阿飞:外站Q&A 0823解读

2023/08/241614 浏览综合
说明:翻译是机翻+部分我人工修正
直接上内容:
问题1
I am considering spending money on the shop, but I notice that the game seems to be far more active in China than it is internationally (looking at the Steam Charts for PC player count), I fear the international servers could close next year. If that were to happen, would it be possible to merge the international servers with the Chinese servers?
我正在考虑在商店上花钱,但我注意到这款游戏在中国似乎比在国际上活跃得多(查看Steam排行榜上的个人电脑玩家数量),我担心明年国际服务器可能会关闭。如果发生这种情况,是否有可能将国际服务器与中国服务器合并?
GG-Lawren: There are no plans to close down the international servers, so there's no need for concern. You can confidently make purchases in the store. A decline in the number of players towards the latter parts of a seasonal game is expected, and many people will be playing at the start of the new season in September.
GG Lawren:没有关闭国际服务器的计划,所以没有必要担心。你可以放心地在商店里购物。在季节性比赛的后半段,玩家人数预计会下降,许多人将在9月新赛季开始时参与游戏。
Editor's Note: Steam Charts should not be used to gauge Torchlight Infinite's player count, as the majority of players play on mobile devices, and the PC port itself is split between 3 different launchers.
编者按:Steam Charts不应用于衡量Torchlight Infinite的玩家数量,因为大多数玩家都在移动设备上玩,而PC端口本身分为3个不同的接口(?)。
问题2
How does Gemma: Ice-Fire Fusion's Extreme Fusion trait's damage transfer work? The Trait states that it allows Lightning Skills to generate Energy and for Lightning bonuses to apply to Cold / Fire damage, but it does not state that it allows Cold / Fire bonuses to also apply to Lightning damage. Is this a bug or poor wording?
杰玛:冰火融合的极限融合特性的伤害转移是如何工作的?属性声明它允许闪电技能产生能量,并允许闪电加成应用于冰/火伤害,但它没有声明它允许冰/火加成也应用于闪电伤害。这是错误还是措辞不当?
GG-Lawren: Extreme Fusion's description does not suggest that Cold / Fire bonuses will also apply to Lightning damage. There is no error in this description; the confusion may stem from your own interpretation. This damage transference modifier is unidirectional.
GG Lawren:极限融合的描述并不意味着冰/火加成也适用于闪电伤害。此描述中没有错误;这种困惑可能源于你自己的解释。这种伤害转移修饰是单向的。
问题3
Can you please check on Sage's Insight's description, - elemental resistance to what? The player or the enemy? What about Opening Heart's "+30% additional damage against nearby enemies", which says the opposite in Chinese.
你能看看贤者洞察的描述吗?-对什么的元素抵抗?玩家还是敌人?敞开心扉的“对附近敌人增加+30%的额外伤害”在中文中是相反的。
GG-Lawren: Please report any translation-related issues you encounter in our Discord's translation-feedback channel.
GG Lawren:请在我们Discord的翻译反馈渠道中报告您遇到的任何与翻译相关的问题。
Sage's Insight reduces the elemental resistances of enemies. Opening Heart's description has recently been revised and is now accurate, it is "+30% additional damage dealt by nearby enemies".
贤者的洞察力降低了敌人的基本抵抗力。敞开心扉的描述最近被修改了,现在是准确的,它是“附近敌人造成的+30%额外伤害”。
Xtra37: For the people in the audience who are shocked about Opening Heart being awful, just know that it has always done that and that it has always been a bad item that makes it far easier for you to die.
Xtra37:对于观众中那些对《敞开心扉》的糟糕感到震惊的人来说,只要知道它一直都是这样,而且它一直是一个糟糕的项目,让你更容易死去。
问题4
Hi, there is an affix for "-40% additional DoT Damage taken" on King's Boon. When elevated by corrosion, this bonus becomes "-20% additional DoT Damage taken", which would mean that this is worse. Aren't T0 affixes supposed to be an upgrade? Please check if this description is a mistake.
