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开发者日记——挖掘更新

其他 htqssky 1年前 (2023-03-01) 75次浏览 0个评论

你好,我是Mitth,正在更新挖掘系统的系统设计师之一!我想要分享一些关于我们认知的挖掘系统现状和对于Return to Carn Dum(重返卡恩督姆)计划的更多信息。

Hi, I’m Mitth, one of the systems designers working on the next update to the Delving system! I want to share more about how we see the current state of Delvings and what we are planning for Return to Carn Dum.

这些改变将分别从下面几个类别谈起:

  • 通用平衡调整:降低中高难度下血量、伤害和警戒难度加成。
  • 恶意更改:新的恶意,现有恶意调整,以及更快的恶意周期性更新
  • 挖掘宝石合并:减少宝石以为物品栏腾出更多空间。
  • 奖励更新:更多选择,更棒奖励,以及移除最差奖励。

These changes break down into the following categories I’ll be discussing:

  • General Balance Adjustments: Lowering health, damage and alert difficulty modifiers for enemies across mid-to-high difficulty Tiers.
  • Malices Changes: New Malices, adjustments to existing Malices, and a faster Malice rotation.
  • Delving Gem Consolidation: Fewer gems for more inventory space.
  • Reward Updates: More choice, better rewards, and removing the worst rewards.

通用平衡调整 – General Balance Adjustments

我们正在降低T5-T10难度怪物的伤害和血量加成。尽管我们想要挖掘系统具有挑战性,但中高难度的普遍困难程度最终高于了我们的预期。

We are lowering the damage and health difficulty modifiers of enemies, particularly in Tiers 5 through 10. While we want Delvings to be challenging, the general difficulty in mid to high tiers ended up higher than we would like.

我们还将降低高难度下怪物的警戒范围,怪物有一个“洞察”和一个“呼叫帮助”范围,会在触发时激活范围内的其他怪物,这些范围效果目前太大了,造成附近的怪物激活更远处的怪物形成“怪潮”。我们想让小心开怪成为一项重要的执行技能,所以我们将降低上述效果的半径。

We are also decreasing the alert range of enemies at higher tiers. Enemies have a “perception” and a “call for help” radius that activates other enemies in the area once alerted, and these radius effects are currently too large, resulting in a “mob cascade” as nearer enemies alert mobs further away. We want careful pulling to be an important skill to execute, so we will be lowering the size of these radius effects.

恶意更改 – Malice Changes:

我们将把恶意循环的周期从每周改为每天,并增加第六个变量。这将增加多样性并确保你在挣扎于当天的组合时能在第二天获得不同的体验。我们还将按类重新划分恶意,每个组合中的每一类恶意中只会有一个。举个例子,这将使你在任何组合的情况下都避免遇见复数个毒圈。

We will be shifting the rotation of Malices from a weekly to a daily schedule and adding a sixth variant. This will increase variety and ensure that if you are struggling with today’s combination, you can get a different experience the next day. We are also reorganizing Malices by type, and only putting one of each type into each variant per band. This prevents you from encountering more than one damaging hotspot, for example, regardless of the combination that day.

我们增加了新的恶意,给你机会反制其效果,在游戏设计领域中我们称之为“强反制”。我们将增加:

We are adding in new Malices that give you the ability to counter their effects, something we call “strong counterplay” in the game design space. We will be adding:

史诗级怪物技能 – 这些是强力但慢读条的恶意技能,同时只会有一个战斗中怪物会施放这些技能,该怪物会发光,同时你可以打断其读条。如果你不打断,技能就会放出来!

Epic Monster Skills – These are powerful but slow induction enemy Malice skills. Only one attacking enemy will be able to use these skills over the Malice skill’s cooldown, that enemy will glow, and you can interrupt its induction. If you don’t, the skill will complete!

诅咒热点 – 这些热点由怪物们施放在自己脚下,以治疗、造成更高伤害和获得其他增益。你需要把怪拉离原位以失去效果。

Cursed Hotspots – These hotspots are cast by enemies on themselves to heal, do more damage, and get other benefits. You will need to move the enemy from its location to lose the effect.

