2023/02/23289 浏览综合
2/22 crows corner Q&A EN&CN
Q&A with Mike
Q:how is game doing/performing?
游戏表现如何?
A: I can only say that we haven't done good enough, either in terms of publicity or content. However, this is only the second season, we will continue to work hard for the official release of the game as soon as possible.
只能说我们做得还不够好,无论是宣传上还是游戏内容上。不过这才是第二个赛季,我们会继续努力,争取早日正式release游戏。
Q:will there be any event that gives hero emblems this season?
这个赛季会有什么活动提供英雄纹章吗?
A:There will be no more hero emblems events this season. However, we plan to increase the number of hero emblems that u can get to 100 next season.
这个赛季不会再通过活动投放英雄纹章了。但我们计划下个赛季起将投放的纹章的数量提升至100个。
Q:what the (chill) (mellow) etc stuff actually means on the t8 map?
(彻骨)(柔软)等东西在t8地图上实际上意味着什么(例如柔软的遗落街巷,彻骨的群山之心)
A:just trying to make the map name sounds cooler
只是对地图名称进行的一些包装。因为这看起来很Coooool~
Q:Is elemental reduction the same thing as elemental penetration? If they are different which one applies first and how they interact with each other.
元素抗性减少和元素穿透是否是一回事。如果它们是不同的,哪一个先适用,它们之间如何相互作用。
A:In most cases they are the same. Only when the monster's resistance is set higher than the base resistance limit (75%) will be different, for example, if a monster with 90% resistance, the resistance reduction will be calculated from 90%, while the penetration is calculated from the effective resistance which is calculated from 75%. In addition, in the case of resistance calculation only need to calculate the elemental reduction first and then calculate the elemental penetration. (for example if monsters have 70 ele resistance, and u have 20 ele reduction 30 ele penetration, it will be 70-20-30 = 20) In addition, the effect of ignoring resistance will make the elemental penetration invalid, the resistance can not be reduced to a negative number.
大多数情况下他们的效果是一样的。只有在怪物的抗性设置高于基础抗性上限(75%)时会有所不同,例如某抗性90%的怪,抗性减少会从90%开始计算,而穿透是从生效抗性开始计算也就是从75%开始计算。此外的情况下计算抗性只需要计算元素抗性减少再计算元素穿透即可。 (70抗 20减抗 30穿透 抗性结算为 70-20-30=20)此外,无视抗性的效果会使元素穿透失效,也就是无法将抗性减到负抗。
Q:Does double thrust have an attack per second cap of 15?
双重突刺是否有一个每秒15次的攻击上限?
A:No, in theory it can cause up to 30 hits per second.
没有,理论上最多一秒可以造成30次击中,再加上双重突刺本身是2次击中,所以在极限攻速下一秒最多可造成60次击中。
Q:in season 3+, will Hero Relics and Memories only ever drop from the pirate mechanic or if there'll be other sources?
在第三季以后,英雄遗物和记忆会只从海盗机制中掉落吗?或者会有其他来源吗?
A:It can not be determined for the time being, because we try to adjust the drop of hero items; but the Black Sail gameplay will become similar to the existence of the Black surge gameplay, the base chance of appearance will decrease, but hunters can use cards to increase the chance of appearance and the reward.
这个暂时还无法确定,因为我们尝试调整英雄物品的掉落;但海盗玩法会变成类似黑潮玩法一样的存在,基础出现概率下降,但可以通过相关卡牌来提升出现概率和收益。
Q:When will you add a stop now option to the trial of war?
什么时候会在征战之神试炼中加入STOP选项?(很多核心玩家会以超级快的速度清理完地图,但是试炼的倒数还在进行,所以他们只能干等着及时结束,所以他们想加入一个选项可以立即停止试炼,并进行奖励结算)
A:A similar feature is expected to be available in the next season
预计在下个赛季会有类似功能。
Q:In God of War, how do the exclusive legendaries drop? While god of war is active any monster killed has a chance or at the end of the event if you have a legendary option?
在征战之神中,独占的传奇是如何掉落的。当征战之神被激活中,任何怪物的击杀或者在试炼结束时有概率掉落吗?
A:There is a chance to get exclusive legendaries drop at the end of the trail.
试炼结束时有概率掉率
Q:will you ever allow the option for players to host races to bring more interest to the mid/end of season.
