is that we'd need to animate all of the game's skills for the shapeshifted form as well.
這常常被請求!最大的障礙在於我們必須製做出對應變形的所有技能動畫。
Q83:Are there plans for new keystones or will most new mechanics be on unique items?
有任何新的核心天賦的計畫,或者獨特物品上的新機制嗎?
A83:We don't currently have any new Keystones in the expansion, but there are certainly some new progression features. Unique Items get to do some very special things, and we are working hard on some very interesting uniques that are in the pipeline.
目前我們沒有打算在改版內加入新的核心天賦,但是這的確是我們的新計畫。獨特物品應該要有特色,而我們正在依序著手一些有趣的獨特物品。
Q84:Could you talk about the process behind deciding what gets made a keystone and what gets puts on a unique?
你可以說一下如何決定製做核心天賦與將這些天賦上到獨特物品上的過程嗎?
A84:Keystones need to be a lot broader to be added to the game.
核心天賦必須更廣泛的加入遊戲中。
Q85:Are you planning to make Grace/Determination to have 40% mana reservation like vitality?
你們有打算把優雅/堅定變成像活力一樣只有40%魔力保留嗎?
A85:No.
沒有。
Q86:Can we ever expect to see vaal skills revamped and make less cumbersome and mostly ignored?
我們應該期待瓦爾技能被補強,讓他們不顯得累綴與被忽略?
A86:Yes.
是的。
Q87:Are there any new and interesting Vaal skills in the works?
有任何新奇有趣的瓦爾技能正在被製做嗎?
A87:The next expansion introduces a decent pile of new skills, including at least one new Vaal skill. The new one I'm thinking of has an interesting twist to it.
新改版將會開放一些不錯的新技能,其中包括最少一個新的瓦爾技能。新的那一個會蠻有趣的。
Q88:Any chance to see some love for people who mainly play summoner?
召喚師會被重視嗎?
A88:Yes.
會的。
Q89:Are you happy with the current state of elemental damage and resistance? Right now, resistance feel like an unnecessary gear check. Without 75% resistance you are very likely to get oneshotted. This becomes worse when you face unevadeable attacks like Arc. I for one feel like it is just annoying to find equipment, just to see no resistance on it, and basically trash it.
你們對於元素傷與抗性的現況滿意嗎?抗性似乎是多餘的裝檢項目,沒有75%抗性幾乎都被秒殺,遇到不能閃避的攻擊,例如電弧,情況會更糟。至少我覺得找裝備很煩,沒抗性的裝備幾乎就是垃圾。
A89:This is an intentional design choice. Setting up the right resistances is an important part of gearing up for higher difficulties.
這是一個全面性的設計方向,建立足夠的抗性在前進更高難度上是很重要的一部分。
Q90:Will you take a balancing look at Devourers with such a change? (Suggestion would be to change how they spawn in addition to slightly reduce their physical damage. Basically force them to spawn around you at range when they emerge allowing the player to choose engagement style.)
你們有打算對鑽地蟲做改動嗎?(建議修改他們怎麼出現或者降低他們的物理傷害。基本上讓他們不要這麼貼近玩家好讓玩家決定要怎麼迎戰。)
A90:We are looking at the pack sizes of Devourers, and various other balance related to them. We do still want Devourers to be a very scary encounter.
我們想要調整鑽地蟲的怪物群大小,以及很多的平衡。但是我們還是想要讓鑽地蟲聞風喪膽。
Q91:Various skill-specific balance questions (for example: Will Elemental Hit be buffed? Will Frenzy be buffed? Will there be major rebalancing of old items? Any plans to change the way animate guardian works? Are there any more nerfs coming to crit? Are you planning to balance the damage of the shield chargers , rhoas and remove the one shot mechanics (by reducing the damage) such the touch of god and vaal smash from the game. Any changes for making Armor-based chars more useful or in line with
evasion/dodge/acro chars? Will increased spell/attack damage ever be a viable option for +crit? Can you buff solo XP gain? 6-man public Ledge/Fellshrine/Docks runs are so much more effective now. How do you guys feel about the interaction between frost wall and kinetic blast?
很多特定技能的平衡問題(例:元素打擊會被強化嗎?狂怒會被強化嗎?舊物品會被重新平衡嗎?幻化守衛有打算改動嗎?暴擊還會被削弱嗎?你們有打算平衡盾衝守衛、衝鋒鳥及移除神主鐵拳和瓦爾大槌等秒殺機制(藉由降低傷害)嗎?有想要讓護甲型角色更有用或者至少跟閃避/躲避流角色齊頭嗎?增加法傷/物傷有辦法取代增加暴擊嗎?可以增加單人經驗值獲得嗎?六人農海崖/墮道遺跡/海港的效率好太多了。你們覺得冰牆+力量爆破的組合怎麼樣?
A91:As part of the preparation for the next expansion we are looking at all the existing game elements and their balance. This is a long process, and needs to take into account all the new game elements being added also. These skills, items and systems will be examined as part of this process.
在下一個改版我們正準備對所有遊戲要素做平衡。這是一個大工程,同時要考慮新加入的遊戲要素。這些技能、物品與系統將會慢慢的被檢查。
Q92:It takes the most dedicated players about 2 months to reach 100, are you happy with this balance?
專精玩家只需要兩個月就能100等,你們滿意這樣的平衡嗎?
A92:With two months, yes, but our players are starting to get a lot faster than that. During the introduction of the next large block of content (and appropriate relevelling), we are looking at the progression and experience on the path to 100 and working out where it should sit for the next challenge leagues.
兩個月還可以,但是很多玩家比這個還快。隨著即將出現的新挑戰內容(以及適當的重新升級),我們正在檢視升級到100等的過程與經驗,正努力讓他可以出現在挑戰聯盟。
Q93:Do you have any thoughts about having specific areas that have an increased chance of finding specific things?
你們對於特定地區會增加特定物品掉落率的看法為何?
A93:We have experimented a little with specific drops, such as with Atziri and some chests. While this does have a place in the game, the more universal anything-can-drop system does suit Path of Exile. While we may use specific drop tables for rare situations, it won't be common.
我們實驗過一些限定物品掉落,像是女王裝或是一些上衣。雖然的確有限定物品掉落,但是任何地方都打得到的掉落系統更適合流亡黯道。雖然我們有可能在特殊情況使用限定物品掉落,但那不會很常見。
Q94:Do you have any ideas for gem sinks? I'd like a recipe that adds quality (like any leveled gem + 20 lvl 1's = +1Q on lvld gem).
有想過寶石回收嗎?我想要可以增加品質的配方(任何有等級的寶石+20顆1等=將寶石加一品質)
A94:We like gems to be easily available. We wouldn't want to add a recipe that might make us regret how easy it is to get gems.
我們想讓寶石很好取得,我們不想加入一個會讓我們後悔寶石很好取得的配方。
Q95:Will we be seeing a nerf for any bow skills before 1.4 launches?
會在1.4版本發布之前將任何弓技能削弱嗎?
A95:We are not planning on deploying major balance changes prior to the next expansion.
我們不打算在下一個改版之前發布任何主要平衡。
Q96:Do you have plans on adding/improving ways to progress your character over a longer period of time?
你們有打算加入/改進長時間讓角色成長的方法嗎?
A96:Always! We are very pleased with how thoroughly our players have explored and taken to Path of Exile. We are very gratified by the amount of time players choose to spend on the game, and want to reward our most enthusiastic players with as many interesting things to do and find for a long time to come.
一直都有!我們對於玩家如此徹底的探索與投入流亡黯道感到滿意。我們一直以來都非常滿意玩家投入遊戲,且想要在未來提供很多有趣的東西來獎勵那些最熱情的玩家。
Q97:What are your thoughts on the current state of the death penalty?
對於目前死亡懲罰的看法?
A97:We are happy with the death penalty in its current form.
我們覺得現在這種設定很好。
Q98:Could we get a STR/DEX variant on Staves?
會有力量/敏捷版本的權杖嗎?
A98:A lot of the game design is focussed on the rule of three, and using the three attributes as the basis of core game elements. The weapons are associated with specific attributes, and it is a core game system that isn't changed lightly. While staff fighting in real life involves real strength and dexterity, there is a strong association in fantasy with staffs and magic.
很多遊戲設計遵循著三個規則,然後用三個屬性來當遊戲核心元素。武器顯然與這些屬性有關,這些核心系統不會被輕易改變。雖然現實上權杖的打鬥是需要力量與敏捷的,但是在故事中權杖與長杖與魔法有著密切關係。
Q99:Are you planning to make balance changes to crit?
有打算對暴擊做修正?
A99:It is highly likely! Critical strikes are a big part of the game, and are usually looked at keenly as part of the game balance.
非常有可能!暴擊占了遊戲很大一部分,且在遊戲平衡中是很敏感的一環。
Q100:For the sake of reducing the necessity of BIS uniques, can we finally make equivalent nodes of every unique on the tree?
為了把最佳部位裝備獨特物品的必要性降低,終於可以在天賦樹上找到這些獨特裝備的相等天賦了嗎?
A100:Not all unique features are appropriate in the tree. In fact, uniques are a great place to put specialised game elements we would never put in the tree. If a unique becomes best in its slot, then that is a balance issue. We do have detailed statistics on unique item usage. While some are more prevalent than might be ideal, none of them are currently dominantly used.
不是所有的獨特裝備特效都適合放在天賦樹上。事實上,獨特物品上比較適合出現那些永遠不會在天賦樹上的特殊遊戲要素。如果一個獨特裝備成為最佳部位裝備,這就是一個平衡問題。我們對於獨特物品的使用有非常詳細的統計。雖然有些過於流行,但是目前沒有一件裝備是有壓倒性使用率的。
Q101:What's the state of trading improvements? Are they gonna be ready for expansion release?
改進交易的狀況如何?會在改版時上線嗎?
