阿飞:解读一下国外的Q&A吧(7月18日的)

2023/08/11865 浏览综合
说明:本文翻译大部分是机翻,然后少部分是后期调整,解读仅个人观点~
整个内容比较长 比较多~按需阅读把~
Crows Corner Q&A Recap: S3 8-9
暗鸦角问答回顾:S3 8-9
Crows Corner is a podcast-like livestream that occurs every Tuesday at 11 PM EST inside Torchlight Infinite's official Discord Server. Its hosts are GG-Lawren (XD Community Manager) and our own Xtra37. Together, they answer questions submitted by the community, the livestream's audience, and even each other! If you'd like to ask XD developers a question about Torchlight Infinite, you can do so here.
Crows Corner是一个类似播客的直播,每周二美国东部时间晚上11点在Torchlight Infinite的官方Discord服务器内进行。它的主持人是GG Lawren(XD社区经理)和我们自己的Xtra37。他们一起回答社区、直播观众甚至彼此提交的问题!如果你想问XD开发人员一个关于Torchlight Infinite的问题,你可以在这里这样做。
阿飞:GG Lawren(XD社区经理)  Xtra37(可以理解为外站记者)  Editor's Note(本文原文作者的解读or注释)
For this Crows Corner Q&A Recap, we're covering everything that was asked, answered, and discussed during the 8th and 9th Crows Corners of Torchlight Infinite's 3rd Season: Cube of Rapacity. You can find our last recap which covered the first 7 Crows Corners of Season 3 here!
在本次暗鸦角问答回顾中,我们将涵盖《火炬光无限》第三赛季(ss1)第八 九个《暗鸦角》中被问到、回答和讨论的所有内容:《魔方赛季》。你可以在这里找到我们最后的回顾,它涵盖了第三季的前7个暗鸦角!
Discussion Recap
讨论摘要
Much of the best information to come out of Crows Corner is unplanned. Below, you'll find everything we've learned from the discussions between GG-Lawren and Xtra37.
Crows Corner发布的许多最佳信息都是计划外的。下面,你会发现我们从GG Lawren和Xtra37之间的讨论中学到的一切。
Co-Op Coming Soon!
Co-Op(合作模式)即将到来!
Torchlight Infinite's most requested feature will soon be upon us! Most likely, anyways.
Torchlight Infinite最受欢迎的功能即将推出!无论如何,很有可能。
GG-Lawren confirmed that XD has plans to release a Co-Op System in the next Season while answering a question on the subject. Xtra37 had quite a few questions to ask on the matter, here's what we learned:
GG Lawren在回答有关该主题的问题时证实,XD计划在下一季发布合作系统。Xtra37对此有很多问题要问,以下是我们学到的:
While Co-Op is planned to release next Season, development is still ongoing and a delay could happen if a catastrophic problem were to arise during testing.
虽然Co-Op计划在下一季发布,但开发仍在进行中,如果在测试过程中出现灾难性问题,可能会出现延迟。
GG-Lawren is firm that players should not hold very high expectations for Co-Op's initial release. He warns that its initial implementation will be fairly limited compared to the Co-Op experiences other games offer.
GG Lawren坚定地认为,玩家不应该对Co-Op的首次发布抱有很高的期望。他警告说,与其他游戏提供的合作体验相比,其最初的实施将相当有限。
Co-Op allows up to two players to party and play together, and it will be Cross Platform so that a Mobile player could play with someone on PC. GG-Lawren explains that it is very difficult for them to do more than 2 players because Mobile devices are only capable of so much.
Co-Op允许最多两名玩家一起聚会和玩,它将是跨平台的,这样一名移动玩家就可以在PC上与某人一起玩。GG Lawren解释说,他们很难玩两名以上的玩家,因为移动设备只能玩这么多。
Co-Op will not have incentives tied to it, whereas many other ARPGs have increased loot and XP when playing in a party.
Co-Op不会有奖励,而许多其他ARPG在派对上玩时会增加战利品和经验值。
阿飞:开篇就讨论了组队(合作模式) co-op  完整的大概率ss2还是不能完成
More "SS2" News in August
八月更多“SS2”新闻
As part of their Tap Tap Presents showcase, Torchlight Infinite dropped two mysterious trailers for a Season bearing the moniker of "SS2". These trailers show hints of the next Season's theme and a new hero that will debut alongside it. Xtra37 and many community members were wondering about what "SS2" meant, so GG-Lawren took the time to explain it. While Torchlight Infinite has had 3 Seasons - Dark Surge, Blacksail, and Cube of Rapacity - the game Globally launched in Season 3 which the developers internally refer to as SS1, thus the unnamed 4th Season is internally referred to as SS2.
