※ 引述《Justin890820 (xd)》之銘言:
: 來源:https://www.pathofexile.com/forum/view-thread/3322245
: 看來光頭還是會怕玩家流失 直接把AN詞綴移除了
: 我就問這種智障設定 當初怎麼覺得會對玩家有吸引力
不太對
所以我來當勞工惹
The issues that players often had with Archnemesis were:
The keyworded mod names were not fully descriptive of what they did
The mods often had multiple effects bundled which made them harder to
understand
Due to how many effects were included in a single mod, it made too many
encounters too complex
The way Archnemesis rewards were set up meant that many players felt like
they couldn't just kill a monster, they had to consider if they wanted to
bring a magic find character in to maximise rewards
現在宿敵詞的問題為
1,詞墜沒有辦法描述他們的效果
2,這些詞墜通常有複數能力且讓人難以理解
3,因為單一詞墜有太多能力所以讓面對這些戰鬥太複雜
4,掉落大禮包的設定讓玩家沒辦法單純把怪幹掉,玩家必須找打寶師才能得到理想的收益
The goals of the new system are:
Mods do one specific thing
Mods say what they do rather than having a thematic name you must learn
and remember
Encounters are simplified on average while retaining interesting fights
Players are no longer required to do annoying actions to maximise rewards
改動後的目標為
1,詞墜單純化
2,詞墜的名稱從主題式的名稱變成更直接的描述
3,戰鬥會更單純
4,玩家不用特別做麻煩的事情才能維持收益
Mods do one specific thing
Here's an example: The Magma Barrier Archnemesis mod did a whole lot of
stuff. It started by putting a magma barrier around the monster, but it
didn't stop there. It converted some of the monster's physical damage to fire
damage, it added some extra fire damage on top, it granted fire resistance to
the monster and it gave some physical damage reduction for good measure. It
also spawned volatile flamebloods to follow you. The new equivalent modifier
just puts a magma barrier around the monster and does nothing else.
詞墜單純化
打個比方:熔岩屏障(應該是這個名字)原本有一大堆能力,他會給怪物開個盾,並且會把
怪物一部分的物理傷害轉成火傷,然後給怪物一些額外火傷,額外物減跟火抗,最後還會
生成追殺你的火球. 新的詞墜只會保留放盾的部分
Mods say what they do rather than having a thematic name you must learn and
remember
For example, rather than "Incendiary", which broke down into six properties,
you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant".
Instead of "Deadeye", which did five separate things, you'd now see "Applies
Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.
詞墜的名稱從主題式的名稱變成更直接的描述
打個比方,"縱火"這個詞(應該是?這個不太確定中文是哪個),會被拆成6個部分,你會更直
接看到怪物頭上寫著"點燃"跟"火焰與點燃抗性"."銳眼",原本有五個功能的詞,你現在會
看到"造成隨機印記","額外爆擊" 或 "更多命中"為分開的詞墜.
Encounters are simplified on average while retaining interesting fights
The pool of mods that involve complex interaction (like spawning volatiles or
ground effects on death) have been heavily diluted by the presence of the
simpler mods. This means that you encounter more complex fights less
frequently. But interesting and challenging emergent behaviour from
overlapping mods can still happen, just less often.
戰鬥會更單純
那些包含複雜互動的詞墜(像是死亡生成追殺火球或超痛地板)已經被簡化詞墜這動作給
大量稀釋.這代表你會更少碰到這些超麻煩的戰鬥.但大量堆疊詞墜後還是有機率跑出來
,就比較少.
Players are no longer required to do annoying actions to maximise rewards
In Archnemesis, rewards were associated with individual mods. This meant that
you could tell what kind of rewards you would get in advance. In some cases,
you were then effectively required to fetch a magic-find culling character to
make sure that you maximised the value of the monster mod that you had found.
In other cases, you would ignore a monster completely if you knew that it
would only drop rewards that were of no value to you. In the new system, we
have added a significant pool of new rewards to rares, but the reward that is
on the monster is hidden (and not associated with a specific mod), so you
don't know what kind of rewards you will get until you kill the monster. Rare
monsters with more mods are more likely to have these special hidden reward
mods. This new reward system smooths out the spikiness that the Archnemesis
reward system had.
玩家不用特別做麻煩的事情才能維持收益
在宿敵聯盟時,獎勵是跟詞墜綁在一起的,這代表你可以得知你接下來能得到甚麼,在這
個情況下,你必須要找一個撲殺打寶師才能有效率的確保自己的收益,在其他情況下你會
完全忽略一隻怪因為他啥毛都不會掉,在新系統我們增加了更多的獎勵類型,但獎勵會被
隱藏(且不跟特定詞墜綁在一起),所以你要幹掉怪物才知道會掉啥,有越多詞墜的怪會有
更高的機率帶有更好的掉落. 這系統讓宿敵詞的掉落曲線更平滑.
Conclusion
The original motivation for developing Archnemesis was that the previous
monster mod system was very out of date. Many of the mods didn't have any
appreciable effect under modern balance and there wasn't a lot of interesting
gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of
interesting new mechanics to rares, but introduced the problems described
above. While creating the new monster mods described in this article, we were
careful to retain most of the interesting mechanics that Archnemesis
introduced, but in a way that doesn't include a grab-bag of other effects and
is diluted by many other simpler mods.
The result is a system that is very similar to what monster mods used to be
like, but with much more up-to-date content and balance. Mods are simpler and
say exactly what they do. While you can certainly still rarely encounter
scary combinations of mods that really wake you up, it's a lot rarer than it
was under the Archnemesis system. We feel that the new system is more modern
and interesting than the old monster mod/nemesis system and is clearer and
easier to understand in the heat of combat than Archnemesis was.
總結
原本的製作宿敵詞的原因是舊的黃怪詞系統是非常過時的,大部分的詞墜都沒有好好的平
衡而且根本不好玩,以我們的角度來看,宿敵詞的確有效的新增了一些戰鬥機制,但也產生
了一大堆上述的問題,所以在詞墜修正時,我們保留了戰鬥機制,但不再是怪物強化超級大
禮包而是更單純的詞墜.
這結果會讓怪物詞墜的運作更像以前的運作模式,但有更多內容和平衡,詞墜會更單純而且
描述更加直接.這代表你還是有很低的機率碰到大量堆疊的強力黃怪.我們覺得新系統比舊
宿敵系統更有趣且更容易理解戰鬥到底在幹嘛.
跟我上一篇說的差不多
強度被砍下去 掉落也讓你不用管打寶師 一切都歐拉歐拉過去就好
怪變好殺 承認自己平衡沒搞好
算是好的開始吧
可以給點關注接下來的詳細內容
題外話
看到點燃抗性才想到
元素使的必定點燃可不可以改成1000%之類的阿 超容易被詞墜抗掉的耶