A101:I don't have anything to announce about trading improvements at this stage.
目前無可奉告。
Q102:Do you have any plans in the works to deal with malicious traders, who do things like price fix or scam?
你們有打算要對付那些偷改價錢或騙東西的惡劣商人嗎?
A102:Players are allowed to set their own trade prices. If players use the trade screen and check trades carefully before accepting them, then they shouldn't be scammed.
I understand that there's a bit of an anti-scammer movement and that our policies of preventing witch-hunts are criticised. The issue is that the fine line between ruthless traders and scammers is often blurred by people who feel bad about a trade they just willingly performed. Labelling the other person as a scammer and ruining their reputation isn't a great solution.
We really want to encourage people to trade carefully and to take responsibility for their own trades. Having said that, we've banned (and will continue to ban) many people for impersonation and other malicious trading habits.
玩家有權利議價。如果玩家在接受交易之前有小心檢查交易視窗,那就不該被騙。我能了解有些殺雞儆猴反奸商的行為被批評。無情的商人(價格很硬)與騙子之間的區隔通常因為那都是心甘情願的交易而被模糊,將某些人貼上騙子的標籤並且敗壞他們的聲譽不是辦法。
我們想要鼓勵玩家小心交易並且對自己的交易行為負責。話是這麼說,我們還是封鎖了(持續封鎖中)很多企圖及涉及惡劣交易的玩家。
Q103:Are you making a new game engine, or are you reworking the existing one?
你們要做新的遊戲引擎,還是重製現有的?
A103:We're making extensive improvements to the current engine. You'll see some of these in the expansion.
我們正大幅度的改善目前的引擎。你們將會在改版看到某些改變。
Q104:Are there gonna be any synchronization improvements in the/prior to act 4 expansion?
Will the desync issue ever be dealt with or improved?
在第四章/之前會有任何同步性的進步嗎?
錯位問題會被處理或改進嗎?
A104:Yes.
會的。
Q105:Will anything be done about the very frequent raining map crashes for players on laptops?
在筆電上下雨地圖經常性當機的問題會被改善嗎?
A105:Crashes are reported to us and we fix them as aggressively as we can.
當機問題已經被回報而我們盡可能的修正。
Q106:Will we see improvements or support for the client based Twitch features?
客戶端連結實況的功能會被改善嗎?
A106:Yes, there are numerous changes we want to make over time there. They're not currently high priority improvements though.
是的。已經打算有很多改動項目,雖然目前不是優先項目。
Q107:Can we expect "%username join a channel" spam fixed for ingame Twitch chat?
我們可以期待遊戲內Twitch聊天室"XXX加入聊天室"的洗頻問題被改進嗎?
A107:Yeah, I believe that one is a high priority one.
是的,我相信那是優先項目。
Q108:Will you make the UI more customizable? For example, being able to move where debuffs are shown on the screen.
你們打算讓遊戲介面更加客製化嗎?舉例來說,讓減益效果可以顯示在螢幕其他地方。
A108:It's not really designed for that. Traditionally MMORPGs allow user interface customisation and Action RPGs don't.
當初並沒有為此設計。傳統的大型多人角色扮演遊戲允許遊戲介面客製化但是動作角色扮演並沒有。
Q109:Currently, the game limits to 32 sounds. When can I expect an improvement for the amount of sounds that the game outputs simultaneously? Do you have enough resources to switch to another audio engine?
目前遊戲最高只到32個音效。我什麼時候可以期待遊戲同時輸出更多音效?你們有足夠的資源換掉音效引擎嗎?
A109:It is discussed internally but we don't have a solution yet. This is honestly not the highest priority QOL issue for us.
這個問題在內部被討論過不過目前還沒有解決方法。這實在不是最高優先的人性化優化問題。
Q110:Could we also pls get some kind of visual indication for Corrupted Blood rares (like ele/phys reflect have)?
可以拜託做出精英怪腐化之血的可視跡象嗎(像元反/物反那樣)?
A110:This is a good suggestion - I'll make sure the rest of the team sees it.
這是個好提議 - 我會讓其他團隊看見。
Q111:Can we have an option to pan the camera or have a "smart" camera?
可以改變視角或是"智能"視角嗎?
A111:The game is designed around the camera working how it currently does.
這個遊戲就是被設計成用現在這種視角來玩。
Q112:Have you considered adding an option to see our own health/es as bars hovering over our character?
你們曾經考慮過在角色頭上顯示生命/能量護盾的選項嗎?
A112:I personally managed to miss this as being a QOL request from players. I'll talk to the team. Can someone please PM me to explain the reasoning behind it. Thanks.
我個人設法捨棄這個人性化優化要求,我會跟團隊討論。有人可以私訊解釋原理給我聽嗎?感謝。
註:這題非常看不懂。
Q113:Will we ever be able to see players names on map?
可以在小地圖上看到玩家名稱嗎?
A113:I'd like to see this also.
我想想看到這個。
Q114:Will there finally be an option for remove-only tabs to delete all items in them?
終於有辦法把一次刪除掉只限移除倉庫頁裡的東西了嗎?
A114:This sounds good at first glance but is a very dangerous feature. We don't support any form of restoring from player mistakes, so if a player misclicks and destroys all their items, our customer support department wouldn't be able to help them out.
這一開始看起來不錯但是這是很危險的功能。我們並不提供回復玩家自行造成的錯誤,所以當玩家誤觸而摧毀了他們的物品,我們的客服沒辦法幫助他們。
Q115:Are there any plans for updating the friends list? For example, having a last log in date?
有任何好友名單的更新計畫嗎?例如顯示最後登入的日期。
A115:I'd certainly like to have a last login date for friends and guild members. It's not done yet though.
我確定會有好友與公會成員的最後登入日期,只是還沒完成。
Q116:Have you guys been able to make any improvements regarding the "EOUTOFMEMORY or Unable to Map File or Unable to MapViewOfFile" errors in the Common Technical Problems thread?
你們有辦法對於常見技術問題討論內的"EOUTOFMEMORY or Unable to Map File or Unable to MapViewOfFile"(記憶體與地圖問題)錯誤有任何修正嗎?
A116:Almost all the time, this is due to using 32-bit windows and can be solved by upgrading to 64-bit. I understand that's not an ideal solution. There are improvements coming (and I honestly can't yet predict whether they'll be in the next expansion or not) that will help reduce the frequency of this problem.
一直都有在努力,這是因為使用了32位元系統且升級至64位元即可解決,我知道這不是理想的解決方法。即將有進步(我真的不敢預測會不會在下一個改版)降低這個問題的頻率。
Q117:Do you have any plans to change loot clutter?
有打算解決太多垃圾的問題嗎?
A117:Yes.
有。
Q118:Is it possible to get an advanced option to turn off the automated movement when targeting monsters? Basically as if you were holding down shift permanently in regards to monsters but everything else function as if you didn't.
有打算製作關閉自動移動至目標怪物的進階選項嗎?基本上就像一直對著怪物按住shift可是其他功能跟你沒有按一樣。
A118:I'll discuss this with the UI guys.
我會跟負責遊戲介面的人討論。
Q119:Could you make doors the dominant entity so that it's easier to click doors when there's monsters behind them?
可以把門做成實體這樣當有怪物在門後面比較好開門?
A119:Our UI programmer says that he's trying to include this in the next expansion.
我們的遊戲介面工程師說他正在努力將這個功能放進下一次改版。
Q120:Is there any information that you can give about future QoL improvements that are in the works?
可以透露一下正在進行中的人性化改進嗎?
This is a tricky one to answer. We have a slew of changes that are being made, but they fall into several categories:
Changes that can be patched in immediately, like the stash tab highlighting improvements, text rendering performance improvements, and the item hover speed rendering improvements that are in today's patch.
Changes that we're experimenting with. We can't commit to them publicly yet because there's a chance the experiment will fail and the next solution will not be ready until a bit after the current expansion. There's super exciting stuff here that we can't wait to announce as soon as it's definitely going in.
Changes that we plan to make in this expansion but haven't started yet. Committing to these publicly at this stage is similarly problematic.
Problems that we don't have a solution for yet. These are still being researched and there's nothing to say. I think we could be more transparent here, so I'll try to get a list of those together for feedback.
The short answer is that the new expansion has a bunch of improvements, both in areas that you were hoping for and in areas that you don't expect us to improve. There will continue to be improvements after the expansion too, of course.
這個問題蠻刁鑽的。我們做一大堆改動,大致上分成幾項:
a.可以馬上更新的改動,像是倉庫頁高光、文字渲染表現、物品跳出來的渲染表現已經更新了。
b.正在實驗的改動。我們不能公開承諾因為實驗有可能失敗,在下次改版前還沒辦法解決。我們等不及告訴大家會有一個超級令人興奮的東西,當我們確定可行之後。
c.計畫要在這次改版加入可是還沒開始的內容。公開承諾這些內容一樣容易造成很多問題。
d.無解的問題。這些問題還在研究所以沒什麼好說的。我覺得我們應該更透明化,所以我列出了這些來尋求響應。
簡單來說就是新改版會有很多改進,不論是你希望的部分還是你根本不指望的部分。當然在改版後我們會持續改進。
Right now, half of our programming manpower is allocated to QOL/performance/sync improvements.
目前,一半的人力都在進行人性化/效能/同步化的改進。
Q121:Will there ever be a ping metre on the normal HUD(outside of the F1 graph) If no, can you elaborate on why?
會出現在畫面上的延遲指示(不用按F1)嗎?如果不會有,可以解釋為什麼嗎?
A121:If we can fit it in (in a subtle way) in the next HUD overhaul then that'd be cool. Those graphs certainly need improving.
如果我們可以在下次的畫面指示翻修上能放進(以微妙的方式)那一定很酷。那些圖表是該改進了。
Q122:When are we getting extra zoom levels?