你们会允许玩家在赛季中期或赛季末举办比赛来增加玩家的兴趣吗?
A:We are always very supportive of people making events or activities, and the host can come to me to apply for some support, such as awards and promotion on social media .
我们非常支持大家执行举办赛事和活动,主办人可以来找我们申请一些支持,比如奖励和社交媒体宣传等。
Q:Are you planning to change the UI for PC and mobile? so it better suits the user experience" since we currently are playing with the same ui on both pc and mobile.
你是否打算改变PC和手机的UI,使其更适合用户体验”,因为我们目前在PC和手机上使用相同的UI
A:We will continue to optimize the UI performance and experience on both platforms, and we will soon release a dev Blog, which contains some of the UI optimizations.
我们会持续优化双端的UI表现和使用体验,近期我们会发布新的开发者日志,其中就包含了我们对于UI的部分优化内容
Q:Do you know if there is a dmg cap per hit ? i feel like i can't go over 2.1 B
你知道每次命中有伤害上限吗?我觉得我不能超过2.1 B
A:Its true, there is a 2.1 billion single damage per hit limit, it will be changed in the next season
是的,目前是有2.1B的限制,下个赛就将会提升这个限制。
Q:People complain about Flame slash gemma lag, will that get fixed like the moto lag got fixed?
人们抱怨冰焰使用火焰斩时会卡顿,它会像指挥官的卡顿问题一样得到修复吗?
A:Should be the issue that only related with Flame slash, We will try to get it fixed for next season
争取下赛季得到修复
Q:What is a precious item and what is an extremely precious item?
什么是珍贵物品,什么是极其珍贵的物品 (例如珍贵的传奇装备/极其珍贵的传奇装备)?
A:For example, we divide legendaries into six levels, A to F, with A having the highest value and the hardest to drop (such as the Exquisite Box) and F having the lowest value and the easiest to drop. Precious items correspond to legendary equipment of level A ~ D, and extremely precious items correspond to legendary equipment of level A ~ C. While the terms "precious" and "extremely valuable" are clearly defined for legendary equipment, for other items they may simply refer to a range of values. We are planning to break down the average drop value into five levels and use a common, standardized description to help players estimate the payoff.
拿传奇装备举例,我们内部将传奇装备分为 A ~ F 六个等级,A 级价值最高也最难掉落(例如机巧魔盒),F级价值最低且最容易掉落。珍贵物品对应 A ~ D 级的传奇装备,极其珍贵对应 A ~ C 级的传奇装备。虽然对传奇装备来说,“珍贵” 和 “极其珍贵” 有明确的定义,但对其它物品来说,它们指代的可能就只是一个价值区间。我们正打算将掉落奖励的平均价值分为五个等级,并用上通用且规范的描述,方便玩家预估收益。
Q:Can you reveal any new heroes or hero traits coming in season 3 yet?
你能透露第三季会有什么新的英雄或者英雄特性吗?
Sorry,it cannot be spoiled now.
A:非常抱歉目前还不能透露lol
These are some things I would like to talk about if possible.
如果可能的话,我想谈谈这些事情。
建议:I also would like to talk about the state of the current season 2 mechanic. regarding the pirate chest system. A Lot of players, myself included, find it very time consuming, clunky to interact with, and very inconsistent and frustrated. Leaving us the players with a bad feeling a lot more than it leaves us with a good feeling.
我还想谈谈当前第二季的机制。关于海盗箱系统。包括我自己在内的许多玩家都认为这非常耗费时间,难以与之进行互动,并且奖励内容非常不稳定且令人沮丧。给我们玩家留下的不好的感觉远远多于给我们留下的好感觉。
反馈:
Where do you think the specific time consuming parts are? Is it the time spent on interacting, or the time it takes to run through an entire round is too long? Can u make explain more about it? ~ in fact, from what we know, the Black sail gameplay is far more stable to get profits than the Netherrealm cards + compass.
认为具体耗费时间的地方在哪里呢?是交互的时间,还是刷完一整轮6次的时间太长呢?希望有更详细的反馈~实际上从我们了解下来,海盗玩法带来的收益,远比异界卡牌+罗盘带来的收益稳定。
Q:Are there any plans to rework this system to make it more UI friendly ( so we don't have to click so many times and jump between so many windows ) or add more control to the Whisper options, Like a reroll feature?
