全境封锁 1.1新版本中关于物品掉落与制造说明
全境封锁 1.1新版本中关于物品掉落与制造说明
《全境封锁》1.1版官方解释为何改动素材兑换率,更新后任何30+BOSS必掉金装,金色素材来源有保证。
对于很多玩家所担心的4月12日的版本更新会造成对新手不公平,刷BUG玩家将拥有更多素材的现象,今日官方如约给出了解释。
点击查看官方原文
1.State of Crafting
装备制作的现状
The Division is primarily a RPG.
全境BUG是一款RPG游戏。
As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are netpleted and max level is reached.
因此,当你完成了故事任务并到达满级以后,还要继续玩这款游戏的主要目的和激励点之一就是给你的人物配上装备……
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.
作为这款游戏后期游戏循环的一部分,我们希望玩家应该在尝试完成更有难度的挑战后得到更高级的装备奖励。
As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build.
当每个玩家在构建和完善各自的BUILD时,他或她会去寻找能够为这一套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.
寻找这样一件物品可谓单调乏味,但同时,最终能得到这件物品会让玩家欣喜若狂。
The way our crafting feature is designed is to offer an alternative for players to temporarily netplete their gear, by crafting missing pieces of their level.
物品制作这一方式的初衷是来为玩家提供一种备选方案,以临时补全玩家BUILD中缺失的当前等级的物品。
For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear netpared to loot dropped from named enemies.
至于游戏后期,我们希望物品制作和游戏中的不同经济系统能够为玩家提供一种稳定,但相对于击杀掉落来说更慢的装备获取方式。
If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead.
比如在很多次击杀后依旧不能得到你想要的物品,你应该能收集足够的材料去做一件差不多的物品临时使用。
It will not replace the item, but you will still be rewarded for your persistence.
这件临时物品不该完全替代你想要的那件物品,但是你仍然能从你的坚持击杀中获得奖励。
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,就现在来说,击杀掉落实在是太少了太让人失望了
,玩家们花了太多精力去专注于物品制作:你们在找制作材料,然后没准什么时候在这过程中掉了个差不多的物品。
This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting netpared to items acquired as loot drops.
下图很清晰的阐释了这一现象。你能发现有多少31级黄色物品是被做出来的,又有多少是击杀掉落的。
(标题:31级高档物品来源,左:合成,中:商店,右:NPC击杀 )
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.
就像很多玩家在过去的几周中说的,这一结果根本没为玩家们提供如我们所预计的乐趣。
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 netmunicated in the Patch Notes, and others that we are about to reveal now.
为了解决这一情况,为了能让游戏的后期更让人满足,也为了让玩家一件一件地提高各自的BUILD,我们将在更新1.1中做出一系列变化,有一些已经在Patch Notes中提到了,其他的将在下面公布。
2.More High-End Items
更多的黄色装备
From now on killing a named NPC will grant you a guaranteed High-End drop!
从更新以后开始,击杀带名字的NPC肯定会给你一个黄色掉落。
That’s right, you will now always get a High-End item from killing a named NPC of level 30+.
没错,以后你总能在击杀等级30+且带名字的NPC以后得到一个黄色物品。
The gear score of said High-End will be determined by the level of the NPC.
而这黄色物品的装备评分取决于被击杀NPC的等级。
For example, a level 30 named will guarantee a gear score 163 High-End.
举个栗子。。
一个30级带名字的NPC一定会给你一个装备评分163的黄色物品。
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 netplicated.
有了这么高的黄色物品掉率,你会很快地发现去制作一个黄色物品,这种成本会比以前更昂贵的方式,不一定会比以前难多少。
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.
为了保证制作装备这一方式是一种可行的备选方案,我们会把在击杀暗区32级带名敌人时,特工科技部门材料的掉率提高到40%。
New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need.
一个新的掉落列表已经被设计出来了,用以确保玩家有足够的精力根据各自需要选择击杀不同的NPC。
Each named NPC will now have more chances to grant a specific type of High-End item.
每个带名字的NPC现在有更多的机会掉落特定的一种黄色物品。
By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.
通过发现不同带名字NPC间的不同掉落类别,你很快就会知道专注于哪个NPC就能得到你想要的那个类别的物品。
3.Crafting as an alternative
物品制作作为玩家得到黄装的备选方案
You have already seen the changes that will be brought to crafting, but let’s go through them in more details
你们已经知道装备制作将在新版本中变动,那就让我们来看一看更详细的改动。
here.
Increased costs for converting crafting materials and crafting High-End items:
增加合成高级材料和制作黄色装备所需要的材料数:
10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
绿材料转化蓝材料用5个转1个变成10个转1个
15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
蓝材料转黄材料用5个转1个变成15个转1个
10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item
黄材料制作31级黄色装备用8个变成10个。
Changed deconstruction yield of Standard (Green) and High-End (Gold) items:
分解装备所得装备变更:
Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
分解绿色装备得到的材料从2个变成1个。
Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2
分解金色装备得到的材料从2个变成1个。
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.
通过变更材料转化率,我们会鼓励玩家在升级过程中使用得到的低级材料而不是一直攒着直到30级。
It will also bring more decision making between selling and deconstructing low quality items.
这也会更多地让玩家们在分解还是卖掉低级装备间做出选择。
Most High-End materials should nete from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones.
大多数黄色材料应该通过分解黄色装备得到,而不是通过分解低级装备,然后转化材料得到。
Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.
类似的,更低的装备分解材料转化率也会降低FARMING物品时候的效率。
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.
再一次强调,我们想让玩家们认为分解装备和合成材料是当你得到不适合自己BUILD的装备时候,同样能让你得到更好的装备的一种备选方案,这不该成为玩家们构建各自BUILD时使用的主要方法。
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