什麼時候會有超級視角(沒說是超近還是超遠)?
A122:The art and engine aren't designed for zoom levels other than our current ones.
除了目前的視角之外,美術與遊戲引擎並不是被設計能有這些功能。
Q123:Will there be an option to reclaim all microtransaction effects?
會有一口氣拿掉所有塑形的功能嗎?
A123:This is surprisingly difficult to implement :(
意外的很難實現。
Q124:How will the XP curve change with incoming act four? Will the expansion finally have non map areas till lvl 80?
經驗值曲線會因為即將到來的第四章而做改變嗎?改版終於會開放80等的非地圖區域嗎?
Despite the expansion introducing a lot of new content, we're only creeping the level of the highest content up by a little bit.
雖然改版會有很多新內容,可是我們只擴充少許的高等級內容。
The maximum level of non-map and map content will change. We have revamped our existing acts and made changes to their layout and levels where it makes sense. This makes room for Act 4, while not increased the content level by too much.
非地圖與地圖的最高等內容將被改變。我們調整了現有的章節且將地形與等級調整的比較合理,在不提升太多內容等級的前提下挪出一些空間給第四章。
Q125:If marketing for Act 4 won't start until approximately April, is there any possibility or information you can give us about another league or race to fill the large gap in content?
如果第四章不會在四月出,你可以透露一些在填補改版前斷層的聯盟或競賽的相關消息嗎?
There will be two things to fill in the gap. Can't announce them today though.
有兩件事會拿來墊檔。但是目前不能透露。
Q126:Me and my friends always skip Solaris by getting the waypoint from someone else. With Act Four do you plan to make this rather annoying and non-rewarding area smaller?
我跟我的朋友都不跑日耀神殿只靠別人幫開傳點。在第四章你們有打算將這些無聊又沒獎勵的區域縮小嗎?
A126:Yes.
是的。
Q127:Will Act 4 be Patch 1.4?
第四章改版會叫做1.4版嗎?
A127:It is in our next expansion but that expansion isn't currently called 1.4.0.
第四章是下一次大改版但是這個大改版不叫1.4.0。
註:expansion其實應該翻擴充內容,不過我前面一直都翻成改版。"大改版"比較有大量新內容的感覺。
Q128:Do you have any plans for new endgame content besides maps and Atziri? If so, what?
你們有任何除了地圖與女王的末期內容的計畫嗎?如果有,是什麼?
A128:Yes, many of the upcoming expansions include a bunch of stuff to do in the end-game.
是的,許多即將來臨的改版包括了一堆遊戲末期可以做的事。
Q129:Will you be doing anything to introduce some of the later-game build options/synergies earlier on (maybe untradable early game uniques/gems such as the ones in descent champions)?
你們有打算將一些後期的流派的選擇/合作效果放在前期(也許從一些強大的精英怪獲得不能交易的早期獨特裝備/寶石)嗎?
A129:They're staggered for a reason - we've found that introducing too many game mechanics too quickly can be confusing to new players. Having said that, this is being reviewed at the moment for the next expansion.
他們被分開是有原因的 - 我們發現早期釋放出太多遊戲內容會使新玩家困擾。雖然這麼說,這將會在下次改版被檢視。
Q130:When will you release the list of the first 50 (legit) people who completed all challenges in Bloodlines/Torment?
什麼時候會公布血族/苦痛完成所有挑戰的前50名(合法的)玩家?
A130:Currently we're culling people from the list if they're found to be cheating, so we'd rather leave it a little longer before posting the list. I understand people are waiting for confirmation of who the first 50 are, so I'll try to hurry that up.
我們目前正在消滅作弊的玩家,所以我們只能拖久一點。我了解大家都想知道到底誰是前50名,所以我盡量快一點。
Q131:Are mods from drop items changed between temporary leagues and permanent ones?
在短期聯盟打到的物品的詞綴會與永久聯盟有所不同嗎?
A131:Not currently, but they can be. We would mention that in the patch notes if it were the case.
目前不會,但是將會,如果會我們會寫在更新日誌。
Q132:Is it intentional that leagues start out harder and become easier? We have seen nerfs to Invasion, Beyond, Bloodlines . . .
聯盟越來越簡單是常態嗎?從侵略、超越、血族越來越弱了...
A132:If a challenge league is actually too hard and we make it easier, then players are generally okay with it.
Whenever we make changes that make content harder, there is a small-scale riot. We've learnt to structure these difficulty changes in other ways (for example between challenge leagues).
Because of this, it's often better to release very slightly on the hard side and tone it down, rather than slightly too easy and upset more people by making it harder.
如果一個挑戰聯盟真的很難我們會試著讓他簡單一點,讓玩家們覺得適中。
每當我們調整了一些內容使得難度更高,就會有一些反彈。我們只好將調整用不同的方式呈現(例如不同的體戰聯盟)。
因此,較好的方式為先出難一點然後慢慢調簡單,而不是一開始很簡單然後調難一點玩家就很痛苦。
Q133:Is there no concern that having Exiles, Nemesis mods, Strongboxes, Vaal areas, Masters, Tormented souls, Bloodline packs, AND whatever mods the next leagues will have, can get very confusing to new players, especially the ones that don't explain what they do in advance?
你們都不擔心流亡者、復仇詞綴、保險箱、腐化區、大師、苦痛靈魂、血族怪群以及下一個聯盟的碗糕會讓新玩家超級頭痛,尤其是事先都沒解釋?
A133:Part of the current content revamp includes examining when and how often these features are introduced. We find that players do quickly understand them, but I agree with the concern that we need to introduce them carefully.
現階段有些內容的調整被用來觀察何時與如何被採用。我們發現玩家們很快就了解他們,但是我同意這些擔心所以我們必須小心的採用他們。
It's really important that there's lots of stuff to encounter in PoE as you're playing. All of these systems help populate the areas with stuff to do other than killing regular monster packs.
這很重要因為當你遊玩流亡黯道時會有一大堆內容要面對,這些系統讓你不單只是殺殺怪而已。
Q134:Any chance for a longer super hard mode league? Something like LAMT for example (BLAMT without the "B"), but for a few months?
還會有為期長一點的超難聯盟嗎?大概像LAMT(BLAMT少個B),但是為期數個月?
A134:I'd personally love this, but data suggests it'd have a low population. Few of the players are thaaat hardcore.
我個人是很喜歡這個,但是資料顯示這很少人玩,幾乎沒有人這麼硬派。
註:BLAMT競賽模式就是所有地區都會有血魔法、怪物增傷、圖騰、怪物多重投射物、怪物加速。
Q135:Thoughts on having the HC version go to Void league for the duration to prevent buying of items/currency with the intent to transfer it to Standard?
想想看建立一個專家模式死掉會到虛空聯盟來避免購買物品/通貨轉移到標準聯盟?
A135:We're okay with the economic impact of items going to Standard as characters die or leagues end. Voiding the hardcore leagues would heavily discourage people from playing them.
我們覺得角色死掉或聯盟結束使得東西跑到標準聯盟的經濟衝擊是可以接受的。專家模式死掉跑到虛空聯盟會
阻礙玩家。
Q136:Thoughts about having some kind of reward for reaching/being top in the top of the temp leagues?
提供短期聯盟的高端玩家獎勵如何?
A136:They're mostly about their challenges, but we're looking to make the challenges more complex in the future (so there are multiple degrees to which you can achieve them). This could mean that players who complete a levelling challenge first are rewarded.
他們大多都比較在乎挑戰,但是我們正打算未來讓這些挑戰更複雜(使得你有更多方法可以完成)。這可能代表著玩家第一個完成升級挑戰會獲得獎賞。
Q137:Any plan on making HC leagues really attractive ?
有計畫讓專家聯盟更有吸引力嗎?
A137:This is a relatively dangerous thing to do. Currently players play them because they're so much fun. We've found that if we incentivise them too much, then players who wouldn't normally choose to play in hardcore will play and have a bad experience when they lose their character. We're very happy with the number of players who choose hardcore leagues currently.
這其實也很危險。目前玩家是因為好玩才去玩。我們發現如果激勵他們太多,平常不玩專家模式的玩家會因為死掉而不開心。我們目前很滿意專家聯盟的遊完人數。
Q138:Now that we've had a few different temporary leagues do you guys like the current 3 month temp leagues or do you think that is to short or too long?
目前我們已經有好幾個不同的短期聯盟,你們喜歡目前的三個月短期聯盟嗎?還是你們覺得太長或太短?
A:138:It really depends what else is going on with the game at the time. After big expansions like the next one, there's so much new stuff that the challenge leagues can afford to be slightly longer. I should note that the current leagues (Torment and Bloodlines) are of unannounced duration. Some people assume they're three months, but they will last longer than that. We'll give a few weeks of notice before they end.
取決於當時發生了什麼事。例如下一個改版之後,會有非常多新內容,新聯盟就可以設定長一點。提醒你們目前的聯盟(苦痛與血族)還沒公布結束時間。有些人以為他們持續三個月,其實他們會比三個月更久。結束前的幾個禮拜我們會通知大家。
Q139:Do you have a timeframe for when Cutthroat leagues will start being a thing?
你們有任何割喉戰聯盟的大概時間嗎?
A139:I don't have a timeframe but I'm keen for it to be a thing.
我沒有大概的時間但是我蠻想讓他快點上線。
Q140:What are your thoughts on a 1 or 2 week "all previous leagues" race before 1.4 release?
你們有打算在1.4上線以前舉辦1~2周的"前哨戰聯盟"競賽嗎?
A140:We have plans prior to the expansion. They may not be this though.
在改版前我們有計畫,但是不是這個。
Q141:Now that PvP have gotten a big update to make it more accessible and fun, can we expect something similar for racing?
競技場預計要有大更新使得更好入門以及有趣,我們該期待競賽有相同的東西嗎?