有没有计划重做这个系统,让它更UI友好(这样我们就不用点击那么多次,在这么多窗口之间跳转),或者增加对于密语(黑潮玩法)的可控性,类似一个刷新密语的功能?
A:We won't support the reroll feature, but we'll try to see if we can make the interaction easier.
不太会支持刷新谜语的功能,但我们会尝试看看能否让交互更简单。
Q:Now that you have confirmed Multiplayer is not coming in season 3, Is there any more details you can share about what the Multiplay will look like in the game, Will it just be the ability to do the same stuff in groups or will exclusive multiply content ( like raids ) be added
既然你已经确认了多人模式不会出现在第三季,你还能分享更多关于多人模式在游戏中的细节吗? 会只是组队做跟现在一样的事情,还是会增加独特的多人模式内容(比如突袭高难)?
A:We cannot share any informations now
暂时还无法透露非常抱歉。
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FAQ:
Q:Because the major revisions of other similar games will be in early April, which is expected to co-incide with the next season, is there a corresponding plan? Will the functions related to the season pass be extended?
由于其他同类游戏的重大改版将在4月初进行,预计将与下一赛季相吻合,是否有相应的计划? 与季票相关的功能是否会延长?
A:For now we haven’t set the exact time of next season as the work of developing is still going. We will evaluate the opening time based on the progress of the version and marketing, once we get results we will announce it in the community. But obviously staggering the opening time is better for the players and the development team LOL
If so, the season pass will be extended.
目前我们还没有定下第三赛季的确切开启时间,相关开发工作还在继续,我们会综合市场和版本的进度来进行开启时间的评估,有结果后会在社区向大家同步。不过显然错开开启时间,对于玩家对于开发团队来说都是比较好的结果。
我们会延长高级拾取的时间。
Q:Any plans to let mobile users zoom out ? Playing Rehan literally covered 1/3 of my screen
有没有让手机用户视野缩小的计划? 用狂人进行游戏时几乎占据了我手机屏幕的⅓
A:This feature is currently in production
目前这个功能已经在制作当中了
Q:Are there any plans to better optimize skills like Flame Slash or Spider tank summons for mobile devices? Currently using skills like Flame Slash drops the FPS to 10-20 and is almost unplayable making it extremely hard to dodge on mobile.
问:你们有计划更好地优化移动设备上的烈焰斩或蜘蛛坦克召唤之类的技能吗?目前使用像烈焰斩这样的技能会将FPS降低到10-20,并且几乎无法玩,这使得在手机上很难躲避敌人技能。
A:Yes,We will try to get it fixed for next season. Using spider tanks should not cause FPS drop any more.
有计划的,争取在下个赛季中上线这个优化。蜘蛛坦克目前应该不会再卡顿了。
Q:If I use gear with 'add skill's damage to base wilt/ignite/bleed' option, Does that mean
skill hit damage AND DoT damage from skill(not from ailments) are added to base wilt/ignite/bleed?
如果我使用带有“增加技能伤害到基础枯萎/点燃/流血”选项的装备,这是否意味着
技能命中伤害和技能DoT伤害(不是疾病造成的伤害)被添加到基础枯萎/点燃/流血?
A:Skill damage refers to the base damage of a skill. Support skills or dot damage that directly affect skill damage do not increase it.
技能伤害指的是技能的基础伤害,直接作用于技能伤害的辅助技能或者dot伤害不会使其增加
Q:Is it possible to help newbies with a finished skill tree while leveling and exploring?
在练级和探索的过程中,是否可以帮助新手完成技能树?(感觉是希望游戏内有一个基础的bd加点引导,不需要去看攻略之类的)
A:Guide function will be improved gradually.
指引功能我们会逐步进行完善。
Q:Will the price be available in the tranding? Or a filter extension to search for a specific lot?
交易中会有价格吗?或者一个过滤器扩展来搜索特定的价格?
A:As for the sorting by price, we tend to not do that, that may facilitate the auto bot. Now we add the feature of highlight to help hunters distinguish the currency and price.
