全境封鎖 1.1新版本中關於物品掉落與製造說明
全境封鎖 1.1新版本中關於物品掉落與製造說明
《全境封鎖》1.1版官方解釋為何改動素材兌換率,更新後任何30+BOSS必掉金裝,金色素材來源有保證。
對於很多玩家所擔心的4月12日的版本更新會造成對新手不公平,刷BUG玩家將擁有更多素材的現象,今日官方如約給出了解釋。
點擊查看官方原文
1.State of Crafting
裝備製作的現狀
The Division is primarily a RPG.
全境BUG是一款RPG遊戲。
As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are completed and max level is reached.
因此,當你完成了故事任務並到達滿級以後,還要繼續玩這款遊戲的主要目的和激勵點之一就是給你的人物配上裝備……
As part of the End-Game loop, players are expected to obtain their equipment by trying to beat challenging activities, and be rewarded for it.
作為這款遊戲後期遊戲循環的一部分,我們希望玩家應該在嘗試完成更有難度的挑戰後得到更高級的裝備獎勵。
As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build.
當每個玩家在構建和完善各自的BUILD時,他或她會去尋找能夠為這一套BUILD提供更高收益的特殊物品。
Looking for one specific item can be quite tedious, but it should also feel extremely satisfying when the item is finally acquired.
尋找這樣一件物品可謂單調乏味,但同時,最終能得到這件物品會讓玩家欣喜若狂。
The way our crafting feature is designed is to offer an alternative for players to temporarily complete their gear, by crafting missing pieces of their level.
物品製作這一方式的初衷是來為玩家提供一種備選方案,以臨時補全玩家BUILD中缺失的當前等級的物品。
For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear compared to loot dropped from named enemies.
至於遊戲後期,我們希望物品製作和遊戲中的不同經濟系統能夠為玩家提供一種穩定,但相對於擊殺掉落來說更慢的裝備獲取方式。
If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead.
比如在很多次擊殺後依舊不能得到你想要的物品,你應該能收集足夠的材料去做一件差不多的物品臨時使用。
It will not replace the item, but you will still be rewarded for your persistence.
這件臨時物品不該完全替代你想要的那件物品,但是你仍然能從你的堅持擊殺中獲得獎勵。
However, at the moment, loot drops are just too rare and disappointing, putting too much of an emphasis on crafting: you are looking for crafting materials and may sometimes end up dropping an interesting item in the process.
然而,就現在來說,擊殺掉落實在是太少了太讓人失望了
,玩家們花了太多精力去專注於物品製作:你們在找製作材料,然後沒準什麽時候在這過程中掉了個差不多的物品。
This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting compared to items acquired as loot drops.
下圖很清晰的闡釋了這一現象。你能發現有多少31級黃色物品是被做出來的,又有多少是擊殺掉落的。
(標題:31級上等物品來源,左:合成,中:商店,右:NPC擊殺 )
As many of you pointed out in the past weeks, the end result does not provide the level of fun that we had hoped for.
就像很多玩家在過去的幾周中說的,這一結果根本沒為玩家們提供如我們所預計的樂趣。
To address the situation, and simply make End-Game more satisfying and more focused towards improving your build one piece at a time, we will be implementing a series of changes with update 1.1, some of which have already been communicated in the Patch Notes, and others that we are about to reveal now.
為了解決這一情況,為了能讓遊戲的後期更讓人滿足,也為了讓玩家一件一件地提高各自的BUILD,我們將在更新1.1中做出一系列變化,有一些已經在Patch Notes中提到了,其他的將在下面公布。
2.More High-End Items
更多的黃色裝備
From now on killing a named NPC will grant you a guaranteed High-End drop!
從更新以後開始,擊殺帶名字的NPC肯定會給你一個黃色掉落。
That’s right, you will now always get a High-End item from killing a named NPC of level 30+.
沒錯,以後你總能在擊殺等級30+且帶名字的NPC以後得到一個黃色物品。
The gear score of said High-End will be determined by the level of the NPC.
而這黃色物品的裝備評分取決於被擊殺NPC的等級。
For example, a level 30 named will guarantee a gear score 163 High-End.
舉個栗子。。
一個30級帶名字的NPC一定會給你一個裝備評分163的黃色物品。
With so much more High-End drops, you’ll quickly notice that crafting High-End items, while more expensive, will not necessarily be much more complicated.
有了這麽高的黃色物品掉率,你會很快地發現去製作一個黃色物品,這種成本會比以前更昂貴的方式,不一定會比以前難多少。
To make sure that crafting remains a viable alternative, we will also increase drop rates of Division Tech materials to 40% on level 32 named enemies in the Dark Zone.
為了保證製作裝備這一方式是一種可行的備選方案,我們會把在擊殺暗區32級帶名敵人時,特工科技部門材料的掉率提高到40%。
New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need.
一個新的掉落列表已經被設計出來了,用以確保玩家有足夠的精力根據各自需要選擇擊殺不同的NPC。
Each named NPC will now have more chances to grant a specific type of High-End item.
每個帶名字的NPC現在有更多的機會掉落特定的一種黃色物品。
By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.
通過發現不同帶名字NPC間的不同掉落類別,你很快就會知道專注於哪個NPC就能得到你想要的那個類別的物品。
3.Crafting as an alternative
物品製作作為玩家得到黃裝的備選方案
You have already seen the changes that will be brought to crafting, but let’s go through them in more details
你們已經知道裝備製作將在新版本中變動,那就讓我們來看一看更詳細的改動。
here.
Increased costs for converting crafting materials and crafting High-End items:
增加合成高級材料和製作黃色裝備所需要的材料數:
10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
綠材料轉化藍材料用5個轉1個變成10個轉1個
15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
藍材料轉黃材料用5個轉1個變成15個轉1個
10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item
黃材料製作31級黃色裝備用8個變成10個。
Changed deconstruction yield of Standard (Green) and High-End (Gold) items:
分解裝備所得裝備變更:
Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
分解綠色裝備得到的材料從2個變成1個。
Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2
分解金色裝備得到的材料從2個變成1個。
By changing the conversion rates, we will encourage players to use their low level materials while they are leveling up, instead of saving them until they reach level 30.
通過變更材料轉化率,我們會鼓勵玩家在更新過程中使用得到的低級材料而不是一直攢著直到30級。
It will also bring more decision making between selling and deconstructing low quality items.
這也會更多地讓玩家們在分解還是賣掉低級裝備間做出選擇。
Most High-End materials should come from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones.
大多數黃色材料應該通過分解黃色裝備得到,而不是通過分解低級裝備,然後轉化材料得到。
Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.
類似的,更低的裝備分解材料轉化率也會降低FARMING物品時候的效率。
Once again, we want you to consider deconstructing and material converting as an alternative when you get an item that doesn’t contribute to your build, and not the main mean to develop your build as a whole.
再一次強調,我們想讓玩家們認為分解裝備和合成材料是當你得到不適合自己BUILD的裝備時候,同樣能讓你得到更好的裝備的一種備選方案,這不該成為玩家們構建各自BUILD時使用的主要方法。
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