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[情報] POE2 開發者更新報告 (類營火晚會)

看板PathofExile標題[情報] POE2 開發者更新報告 (類營火晚會)作者
ben2227486
(ben2227486)
時間推噓27 推:27 噓:0 →:31

(前略)

Some of these changes have already been deployed without a realm restart,
others will be deployed in an upcoming patch.
下列內容為官方已關注重點,有些已經實裝,有些仍待後續更新。

----- Dodge Roll Changes 翻滾相關-----
A lot of players have expressed frustration about being trapped in by monsters. While it is intended that monsters are able to trap and kill you, we felt
that the frequency of this was a little too high.
雖然原本設計就是玩家會有被圍毆致死的機會,但這發生頻率有點超出我們的預期
We will be deploying the following changes in an upcoming patch:
下次更新會實裝:
Player size is now set to Zero units while dodge rolling instead of One unit
玩家翻滾時碰撞體積1單位→0單位
Some smaller monsters can now be pushed while dodge rolling. This includes
monsters such as the Adorned Beetles in Keth.
小型怪將可以被玩家翻滾推開,對,就是你,第三章小飛行甲蟲。
This should result in getting trapped less often. Note that you can still be
trapped. A player size of a zero can still not phase through monsters, but itcan get through even the smallest gap between them.
這將會減少玩家被困住的情況,但請注意玩家仍然不能真正的翻滾穿怪,你只能穿越怪與怪之間的小縫隙。

-----Checkpoint Changes傳送點相關-----
A lot of players have been reporting that it can be tedious to need to retread areas of maps in order to get back to objectives that they already found.
We will be deploying the following change in an upcoming patch:
下列更新日後將實裝:
Clicking on a checkpoint will allow you to teleport to other checkpoints in
the area that are explored on your minimap
點擊一個重生點能讓你傳送到其他該地圖已探索並啟用的重生點。
Checkpoints have been added to all entrances and exits of zones to allow for
teleportation
地圖入口和出口都會有重生點
A Checkpoint has been added to the midpoint of the first Dreadnaught area
Dreadnaught地圖的中間新增一個重生點。
We will be making further adjustments to checkpoint positions as we continue
to gather feedback.
重生點相關問題會持續收集意見和更新

----Item Changes物品改動----
One of the major problems that players have been experiencing is feeling thatthe game is not rewarding enough. This is an area that we have to be very
careful when adjusting because it's very hard to reduce drops if we increase
them by too much. We have identified a few key areas that we believe will
significantly improve the experience that players are having.
我們知道玩家在抱怨掉落問題,但我們必須謹慎小心處理這類問題以免大放送之後覆水難收。我們已掌握關鍵調整策略,相信能大幅改善玩家體驗。

----Rare Monster Changes稀有怪改動----
We felt that Rare monsters were not rewarding enough. This didn't affect the
campaign as much because there are more Unique bosses, increasing the overallamount of drops, but it's especially noticeable when playing in the endgame
where Unique monsters are less common. In particular, the reward that you were getting for the increased difficulty of rares wasn't lining up.
我們認知到金怪獎勵不夠豐厚,特別是金怪的獎勵與擊敗他的難度而言不成正比。雖然整體來說獨特頭目的獎勵有一定程度減緩這問題,但玩家在end game時候的感受將更強烈-因為end game頭目較少的緣故。
We have deployed the following changes:
預計實裝以下:
Rarity bonus per rare mod has been doubled
+10% Quantity bonus per rare mod
Increased the chance of rare monsters inherently having more modifiers as youprogress through endgame
金怪掉落稀有度由一倍調整為兩倍/每條詞綴,掉落率+10%/每條詞綴
金怪擁有多條詞綴的機率上升,在end game更為明顯。

These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases
throughout the campaign and into endgame. In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well,
increasing the rewards of these other mechanics too. Also note the change
below to make sure each map has a minimum number of rares which will also
increase the average number of rare mods, and thus increasing drops further.
(總而言之就是鼓勵玩家打造地圖時候弄出更多金怪,獎勵就會越高。)

----Currency Changes通貨改動----
We felt that players were not getting enough of certain currency either in the early game, or to sustain adding mods to maps.
我們有意識到玩家通貨不足以打造裝備或打造地圖。