嗨,君王恩赐上有一个“额外受到40%的DoT伤害”的词缀。当被侵蚀提升时,这个加成变成“额外受到-20%的DoT伤害”,这意味着情况更糟。T0词缀不应该是一个升级吗?请检查此描述是否有误。
GG-Lawren: This was our mistake and it will be changed next season.
GG Lawren:这是我们的错误,下个赛季将会改变。
Xtra37: I've seen that a while ago, I think that's the only instance an elevation that is strictly worse than the original while not being a completely new modifier.
Xtra37:我不久前就看到了,我认为这是唯一一个在不是全新修改器的情况下比原始修改器更糟糕的例子。
问题5
Hi! There are 2 bonuses replacing the base effect of Tenacity Blessing: Sacred Wall and Sacrifice. Which of these will work when the character has both?
你好有2个加成可以取代坚韧祝福的基础效果:神圣长城和舍命。当角色同时拥有这两种功能时,以下哪种功能有效?
TapTap
GG-Lawren: It would be Sacrifice. There can only be one replacement bonus, the order of effect is determined by our configuration order, we will see if we can find a place to write this out in the future.
GG Lawren:那将是舍命。只能有一个替换奖励,效果的顺序由我们的配置顺序决定,我们会看看将来是否能找到一个地方写出来。
Xtra37: That's disappointing, I thought you'd be able to use both at the same time. Honestly a shame that one must override the other.
Xtra37:太令人失望了,我以为你可以同时使用这两种功能。说实话,一个必须凌驾于另一个之上真是太可惜了。
问题6
Hello! There are 2 medium talents in the Alchemist tree that modify Spirit Magi. First - Extra Regeneration, second - Extra damage to nearby enemies. However Extra Regeneration *after* losing Reconjuring reduces possible uptime of the second bonus.
你好炼金术士树中有两个中等天赋可以改变魔灵。第一-额外再生,第二-对附近敌人造成额外伤害。但是,在失去重聚后的额外再生会减少第二次奖励的正常运行时间。
1) Is the first talent worded correctly? I feel like this should provide Regeneration while Reconjuring.
1) 第一个天赋的措辞正确吗?我觉得这应该提供再生的同时重新确认。
2) What is "revived" in the second talent?
2) 第二个天赋中的“复活”是什么?
3) What is the idea behind the pair? Such talents should be a choice if they are intended as is.
3) 这对情侣背后的想法是什么?如果这些人才是按原样培养的,那么他们应该是一种选择。
GG-Lawren: 1. The first Talent's description is inaccurate; it should be Life Restoration during Reconjuring.
GG Lawren:1。第一个的描述不准确;应该是重新审判期间的生命恢复。
2. The second problem pertains to the translation of Reconjuring's tooltip.
2.第二个问题与Reconjuring的工具提示的翻译有关。
3. Following point 1, the rationale is that Spirit Magus regenerates through Reconjuring more efficiently, and upon being fully restored, it increased the damage nearby monsters take.
3.根据第1点,其原理是魔灵通过重新凝聚更有效地再生,在完全恢复后,它会增加附近怪物的伤害。
问题7
Will you fix Spell Burst triggering off of Imbue Skills? Currently, some of those skills trigger their own Spell, and that eats my Spell Burst charge.
你会修复魔灵技能的法术迸发触发吗?目前,其中一些技能会触发自己的法术,这会消耗我的法术迸发充能。
GG-Lawren: We will fix this next season by disabling Imbue-type Skills' ability to trigger Spell Burst. We will reevaluate this interaction at a later time.
GG Lawren:我们将在下个赛季通过禁用Imbue类型技能触发法术迸发的能力来解决这个问题。我们稍后将重新评估这种互动。
Xtra37: I did not know that Imbues could trigger Spell Burst, that seems extremely annoying and I hope that never comes back.
