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UBI惨被玩家讨伐被迫修改全部掉线1.1更新内容

posted by wap, platform: Chrome
前天育碧释出了全境封锁Patch 1.1的更新文档,本人对此进行了全文翻译,详见:http://steamcn.com/t179892-1-1
其中,关于制作装备有关的削弱犹如一石激起千层浪,引起了中外玩家大范围的讨论,其中以声讨为主,不少玩家纷纷表示育碧走的是Diablo 3之前的老路,奉劝育碧不要在错误的道路上越走越远。

然而北京时间4月8日凌晨,也就是距离补丁正式上线日还有5天的时候(补丁以PCT时间为准),育碧悄悄上线了一份补充说明,原文在此:
http://tomclancy-thedivision.ubi.com/game/en-GB/news/detail.aspx?c=tcm:154-245982-16&ct=tcm:148-76770-32

以下为中英文对照翻译:

THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1
全境封锁:1.1更新中的物品掉落与制造
07/04/2016 06:00 PM

Agents,
特工们,

As you already know, we will be deploying update 1.1 in a few days. This is very exciting for all of us as it will be the first major content update since the release of the game! With it, we will implement new End-Game activities and a new layer of character progression with gear score 204 (equivalent level 32) items and Gear Sets items.
就像你们已经知道的那样,我们将在几天内推送1.1更新。对我们来说,这是非常令人激动的,因为它将是游戏发布后的首个重大内容更新。我们将随之提供新的终极游戏内活动,以及与新的角色拓展内容相关的内容,包括装备分数为204(相当于装备等级32)的物品及套装。

However, as we add this new layer of character equipment to the game, we also wanted to seize this opportunity to address something that will change your end game experience significantly: the importance of crafting versus item drops.
尽管如此,因为我们把新的角色装备层次加入游戏,我们也想抓住这个机会澄清一些事情,它们将会显著改变你们的游戏体验:制作与掉落相比孰重孰轻。

STATE OF CRAFTING
(物品)制作的情况

The Division is primarily a RPG. As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are completed and max level is reached.
全境封锁主要是一个角色扮演游戏。既然如此,在你们的角色完成全部故事线并达到满级之后,为其获取装备就成为了让你们继续游戏下去的主要动力。

As part of the End-Game loop, players are expected to obtain their equipment by trying to beat challenging activities, and be rewarded for it. As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build. Looking for one specific item can be quite tedious, but it should also feel extremely satisfying when the item is finally acquired.
作为游戏终极内容的一部分,我们希望玩家可以通过完成挑战活动获得装备,并受到与之对应的奖励。考虑到每个玩家都会改进和完善他们的搭配,他/她就会尝试找到契合此搭配的特定物品。追寻一个特定物品的过程相当枯燥,但在最终获得它的时候玩家应该得到极大的满足。

The way our crafting feature is designed is to offer an alternative for players to temporarily complete their gear, by crafting missing pieces of their level. For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear compared to loot dropped from named enemies. If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead. It will not replace the item, but you will still be rewarded for your persistence.
制造功能是我们设计给玩家的一种临时凑齐装备的备选方法,玩家可据此制造与之级别对应的缺失部位。在游戏终极阶段,相对于从特殊敌人获取掉落而言,我们希望装备制造与游戏内的各种货币能提供一种可靠却又缓慢的来源。如果在很多次尝试后你还没找到这个物品,你起码也拥有了足够材料,来尝试做出其替代品。尽管无法取而代之,但你会因自身的坚持而受到奖赏。

However, at the moment, loot drops are just too rare and disappointing, putting too much of an emphasis on crafting: you are looking for crafting materials and may sometimes end up dropping an interesting item in the process.
虽然如此,此时此刻,装备掉落实在过于稀少和令人失望了,导致制造反而成为了重点:你们一直在搜寻制作材料,而这个过程,有时也许会因一个心仪的掉落而终止。

This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting compared to items acquired as loot drops.
这清楚地证明了如下的图表(展现的内容)。从这里你们能看到与掉落获取途径相比,多少物品等级为31级的高端物品是从制造获得的。