作为Tap Tap Presents展示的一部分,Torchlight Infinite为一季推出了两部神秘的预告片,该季的名字是“SS2”。这些预告片暗示了下一季的主题,以及将与之一起亮相的新英雄。Xtra37和许多社区成员都在想“SS2”是什么意思,所以GG Lawren花时间解释了这一点。虽然《火炬光无限》有三季-《黑暗风暴》、《黑帆》和《猛龙魔方》-但开发者内部称之为SS1的游戏《全球》在第三季推出,因此未命名的第四季在内部被称为SS2。
"SS2" will launch in September, leaving XD with at least a month and a half to prepare. Until then, they're going to go somewhat dark and will have more to share with us about next Season in August.
“SS2”将于9月发射,XD至少还有一个半月的准备时间。在那之前,他们会变得有些黑暗,并将在8月份与我们分享更多关于下一季的信息。
Community Q&A
社区问答
Every week, Torchlight Infinite's community submits many questions to ask XD. Every week, XD presents answers on Crows Corner. This section of the article features content from the 8th and 9th Crows Corners of Torchlight Infinite's 3rd Season: Cube of Rapacity. Below, you'll find:
Torchlight Infinite的社区每周都会向XD提交许多问题。XD每周都会在Crows Corner上提供答案。本文的这一部分介绍了《火炬光无限》第三季《猛攻魔方》第八季和第九季《乌鸦角》的内容。在下面,您会发现:
The Community's questions
社区的问题
GG-Lawren's answers to those questions
GG Lawren对这些问题的回答
Xtra37's live commentary
Xtra37的现场解说
Editor's Notes that add context when needed.
编辑笔记,在需要时添加上下文。
Note that duplicate questions are not included and that all questions, answers, and discussions are paraphrased for your reading convenience.
请注意,重复的问题不包括在内,所有的问题、答案和讨论都是为了便于阅读而转述的。
问题1
Can indicators be added to allow normal monsters to appear on the minimap? The Red / Pink / Purple markers present on monsters from special mechanics are great. I think having perhaps a gray marker for normal monsters will help us in navigating maps as we run them.
可以添加指示器以允许普通怪物出现在小地图上吗?特殊机械怪物身上的红/粉/紫标记非常棒。我认为,为普通怪物配备一个灰色标记可能会帮助我们在运行地图时导航。
GG-Lawren: Thank you for the feedback; we will discuss it.
GG Lawren:感谢您的反馈;我们会讨论的。
Xtra37: I think this is a great idea, this could be implemented as an optional thing you could enable in the settings.
Xtra37:我认为这是一个好主意,这可以作为一个可选的东西来实现,你可以在设置中启用它。
阿飞:个人感觉在小地图显示普通怪物不可行,这不是方便脚本么~
问题2
Can you consider reworking Gemma: Ice-Fire Fusion's Fusion Energy to allow it to be generated by dealing Elemental damage, versus it being generated by using Elemental Skills?
你能考虑重新设计Gemma:冰火融合的融合能量,使其能够通过施加元素伤害产生,而不是通过使用元素技能产生吗?
GG-Lawren: We presently have no plans to do this.
GG Lawren:我们目前没有这样做的计划。
Do the modifiers from Hero Traits affect how Sentries scale damage? Other than Erika's Ghost Blade Einherjar interaction.
英雄特性的修改会影响哨卫的伤害等级吗?除了Erika(猫猫)的Ghost Blade Einherjar(幽刃英灵)互动。
GG-Lawren: Yes, though it depends on what the Hero Trait specifies. Oracle Thea's (generic) damage modifiers apply to Sentry Skills.
GG Lawren:是的,不过这取决于英雄属性的具体规定。Oracle西娅(神谕者 也就是月女...)的(通用)伤害修正适用于哨兵技能。
阿飞:冰焰1没有计划重做,英雄特性 哨卫是能够吃到的(这个貌似回答了跟没回答一样 算常识吧...)