A141:Racing has had more total development time and is in a much better place than PvP. We plan to improve racing over time, but it probably won't be in a racing expansion.
競賽比競技場開發的更久更好。我們一直都想要改進競賽,但是目前沒有競賽的擴充內容。
Q142:Will you change the way points are awarded, mainly letting players keep some points if they die in a vanilla race?
你會改變獎勵點的數量,讓玩家死在競賽也能保有一些獎勵點?
A142:This is being discussed internally for future seasons but no decision has been made yet.
這已經在內部被討論但是目前還沒有任何結論。
註:vanilla race看不懂。
Q143:Why don't we see more ridiculous races like BLAMT? Does the team feel like they're not as demanded as much as the standard races, is the team trying to focus on making racing a more serious competition, or something else?
為什麼不多舉辦像BLAMT一樣瘋狂的競賽?你們覺得這些競賽的需求不如標準競賽?你們想要把競賽弄成更嚴肅的競技項目?還是怎樣?
A143:While players do love the very hard races, we have noticed there can be too much of a good thing. If we run too many, the attendance of these races drops a lot and we start to get complaints about them.
雖然玩家喜歡這種很難的競賽,但是我們注意到這不是什麼好事。如果我們辦的太多,參加的人會變少很多而且會被抱怨。
Q144:Have you considered any kind of end-game races?
你們有想過任何形式的末期競賽嗎?
A144:There are some cool options that we could do here - we'll likely be exploring them in future expansions (not the upcoming one though).
已經有一些很酷的想法 - 我們大概會在未來的改版開始嘗試(但不是最近這個改版)。
Q145:Will you balance the early game for each of the 7 classes so they can all have an equal chance at finishing first in a race?
你們有打算平衡前期7個職業讓他們在競賽有相同的機會奪冠?
A145:We are looking at how much balance we perform regarding races. We used to focus heavily on balance for races, as a way to lead general game balance. We shifted away from that model, but we have discussed increasing the amount we balance around races again. One difficulty is the differing race lengths, and how much better players are at racing now. Previously we focused on three-hour races, and the levels players reached was much lower than they reach in the same time now!
我們正在研究如何平衡競賽。競賽的平衡在早期遠大於一般遊戲平衡,後來我們取消了這種模式。但是我們又開始討論要不要增加競賽平衡的比重。其中一個問題是如何調整競賽的長度,還有競賽好手的數量。先前我們注意到三小時競賽中,以前的玩家能達到的等級遠低於現在。
Q146:Any concerns about the accessibility of low-level dueling, considering how hugely impactful perfect gear is?
你們會擔心裝備強度會大幅影響低等決鬥的入門問題嗎?
A146:"Constructed" PvP (where you have to provide your own character) is always going to have accessibility issues. It's meant to be equally about your build/gear and your playskill. There are various other PvP possibilities in the future that don't require providing a character that uses items you've found in game. These possibilities would probably help accessibility a lot.
"建構式"決鬥場(你需要自己準備角色)一直都存在入門問題。原本只是想要在流派/裝備以及技術之間取得平衡,目前有很多其他的可能性使得你不需要準備角色使用自己取得的物品,這些可能性可能有助於入門。
Q147:A lot of players believe that melee is still not in a particularly good place. What are your thoughts/plans on this?
很多玩家覺得近戰還不夠好,你們有什麼對策?
A147:This has dominated our thoughts for a while now and it's taken care of in the expansion.
我們思考了很久而在改版中會處理這些問題。
Q148:Have you ever considered removing the "must be of the same type" policy regarding skin transfers?
你們有考慮移除"必須是相同類型"的塑形規則嗎?
A148:There are animation considerations to this, so it's unfortunately not that easy.
他們有動畫的考量,不幸的是沒你想得這麼簡單。
Q149:Can we see pilgrim hat again in shop ?
可以再賣一次浪人帽嗎?
A149:When we re-sold an effect that wasn't exclusive (Valentine's Heart), players were angry. The Pilgrim Hats were exclusive time-limited microtransactions and we indicated we wouldn't be selling them again. If you see an exclusive microtransaction that you like the look of, you should grab it while it's available!
當我們重新販售了一樣非限定的特效(情人節之心),玩家非常不爽。浪人帽是限時造形,當初也表明不再販售。如果你看到了很喜歡的限定造形,你應該在他還可以買的時候趕快買下來!
註:浪人帽:https://www.youtube.com/watch?v=JME1hUUo-H8,好想要QQ
Q150:When will the new supporter packs come out?
什麼時候會出新的贊助包?
A150:A few weeks before the Act Four expansion.
第四章改版前幾個禮拜。
Q151:Is there any momentum towards getting permanent skin unlocks, over the temporary skin transfer consumables? The current system of skin consumables doesn't seem to mesh with the ephemeral nature of randomized gear, hardcode characters, and league game cycles.
有任何永久造型解鎖的打算,而不是臨時的造型轉移消耗品嗎?目前的造型耗材系統與隨機裝備、專家角色與聯盟週期不太相符。
A151:This is an idea that I like in principle, but it'd be a lot of work to change the system over. We'll probably do some small experiments prior to committing to anything.
原則上我喜歡這個想法,但是修改這個系統是個大工程,我們大概會先做些實驗再來決定。
Q152:What will we see in terms of microtransactions prior to the 1.4 release?
1.4改版前會有新的造型嗎?
A152:There are a few slated for release over the next few weeks. You'll see them soon!
預定幾周後會有發布新造型,你很快就看得到!
Q153:Is there any plans for more avian/bird pet microtransactions?
會有更多禽鳥類寵物造型嗎?
A153:Yes.
有的。
Q154:Why don't you make more alternative skin effects, especially for launching new skills with more than one MTX available, as well as FOTM skills. Wouldn't that boost their sales?
怎麼不多做一點特殊造形,尤其是發布一些不只一個造型或是熱門的技能。這不是促進消費嗎?
A154:I'd love to sell more skill effects, but most of our effects artists are working on future content currently.
我很樂意見到新技能特效,但是特效美術目前正在忙未來的內容。
Q155:There seem to be a huge backlog of supporter uniques. When you first introduced this option, did you anticipate having to devote so many resources to this aspect of the game?
贊助製作的獨特物品看起來大塞車。你們當初做這個活動沒料想到會有這麼多人投稿嗎?
A155:When we launched the feature, we certainly didn't anticipate that it would be as popular as it has been! The backlog is getting cleared at a decent pace. It has certainly required a shift of resources over time, and we have learnt so much about how to handle this in a good way. The community have some great ideas for Unique items, so we're very pleased with the items that have resulted from the process.
我們當初發布這個活動的確沒想到會這麼受歡迎!山積正在慢慢的清掉,目前正需要一些資源,也還沒想到好的處理方法。玩家們對於獨特物品的點子都很不錯,我們很滿意目前的結果。
Q156:The option for players to create a unique at a cost of $1000 became disabled awhile ago. How soon will that option become available again?
贊助1000鎂就能設計一件獨特物品的選項最近被移除了,什麼時候還會再開放呢?
A156:Once we've cleared out the backlog. They'll probably cost more than $1000 next time.
一但我們把目前的山積製作完。下一次在開放應該不只需要1000鎂。
Q157:What are some ideas/hopes you have for future supporter packs?
你們對於未來的贊助包有什麼想法/期望?
A157:I can't discuss that, sorry. The next ones are awesome though.
無可奉告,不過下一個贊助包很讚喔。
Q158:Are their any regrets with PoEs current pricing model or are you generally happy with the results?
你們會後悔流亡黯道的收費模式還是你很滿意?
A158:Free-to-play is awesome. No regrets there.
免費玩不錯阿,不會後悔。
We're pretty happy with the prices of microtransactions themselves, but as we learn from various experiments we adjust the prices of new microtransactions going forward.
我們覺得造型的價錢還不錯,也得到了一些經驗來調整新出造型的售價。
Q159:If PoE was a project today would it be funded by Kickstarter or do you believe you'd go it alone like it had to be back then?
如果可以重來,你們會將流亡黯道會放在Kickstarter接受贊助嗎?還是你們要自己來?
A159:Kickstarter was an option when we did our crowdfunding, but we chose to use our own supporter pack platform instead.
Kickstarter是當初找贊助時的其中一個方案,但是我們選擇以贊助包的形式來取代。
Q160:Does GGG plan to monetize beyond microtransactions?
GGG有打算做超越造形嗎?
A160:The Beyond demons would be an interesting thing to theme microtransactions around. There is, however, a risk that Abaxoth might be summoned.
超越惡魔的造形應該很酷。可是要小心阿巴瑟被召喚出來。
Q161:Will you be making any microtranactions for staves?
打算做權杖的造型嗎?
A161:It's very likely.
很有可能。
Q162:Will the Koala pet ever come back, at least temporarily?
會重出無尾熊寵物嗎?至少出個暫時的?
A162:The Koala pet was designed and funded by one of our supporters (Charan). He generously suggested we run a fundraising promotion involving the pet on Australia Day. It'd only come back with his approval.
無尾熊寵物是贊助者(Charan)設計和贊助的,他建議我們在澳洲國慶日用這個寵物舉辦募款活動。如果他允許的話才會重出。
Q163:Who do I have to bribe (and how much) in order to get those mini-rock golems available as pets?
我需要賄賂誰(需要多少)才能讓你把小石頭人做成寵物?
A163:This will be a thing.
大概這樣吧:https://www.youtube.com/watch?v=1hBbPmSEm-U
--
一口氣翻完惹gggggg
英文苦手翻譯真累人
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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
Q81:Will we see some kind of revamp/update of old mechanics like vaal skills and nemesis mods?
會對舊的機制像是瓦爾技能及精英怪特殊詞綴做修補及更新嗎?
A81:Aside from general rebalance, not in the short term. They were popular features, so they may well be revisited in the future.