Xtra37:我不知道Imbues会触发法术迸发,这看起来非常烦人,我希望永远不会回来。
阿飞:这里说激发技能有bug 也会触发法术迸发 然后是魔灵技能?能不能触发
问题8
Can Youga: Spacetime Illusion auto summon his clone when reaching 100 Energy? He is the only Hero who actually needs to click the trait button.
Youga:时空1能在达到100能量时自动召唤他的克隆人吗?他是唯一一个真正需要点击特质按钮的英雄。
GG-Lawren: We will adjust this hero's usability and balance next season, enhancing the user experience.
GG Lawren:我们将在下个赛季调整这个英雄的可用性和平衡性,增强用户体验。
Editor's Note: Xtra37 asked GG-Lawren to elaborate on these adjustments. Though at the time nothing was set in stone, Lawren was able to promise at least 1 change to Youga: Spacetime Illusion.
编者按:Xtra37要求GG Lawren详细说明这些调整。尽管当时没有什么是板上钉钉的,但劳伦能够承诺至少对时空1进行一次修改。
问题9
Hello, by the time this question is answered, the x5 Loot Event would have gone on for 2 weeks. I'm sure XD would have collected quite a lot of feedback on the event in that time, and I'm wondering about how XD feels about the event. I have 3 questions:
你好,当这个问题得到回答时,x5 Loot活动(五倍掉落)已经持续了两周。我相信XD在那段时间会收集到很多关于该事件的反馈,我想知道XD对该事件的感受。我有3个问题:
1. Is XD happy with how players responded to this event?
1.XD对玩家对此事件的反应满意吗?
2. Is XD planning to make changes to Loot based on feedback from this event? If so, can you say what's being planned?
2.XD是否计划根据此次活动的反馈对掉落进行更改?如果是的话,你能说出计划是什么吗?
3. Can we expect fun events like this in the future with the previously described "Mid Season Mini Leagues" on the horizon?
3.随着之前描述的“季中迷你联赛”即将到来,我们能期待未来发生这样的有趣事件吗?
Editor's Note: Xtra37 asked this question.
编者按:Xtra37提出了这个问题。
GG-Lawren: 1. We have received a lot of positive feedback from the community about this Event, and we are generally pleased with its reception.
GG Lawren:1。我们从社区收到了很多关于此次活动的积极反馈,我们对其接待总体上感到满意。
2. The event does not appear to significantly affect overall loot. We are considering a one-click pick-up feature for items of the same type, but its implementation is dependent on our development schedule; and we may make some changes to item drop rate based on feedback from this event.
2.该事件似乎不会对整体战利品产生重大影响。我们正在考虑为相同类型的项目提供一键拾取功能,但其实现取决于我们的开发进度;我们可能会根据此次活动的反馈对物品掉落率进行一些更改。
3. The "Mid-Season mini-league" is still in the works, players can expect new exciting events in the future.
3.“季中迷你联赛”仍在进行中,玩家可以期待未来发生新的激动人心的事件。
问题10
Even with the whole Demolisher Charge mechanic, the support for slower-yet-hard-hitting gameplay seems quite weak when compared to the meta-very-fast-hitting playstyle. 2 Handed melee weapons are also mostly quite weak right now. Are there any plans to improve the overall support for players who want to hit slow but hard?
即使有了整个破击机制,与超快速打击的游戏风格相比,对较慢但猛烈打击的游戏的支持似乎相当弱。2手持近战武器现在也大多相当弱。有没有任何计划来提高对那些想缓慢但用力击球的玩家的整体支持?
GG-Lawren: We aim to address the two-handed weapon issue first next season. We also want to improve the slow gameplay of Demolisher Skills, but time constraints prevent us from doing this until SS3 / Season 5.