问题3
As a new player that has started playing Mid-Season, I find it difficult to justify spending money on a Trade House tab that won't carry over into the next Season. This really demotivates me and makes me not want to continue playing. I'd be far more likely to pay for these tabs if they would carry over, even if the price was raised.
作为一名已经开始在季中比赛的新玩家,我发现很难证明在交易大厅的账单上花钱是合理的,因为这笔钱不会持续到下一季。这真的让我失去了动力,让我不想继续玩。如果这些标签能结转,即使价格提高了,我也更有可能为它们买单。
GG-Lawren: While Trade House booths do not carry over between Seasons, most other things do: Inventory Pages, Stash pages, Pactspirits, Hero Traits, and Cosmetics all transfer over.
GG Lawren:虽然交易行的摊位不会在赛季之间转移,但大多数其他东西都会转移:库存页面(???)、藏匿页面(仓库?)、契约宠物、英雄特质(已买的英雄特性)和时装都会转移。
Editor's Note: Xtra37 and GG-lawren had a discussion over the possibility of adding an alternative Trade House booth purchase option that was permanent, though more expensive.
编者按:Xtra37和GG lawren讨论了增加一个永久性但更昂贵的替代贸易之家展位购买选项的可能性。
阿飞:一个是赛季末玩不下去 一个是花钱怎么花的问题...
问题4
I noticed an inconsistency between the displayed Mana Seal costs of Skills inside of the Skill UI versus the Player UI when additional Skill Level modifiers are present. For example: in the Skill UI, a level 16 Rejuvenation with +1 added Levels displays the Mana Seal cost of the level 16 version of the Skill, yet in the player UI the Mana Seal cost is equivalent to the Level 17 version of the Skill. If the Seal Limit would be exceeded by the difference, the game forcefully disables the Skill when entering a new map. Is this all intentional?
我注意到,当存在额外的技能等级修改器时,技能UI内显示的技能的法力印记成本与玩家UI之间存在不一致。例如:在技能界面中,增加+1级的16级复活显示了16级版本技能的法力印记成本,而在玩家界面中,法力印记成本相当于17级版本的技能。如果封印限制将被差异所超过,游戏将在进入新地图时强制禁用技能。这都是故意的吗?
GG-Lawren: We are aware of this problem and are working on solutions for it, we hope to have this entirely resolved next Season.
GG Lawren:我们意识到了这个问题,并正在研究解决方案,我们希望下一季能完全解决这个问题。
Xtra37: Wow, my thanks goes to however asked that question. I had no idea why my Auras would just turn off sometimes without cause. Nasty little bug that is.
Xtra37:哇,不管被问到什么问题,我都要感谢。我不知道为什么我的光环有时会莫名其妙地熄灭。讨厌的小虫子。
阿飞:这个就是全部技能等级和封印转化(精密) 在没有独辟蹊径的情况下 可能导致切图掉封印的问题 知道但是说要下赛季才能解决
问题5
Can you add a Hero Trait designed around enhancing Sentry Skills for next Season? We already have Heroes for several other mechanics, like Summons, Multistrike, and Elemental damage.
你能为下一赛季增加一个围绕增强哨卫技能而设计的英雄属性吗?我们已经有了其他几个机制的英雄,如召唤,连续攻击和元素伤害。
GG-Lawren: We cannot disclose details about the new Hero at this time, though we encourage you to watch the trailer releasing this weekend.
GG Lawren:我们现在不能透露关于新英雄的细节,尽管我们鼓励你观看本周末发布的预告片。
Editor's Note: The Crows Corner where this question was asked was released before the Tap Tap Presents Showcase on July 8th. GG-Lawren was referring to this Trailer which released soon after.
编者按:这个问题被问到的乌鸦角是在7月8日Tap Tap Presents Showcase之前发布的。GG Lawren指的是不久后发布的预告片。
阿飞:这里着重解释一下原文作者的话,他意思是 这个问答是在7月8号之前就发布了 但是xd经理回答的是不能透漏新英雄的细节(猜测一手他以为记者得到了新英雄的消息 然后回答的是不能透漏 自己去看预告片?)