按价格排序我们不太想做,这样会方便一些人使用自动脚本进行扫货囤货。目前高亮显示应该能帮助大家进行价格和货币区分了。
Q:
1. Are Joined Force and Ominous Gift also affected by the main-hand gear physical increase mod like Fool's Crown?
2. If you apply weak bleeding after strong bleeding, there is a problem that it is always updated with the latest bleeding. In this case, I think that strong bleeding should be maintained.
1. 合力和不详馈赠也会受到主手装备物理增加mod的影响吗?
2. 如果你在强力出血后应用弱出血,有一个问题,它总是更新最新的出血。在这种情况下,我认为应该维持重度出血。
A:
1. No it will not.
2. It's a bug, will be fixed next season.
1.不会
2. 这是一个bug,会在下赛季修复。
Q:What is the philosophy behind allowing only one trial to be run? It's strange to not be able to stack multiple trials at once for even more rewards.
只允许在同一时间内进行一种试炼的理念是什么? 不能一次叠加多个试炼以获得更多奖励是非常奇怪的。
A:Because there is a buff during the God of War Trial, from the design perspective we do not want this buff to apply to other six god trials, and Stack multiple trials may cause some unknown error.
因为征战之神过程中有增益buff,设计角度不希望将这个增益buff应用到其他试炼中。而且同时进行多个六神试炼可能会产生一些未知异常问题。
Q:Hopefully there will be more character outfits, and hopefully they can be purchased rather than drawn
希望能有更多角色時裝,期望是能直接購買而非抽取
A:There will be some effects and outfits can be purchased directly.
会有一部分特效和时装通过直售的形式上线。
Q:Any changes for the next season??
like getting more coins or info on what heroes will be added in the shop next for the hero emblem?
also will we only get 70 each season or do they plan to add more events in future??
下一季有什么变化吗?
类似获得更多的硬币或什么英雄将可被用英雄纹章兑换的信息?
还有,我们每个赛季只能获得70枚吗?还是计划在未来增加更多的活动?
A: Charge Calling,Seething Spirit, Thea can be purchased with the hero emblems next season.
We plan to make every active player get 100 Hero Emblems from next season.
下赛季月女和狂人2 指挥官2将可被用英雄文章购买。
下赛季我们会尽量让每个活跃的玩家能获得100个英雄纹章。
Q:Any plans for changing the skill system??
also there are way less corrosion related skill compared to any other element,
Will they add more support skills ??
有计划改变技能系统吗?
另外,与其他元素相比,与腐蚀有关的技能要少得多。
他们会增加更多的辅助技能吗?
A:Currently we only have plans for skill balancing and adding new skills, no major adjustments will be made to this system.
There is no plan to add corrosion related skills for now.
目前我们仅有技能平衡和增加新技能计划,不会对这个系统做大调整。
短期内无相关计划。
Q:Is there any chance that we could get custom loot filtering options?
我们有可能获得自定义战利品过滤器吗?比如在方框中我们可以选择要显示或不显示什么?
A:未来会有的。
It will be available In the future.
Q:During early leveling it's really easy to get one shot. Can we get some preset gear drops with some life? Or boss damage gets nerfed?
在早期练级过程中,真的很容易被一下打死。我们可以得到一些有生命值的预设装备掉落吗?或者削弱boss的伤害?
A:Maybe focus more on the item that has the life and elemental resistence affix, it will prevent you from getting one shot by the boss.
多多关注战利品中带有生存词缀比如生命、抗性等词缀的装备,换上应该可以解决很多剧情时期阵亡的问题。
Q:Currently there aren't a lot of builds for characters, it's way too streamlined.
Either increase the numbers of mods or ask players to come up with different builds which others can follow.
and many new players just quit or they don't get any help for their builds .
目前没有太多的角色BD,太精简了。
要么增加mod的数量,要么让玩家想出不同的构建,让其他人可以效仿。
许多新玩家选择退出,因为在BD上他们没有得到任何帮助。(感觉还是说游戏内的引导不够)
A:Hunter can view the Hero Ranking in game to see some outstanding builds, and we will also add some build recommendations or the guild for the new hunters in the future.
游戏内目前可以通过英雄榜来查看一些出色猎人的BD,未来我们也会增加一些玩家自创的BD攻略的推荐。
Q:There is an obvious gap in skill damage scaling. For example Flame Slash and buffed Berserking slash not on the same level with other slash skills. Same for ranged skills Rain of Arrows seems much stronger. Will you buff one skill at a time or next season you will try to put in line as many skills as you could?