GG Lawren:我们的目标是在下个赛季首先解决双手武器的问题。我们还想改善《毁灭者技能》的慢速游戏性,但时间限制使我们在第三季/第五季之前无法做到这一点。
Xtra37: Demolisher Skills ain't half bad if you use Dangerous Silence, though at that point it stops being a slower-yet-harder-hitting build. Hopefully this item is regarded as a "key item" next season and drops more often than it does now.
Xtra37:如果你使用危险静谧,破击技能还不错,尽管在这一点上,它不再是一个较慢但更难打击的构建。希望这个项目能被视为下赛季的“关键项目”,并且比现在更频繁地下降。
问题11
Will there be any updates for the Mobile version to increase the game's Frame rate? I have multiple devices that I played on which are capable of playing the game at 120fps. Ipad M1 (120Hz), Rog phone 7 ultimate (165Hz).
移动版会有任何更新来提高游戏的帧速率吗?我玩过多台设备,它们能够以120fps的速度玩游戏。Ipad M1(120Hz),Rog手机7终极版(165Hz)。
GG-Lawren: We currently have no plans to do this.
GG Lawren:我们目前没有这样做的计划。
问题12
Will the Hunters Association (Guild System) carry over to next season, or do we need to create a new one every season?
猎人协会(公会系统)会延续到下一季吗?还是我们需要在每一季都创建一个新的协会?
GG-Lawren: The Hunters association is cross-season, so players do not need to create a new one.
GG Lawren:猎人协会是跨赛季的,所以玩家不需要创建一个新的协会。
问题13
Hi, please tell us the order in which damage reduction sources apply. For example, with an incoming hit for 1000 damage, the player has 20% Damage Reduction, 30% Injury Buffer, and a Barrier with 500 health and the base 50% absorption rate.
嗨,请告诉我们减少伤害来源的应用顺序。例如,一个1000点伤害的命中,玩家有20%的伤害减少,30%的伤害缓冲,以及一个500点生命值和50%吸收率的屏障。
GG-Lawren: In the current version, the following sequence occurs: Take 1000 points of incoming damage. 20% damage mitigation leaves 800 points of incoming damage, Barrier absorbs 400 points of damage, leaving 400 points of incoming damage, Injury Buffer mitigates 30% of damage (120 points of damage taken over time), with 280 points of damage taken directly.
GG Lawren:在当前版本中,出现以下顺序:承受1000点传入伤害。20%的伤害减轻会留下800点的传入伤害,屏障吸收400点的伤害,留下400点的传入损伤,伤害缓冲区减轻30%的伤害(随着时间的推移会受到120点的伤害),直接受到280点的伤害。
问题14
Will you make an event to increase Divinity Slate drop rates, like how you did for Legendary items?
你会举办一个活动来提高神性石板的掉落率吗,就像你对传奇物品所做的那样?
GG-Lawren: We haven't thought about doing this yet.
GG Lawren:我们还没有想过要这么做。
问题15
Hi, the situation with early game caster weapons feels weird. Spring Resurrection and Sage's Foresight can carry you and be adequate for a long time. It may be nice for some players, but I think it hinders the learning curve. It's odd that you only really need to replace these items with rare things from the Trade House or crafted items at levels 80+. By comparison, ranged and melee weapons are far more diverse. Please consider adding a generic caster weapon for level 40+, or perhaps rework some common legendaries to be more generically useful?
嗨,早期游戏施法者武器的情况感觉很奇怪。春日复苏和智者远见可以带你走很长一段时间。这对一些玩家来说可能很好,但我认为这阻碍了学习曲线。奇怪的是,你只需要用交易所的稀有物品或80级以上的手工物品来代替这些物品。相比之下,远程武器和近战武器要多样化得多。请考虑为40+级添加一个通用的施法武器,或者修改一些通用的传说,使其更通用?
