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)作者時間4年前 (2021/08/12 09:03), 編輯推噓0(000)
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Reddit網友製作懶人包: 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 ---- Sent from BePTT on my iPhone 12 Pro -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 101.136.133.145 (臺灣) ※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1628730231.A.7EB.html
文章代碼(AID): #1X57DtVh (PathofExile)
文章代碼(AID): #1X57DtVh (PathofExile)