這是在例行重新平衡之外的事,也不是近期內會著手。他們曾經是熱門的內容,也許未來有一天會被重新檢視。
Q82:Do you have any plans for adding shape-shifting skills?
有考慮加入變形技能?(德魯伊?)
A82:This is requested so frequently! The biggest impediment is that we'd need to animate all of the game's skills for the shapeshifted form as well.
這常常被請求!最大的障礙在於我們必須製做出對應變形的所有技能動畫。
Q83:Are there plans for new keystones or will most new mechanics be on unique items?
有任何新的核心天賦的計畫,或者獨特物品上的新機制嗎?
A83:We don't currently have any new Keystones in the expansion, but there are certainly some new progression features. Unique Items get to do some very special things, and we are working hard on some very interesting uniques that are in the pipeline.
目前我們沒有打算在改版內加入新的核心天賦,但是這的確是我們的新計畫。獨特物品應該要有特色,而我們正在依序著手一些有趣的獨特物品。
Q84:Could you talk about the process behind deciding what gets made a keystone and what gets puts on a unique?
你可以說一下如何決定製做核心天賦與將這些天賦上到獨特物品上的過程嗎?
A84:Keystones need to be a lot broader to be added to the game.
核心天賦必須更廣泛的加入遊戲中。
Q85:Are you planning to make Grace/Determination to have 40% mana reservation like vitality?
你們有打算把優雅/堅定變成像活力一樣只有40%魔力保留嗎?
A85:No.
沒有。
Q86:Can we ever expect to see vaal skills revamped and make less cumbersome and mostly ignored?
我們應該期待瓦爾技能被補強,讓他們不顯得累綴與被忽略?
A86:Yes.
是的。
Q87:Are there any new and interesting Vaal skills in the works?
有任何新奇有趣的瓦爾技能正在被製做嗎?
A87:The next expansion introduces a decent pile of new skills, including at least one new Vaal skill. The new one I'm thinking of has an interesting twist to it.
新改版將會開放一些不錯的新技能,其中包括最少一個新的瓦爾技能。新的那一個會蠻有趣的。
Q88:Any chance to see some love for people who mainly play summoner?
召喚師會被重視嗎?
A88:Yes.
會的。
Q89:Are you happy with the current state of elemental damage and resistance? Right now, resistance feel like an unnecessary gear check. Without 75% resistance you are very likely to get oneshotted. This becomes worse when you face unevadeable attacks like Arc. I for one feel like it is just annoying to find equipment, just to see no resistance on it, and basically trash it.
你們對於元素傷與抗性的現況滿意嗎?抗性似乎是多餘的裝檢項目,沒有75%抗性幾乎都被秒殺,遇到不能閃避的攻擊,例如電弧,情況會更糟。至少我覺得找裝備很煩,沒抗性的裝備幾乎就是垃圾。
A89:This is an intentional design choice. Setting up the right resistances is an important part of gearing up for higher difficulties.
這是一個全面性的設計方向,建立足夠的抗性在前進更高難度上是很重要的一部分。
Q90:Will you take a balancing look at Devourers with such a change? (Suggestion would be to change how they spawn in addition to slightly reduce their physical damage. Basically force them to spawn around you at range when they emerge allowing the player to choose engagement style.)
你們有打算對鑽地蟲做改動嗎?(建議修改他們怎麼出現或者降低他們的物理傷害。基本上讓他們不要這麼貼近玩家好讓玩家決定要怎麼迎戰。)
A90:We are looking at the pack sizes of Devourers, and various other balance related to them. We do still want Devourers to be a very scary encounter.
我們想要調整鑽地蟲的怪物群大小,以及很多的平衡。但是我們還是想要讓鑽地蟲聞風喪膽。
Q91:Various skill-specific balance questions (for example: Will Elemental Hit be buffed? Will Frenzy be buffed? Will there be major rebalancing of old items? Any plans to change the way animate guardian works? Are there any more nerfs coming to crit? Are you planning to balance the damage of the shield chargers , rhoas and remove the one shot mechanics (by reducing the damage) such the touch of god and vaal smash from the game. Any changes for making Armor-based chars more useful or in line with
evasion/dodge/acro chars? Will increased spell/attack damage ever be a viable option for +crit? Can you buff solo XP gain? 6-man public Ledge/Fellshrine/Docks runs are so much more effective now. How do you guys feel about the interaction between frost wall and kinetic blast?
很多特定技能的平衡問題(例:元素打擊會被強化嗎?狂怒會被強化嗎?舊物品會被重新平衡嗎?幻化守衛有打算改動嗎?暴擊還會被削弱嗎?你們有打算平衡盾衝守衛、衝鋒鳥及移除神主鐵拳和瓦爾大槌等秒殺機制(藉由降低傷害)嗎?有想要讓護甲型角色更有用或者至少跟閃避/躲避流角色齊頭嗎?增加法傷/物傷有辦法取代增加暴擊嗎?可以增加單人經驗值獲得嗎?六人農海崖/墮道遺跡/海港的效率好太多了。你們覺得冰牆+力量爆破的組合怎麼樣?
A91:As part of the preparation for the next expansion we are looking at all the existing game elements and their balance. This is a long process, and needs to take into account all the new game elements being added also. These skills, items and systems will be examined as part of this process.
在下一個改版我們正準備對所有遊戲要素做平衡。這是一個大工程,同時要考慮新加入的遊戲要素。這些技能、物品與系統將會慢慢的被檢查。
Q92:It takes the most dedicated players about 2 months to reach 100, are you happy with this balance?
專精玩家只需要兩個月就能100等,你們滿意這樣的平衡嗎?
A92:With two months, yes, but our players are starting to get a lot faster than that. During the introduction of the next large block of content (and appropriate relevelling), we are looking at the progression and experience on the path to 100 and working out where it should sit for the next challenge leagues.
兩個月還可以,但是很多玩家比這個還快。隨著即將出現的新挑戰內容(以及適當的重新升級),我們正在檢視升級到100等的過程與經驗,正努力讓他可以出現在挑戰聯盟。
Q93:Do you have any thoughts about having specific areas that have an increased chance of finding specific things?
你們對於特定地區會增加特定物品掉落率的看法為何?
A93:We have experimented a little with specific drops, such as with Atziri and some chests. While this does have a place in the game, the more universal anything-can-drop system does suit Path of Exile. While we may use specific drop tables for rare situations, it won't be common.
我們實驗過一些限定物品掉落,像是女王裝或是一些上衣。雖然的確有限定物品掉落,但是任何地方都打得到的掉落系統更適合流亡黯道。雖然我們有可能在特殊情況使用限定物品掉落,但那不會很常見。
Q94:Do you have any ideas for gem sinks? I'd like a recipe that adds quality (like any leveled gem + 20 lvl 1's = +1Q on lvld gem).
有想過寶石回收嗎?我想要可以增加品質的配方(任何有等級的寶石+20顆1等=將寶石加一品質)
A94:We like gems to be easily available. We wouldn't want to add a recipe that might make us regret how easy it is to get gems.
我們想讓寶石很好取得,我們不想加入一個會讓我們後悔寶石很好取得的配方。
Q95:Will we be seeing a nerf for any bow skills before 1.4 launches?
會在1.4版本發布之前將任何弓技能削弱嗎?
A95:We are not planning on deploying major balance changes prior to the next expansion.
我們不打算在下一個改版之前發布任何主要平衡。
Q96:Do you have plans on adding/improving ways to progress your character over a longer period of time?
你們有打算加入/改進長時間讓角色成長的方法嗎?
A96:Always! We are very pleased with how thoroughly our players have explored and taken to Path of Exile. We are very gratified by the amount of time players choose to spend on the game, and want to reward our most enthusiastic players with as many interesting things to do and find for a long time to come.
一直都有!我們對於玩家如此徹底的探索與投入流亡黯道感到滿意。我們一直以來都非常滿意玩家投入遊戲,且想要在未來提供很多有趣的東西來獎勵那些最熱情的玩家。
Q97:What are your thoughts on the current state of the death penalty?
對於目前死亡懲罰的看法?
A97:We are happy with the death penalty in its current form.
我們覺得現在這種設定很好。
Q98:Could we get a STR/DEX variant on Staves?
會有力量/敏捷版本的權杖嗎?
A98:A lot of the game design is focussed on the rule of three, and using the three attributes as the basis of core game elements. The weapons are associated with specific attributes, and it is a core game system that isn't changed lightly. While staff fighting in real life involves real strength and dexterity, there is a strong association in fantasy with staffs and magic.
很多遊戲設計遵循著三個規則,然後用三個屬性來當遊戲核心元素。武器顯然與這些屬性有關,這些核心系統不會被輕易改變。雖然現實上權杖的打鬥是需要力量與敏捷的,但是在故事中權杖與長杖與魔法有著密切關係。
Q99:Are you planning to make balance changes to crit?
有打算對暴擊做修正?
A99:It is highly likely! Critical strikes are a big part of the game, and are usually looked at keenly as part of the game balance.
非常有可能!暴擊占了遊戲很大一部分,且在遊戲平衡中是很敏感的一環。
Q100:For the sake of reducing the necessity of BIS uniques, can we finally make equivalent nodes of every unique on the tree?
為了把最佳部位裝備獨特物品的必要性降低,終於可以在天賦樹上找到這些獨特裝備的相等天賦了嗎?
A100:Not all unique features are appropriate in the tree. In fact, uniques are a great place to put specialised game elements we would never put in the tree. If a unique becomes best in its slot, then that is a balance issue. We do have detailed statistics on unique item usage. While some are more prevalent than might be ideal, none of them are currently dominantly used.