所以我是从此处判断新英雄(特性)有关于哨卫专属的~
问题6
Some players fight endgame bosses just to test out builds, or to practice the fight's mechanics without caring about loot. Invitations for the endgame bosses are very expensive and are hard to find, so many players never experience these encounters on account of them being afraid of wasting something precious in the event that they fail. In the future, it would be nice if we had two options for fighting an endgame boss. Option 1: No loot to speak of, but entry is free. Option 2: Loot drops as expected, and your Invitation is consumed on entry.
一些玩家与游戏结束时的boss战斗只是为了测试构建,或者练习战斗机制而不关心战利品。邀请终局之战的boss门票非常昂贵,而且很难找到,所以许多玩家从未经历过这些遭遇,因为他们害怕在失败的情况下浪费宝贵的东西。在未来,如果我们有两种选择来对抗一个终局的boss,那就太好了。选项1:没有战利品可言,但进入是免费的。选项2:战利品按预期掉落,您的邀请函在进入时消耗掉。
GG-Lawren: We appreciate your input and will explore ways to encourage players to face off against our Endgame bosses. Our recent introduction of the Blacksail Returns boss challenge event is an effort to promote participation without burden.
GG Lawren:我们感谢您的投入,并将探索鼓励玩家与我们的终局之战boss对决的方法。我们最近推出的Blackmail Returnsboss挑战活动旨在促进无负担的参与。
Xtra37: This person has a really good point, I'd love to see this feature. Hopefully its potential implementation is fairly easy considering all the new technology that was developed to support the Blacksail Returns event.
Xtra37:这个人有一个非常好的观点,我很想看到这个功能。考虑到为支持Blackmail Returns活动而开发的所有新技术,希望其潜在的实施相当容易。
阿飞:官方7月20号的那个五倍活动, 这个问题讨论的就是门票问题(伟大虚空那些)
问题7
In Season 3, there was a severe shortage of Legendary Divinity Slates, and their affixes were too random, making buildcrafting harder. Even with excess resources on hand, I found it challenging to obtain desired slates from the Trade House. I'm wondering if there will be improvements to this system next season.
在第三季中,传说中的神性诅咒严重短缺,而且它们的词缀太随意,使得建造变得更加困难。即使手头有多余的资源,我也发现从贸易之家获得所需的石板很有挑战性。我想知道下赛季这个系统是否会有所改进。
GG-Lawren: We plan to make adjustments to Legendary Divinity Slates next Season, and we're also reevaluating the overall strength and accessibility of Legendary Gear and Legendary Hero Items.
GG Lawren:我们计划在下一季对传奇神术进行调整,我们也在重新评估传奇装备和传奇英雄物品的整体实力和可行性。
阿飞:这个问题主要说的是板子和装备(暗金),后文还有问题说会让传奇变成过度装备(削弱)
问题8
How does the modifier "+20% Additional Fire Damage dealt by the next Main Skill every 2 seconds" interact with Sentries? Do I have to resummon it every 2 seconds? Does this bonus damage stay for duration of the Sentry?
“每2秒下一个核心技能造成+20%额外火焰伤害”这个修改符是如何与哨卫互动的?我必须每两秒钟重新共用一次吗?这个额外的伤害会持续哨兵的时间吗?
GG-Lawren: This modifier does not apply to Sentry Skills, since they utilize their own Skills instead of the Player's, meaning Sentry damage is never considered Main Skill damage.
GG Lawren:这个修改不适用于哨兵技能,因为他们使用自己的技能而不是玩家的技能,这意味着哨卫伤害永远不会被视为主要技能伤害。
阿飞:这里讨论的是每2秒核心技能伤害的问题是否作用于哨卫,解释是这个作用于技能而不是哨卫技能 意思就是对哨卫无效
问题9
Can the Skills released by Bosses, Elites, and other Monsters be invalidated after their death?
boss、精英和其他怪物释放的技能在他们死后可以失效吗?
GG-Lawren: We will attempt to address some abnormal instances of this, but it should be noted that death Skills are intentionally divided into two types: Those that vanish on death, and those that don't. The non-vanishing Skills are designed to apply pressure to players.
GG Lawren:我们将尝试解决一些异常情况,但应该注意的是,死亡技能故意分为两种类型:一种是在死亡时消失的,另一种是不消失的。非消失技能是为了给玩家施加压力而设计的。
阿飞:有的怪物挂了还会丢技能(有的有伤害 有的只有动画) 是刻意这么设计的
问题10
Can you buff Projectile Penetration Support so that projectiles with it penetrate Monster protective / defensive shields? As it stands, Projectile Penetration has limited utility.
