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蓝贴 橙装掉落防脸黑软上限机制已被移除

2016-11-25 作者:暴雪 来源:www.te5.com

导读:一句话总结就是,暴雪设计师没有想到玩家会如此拼命的肝,因此设置了一个防脸黑机制掉落橙装的4件软上限,该上限在上一周被移除了。

WOW蓝贴 7.1橙装掉落软上限机制已被移除

大家好,感恩节快乐,我们来谈谈橙装吧。

Happy Thanksgiving, everyone. Let's talk a bit about legendaries.

从军团再临开始起,我们就有意地闭口不谈获取橙装的机制,因为获取它们最好的方式基本上就是“玩你的游戏并参与你最享受的满级内容”。它应该是一种后台的全局性奖励,偶尔地提供巨大的提升,相对透明和普遍的神器系统和一般装备系统只是一种补充。但很显然,现在出现了各种帖子猜测你是否应该删掉不想要的橙装来提高你获取更多(橙装)的几率,我们需要好好总结这种(保持沉默)方法的教训。(另:不要删掉你的橙装。系统看的是你曾经获得过的,而不是你现在拥有的。)

From the beginning of Legion, we've deliberately been pretty tight-lipped about how obtaining them works, because the best thing you can do to get them really does just boil down to "play the game and do the max-level activities you enjoy most." It was meant to be a background universal reward that would occasionally offer a surge of power to complement the transparent and omnipresent Artifact and normal itemization systems. Obviously, as we sit here reading posts speculating whether it's better to delete unwanted legendaries to improve your chances of getting more, there's a lesson for us to learn from how that approach has played out. (PS: Don't delete your legendaries. The system looks at what you've gotten, not what you have.)

我们在设计上一直比较保守,想要随着时间推移慢慢放松限制。对于这样一种覆盖所有满级活动的系统,仅仅靠每周玩几个小时Beta的几千人提供的数据,我们无法确定其平衡性。在正式版本中有数百万人专注于游戏的各个方面,情况肯定是不一样的。我们清楚如果让橙装变得太常见,结果很可能会出现有些人(运气特别好的,或玩得最多的)被橙装淹没。那会是一团糟——玩家群体中相当大一部分满口袋都是橙装,在几个月内都没什么可期待的了。而等到那时候我们再来“修正”的话,那些没赶上这段慷慨时期的玩家就会永远地落在后面。

We've also been pretty conservative in our design, with the intent of loosening the reins as time went on. With a system of this scale that spans all max-level activities, we couldn't be certain that we'd tuned it correctly based on data from thousands of people playing our beta for a few hours a week; it'd inevitably be different in the live game with millions of people playing in far more focused ways. And we knew that if we erred on the side of legendaries being too common, we could easily end up in a situation where some people (whether lucky people, or those who played the most) were flooded with them. If that happened, it'd have been a mess - a chunk of the playerbase would've had bags full of legendary items and no more to look forward to for months to come, and if we'd tried to "fix" it after the fact, then everyone who hadn't taken advantage of the generous period would have felt forever behind.

因此我们开始比较吝啬,这样如果太过头的话很容易纠正。(我们在7.1补丁中就在总体上提高了橙装的掉率。)我们还设置了一些机制来缩小最幸运的玩家和最不幸运的玩家之间的差距。运气成分在这样的游戏中是很难避免的,但在有几百万玩家的情况下,如果我们不限制随机性,就会不可避免地出现有些每周都玩很长时间的玩家永远都不会得到一件橙装。因此,所谓的“坏运气保护”机制会在每次你有机会但没能获得橙装的时候都让你(下次获得橙装)的几率提高一点点。

So we started out stingy, since if we erred in that direction it would be far more fixable. (We've since increased legendary drop rates in general, in patch 7.1). We also put some measures in place to reduce the gap between the very luckiest player and the unluckiest player. Luck is inevitably a factor in games like this, but with millions of people playing the game, if we allowed pure randomness to go unchecked, there would inevitably be some players who played hours every week and literally never saw a single legendary item. Thus, the so-called "bad luck protection" that improves your chances a bit each time you could have gotten a legendary but failed to do so.

正如名字所暗示的,“坏运气保护机制”系统的存在是为了一些极度不走运的玩家。而那些拥有极度好运的玩家并不需要一个系统来使他们超前其他人更多。因此我们最初把上限设置在4个橙装,并计划在后面逐渐提高。一旦你得到了4件,你当然可以获得更多,但“坏运气保护”的隐形之手就不会再帮助你。很显然,比如说如果你在10月初就有了4件橙装,你的运气就太好了,你并不需要更多帮助。

As its name suggests, the "bad luck protection" system exists to protect the unluckiest players from the cruel fate of the dice. Those who were on the other end of the spectrum in terms of good fortune, we figured, didn't need a system to help put them even farther ahead of the rest of the world. And we drew that line at 4 legendaries, initially, planning to raise it as time went on. Once you'd gotten 4, you could absolutely get more, but the invisible hand of "bad luck protection" would no longer help you. Almost by definition, if you had 4 legendaries in, say, early October, you were super-lucky. You didn't need help getting more.

我们实在没有预料到一些最专注的玩家为了刷神器能量会玩到什么程度。到11月中,人们开始质疑是不是有4件橙装的上限,我们意识到有一群玩家投入了如此多的游戏时间,他们预期的橙装数量就应该在4件左右,他们靠的并不是什么运气。(注意这里讨论的主要是非常少的一小群人,主要是他们受到这个问题影响,但我们谈论的只是数百万人中的几百人。)

What we genuinely did not anticipate was just how much some of the very most dedicated players would play, mainly in pursuit of Artifact Power. By mid-November, we started to hear questions about whether there was some sort of 4-legendary limit, and we realized that there existed a group of players that had done so much content that they actually had an expected legendary count of around 4. They hadn't needed to be unusually lucky to get there. (Note that this is a very small group. They're overrepresented in these discussions, because this issue concerns them, but we're talking about hundreds of people out of millions.)

因此我们在一周前移除了那个软上限。“坏运气保护”现在会一直作用。在(我们上面提到的)那个范畴内的玩家在过去一周大概一直在专注于史诗难度勇气试炼,在开荒中不断灭团,没机会获得橙装,所以他们还没能看到这个改动的效果。如果有些玩家到了拥有一个专精所有橙装的地步,我们也就认了,那是他们努力的结果,而且未来补丁还会添加更多(橙装)。装备数量的限制会让有橙装和没有的玩家之间差距保持在合理的范围,我们也会继续调整过于突出的橙装的效果(在7.1.5补丁中实装),目标是让橙装让人兴奋又不至于过于逆天。

So we removed that soft cap just over a week ago. "Bad luck protection" now applies indefinitely. Most of the players in this category have probably been focusing on Mythic Trial of Valor for the past week, and since wiping repeatedly to raid bosses during progress sadly can't award legendaries, they haven't had a chance to see the effects of the change just yet. If/when some players get to a point when they have every legendary available for their spec, then so be it. They certainly will have earned it, and there will be more coming in future patches. The Unique-Equipped limit keeps the power gap between the haves and have-nots reasonable, and we'll continue to adjust the effectiveness of the outlier legendaries (coming up in patch 7.1.5) with the goal of keeping them exciting but not gamebreaking.


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