不是所有的獨特裝備特效都適合放在天賦樹上。事實上,獨特物品上比較適合出現那些永遠不會在天賦樹上的特殊遊戲要素。如果一個獨特裝備成為最佳部位裝備,這就是一個平衡問題。我們對於獨特物品的使用有非常詳細的統計。雖然有些過於流行,但是目前沒有一件裝備是有壓倒性使用率的。
Q101:What's the state of trading improvements? Are they gonna be ready for expansion release?
改進交易的狀況如何?會在改版時上線嗎?
A101:I don't have anything to announce about trading improvements at this stage.
目前無可奉告。
Q102:Do you have any plans in the works to deal with malicious traders, who do things like price fix or scam?
你們有打算要對付那些偷改價錢或騙東西的惡劣商人嗎?
A102:Players are allowed to set their own trade prices. If players use the trade screen and check trades carefully before accepting them, then they shouldn't be scammed.
I understand that there's a bit of an anti-scammer movement and that our policies of preventing witch-hunts are criticised. The issue is that the fine line between ruthless traders and scammers is often blurred by people who feel bad about a trade they just willingly performed. Labelling the other person as a scammer and ruining their reputation isn't a great solution.
We really want to encourage people to trade carefully and to take responsibility for their own trades. Having said that, we've banned (and will continue to ban) many people for impersonation and other malicious trading habits.
玩家有權利議價。如果玩家在接受交易之前有小心檢查交易視窗,那就不該被騙。我能了解有些殺雞儆猴反奸商的行為被批評。無情的商人(價格很硬)與騙子之間的區隔通常因為那都是心甘情願的交易而被模糊,將某些人貼上騙子的標籤並且敗壞他們的聲譽不是辦法。
我們想要鼓勵玩家小心交易並且對自己的交易行為負責。話是這麼說,我們還是封鎖了(持續封鎖中)很多企圖及涉及惡劣交易的玩家。
Q103:Are you making a new game engine, or are you reworking the existing one?
你們要做新的遊戲引擎,還是重製現有的?
A103:We're making extensive improvements to the current engine. You'll see some of these in the expansion.
我們正大幅度的改善目前的引擎。你們將會在改版看到某些改變。
Q104:Are there gonna be any synchronization improvements in the/prior to act 4 expansion?
Will the desync issue ever be dealt with or improved?
在第四章/之前會有任何同步性的進步嗎?
錯位問題會被處理或改進嗎?
A104:Yes.
會的。
Q105:Will anything be done about the very frequent raining map crashes for players on laptops?
在筆電上下雨地圖經常性當機的問題會被改善嗎?
A105:Crashes are reported to us and we fix them as aggressively as we can.
當機問題已經被回報而我們盡可能的修正。
Q106:Will we see improvements or support for the client based Twitch features?
客戶端連結實況的功能會被改善嗎?
A106:Yes, there are numerous changes we want to make over time there. They're not currently high priority improvements though.
是的。已經打算有很多改動項目,雖然目前不是優先項目。
Q107:Can we expect "%username join a channel" spam fixed for ingame Twitch chat?
我們可以期待遊戲內Twitch聊天室"XXX加入聊天室"的洗頻問題被改進嗎?
A107:Yeah, I believe that one is a high priority one.
是的,我相信那是優先項目。
Q108:Will you make the UI more customizable? For example, being able to move where debuffs are shown on the screen.
你們打算讓遊戲介面更加客製化嗎?舉例來說,讓減益效果可以顯示在螢幕其他地方。
A108:It's not really designed for that. Traditionally MMORPGs allow user interface customisation and Action RPGs don't.
當初並沒有為此設計。傳統的大型多人角色扮演遊戲允許遊戲介面客製化但是動作角色扮演並沒有。
Q109:Currently, the game limits to 32 sounds. When can I expect an improvement for the amount of sounds that the game outputs simultaneously? Do you have enough resources to switch to another audio engine?
目前遊戲最高只到32個音效。我什麼時候可以期待遊戲同時輸出更多音效?你們有足夠的資源換掉音效引擎嗎?
A109:It is discussed internally but we don't have a solution yet. This is honestly not the highest priority QOL issue for us.
這個問題在內部被討論過不過目前還沒有解決方法。這實在不是最高優先的人性化優化問題。
Q110:Could we also pls get some kind of visual indication for Corrupted Blood rares (like ele/phys reflect have)?
可以拜託做出精英怪腐化之血的可視跡象嗎(像元反/物反那樣)?
A110:This is a good suggestion - I'll make sure the rest of the team sees it.
這是個好提議 - 我會讓其他團隊看見。
Q111:Can we have an option to pan the camera or have a "smart" camera?
可以改變視角或是"智能"視角嗎?
A111:The game is designed around the camera working how it currently does.
這個遊戲就是被設計成用現在這種視角來玩。
Q112:Have you considered adding an option to see our own health/es as bars hovering over our character?
你們曾經考慮過在角色頭上顯示生命/能量護盾的選項嗎?
A112:I personally managed to miss this as being a QOL request from players. I'll talk to the team. Can someone please PM me to explain the reasoning behind it. Thanks.
我個人設法捨棄這個人性化優化要求,我會跟團隊討論。有人可以私訊解釋原理給我聽嗎?感謝。
註:這題非常看不懂。
Q113:Will we ever be able to see players names on map?
可以在小地圖上看到玩家名稱嗎?
A113:I'd like to see this also.
我想想看到這個。
Q114:Will there finally be an option for remove-only tabs to delete all items in them?
終於有辦法把一次刪除掉只限移除倉庫頁裡的東西了嗎?
A114:This sounds good at first glance but is a very dangerous feature. We don't support any form of restoring from player mistakes, so if a player misclicks and destroys all their items, our customer support department wouldn't be able to help them out.
這一開始看起來不錯但是這是很危險的功能。我們並不提供回復玩家自行造成的錯誤,所以當玩家誤觸而摧毀了他們的物品,我們的客服沒辦法幫助他們。
Q115:Are there any plans for updating the friends list? For example, having a last log in date?
有任何好友名單的更新計畫嗎?例如顯示最後登入的日期。
A115:I'd certainly like to have a last login date for friends and guild members. It's not done yet though.
我確定會有好友與公會成員的最後登入日期,只是還沒完成。
Q116:Have you guys been able to make any improvements regarding the "EOUTOFMEMORY or Unable to Map File or Unable to MapViewOfFile" errors in the Common Technical Problems thread?
你們有辦法對於常見技術問題討論內的"EOUTOFMEMORY or Unable to Map File or Unable to MapViewOfFile"(記憶體與地圖問題)錯誤有任何修正嗎?
A116:Almost all the time, this is due to using 32-bit windows and can be solved by upgrading to 64-bit. I understand that's not an ideal solution. There are improvements coming (and I honestly can't yet predict whether they'll be in the next expansion or not) that will help reduce the frequency of this problem.
一直都有在努力,這是因為使用了32位元系統且升級至64位元即可解決,我知道這不是理想的解決方法。即將有進步(我真的不敢預測會不會在下一個改版)降低這個問題的頻率。
Q117:Do you have any plans to change loot clutter?
有打算解決太多垃圾的問題嗎?
A117:Yes.
有。
Q118:Is it possible to get an advanced option to turn off the automated movement when targeting monsters? Basically as if you were holding down shift permanently in regards to monsters but everything else function as if you didn't.
有打算製作關閉自動移動至目標怪物的進階選項嗎?基本上就像一直對著怪物按住shift可是其他功能跟你沒有按一樣。
A118:I'll discuss this with the UI guys.
我會跟負責遊戲介面的人討論。
Q119:Could you make doors the dominant entity so that it's easier to click doors when there's monsters behind them?
可以把門做成實體這樣當有怪物在門後面比較好開門?
A119:Our UI programmer says that he's trying to include this in the next expansion.
我們的遊戲介面工程師說他正在努力將這個功能放進下一次改版。
Q120:Is there any information that you can give about future QoL improvements that are in the works?
可以透露一下正在進行中的人性化改進嗎?
This is a tricky one to answer. We have a slew of changes that are being made, but they fall into several categories:
Changes that can be patched in immediately, like the stash tab highlighting improvements, text rendering performance improvements, and the item hover speed rendering improvements that are in today's patch.
Changes that we're experimenting with. We can't commit to them publicly yet because there's a chance the experiment will fail and the next solution will not be ready until a bit after the current expansion. There's super exciting stuff here that we can't wait to announce as soon as it's definitely going in.
Changes that we plan to make in this expansion but haven't started yet. Committing to these publicly at this stage is similarly problematic.
Problems that we don't have a solution for yet. These are still being researched and there's nothing to say. I think we could be more transparent here, so I'll try to get a list of those together for feedback.
The short answer is that the new expansion has a bunch of improvements, both in areas that you were hoping for and in areas that you don't expect us to improve. There will continue to be improvements after the expansion too, of course.
這個問題蠻刁鑽的。我們做一大堆改動,大致上分成幾項:
a.可以馬上更新的改動,像是倉庫頁高光、文字渲染表現、物品跳出來的渲染表現已經更新了。
b.正在實驗的改動。我們不能公開承諾因為實驗有可能失敗,在下次改版前還沒辦法解決。我們等不及告訴大家會有一個超級令人興奮的東西,當我們確定可行之後。
c.計畫要在這次改版加入可是還沒開始的內容。公開承諾這些內容一樣容易造成很多問題。
d.無解的問題。這些問題還在研究所以沒什麼好說的。我覺得我們應該更透明化,所以我列出了這些來尋求響應。
簡單來說就是新改版會有很多改進,不論是你希望的部分還是你根本不指望的部分。當然在改版後我們會持續改進。
Right now, half of our programming manpower is allocated to QOL/performance/sync improvements.
目前,一半的人力都在進行人性化/效能/同步化的改進。
Q121:Will there ever be a ping metre on the normal HUD(outside of the F1 graph) If no, can you elaborate on why?
會出現在畫面上的延遲指示(不用按F1)嗎?如果不會有,可以解釋為什麼嗎?
