Re: [閒聊] 明天GGG官方直播內容會是什麼?已刪文
看板PathofExile (流亡黯道 - Path of Exile)作者iamgaylan時間4年前 (2021/08/12 09:03)推噓0(0推 0噓 0→)留言0則, 0人參與討論串2/6 (看更多)
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MAJOR CONTEXT DISCLAIMER: Many of these notes are based on content under devel
opment and may change/not be implemented as stated.
‧ Willing to record gameplay content
‧ Possible reverting of some 3.15 changes - team is unhappy with many change
s currently
‧ Willing to come on more podcasts to talk more instead of avoiding the fire
Defences
‧ Some changes to fortify in 3.16 to make it more catered for Melee characte
rs
‧ More "low investment" defences as well as higher investment defences (EN:
e.g. Arcane Cloak?)
Flasks
‧ Flask changes - 3.16 - proactive vs reactive mod pools, more bench crafts
for flasks
‧ Four tiers of flask mods, up to 3x as powerful at T1
‧ Buffs for reactive mods (e.g. "Adrenaline on Life Flask grants Onslaught")
‧ Jewel mods changes (tiers?)
‧ Flask focused uniques e.g. "your flasks are always in effect"
‧ Weren't tested enough
Ailments
‧ Notable clusters to mitigate bleed and poison
‧ Bleed removal from Steelskin (consequential change to Bone Armour)
‧ Molten Shell ignite damage reduction
‧ Purities may get ailment avoidance as a baseline stat (currently Alt Quali
ty)
‧ Jewel corruption for mitigating ailments
‧ Consecrated Ground reduces effect of Curses by 50%
‧ Increased mitigations from Pantheon powers
"Masochist"/Hard Mode (alternate mode akin to Hardcore/SSF)
‧ Very brutal
‧ Significantly reduced item and currency drop rates
‧ No master crafting/veiled items
‧ Low development cost (just disabling several functions)
Aspirational Content
‧ Fractured Deli Maps were not an intended endgame
‧ More delirium orbs drops
‧ 5-10 additional Simulacrum waves
‧ 5 Orb Maps more rewarding
‧ Deep Delving change - more rewarding past Depth 1500 but also more challen
ging
‧ Niko Catchup continues up to t16s
‧ Uber Timeless Domain
‧ Uber Blighted Maps
‧ 3.17 New Endgame
Leagues
‧ Balance of "Chase" Uniques vs Currency
‧ New uniques are.. supposed to be exciting? I guess
‧ Adding more shit to core drop pool idk
‧ Future leagues likely will not have loot theme icons from Legion/Blight/Ex
pedition
‧ Meant to be experimental - content like Harvest was technically not meant
to be core
Atlas
‧ 4 regions, 100 maps
‧ Merge redundant Maven passives
Tencent
‧ "Tencent does not have any desire to exert control on the game"
‧ Tencent is just like any other shareholder
‧ I don't really understand financial talk sorry I'm a nurse not an accounta
nt
Fragments
‧ Prefer tradable fragments to ensure it is part of the economy (e.g. Itemiz
ed Temple of Atzoatl)
‧ Result of several unfortunate issues - drop nothing vs needing to click so
mething
‧ Future leagues will not rely on splinters; may review previous leagues (EN
: e.g. Breach, Legion?)
‧ Loot spirals (e.g. Incursion, Ultimatum, Ritual) - automatically will merg
e splinters. Will need to review how it splits in party play
‧ Decluttering: Wisdom scrolls drop frequently and are a waste of time to pi
ck them up - average size of currency stacks will increase after certain "band
s" (EN: tier?), but less frequency.
‧ Currently satisfied with item pickup range
‧ Experimenting with not rendering filtered items
Mobility
‧ Is fine
3.15?