GG-Lawren: Spells and Attacks differ. In the early stages, the primary source of a Spell Skill's damage stems from the Skill itself, which has a base damage. For Attacks Skills, the damage comes from the weapon, meaning that you need to replace weapons often to scale Attack Skills as you progress. We agree that the disparity is currently an issue and we will address the growth curve later on.
GG Lawren:法术和攻击不同。在早期阶段,法术技能的主要伤害来源于技能本身,它有基础伤害。对于攻击技能,伤害来自武器,这意味着你需要经常更换武器,以随着你的进步扩大攻击技能。我们同意,这种差距目前是一个问题,我们稍后将解决增长曲线问题。
问题16
Accessing Path of the Brave is very confusing for newer players. They loot Proof of the Braves and don't know how to use it! What do you think about adding an introductory system for PoB? Perhaps integrate it into the Netherrealm, or put it into the Great Void, or have Zenoth the Lightless hand out a Side Quest to get players familiar with it.
对于新玩家来说,访问勇者之路是非常令人困惑的。他们得到门票,却不知道如何使用它!你觉得为PoB添加一个入门系统怎么样?也许可以将其集成到Netherralm中,或者将其放入Great Void中,或者让无光者泽诺斯(Zenoth the Lightless)进行一次支线任务,让玩家熟悉它。
GG-Lawren: Excellent Suggestions; we will discuss this.
GG Lawren:极好的建议;我们将对此进行讨论。
Xtra37: Fun fact, there used to be a Side quest as you had described, I think in Season 1? Not sure why it was removed, to be entirely honest.
Xtra37:有趣的事实是,正如你所描述的,我想在第一季中曾经有一个支线任务?老实说,我不知道为什么它会被删除。
问题17
How does the damage buff from Rushed work? Do you get the damage for 4s after walking 5m, or does it last only for one cast and reset?
行色匆匆的伤害buff是如何工作的?你是在走了5米后受到4秒的伤害,还是只持续一次施放并重置?
GG-Lawren: Neither. It checks every frame, and if you have moved over 5 meters within the past 4 seconds, you are awarded the damage buff.
GG Lawren:两者都没有。它会检查每一帧,如果你在过去4秒内移动了5米以上,你就会获得伤害增益。
Xtra37: There are definitely a lot of confusing things in this game that don't make much sense at a glance. Rushed is absolutely not one of them. I didn't think people could get confused by this one.
Xtra37:这个游戏中肯定有很多令人困惑的事情,一眼望去没有多大意义。拉什德绝对不是其中之一。我不认为人们会被这个弄糊涂。
问题18
While the Crafting System changes this season have major upsides to them, there are also many disadvantages. Its been a while since the Dev team admitted over Crows Corner that this system is not up to expectations, and so much time has passed without any words on how the Crafting System will actually improve. Can you please at least give us some hints for how you plan to satisfy users and address the numerous complains that arose this season, so that people may look forward to the next season?
虽然本季打造系统的变化有很大的好处,但也有很多缺点。Dev团队在Crows Corner上承认这个系统没有达到预期已经有一段时间了,而且很多时间过去了,对打造系统将如何真正改进没有任何说明。你能不能至少给我们一些提示,告诉我们你计划如何满足用户,并解决本季出现的众多投诉,让人们期待下一季?
GG-Lawren: The new Crafting System will be shared with everyone during the Season preview. We are still working on optimizing and adjusting the system.
GG Lawren:新的打造系统将在本季预览期间与大家分享。我们仍在对系统进行优化和调整。
Editor's Note: GG-Lawren and Xtra37 had a discussion over the future Crafting System changes. We learned that XD plans to release a dedicated Crafting System dev-blog before SS2 / season 4 starts. Lawren was able to assure everyone that the upcoming changes make the system "better".
编者按:GG Lawren和Xtra37就未来打造系统的变化进行了讨论。我们了解到XD计划在SS2/第四季开始之前发布一个专门的Crafting System开发博客。劳伦能够向所有人保证,即将到来的变革将使系统“更好”。
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