A121:If we can fit it in (in a subtle way) in the next HUD overhaul then that'd be cool. Those graphs certainly need improving.
如果我們可以在下次的畫面指示翻修上能放進(以微妙的方式)那一定很酷。那些圖表是該改進了。
Q122:When are we getting extra zoom levels?
什麼時候會有超級視角(沒說是超近還是超遠)?
A122:The art and engine aren't designed for zoom levels other than our current ones.
除了目前的視角之外,美術與遊戲引擎並不是被設計能有這些功能。
Q123:Will there be an option to reclaim all microtransaction effects?
會有一口氣拿掉所有塑形的功能嗎?
A123:This is surprisingly difficult to implement :(
意外的很難實現。
Q124:How will the XP curve change with incoming act four? Will the expansion finally have non map areas till lvl 80?
經驗值曲線會因為即將到來的第四章而做改變嗎?改版終於會開放80等的非地圖區域嗎?
Despite the expansion introducing a lot of new content, we're only creeping the level of the highest content up by a little bit.
雖然改版會有很多新內容,可是我們只擴充少許的高等級內容。
The maximum level of non-map and map content will change. We have revamped our existing acts and made changes to their layout and levels where it makes sense. This makes room for Act 4, while not increased the content level by too much.
非地圖與地圖的最高等內容將被改變。我們調整了現有的章節且將地形與等級調整的比較合理,在不提升太多內容等級的前提下挪出一些空間給第四章。
Q125:If marketing for Act 4 won't start until approximately April, is there any possibility or information you can give us about another league or race to fill the large gap in content?
如果第四章不會在四月出,你可以透露一些在填補改版前斷層的聯盟或競賽的相關消息嗎?
There will be two things to fill in the gap. Can't announce them today though.
有兩件事會拿來墊檔。但是目前不能透露。
Q126:Me and my friends always skip Solaris by getting the waypoint from someone else. With Act Four do you plan to make this rather annoying and non-rewarding area smaller?
我跟我的朋友都不跑日耀神殿只靠別人幫開傳點。在第四章你們有打算將這些無聊又沒獎勵的區域縮小嗎?
A126:Yes.
是的。
Q127:Will Act 4 be Patch 1.4?
第四章改版會叫做1.4版嗎?
A127:It is in our next expansion but that expansion isn't currently called 1.4.0.
第四章是下一次大改版但是這個大改版不叫1.4.0。
註:expansion其實應該翻擴充內容,不過我前面一直都翻成改版。"大改版"比較有大量新內容的感覺。
Q128:Do you have any plans for new endgame content besides maps and Atziri? If so, what?
你們有任何除了地圖與女王的末期內容的計畫嗎?如果有,是什麼?
A128:Yes, many of the upcoming expansions include a bunch of stuff to do in the end-game.
是的,許多即將來臨的改版包括了一堆遊戲末期可以做的事。
Q129:Will you be doing anything to introduce some of the later-game build options/synergies earlier on (maybe untradable early game uniques/gems such as the ones in descent champions)?
你們有打算將一些後期的流派的選擇/合作效果放在前期(也許從一些強大的精英怪獲得不能交易的早期獨特裝備/寶石)嗎?
A129:They're staggered for a reason - we've found that introducing too many game mechanics too quickly can be confusing to new players. Having said that, this is being reviewed at the moment for the next expansion.
他們被分開是有原因的 - 我們發現早期釋放出太多遊戲內容會使新玩家困擾。雖然這麼說,這將會在下次改版被檢視。
Q130:When will you release the list of the first 50 (legit) people who completed all challenges in Bloodlines/Torment?
什麼時候會公布血族/苦痛完成所有挑戰的前50名(合法的)玩家?
A130:Currently we're culling people from the list if they're found to be cheating, so we'd rather leave it a little longer before posting the list. I understand people are waiting for confirmation of who the first 50 are, so I'll try to hurry that up.
我們目前正在消滅作弊的玩家,所以我們只能拖久一點。我了解大家都想知道到底誰是前50名,所以我盡量快一點。
Q131:Are mods from drop items changed between temporary leagues and permanent ones?
在短期聯盟打到的物品的詞綴會與永久聯盟有所不同嗎?
A131:Not currently, but they can be. We would mention that in the patch notes if it were the case.
目前不會,但是將會,如果會我們會寫在更新日誌。
Q132:Is it intentional that leagues start out harder and become easier? We have seen nerfs to Invasion, Beyond, Bloodlines . . .
聯盟越來越簡單是常態嗎?從侵略、超越、血族越來越弱了...
A132:If a challenge league is actually too hard and we make it easier, then players are generally okay with it.
Whenever we make changes that make content harder, there is a small-scale riot. We've learnt to structure these difficulty changes in other ways (for example between challenge leagues).
Because of this, it's often better to release very slightly on the hard side and tone it down, rather than slightly too easy and upset more people by making it harder.
如果一個挑戰聯盟真的很難我們會試著讓他簡單一點,讓玩家們覺得適中。
每當我們調整了一些內容使得難度更高,就會有一些反彈。我們只好將調整用不同的方式呈現(例如不同的體戰聯盟)。
因此,較好的方式為先出難一點然後慢慢調簡單,而不是一開始很簡單然後調難一點玩家就很痛苦。
Q133:Is there no concern that having Exiles, Nemesis mods, Strongboxes, Vaal areas, Masters, Tormented souls, Bloodline packs, AND whatever mods the next leagues will have, can get very confusing to new players, especially the ones that don't explain what they do in advance?
你們都不擔心流亡者、復仇詞綴、保險箱、腐化區、大師、苦痛靈魂、血族怪群以及下一個聯盟的碗糕會讓新玩家超級頭痛,尤其是事先都沒解釋?
A133:Part of the current content revamp includes examining when and how often these features are introduced. We find that players do quickly understand them, but I agree with the concern that we need to introduce them carefully.
現階段有些內容的調整被用來觀察何時與如何被採用。我們發現玩家們很快就了解他們,但是我同意這些擔心所以我們必須小心的採用他們。
It's really important that there's lots of stuff to encounter in PoE as you're playing. All of these systems help populate the areas with stuff to do other than killing regular monster packs.
這很重要因為當你遊玩流亡黯道時會有一大堆內容要面對,這些系統讓你不單只是殺殺怪而已。
Q134:Any chance for a longer super hard mode league? Something like LAMT for example (BLAMT without the "B"), but for a few months?
還會有為期長一點的超難聯盟嗎?大概像LAMT(BLAMT少個B),但是為期數個月?
A134:I'd personally love this, but data suggests it'd have a low population. Few of the players are thaaat hardcore.
我個人是很喜歡這個,但是資料顯示這很少人玩,幾乎沒有人這麼硬派。
註:BLAMT競賽模式就是所有地區都會有血魔法、怪物增傷、圖騰、怪物多重投射物、怪物加速。
Q135:Thoughts on having the HC version go to Void league for the duration to prevent buying of items/currency with the intent to transfer it to Standard?
想想看建立一個專家模式死掉會到虛空聯盟來避免購買物品/通貨轉移到標準聯盟?
A135:We're okay with the economic impact of items going to Standard as characters die or leagues end. Voiding the hardcore leagues would heavily discourage people from playing them.
我們覺得角色死掉或聯盟結束使得東西跑到標準聯盟的經濟衝擊是可以接受的。專家模式死掉跑到虛空聯盟會
阻礙玩家。
Q136:Thoughts about having some kind of reward for reaching/being top in the top of the temp leagues?
提供短期聯盟的高端玩家獎勵如何?
A136:They're mostly about their challenges, but we're looking to make the challenges more complex in the future (so there are multiple degrees to which you can achieve them). This could mean that players who complete a levelling challenge first are rewarded.
他們大多都比較在乎挑戰,但是我們正打算未來讓這些挑戰更複雜(使得你有更多方法可以完成)。這可能代表著玩家第一個完成升級挑戰會獲得獎賞。
Q137:Any plan on making HC leagues really attractive ?
有計畫讓專家聯盟更有吸引力嗎?
A137:This is a relatively dangerous thing to do. Currently players play them because they're so much fun. We've found that if we incentivise them too much, then players who wouldn't normally choose to play in hardcore will play and have a bad experience when they lose their character. We're very happy with the number of players who choose hardcore leagues currently.
這其實也很危險。目前玩家是因為好玩才去玩。我們發現如果激勵他們太多,平常不玩專家模式的玩家會因為死掉而不開心。我們目前很滿意專家聯盟的遊完人數。
Q138:Now that we've had a few different temporary leagues do you guys like the current 3 month temp leagues or do you think that is to short or too long?
目前我們已經有好幾個不同的短期聯盟,你們喜歡目前的三個月短期聯盟嗎?還是你們覺得太長或太短?
A:138:It really depends what else is going on with the game at the time. After big expansions like the next one, there's so much new stuff that the challenge leagues can afford to be slightly longer. I should note that the current leagues (Torment and Bloodlines) are of unannounced duration. Some people assume they're three months, but they will last longer than that. We'll give a few weeks of notice before they end.
取決於當時發生了什麼事。例如下一個改版之後,會有非常多新內容,新聯盟就可以設定長一點。提醒你們目前的聯盟(苦痛與血族)還沒公布結束時間。有些人以為他們持續三個月,其實他們會比三個月更久。結束前的幾個禮拜我們會通知大家。
Q139:Do you have a timeframe for when Cutthroat leagues will start being a thing?
你們有任何割喉戰聯盟的大概時間嗎?
A139:I don't have a timeframe but I'm keen for it to be a thing.
我沒有大概的時間但是我蠻想讓他快點上線。
Q140:What are your thoughts on a 1 or 2 week "all previous leagues" race before 1.4 release?
你們有打算在1.4上線以前舉辦1~2周的"前哨戰聯盟"競賽嗎?