‧ Mid-league nerfs and buffs will be sparing but will be done if severely ba
‧ Absolution issue was not during testing phase
‧ Not a Q&A team issue supposedly
‧ Alpha users PLEASE stop leaking or testing will be delayed
‧ Issue with testing due to last-minute patch changes for expansions
‧ Likes Remnants giving big rewards to incentivize hard challenges
‧ STORM RAIN FIX IN NEXT PATCH
Royale
‧ 100 player playtest is done with staff
‧ Combined servers due to player drop off
‧ Looking into live queuing but may be difficult due to it being a different
character
‧ Possible alert for games starting soon
Crafting
‧ Bench crafting options may be moved out of Delve/Prophecy/Incursion
‧ Harvest crafts that upgrade to rare will be combined with reforges
‧ Changes to Veiled Mods - most will be fully unlocked (all tiers) in one un
veil
POE 2
‧ Act 1 90% done, Act 2 70%, other acts started
‧ COVID limiting new talent in person, now looking for new artists overseas
to submit applications at chris@grindinggear.com
‧ No plan to have "skip to maps" option but will have unique experiences to
improve replayability
Party Play
‧ Goodbye current aurabots? More interactive supports/team synergies
Monsters
‧ Likes different difficult stats overlapping being dangerous is exciting, b
ut might change it so rare auras do not overlap (as much?)
‧ Ultimatum may have been core if it didn't spawn millions of rares
‧ Cutting back on-death effects but would like to introduce them in the futu
re if able to "do it well"
‧ Monster crits may be adjusted to make it less spiky
Chris' Roles
‧ Ensures all tasks are done
‧ May directly work on smaller game tasks e.g. Prophecy weights
‧ Supervising + working with live operations
‧ Approving patch notes
‧ "Big picture oversight"
‧ Facilitating cohesion between teams
‧ Tax paperwork
Reddit
‧ Passionate players wanting to make game better
‧ But also lots of personal attacks
Lootboxes & MTX
‧ Optional content
‧ Support able to disable lootboxes
‧ Monetization still an important factor to POE development
‧ Decision may also depend on shareholders
‧ Changes guided by legislation
‧ 90$ tier was popular for players who bought both 60 packs and wanted to pu
rchase more. Claims composition of the pack was precedented by a previous pack
and technically did not devalue - 30$ packs are meant to be 25$ of points + 1
extra mtx
‧ Misrepresentative MTX - Aesir + Exsanguinate: error in picking a location
with specific lighting. Exsanguinate MTX was significantly worsened with Dynam
ic Culling in-game due to performance issues.
‧ Not prioritizing dressing room previews due to using resources for gamepla
y instead
---
Can't update the middle part I missed until vod goes up
估狗機翻
主要上下文免責聲明:其中許多說明基於正在開發的內容,可能會更改/未按規定實施。
‧ 願意記錄遊戲內容
‧ 一些 3.15 更改的可能恢復 - 團隊對當前的許多更改不滿意
‧ 願意收聽更多播客,談論更多而不是逃避火災
防禦
‧ 在 3.16 中進行了一些強化以使其更適合近戰角色
‧ 更多“低投資”防禦以及更高投資的防禦(EN:例如奧術披風?)
燒瓶
‧ 燒瓶更改 - 3.16 - 主動 vs 反應式 mod 池,更多燒瓶工作台工藝
‧ 四層燒瓶模組,在 T1 時高達 3 倍
‧ 反應式模組的增益效果(例如“生命瓶上的腎上腺素提供猛攻”)
‧ 珠寶模組更改(層級?)
‧ Flask 聚焦的唯一性,例如 “你的燒瓶總是有效的”
‧ 未經充分測試
小病
‧ 值得注意的集群可減輕流血和中毒
‧ Steelskin 的流血移除(對骨甲的相應更改)
‧ 熔火殼點燃傷害減免
‧ Purities 可以將疾病避免作為基線統計數據(當前為 Alt Quality)
‧ 用於緩解疾病的珠寶腐敗
‧ 奉獻之地減少50%的詛咒效果
‧ 增加了萬神殿權力的緩解措施
“Masochist”/困難模式(類似於 Hardcore/SSF 的替代模式)
‧ 非常殘酷
‧ 顯著降低物品和貨幣掉落率
‧ 沒有大師製作/隱藏物品
‧ 低開發成本(只需禁用幾個功能)
理想的內容
‧ 破碎的熟食店地圖不是預期的結局
‧ 更多精神錯亂球滴
‧ 5-10 個額外的 Simulacrum 波
‧ 5 個球體地圖更有價值
‧ Deep Delving 變化 - 深度 1500 後獎勵更豐厚,但也更具挑戰性
‧ Niko Catchup 持續到 t16s
‧ Uber 永恆域
‧ Uber Blighted 地圖
‧ 3.17 新的殘局
聯賽
‧ “追逐”獨特性與貨幣的平衡
‧ 新的獨特性……應該令人興奮嗎? 我猜
‧ 向核心丟棄池 idk 添加更多內容
‧ 未來聯賽可能不會有來自軍團/疫病/遠征的戰利品主題圖標
‧ 旨在實驗性 - 像 Harvest 這樣的內容在技術上並不意味著成為核心
圖集
‧ 4 個地區,100 張地圖
‧ 合併冗餘 Maven 被動
騰訊
‧ “騰訊沒有任何控制遊戲的慾望”
‧ 騰訊就像其他股東一樣
‧ 我不太懂財務談話 抱歉我是護士不是會計師
碎片
‧ 更喜歡可交易的碎片以確保它是經濟的一部分(例如,逐項的 Atzoatl 神廟)
‧ 幾個不幸問題的結果 - 什麼都不放 vs 需要點擊某些東西
‧ 未來聯賽將不再依賴碎片; 可以查看以前的聯賽(EN:例如 Breach、Legion?)