我们正在中低难度下重新放置和重做一些不需要强反制的恶意。注意一些高难度恶意例如Vengeance或Hydra并非可以直接反制的。我们还将平衡一些恶意,例如我们将对Fire-storm进行削弱。

We are replacing or reworking some Malices, particularly at mid to low Tiers, that do not have strong counterplay. Note that some higher Tier Malices like Vengeance or Hydra are not intended to be directly countered. We will also do a balance pass on some Malices like Fire-storm, which will be made weaker than it currently is.

挖掘宝石合并 – Delving Gem Consolidation:

我们将减少挖掘宝石的数量和种类。系统扩展后我们将共有4种宝石用以开启12个难度,每种宝石可以开3个难度(1-3、4-6、7-9、10-12)。同时宝石不再有破碎的版本,玩家们将在完成挖掘任务后获得下一个宝石。你将在每组难度的边缘等级,例如T3和T6,获得当前难度和下一组难度的两种宝石。注意宝石是Unique类型,所以你如果已经有一个宝石就不能再获得另一个了。如果你在挖掘任务中失败了,你需要用金币重新买一个宝石,或完成上一难度的挖掘来获得一个。价格将保持低廉,以继续使购买过程不心疼。所有的现有宝石将可以出售,从而你可以卖掉多余的宝石。

We are reducing the number and kind of gems the Delving system requires. We’ll have four gems that can be used across 12 tiers, with each gem unlocking three levels of delvings (1-3, 4-6, 7-9, 10-12 once the system is expanded.) Gems will also no longer have cracked versions, and players will get the next  gem when they successfully complete a delving. You’ll get two gems when you are on the edge of bands, like 3 and 6, to get the current and next band’s gems. Reminder that gems are unique, so you won’t get a second gem if you already have one. If you fail a delving, you’ll need to either buy a gem for coin or repeat the previous tier to get the next gem. The prices remain low to keep the purchase process painless. All current gems will be sellable, so you can get coin for extra gems.

奖励更新 – Reward updates:

我们听到了你们关于想要更快获得更多挖掘卷轴的呼声!我们将增加两个挖掘周常,一个是完成一定数量任意难度的挖掘任务,另一个是完成少量T6以上难度挖掘任务,这些任务的奖励将为美德经验和挖掘卷轴。

We hear you about wanting more Delving Writs more quickly! We will be adding two weekly quests to Delvings, one to complete a certain number of Delvings at any Tier, and one to complete a smaller number of Delvings on Tier 6 or higher. The rewards for these quests will be Virtue XP and Delving Writs.

我们还将首次将挖掘系统引入副本,学院和图书馆!这些副本将有一个额外的小几率获得稀有挖掘宝箱,内含稀有奖励,难度越高获得稀有宝箱的几率越高。

We are also adding our first Instances to Delvings with the introduction of The School at Tham Mírdain and The Library at Tham Mírdain! These Instances will also have a small chance at a second, rare Delving Box with rare rewards, with higher Tiers having a better chance at getting the rare Delving Box.

我们也已经听到你们关于高难度下获得低级奖励的抱怨,因此我们在T7-T10难度下排除了最差的奖励,并将随机材料箱换成了材料选择箱。我们还将从奖励表中全面移除腐烂水果和煤块。

We’ve also heard you about getting lower-level rewards at higher Tiers, so we’ve eliminated the worst individual rewards from the Tier 7-10 band and replaced random crafting boxes with a crafting picker box. We will also be removing the rotten fruit and lumps of coal from treasure tables throughout.

感谢阅读!

Thank you for reading!

我们知道挖掘系统在随《暗影之前》发布时是一个野心勃勃的系统,同时我们也知道它需要时间去建立、调整和在玩家开始使用后与游戏适配。这就是你点进来的原因!你喜欢或不喜欢挖掘系统的什么?你做挖掘任务的体验怎么样?在评论区告诉我们,谢谢!

We knew Delvings were an ambitious system when we launched it with Before the Shadow, and we knew it would take time to build, tweak, and adapt this system for the live game once players began using it. That’s where you come in! What have you liked and disliked about Delvings? What has been your experience running Delvings? Let us know in the comments. Thanks!

Mitth
指环王OL系统团队

Mitth
Systems Team, The Lord of the Rings Online

 

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