A140:We have plans prior to the expansion. They may not be this though.
在改版前我們有計畫,但是不是這個。
Q141:Now that PvP have gotten a big update to make it more accessible and fun, can we expect something similar for racing?
競技場預計要有大更新使得更好入門以及有趣,我們該期待競賽有相同的東西嗎?
A141:Racing has had more total development time and is in a much better place than PvP. We plan to improve racing over time, but it probably won't be in a racing expansion.
競賽比競技場開發的更久更好。我們一直都想要改進競賽,但是目前沒有競賽的擴充內容。
Q142:Will you change the way points are awarded, mainly letting players keep some points if they die in a vanilla race?
你會改變獎勵點的數量,讓玩家死在競賽也能保有一些獎勵點?
A142:This is being discussed internally for future seasons but no decision has been made yet.
這已經在內部被討論但是目前還沒有任何結論。
註:vanilla race看不懂。
Q143:Why don't we see more ridiculous races like BLAMT? Does the team feel like they're not as demanded as much as the standard races, is the team trying to focus on making racing a more serious competition, or something else?
為什麼不多舉辦像BLAMT一樣瘋狂的競賽?你們覺得這些競賽的需求不如標準競賽?你們想要把競賽弄成更嚴肅的競技項目?還是怎樣?
A143:While players do love the very hard races, we have noticed there can be too much of a good thing. If we run too many, the attendance of these races drops a lot and we start to get complaints about them.
雖然玩家喜歡這種很難的競賽,但是我們注意到這不是什麼好事。如果我們辦的太多,參加的人會變少很多而且會被抱怨。
Q144:Have you considered any kind of end-game races?
你們有想過任何形式的末期競賽嗎?
A144:There are some cool options that we could do here - we'll likely be exploring them in future expansions (not the upcoming one though).
已經有一些很酷的想法 - 我們大概會在未來的改版開始嘗試(但不是最近這個改版)。
Q145:Will you balance the early game for each of the 7 classes so they can all have an equal chance at finishing first in a race?
你們有打算平衡前期7個職業讓他們在競賽有相同的機會奪冠?
A145:We are looking at how much balance we perform regarding races. We used to focus heavily on balance for races, as a way to lead general game balance. We shifted away from that model, but we have discussed increasing the amount we balance around races again. One difficulty is the differing race lengths, and how much better players are at racing now. Previously we focused on three-hour races, and the levels players reached was much lower than they reach in the same time now!
我們正在研究如何平衡競賽。競賽的平衡在早期遠大於一般遊戲平衡,後來我們取消了這種模式。但是我們又開始討論要不要增加競賽平衡的比重。其中一個問題是如何調整競賽的長度,還有競賽好手的數量。先前我們注意到三小時競賽中,以前的玩家能達到的等級遠低於現在。
Q146:Any concerns about the accessibility of low-level dueling, considering how hugely impactful perfect gear is?
你們會擔心裝備強度會大幅影響低等決鬥的入門問題嗎?
A146:"Constructed" PvP (where you have to provide your own character) is always going to have accessibility issues. It's meant to be equally about your build/gear and your playskill. There are various other PvP possibilities in the future that don't require providing a character that uses items you've found in game. These possibilities would probably help accessibility a lot.
"建構式"決鬥場(你需要自己準備角色)一直都存在入門問題。原本只是想要在流派/裝備以及技術之間取得平衡,目前有很多其他的可能性使得你不需要準備角色使用自己取得的物品,這些可能性可能有助於入門。
Q147:A lot of players believe that melee is still not in a particularly good place. What are your thoughts/plans on this?
很多玩家覺得近戰還不夠好,你們有什麼對策?
A147:This has dominated our thoughts for a while now and it's taken care of in the expansion.
我們思考了很久而在改版中會處理這些問題。
Q148:Have you ever considered removing the "must be of the same type" policy regarding skin transfers?
你們有考慮移除"必須是相同類型"的塑形規則嗎?
A148:There are animation considerations to this, so it's unfortunately not that easy.
他們有動畫的考量,不幸的是沒你想得這麼簡單。
Q149:Can we see pilgrim hat again in shop ?
可以再賣一次浪人帽嗎?
A149:When we re-sold an effect that wasn't exclusive (Valentine's Heart), players were angry. The Pilgrim Hats were exclusive time-limited microtransactions and we indicated we wouldn't be selling them again. If you see an exclusive microtransaction that you like the look of, you should grab it while it's available!
當我們重新販售了一樣非限定的特效(情人節之心),玩家非常不爽。浪人帽是限時造形,當初也表明不再販售。如果你看到了很喜歡的限定造形,你應該在他還可以買的時候趕快買下來!
註:浪人帽:https://www.youtube.com/watch?v=JME1hUUo-H8,好想要QQ
Q150:When will the new supporter packs come out?
什麼時候會出新的贊助包?
A150:A few weeks before the Act Four expansion.
第四章改版前幾個禮拜。
Q151:Is there any momentum towards getting permanent skin unlocks, over the temporary skin transfer consumables? The current system of skin consumables doesn't seem to mesh with the ephemeral nature of randomized gear, hardcode characters, and league game cycles.
有任何永久造型解鎖的打算,而不是臨時的造型轉移消耗品嗎?目前的造型耗材系統與隨機裝備、專家角色與聯盟週期不太相符。
A151:This is an idea that I like in principle, but it'd be a lot of work to change the system over. We'll probably do some small experiments prior to committing to anything.
原則上我喜歡這個想法,但是修改這個系統是個大工程,我們大概會先做些實驗再來決定。
Q152:What will we see in terms of microtransactions prior to the 1.4 release?
1.4改版前會有新的造型嗎?
A152:There are a few slated for release over the next few weeks. You'll see them soon!
預定幾周後會有發布新造型,你很快就看得到!
Q153:Is there any plans for more avian/bird pet microtransactions?
會有更多禽鳥類寵物造型嗎?
A153:Yes.
有的。
Q154:Why don't you make more alternative skin effects, especially for launching new skills with more than one MTX available, as well as FOTM skills. Wouldn't that boost their sales?
怎麼不多做一點特殊造形,尤其是發布一些不只一個造型或是熱門的技能。這不是促進消費嗎?
A154:I'd love to sell more skill effects, but most of our effects artists are working on future content currently.
我很樂意見到新技能特效,但是特效美術目前正在忙未來的內容。
Q155:There seem to be a huge backlog of supporter uniques. When you first introduced this option, did you anticipate having to devote so many resources to this aspect of the game?
贊助製作的獨特物品看起來大塞車。你們當初做這個活動沒料想到會有這麼多人投稿嗎?
A155:When we launched the feature, we certainly didn't anticipate that it would be as popular as it has been! The backlog is getting cleared at a decent pace. It has certainly required a shift of resources over time, and we have learnt so much about how to handle this in a good way. The community have some great ideas for Unique items, so we're very pleased with the items that have resulted from the process.
我們當初發布這個活動的確沒想到會這麼受歡迎!山積正在慢慢的清掉,目前正需要一些資源,也還沒想到好的處理方法。玩家們對於獨特物品的點子都很不錯,我們很滿意目前的結果。
Q156:The option for players to create a unique at a cost of $1000 became disabled awhile ago. How soon will that option become available again?
贊助1000鎂就能設計一件獨特物品的選項最近被移除了,什麼時候還會再開放呢?
A156:Once we've cleared out the backlog. They'll probably cost more than $1000 next time.
一但我們把目前的山積製作完。下一次在開放應該不只需要1000鎂。
Q157:What are some ideas/hopes you have for future supporter packs?
你們對於未來的贊助包有什麼想法/期望?
A157:I can't discuss that, sorry. The next ones are awesome though.
無可奉告,不過下一個贊助包很讚喔。
Q158:Are their any regrets with PoEs current pricing model or are you generally happy with the results?
你們會後悔流亡黯道的收費模式還是你很滿意?
A158:Free-to-play is awesome. No regrets there.
免費玩不錯阿,不會後悔。
We're pretty happy with the prices of microtransactions themselves, but as we learn from various experiments we adjust the prices of new microtransactions going forward.
我們覺得造型的價錢還不錯,也得到了一些經驗來調整新出造型的售價。
Q159:If PoE was a project today would it be funded by Kickstarter or do you believe you'd go it alone like it had to be back then?
如果可以重來,你們會將流亡黯道會放在Kickstarter接受贊助嗎?還是你們要自己來?
A159:Kickstarter was an option when we did our crowdfunding, but we chose to use our own supporter pack platform instead.
Kickstarter是當初找贊助時的其中一個方案,但是我們選擇以贊助包的形式來取代。
Q160:Does GGG plan to monetize beyond microtransactions?
GGG有打算做超越造形嗎?
A160:The Beyond demons would be an interesting thing to theme microtransactions around. There is, however, a risk that Abaxoth might be summoned.
超越惡魔的造形應該很酷。可是要小心阿巴瑟被召喚出來。
Q161:Will you be making any microtranactions for staves?
打算做權杖的造型嗎?
A161:It's very likely.
很有可能。
Q162:Will the Koala pet ever come back, at least temporarily?
會重出無尾熊寵物嗎?至少出個暫時的?
A162:The Koala pet was designed and funded by one of our supporters (Charan). He generously suggested we run a fundraising promotion involving the pet on Australia Day. It'd only come back with his approval.
無尾熊寵物是贊助者(Charan)設計和贊助的,他建議我們在澳洲國慶日用這個寵物舉辦募款活動。如果他允許的話才會重出。
Q163:Who do I have to bribe (and how much) in order to get those mini-rock golems available as pets?
我需要賄賂誰(需要多少)才能讓你把小石頭人做成寵物?
A163:This will be a thing.
大概這樣吧:https://www.youtube.com/watch?v=1hBbPmSEm-U
--
Tags:
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