‧ 戰利品螺旋(例如入侵、最後通牒、儀式)- 將自動合併碎片。 需要審查它在派對
遊戲中的分裂方式
‧ 整理:智慧捲軸頻繁掉落,撿起它們是浪費時間- 貨幣堆的平均大小會在某些“帶”
(EN:等級?)後增加,但頻率較低。
‧ 目前對物品拾取範圍感到滿意
‧ 嘗試不渲染過濾項目
流動性
‧ 很好
3.15?
‧ 中聯盟的 nerfs 和 buffs 將被保留,但如果嚴重糟糕將完成
‧ 赦免問題不在測試階段
‧ 應該不是問答團隊的問題
‧ Alpha 用戶請停止洩漏或測試將被延遲
‧ 由於擴展的最後一刻補丁更改而導致的測試問題
‧ 喜歡 Remnants 給予豐厚獎勵以激勵艱鉅挑戰
‧ 下個補丁修復了暴風雨
皇家
‧ 100 名玩家的遊戲測試由工作人員完成
‧ 因玩家流失而合併服務器
‧ 查看實時排隊,但由於它是不同的角色可能會很困難
‧ 即將開始的遊戲可能會發出警報
製作
‧ Bench 製作選項可能會移出 Delve/Prophecy/Incursion
‧ 升級到稀有的收穫工藝品將與重鑄結合
‧ Veiled Mods 的變化 - 大多數將在一次揭幕中完全解鎖(所有層級)
POE 2
‧ 第 1 幕 90% 完成,第 2 幕 70%,其他幕已開始
‧ COVID 限制了新人才,現在正在尋找海外新藝術家,以通過 chris@grindinggear.c
om 提交申請
‧ 沒有“跳到地圖”選項的計劃,但會有獨特的體驗來提高可重玩性
派對遊戲
‧ 再見當前的 aurabots? 更多互動支持/團隊協同作用
怪物
‧ 喜歡不同難度的統計數據重疊危險是令人興奮的,但可能會改變它,因此罕見的光環
不會重疊(盡可能多?)
‧ 最後通牒可能是核心,如果它沒有產生數百萬個稀有物品
‧ 減少死亡效果,但如果能夠“做得好”,希望在未來引入它們
‧ 怪物暴擊可能會被調整以使其不那麼尖刻
克里斯的角色
‧ 確保完成所有任務
‧ 可以直接處理較小的遊戲任務, 例如 預言權重
‧ 監督+ 現場操作
‧ 批准補丁說明
‧ “大局監督”
‧ 促進團隊之間的凝聚力
‧ 稅務文件
紅迪網
‧ 想要讓遊戲變得更好的熱情玩家
‧ 但也有很多人身攻擊
戰利品和 MTX
‧ 可選內容
‧ 支持能夠禁用戰利品箱
‧ 貨幣化仍然是 POE 發展的重要因素
‧ 決策也可能取決於股東
‧ 受立法指導的變化
‧ 90 美元的等級對於同時購買了 60 包並想要購買更多的玩家來說很受歡迎。 包裝
的聲明成分是先前包裝的先例,並且從技術上講並沒有貶值 - 30 美元的包裝意味著 25
美元的積分 + 1 額外的 mtx
‧ 誤傳MTX - Aesir + Exsanguinate:在選擇具有特定照明的位置時出錯。 由於性能
問題,遊戲中的動態剔除使 Exsanguinate MTX 顯著惡化。
‧ 由於使用資源進行遊戲而不優先考慮更衣室預覽
---
無法更新我錯過的中間部分,直到 vod 上升
機翻大家加減看
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