We have deployed the following changes:
下列更新將實裝:
Regal orb drop rates increased around 40%
富豪石掉落率增加40%
Disenchanting of six mod rares to give two regal shards instead of one.
6詞黃裝拆掉會給2個富豪石碎片
Lesser Jewellers orbs drop rates increased around 33%
寶石工匠石(增加寶石連結)掉落率增加33%
Reduced the drop rate of Chaos Orbs slightly as they are less valued and so
that it doesn't consume so much of the "rare currency" drop pool. This causescurrency such as Exalted Orbs to increase somewhat.
減少混沌石在高階通貨掉落池出現的機率,這將導致混沌石掉落率變低而其他高階通貨(如崇高石)變多。
Gemcutter's Prism drop rates increased by 500%
寶石匠珠(提升寶石品質)掉落率增加500%
Gemcutter's Prisms now increase quality on gems by 5% instead of 1%
使用寶石匠珠提升寶石品質由提升1%改為提升5%。

----Map Mod Changes地圖改動----
(還沒玩到後面,先不翻)
Like with rares, we felt that players were not being rewarded enough for the
difficulty that was being added by map mods. We have significantly increased
the value of all prefix map mods.

We have changed all map prefix mods, but some example changes we have deployed are:
Rarity mods have been increased by 2.5x
Quantity mods have had extra rarity added to them (This is now in a later
patch)
We removed the bottom tier of some mods
You are much more likely to roll modifiers that affect drops or pack size
rather than less useful mods

In addition, it has been identified that some areas are not being affected bythe "Increased Number of Monster Packs" mod as they should be. We will be
fixing these maps to work correctly in a later patch.

----"Unlucky" Drop Protection 衰小掉落的保底機制----
One of the major issues we have identified are outlier "unlucky" drops. A
single Unique boss dropping badly, especially early on can significantly
affect your character.
我們意識到玩家太衰的時候擊敗頭目的獎勵非常寒酸,在遊戲早期發生的話影響非常劇烈。

We have deployed the following changes:
下列更新將實裝:
No more than 50% of an Unique monsters drops can be gold
獨特頭目的掉落池裡面,金幣占比不會超過50%
Act Bosses and Map Bosses will always drop at least 1 rare
章節王和地圖王必掉一個黃裝

The first of these changes is more significant than it first appears because
players can't see the difference between "normal" and "rare" gold piles. You
will get more equipment and currency items which can take more advantage of
the rarity increases that unique monsters provide.
(總而言之就是應該能改善玩家早期體驗。)

---Click to Move點擊移動模式----
There was an issue where the "Move Only" command was namelocking. This would
often result in your character confusingly attacking in an unexpected
direction while holding down this action.

We have deployed the following change:
Move Only no longer namelocks

----Endgame Maps終局地圖----
A concern for players in endgame maps is accidentally missing Rare monsters.
In addition, many maps did not have the number of rare monsters that they
should have had.
已知不明原因導致地圖金怪消失的問題

We will be making the following changes in an upcoming patch:
下次更新將實裝下列:
Rare monsters now appear on the minimap when there are 200 monsters remaining, instead of 50
怪物數量200以下時即會顯示黃怪位置(之前是50以下)。
Many maps have had additional rare monsters added to them to make sure that
there are a minimum number in every map type.
已確保所有地圖都會含有一定數量的金怪。
Over the coming weeks we will be continuing to work on map layouts and monster density issues in maps.
接下來幾周會持續改善地圖布局問題和怪群分布問題。

----Conclusion結論----
We will be posting patch notes for these changes when they're deployed. For afull list of what's just been deployed, check out the patch notes here. Thereare still a lot more changes to come, these are just some of the changes thatare fast for us to make. We will be continuing to monitor feedback and
adjusting things as we go.
我們會持續收集意見來進行改善,已實裝內容會在接下來的patch note個別寫明。

--

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zseineo12/10 16:39在地圖的門口跟出口都會加重生點 吧

ben222748612/10 16:40喔對 因為大部分傳送點都在入口 我腦袋卡到

※ 編輯: ben2227486 (210.61.233.86 臺灣), 12/10/2024 16:41:24 ※ 編輯: ben2227486 (210.61.233.86 臺灣), 12/10/2024 16:47:50