在技能伤害比例方面存在明显差距。例如,烈焰斩和经过强化的狂暴巨刃与其他斩击技能不在同一水平线上。同样,远程技能 "箭雨 "似乎更强。你们是一次只对一个技能进行强化,还是在下个赛季尝试尽可能多的技能进行强化?
A:We will do the balance adjustments every season and skill is a big part of that. The Berserking Blade adjustment was a successful example, as it wasn't very impressive in S1, but it became a very popular skill this season. Next season we will focus on some of the underused skills and see if we can increase their use rate.
每个赛季我们都会做平衡性调整,技能也是其中重要的一环。暴走巨刃的调整算是比较成功的,因为S1时它的表现并不算亮眼,但是在这个赛季变成了很受欢迎的技能。下赛季我们会重点关注一些使用率比较低的技能,看看能否增加其使用机会。
Q:"The hero memories of Future Burnt Offering, show that Seething Spirit will always exist and attack automatically while Berserk is active. However after checking in game, there is a blank frame after Seething Spirit's auto attack, which causes dps to be lower than it should be.
According to the system limit, all heroes have a cap of 63b dps, but Seething Spirit only has half of the potential. Was it a bug or on purpose?
传奇遗物「待献身的燔祭」的功能之一是暴气状态下,愠怒之灵一直存在,自动攻击。
但是经过实测,愠怒之灵在每次的攻击后会有1frame没有任何动作,这也造成了他的伤害会比预期的还低。基于系统限制,所有的英雄现在有630亿的dps上限,但怒影理论上却因此只能达到此伤害的一半。想问这是一个bug, 亦或是故意设计的?
A:Yes, it's a bug, and will be fixed later.
是的是bug,我们会在之后修复。
Q:When are we going to get dynamic character sheet info? For instance, if I join a map with the "Corrupted" mod (-erosion res) I simply don't know what my resistance in that map is! We could also have some info on sentry max number, sentry cast frequency(right now it only shows the base 0.5) etc.
我们什么时候能得到一个动态的角色表信息?例如,如果我加入一个有 "腐化 "模式的地图(减腐蚀抵抗),我根本不知道我在该地图上的抵抗力是多少 我们还可以有一些关于哨兵最大数量、哨兵施放频率(现在只显示基本的0.5)等信息。
A:Dynamic character sheet is a huge project, and we are working towards it.
动态的信息面板是一个巨大的工程,我们正朝着这个方向努力。
Q:Do mods that boost life regen rate affect the gains from the major talent node Active Superflux? For example, the implicit mod on a Dragonblood Belt gives 26% life regeneration speed. Would that increase the regen?
提升生命自然恢复的MOD会影响从主要天赋节点活性超流获得的生命自然恢复吗?例如,龙血腰带上的隐含MOD可以提供26%的生命自然恢复。这是否会增加再生率?
(想问的就是龙血腰带底子词缀+26生命自然恢复速度的词缀,会不会影响核心天赋“活性超流”:溢出的魔力自然回复作用于生命 这个效果)
A:No , Because this mechanism does not act as a regeneration to life from overflowing magic, it is a separate form of life regeneration
不会,因为这个机制并不是把溢出的魔力自然回复作用于生命自然回复,是一种独立的生命回复形式
Q:"当前版本中对于位移技能的设计是否有点落差太大?能造成伤害的位移技能往往都是没有冷却时间或是有办法透过部份条件消除冷却时间的;而不能造成伤害的位移技能反而都有冷却时间与充能点数的限制。而具有伤害的位移技能往往有相关辅助技能可以附带拿到一些额外好处的效果(如硬化、守护、标记、致盲之类的),而不能造成伤害的位移技能都只能透过少少的减少冷却辅助来努力取得稍微不那么差的游戏体验。
先不论某些位移技能在操作上较不易使用的问题,只想知道能不能针对这些无法造成伤害的位移技能提供些拯救方案,如天生附带更多充能点数、提供具有条件减少冷却之类的辅助(如击杀怪物机率减少冷却时间、核心技能造成异常/控制类状态时减少冷却时间、若在冷却中则消耗n%血量使用技能 之类)的设计呢? "
A:我们正在着手优化这个问题,具体方案还在讨论中