你能增强投射物穿透支持,让投射物穿透怪物的防护/防御盾牌吗?就目前情况来看,炮弹穿透的效用有限。
GG-Lawren: We are evaluating the state of the Projectile Penetration mechanic, we find it to be too weak at the moment.
GG Lawren:我们正在评估炮弹穿透机制的状态,我们发现它目前太弱了。
Xtra37: Oh, that's really good news. Projectile Penetration is currently just a worse Jump, and even overrides it! This should also be great for Blazing Bullet.
Xtra37:哦,这真是个好消息。投射穿透目前只是一个更糟糕的跳跃,甚至会覆盖它!这也应该是伟大的Blazing子弹。
阿飞:投射物穿透问题,目前投射物穿透确实作用效果不理想
问题11
In my opinion, current drop rates of genuinely useful items is very low compared to the number of players actually playing this season. Some Legendary items should be made more available. Simply not enough players to supply the demand for new meta builds. Perhaps consider adding some dynamic system that increases the drop rates of items as less of them are in circulation?
在我看来,与本赛季实际游戏的玩家数量相比,目前真正有用的物品的掉落概率非常低。一些传奇物品应该更容易获得。根本没有足够的玩家来满足新的bd构建的需求。也许可以考虑添加一些动态系统,随着流通中物品的减少,增加物品的掉落率?(阿飞:这里机翻不太对 我调整了一下 也许还是不太对~)
GG-Lawren: While we do not plan to implement your particular suggestion, we do plan to make crafting more cost effective and we may make important key Legendary items drop more often. We hope that in the future the supply of build-enabling items meets the demands of most players.
GG Lawren:虽然我们不打算实施你的特别建议,但我们确实计划让制作更具成本效益,我们可能会让重要的传奇物品更频繁地掉落。我们希望在未来,建造支持物品的供应能够满足大多数玩家的需求。
阿飞:纯吐槽掉落太低~
问题12
Would it be possible to have full mouse-over tooltip support in all areas of the game? Currently, only items on the ground can be viewed via mousing over them, but I still need to manually click items in my Inventory or Stash!
有可能在游戏的所有区域都支持鼠标悬停工具提示吗?目前,只有地面上的物品才能通过鼠标在上面查看,但我仍然需要手动点击库存或Stash中的物品!
GG-Lawren: We had added mouse-over support for dropped items this Season. We will continue to make improvements to the UI over time.
GG Lawren:本季我们为掉落的物品添加了鼠标悬停支持。随着时间的推移,我们将继续改进UI。
阿飞:UI的问题 现在PC的UI有悬停显示 但是如果PC没改UI就没有这个功能,说后续会持续优化UI
问题13
Most people ask for better loot, but to me that isn't the biggest problem. As the Season progresses, less and less people play, so less items remain in the Trade House. So increasing the time it takes before items are automatically removed from the Trade House could be a solution.
大多数人要求更好的战利品,但对我来说这不是最大的问题。随着赛季的进行,越来越少的人玩,所以交易所里剩下的物品也越来越少。因此,增加物品自动从交易所移除所需的时间可能是一个解决方案。
GG-Lawren: We currently have no plans adjacent to that. However, as mentioned previously, next Season we will increase the drop rates of some Key Items, reducing the players' reliance on the Trade House.
GG Lawren:我们目前没有与此相关的计划。然而,如前所述,下个赛季我们将提高一些关键物品的掉落率,减少玩家对交易所的依赖。
Editor's Note: Xtra37 and GG-Lawren held a discussion over the new Key Item classification system, and the differences in problems between the Chinese and International versions of the game. GG-Lawren explained that the upcoming changes should hopefully make the game much less Trade House reliant and more SSF (Solo Self Found) friendly, which would be a huge improvement for both versions of the game.
编者按:Xtra37和GG Lawren就新的关键项目分类系统以及中国版和国际版游戏在问题上的差异进行了讨论。GG Lawren解释说,即将到来的变化有望使游戏减少对Trade House的依赖,并对SSF(Solo Self Found)更加友好,这对两个版本的游戏都将是一个巨大的改进。
阿飞:总结就是会考虑提高掉落 降低对交易行的依懒性~
问题14
How does Shock settling work when Shock is reapplied with a lower damage hit?