drinkmywater12/10 16:47終於 可以好好玩了

wolver12/10 16:490.0001%的一倍是多少

amsmsk12/10 16:54看金怪詞墜變多 宿敵還玩不夠爽就是了

sobiNOva12/10 16:56商店的裝會多一倍 想想就刺激

belief081612/10 17:04必掉金裝不知道什麼時候實裝

ben222748612/10 17:07打太快打錯 那是必掉黃裝 不是傳奇裝

selica103112/10 17:14笑死 火牆召火靈要動刀了

Hopeless12/10 17:22有聽到玩家聲音給推 都有改到痛點

※ 編輯: ben2227486 (111.253.104.120 臺灣), 12/10/2024 17:38:31

orz28612/10 17:50不快點改都要跑光了

abc123kevin12/10 17:51這才是真正的EA 三天左右就開始給回饋了 一些無恥

abc123kevin12/10 17:51技能也有下修到正常傷害

brain4112/10 18:26重生點可傳好評

ExCaleBuR12/10 18:45翻滾體積減少根本德政

davidbright12/10 18:49QQ

metroid010412/10 19:34本來就是要設計成玩家被圍毆到死<-智障設計膩

hh123yaya12/10 19:36如果自己往怪堆裡面跳 暈眩門檻不搞 就是會被圍毆呀

iamnotfatest12/10 20:27然而偷取的問題還是沒解決 據說怪的偷取抗性現在都

iamnotfatest12/10 20:27比平常多一個0

iamnotfatest12/10 20:28導致大部分怪都超過100%

aa096812/10 21:06讚 反觀D4

orange1930612/10 23:39第二章無限列車該增加紀錄點,昨天打到快吐血

stepnight12/10 23:53套句版友說的:難道會有人往怪堆裡翻滾死掉的嗎

stepnight12/10 23:54與其砍傷還不如先加強那些垃圾技能==

stepnight12/10 23:56然後地圖真的太太太太太他媽大了

stepnight12/10 23:56有時候任務道具也很詭異,繞一圈清完找不到

stepnight12/10 23:56突然被怪宰了就在記錄點旁邊生一個綠色驚嘆號

stepnight12/10 23:56真不知道沒被宰的話那個道具會不會出現

shortoneal12/11 01:29感覺通貨現在能玩的做裝套路還太少了

shortoneal12/11 01:29至少給個工藝台讓人補補抗吧...女高中生表示不舒服

wuchianlin12/11 08:15裝備打洞的東西太少了,補抗很不方便

cguchen12/11 08:29我也是覺得要有個閹割版工藝台比較好,畢竟當初我會玩poe

cguchen12/11 08:29就是工藝台的強大。

kingroy12/11 08:59他們似乎很不想給工藝台

TWayne12/11 09:26商店洞裝全買來拆省著用初中期應該還夠?

goldchild12/11 09:52看的出來為了讓每次的一般交戰都是“史詩級”的戰鬥 遠

goldchild12/11 09:52距離傷害靠走位 近距離傷害靠當下的地形和站位來避免圍

goldchild12/11 09:52毆 但圍毆還單位碰撞外面太擬真

hh123yaya12/11 10:22POE當初工藝台是不是大師賽季才出阿 希望以後會有==

stepnight12/11 10:43最初Poe1確實是沒工藝台的

BeamRay12/11 10:45可以不給工藝台啊,有符文了。只是符文不能拆也不能銷毀=

BeamRay12/11 10:45=

BeamRay12/11 10:45希望可以出銷毀符文功能

jackysuyu12/11 11:52當初設計師說好二代做莊更容易的呢,才沒工藝台,結果

jackysuyu12/11 11:52現在身上裝備沒半個是加工過的,全是撿起來就長那樣的

jackysuyu12/11 11:52reddit 也說如果有工藝台這次抱怨聲音估計能在少8成

jackysuyu12/11 11:53剛進輿圖的時候抗性難撐的離譜

pooy640712/11 13:16符文不能拆真的很白癡

Beersheep12/11 18:28沒改造石 很難做裝欸

CP3112/11 19:22拆完裝符文也消失 過渡裝要不要塞符文超猶豫

stepnight12/11 19:59符文不值錢 沒差吧

egain12/12 11:01天賦重置費用問題也很大 想換流派可能要幾十萬 一代可以跟

egain12/12 11:01別人拿後悔石 這代金幣只能自己打 如果你的流派被官方一刀

egain12/12 11:01砍爛 是真的寸步難行 怎麼換流派? 跟朋友要百件裝備來賣?

egain12/12 11:01回章節打幾千件垃圾來賣?

eric6144612/12 12:56地圖的標記 應該npc顯示的

eric6144612/12 12:56跟鎖妖塔的圖差不多大了