As many of you pointed out in the past weeks, the end result does not provide the level of fun that we had hoped for.
就像你们中的很多人在过去的数周内曾指出的那样,最终结果并未提供我们所希冀程度的乐趣。

To address the situation, and simply make End-Game more satisfying and more focused towards improving your build one piece at a time, we will be implementing a series of changes with update 1.1, some of which have already been communicated in the Patch Notes, and others that we are about to reveal now.
为了解决这种情况,让终极游戏内容一下子变得好玩起来,并且使得一次获取一件你的搭配所需的物品成为你的关注点,我们将通过1.1更新中一系列的改变来实现,其中一些内容已经通过更新文档加以说明,剩下的这是我们现在即将揭晓的。

MORE HIGH-END ITEMS
更多的高端物品

From now on killing a named NPC will grant you a guaranteed High-End drop! That’s right, you will now always get a High-End item from killing a named NPC of level 30+.
从今往后,杀死具名NPC将必定掉落高端物品!没错,通过击杀30级以上的具名NPC,你们现在总是会获得一件高端物品。

The gear score of said High-End will be determined by the level of the NPC. For example, a level 30 named will guarantee a gear score 163 High-End. With so much more High-End drops, you’ll quickly notice that crafting High-End items, while more expensive, will not necessarily be much more complicated. To make sure that crafting remains a viable alternative, we will also increase drop rates of Division Tech materials to 40% on level 32 named enemies in the Dark Zone.
前面提及的高端物品的装备分数将由NPC的级别来决定。举例来说,一个30级的头目将掉落装备分数163的高端物品。通过如此之多的高端物品掉落,你会很快留意到,尽管制造高端物品的成本增加了,但实际上并没有变得更加复杂。为了确保制造仍是一种可靠的备选方案,我们也将暗区32级的具名敌人掉落暗区科技的几率提高到了40%.

New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need. Each named NPC will now have more chances to grant a specific type of High-End item. By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.
我们设计了新的掉落列表,这样你能够根据自己的需求,掌握哪些特定NPC将会是自己发力的目标了。每个具名NPC现在都有更多的机会确保掉落一种特定的高端物品。通过发掘每个具名NPC的特殊性,你们很快就知道为了获得特定物品应该去找哪些NPC了。

CRAFTING AS AN ALTERNATIVE
制造作为备选方案

You have already seen the changes that will be brought to crafting, but let’s go through them in more details here. Increased costs for converting crafting materials and crafting High-End items:
你们已经看到制造环节即将来临的改变,但是让我们在这里把详情再过一遍吧。增加了转换材料以及制作高端物品的消耗:

10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material //译注:因为这些和Patch文档一模一样所以这里不翻译了。
15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item


Changed deconstruction yield of Standard (Green) and High-End (Gold) items:
Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2

By changing the conversion rates, we will encourage players to use their low level materials while they are leveling up, instead of saving them until they reach level 30. It will also bring more decision making between selling and deconstructing low quality items. Most High-End materials should come from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones. Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.
通过改变转化的比率,我们将鼓励玩家在升级的时候使用其低级材料,而不是把它们积攒起来直到玩家达到30级。这也将引发更多有关出售还是摧毁低品质物品的抉择。大多数高端材料应从销毁高端物品而来,而不是通过销毁低质量物品来转换。同样的,降低销毁物品的产出也会降低刷装的效率。

Once again, we want you to consider deconstructing and material converting as an alternative when you get an item that doesn’t contribute to your build, and not the main mean to develop your build as a whole.
再次说明,让你们获得一件与你的搭配不符的物品的时候,我们想让你们把销毁和材料转换作为一个备选方案,而不是将它们作为打造你的搭配的主要方式。

CONCLUSION
结论

To sum up the list of changes brought with update 1.1 in regards to item drops and crafting, we will:
总结一下1.1更新带来的有关物品掉落和制造的改变,那就是我们会:

Increase drop rates of High-End items on named NPCs (100% drop rate, actually)
提高具名NPC掉落高端物品的概率(实际上是100%的掉率)
Increase drop rates of Division Tech, to make it less of a bottleneck than it currently is
增加暗区科技的掉率,令其不在成为一种类似现状的瓶颈
Modify loot tables for each named NPC, to make the hunt for loot more controlled
为每个具名NPC设计掉落列表,让追猎过程可控
Increase conversion costs of lower quality materials to high quality ones, making it harder to convert low quality materials into high quality ones
增加低级材料转化为高级材料的消耗,让低级材料转换为高级材料的难度增加
Decrease construction yields, making it less interesting to farm lower quality items in order to obtain crafting materials, and because you’ll get more High-End items as a whole
因为你们整体上将获得更多高端物品,那么就降低摧毁的产出,让刷低品质装备来获取制造材料的乐趣降低
Increase cost of crafting High-End items, because High-End materials will be much easier to come by
增加制造高端物品的花费,因为高端材料的获取将会容易得多

These changes will not only make crafting and dropping more coherent towards each other, but will also make it feel much more fun and rewarding.
这些改变不仅会使制造与掉落彼此之间更加契合,而且同样会让游戏变得更加有乐趣和有意义。

Balancing an online game is no easy task, and while we believe that these changes are a step in the right direction for the future of the game, we will keep monitoring the situation and address what needs to be modified. But more than that, we will have an eye on all aspects of your experience, and balance things when needed. Sometimes it means making hard decisions that might not be appreciated, and when this happens we will make sure to give you the visibility you need to understand why these decisions are made.
平衡一个在线游戏并不是一个简单的任务,我们也相信这些改变是游戏未来正确发展方向的一步,我们将继续关注游戏的情况并解决需要处理的问题。但是除此之外,我们将关注你们的各项体验,还会在需要的时候加以平衡。有时候,这意味着做出艰难的决定可能无法令人接受,但是当这一切发生的时候,我们将确提供相关细节,以便各位理解做出这些决定的原因。

Your feedback is very valuable to us, so keep the discussions going, we will be reading!
你们的反馈对我们来说尤为宝贵,那么继续讨论吧,我们一直会看的!

-The Division Team
全境封锁团队


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posted by wap, platform: iPhone
这么长的解释懒得看。不过也算有心啦



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我现在好不容易凑了一身金色垃圾装,还没毕业,总之,具体改动如何下周就知道了。。。


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posted by wap, platform: Chrome
引用:
原帖由 @tommyshy  于 2016-4-7 18:15 发表
我现在好不容易凑了一身金色垃圾装,还没毕业,总之,具体改动如何下周就知道了。。。
下周就要化为不私人战群魔啦

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posted by wap, platform: 红米Note3
还是没有玻璃渣脸皮厚啊

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Increase drop rates of High-End items on named NPCs (100% drop rate, actually)
提高具名NPC掉落高端物品的概率(实际上是100%的掉率)
Increase drop rates of Division Tech, to make it less of a bottleneck than it currently is
增加暗区科技的掉率,令其不在成为一种类似现状的瓶颈
Modify loot tables for each named NPC, to make the hunt for loot more controlled
为每个具名NPC设计掉落列表,让追猎过程可控


看起来不错 但游戏已经删了 为黑魂3 腾空间

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怎么看都不像是被迫修改的。。。

应该是早就计划好的roadmap,昨天说要增加合成装备所需材料后,育碧就说了今天有新消息要公布,再说离更新就这么几天,这么大的更新怎么可能一两天就改完

标题党。。。

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posted by wap, platform: Android
也就是说,不再提倡材料合成成更高品质的材料,蓝绿色材料就用来在升级过程中合成一些过度装,紫装什么的直接卖掉攒白区币,因为校准需要。金材料主要靠垃圾橙分解,也就是说刷10次boss你就有一次合成橙装的机会。暗区收益更大了,因为这样大部分玩家要飞机送走的都只会是橙装。暗区撕逼更疯狂了。

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posted by wap, platform: Galaxy Note III
不就有暴雪老路子么,亲爱的玩家,我是你爹

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