当使用较低的伤害再次使用冲击时,破击蓄能是如何工作的?
Editor's Note: GG-Lawren, Xtra37, and some members of the Livestream audience discussed this question. Shock has historically been one of most confusing mechanics, and its deepest intricacies have confused Maxroll members before. This discussion yielded the understanding that applying weaker Shocks will not override the remaining Shock Settlements made by a strong Shock while still resetting the total Shock Settlements remaining to 12. This basically means that strong Shocks are always prioritized before weak ones.
编者按:GG Lawren、Xtra37和一些直播观众讨论了这个问题。破击在历史上一直是最令人困惑的机制之一,其最深刻的复杂性以前也让Maxroll成员感到困惑。这一讨论得出的理解是,施加较弱的破击不会覆盖强破击造成的剩余破击蓄能,同时仍将剩余的总破击蓄能重置为12(???????)。这基本上意味着强破击总是优先于弱破击。
阿飞:讨论破击蓄能 这个我理解不深 也没找到当时的视频~
问题15
Hi! Mind Focus and Sacrifice seem to have similar overriding effects, but are worded much different. Is this an oversight, or do these two work differently?
你好《心灵聚焦》和《牺牲》似乎有着相似的压倒一切的效果,但措辞却大不相同。这是一种疏忽,还是这两者的工作方式不同?
GG-Lawren: These effects should be the same, with only the description being inconsistent.
GG Lawren:这些效果应该是一样的,只是描述不一致。
阿飞:不知道这两是啥 有点尴尬
问题16
How do modifiers that provide "Additional Physical Damage as Elemental Damage" work?
提供“额外物理伤害作为元素伤害”的修改器是如何工作的?
Xtra37: These modifiers record a percentage of your Skill's Physical damage before conversion, and adds that amount of damage as damage from a random element. For Attacks, this applies to your weapon's local Physical damage and to any sources of added Physical damage you may have. Regarding Spells, this modifier only applies to sources of added Spell Physical damage, or to Spells which innately deal Physical damage.
Xtra37:这些修改器记录了转换前你技能物理伤害的百分比,并将该数量的伤害作为随机元素的伤害添加。对于攻击,这适用于你武器的局部物理伤害以及你可能拥有的任何额外物理伤害来源。关于法术,这个修改只适用于增加法术物理伤害的来源,或者天生造成物理伤害的法术。
阿飞:讨论了额外物理xx%的xx伤害  翻译的比较到位~
问题17
When will we finally get Co-Op?
我们什么时候才能最终达成合作(组队模式)?
GG-Lawren: We plan to introduce a basic online feature in the upcoming Season. Development and debugging of this is ongoing, for specific information please stay tuned to our official announcements.
GG Lawren:我们计划在下一季推出一个基本的在线功能。这方面的开发和调试正在进行中,有关具体信息,请继续关注我们的官方公告。
Editor's Note: GG-Lawren mentioned that players should not hold high expectations for Co-Op. While XD is aiming for a Season 4 release, they acknowledge that this may not happen in the event of a catastrophic problem arising during development.
编者按:GG Lawren提到,玩家不应该对Co-Op抱有过高的期望。虽然XD的目标是发布第四季,但他们承认,如果在开发过程中出现灾难性问题,这可能不会发生。
阿飞:再次提到组队模式~第四季(ss2)还是有可能会推出
问题18
I hope the developers make Hero Traits free to use after two or three Seasons go by.
我希望开发人员在两到三季之后可以免费使用《英雄特质》。
GG-Lawren: Players can acquire 100 Hero Emblems every Season to acquire a Hero Trait for Free.
GG Lawren:玩家每个赛季可以获得100个英雄徽章,免费获得一个英雄徽章。
Editor's Note: Xtra37 and GG-Lawren discussed the wording of this outside of Crows Corner. Since 30 of the Hero Emblems obtainable in Season 3 were locked behind an event only available for a month by design, they agreed that its better to say that Players who are active towards the start of the Season can expect 100 Hero Emblems every Season.
编者按:Xtra37和GG Lawren在Crows Corner之外讨论了这一措辞。由于第三季中可获得的30个英雄徽章被设计为只能在一个月内使用,他们一致认为,最好说在本季开始时活跃的玩家每个赛季可以获得100个英雄徽章。
阿飞:一定时间或者赛季后增加免费英雄/特性的池  这个讨论的视频没找到 所以不做评论~
问题19
I am tired of getting banned for using AHK to hold the left mouse button for me. Without software to do this for me, my finger hurts from having to hold down the button to move.
我厌倦了因为使用AHK为我按住鼠标左键而被禁止。如果没有软件为我做这件事,我的手指会因为必须按下鼠标左键才能移动而疼痛。
GG-Lawren: We have always had a negative attitude towards the use of third-party software like AHK. If you use it, you risk being banned. If you'd like to appeal a ban, you can do so by contacting our customer service in-game.
GG Lawren:我们一直对使用像AHK这样的第三方软件持负面态度。如果你使用它,你就有被禁止的风险。如果您想对禁令提出上诉,可以联系我们的游戏客服。
阿飞:xd反对三方软件(宏 自动按键等包含在内),被封了可以上诉 从客服入口(解不解是另外一回事~)
问题20
Is there any intention to give players a reason to play on the Permanent Server? Currently the Trade House in there is very empty, due to the lack of players, so it feels like you need to play the Seasonal Server or not at all.
有没有打算给玩家一个在永久服务器上玩的理由?目前,由于缺少玩家,那里的交易大厅非常空,所以感觉你需要玩赛季服务器,或者根本不需要。
GG-Lawren: As of now, we have no plans to incentivize playing on the Permanent Server, we would encourage players to instead play on the Seasonal Server.
GG Lawren:到目前为止,我们还没有计划激励玩家在永久服务器上玩,我们会鼓励玩家在季节服务器上玩。
Xtra37: If there's a reason to play on the Permanent Server over the Seasonal Server, than there'd be no reason to have a Seasonal Server at all. Devs can't balance around legacy items, you'd be able to use Infinity and Pedigree of Gods at the same time!
Xtra37:如果有理由在永久服务器上玩而不是在季节性服务器上玩,那么根本没有理由拥有季节性服务器。Devs无法平衡遗留物品,你可以同时使用Infinity和Pedigree of Gods!
阿飞:xd鼓励玩赛季服 不估计玩永久服~自行体会~
问题21
How do you decide what a new Hero comes with? Most character's traits are similar to their alternative Trait, bar Youga going from Cast Speed to DoT.
你是如何决定新英雄的?大多数角色的特征都与他们的替代Trait相似,除了Youga从Cast Speed到DoT。
GG-Lawren: Our Heroes represent a combat style, developing one requires planning and consideration from an overall perspective. We need to account for a new Hero's interactions with all existing Equipment and Hero Relics / Memories. Designing Heroes becomes more difficult as we add more systems that need to be factored in.
GG Lawren:我们的英雄代表了一种战斗风格,发展这种风格需要从全局的角度进行规划和考虑。我们需要考虑新英雄与所有现有装备和英雄遗物/追忆的互动。随着我们添加更多需要考虑的系统,设计英雄变得更加困难。
阿飞:咨询新英雄/特性的设计方向这些...
问题22
Will the Talent Panel rework in the future make building more free?
人才小组(这个应该是指目前的英雄特性吧)将来会重新设计,使建筑(BD)更加自由吗?
GG-Lawren: At present, we do not plan to rework Talents, but it may be considered in the future.
GG Lawren:目前,我们不打算返工人才,但未来可能会考虑。
Xtra37: What? What did they mean by this? What rework? I am very confused.
Xtra37:什么?他们这样说是什么意思?什么返工?我很困惑。
阿飞:能否增加英雄特性等的自由度,回答是暂时没有这方面的考虑
问题23
Does -5% Target's Cold Resistance effect from this Arcanist Medium Talent stack multiple times? For example, if I have 3 of this modifier via Divinity Slates, will it apply -15% Cold Resistance to enemies?
这个知识之神中型天赋的-5%目标的抗寒效果会叠加多次吗?例如,如果我有3个这样的修改器(词条),通过神性诅咒(石板),它会对敌人施加-15%的抗寒力吗?
GG-Lawren: This Talent's effects will stack as you described.
GG Lawren:这个天赋的效果会像你描述的那样叠加。
阿飞:这个问的是石板上面没有生效上限限制的词条能否生效多条 答案是肯定的 能
转载注明出处~谢谢~
12
1
9