暴雪开发人员:在twitter上和fans的问答

  以下是暴雪员工在twitter上和玩家交流的一些问答, 玩家们问了很多近期比较关注的问题. 暴雪的发言人还是很有幽默感的同时也非常的狡猾...

  蓝字是翻译内容, 少量的绿字是翻译中笔者的一些看法(可以无视)... 水平有限,如有错误请指正, 各位多多包涵

  Q. If damage and healing is too much per health ratio, then why don't you have battlegrounds/arenas give a -30% damage/healing debuff?

  A. We have been talking about solutions like that. It might feel a bit awkward, but it might also solve the problem and maybe it's okay in the last season before an expansion to experiment a little bit.

  问: 如果伤害和治疗相对于玩家的血量比例太高了, 你们为什么不在战场和竞技场加一个减少30%伤害/治疗的debuff?

  答: 我们曾经讨论过类似的解决办法. 这个给人的感觉不太好, 但是有可能解决问题; 也许经过一些的测试在资料片前的最后一个赛季我们会这样做.

  Q. Is there talk of a fire shield spell for elemental shaman to use like water shield for restoration shaman?

  A. Not at this time.

  问: 元素萨会获得像恢复萨水盾那样使用的火盾吗?

  答: 目前没有

  Q. Do you still have plans to implement guild housing?

  A. Guild housing isn't a priority. Aside from the huge development involved it gets people out of cities and into these private areas other players can't see. We like cities to feel populated. But I'm not sure anyone expected WoW to be going as strong as it is after five years, so who knows in the future.

  问: 你们有计划加入公会大厅吗?

  答: 公会大厅并不是我们优先考虑的事. 除了那是一项巨大的工程外, 它还会让玩家不在主城里进入到别人看不到的私人区域. 我们喜欢城里人头攒动的样子. 但是我不确信五年后WOW是否还想现在一样拥有如此多的玩家, 所以谁知道将来会怎样呢.

  Q. Can you please explain why Feign Death is still on the Spell Hit metric, especially in raids?

  A. It's a known issue, but just has to do with the way the spell is set up. Melee and ranged attacks mean a very specific thing to the game engine. We're hoping to be able to clean up some of this with the Cataclysm overhaul.

  问: 请你解释一下为什么到假死仍然受法术命中的影响,尤其是在raid中?

  答: 我们已经知道这个问题了, 但是法术就是这样设置的. 近战和远程攻击在游戏引擎里是有非常具体的特性. 我们希望能够在将来的大灾难资料片的大变动中解决一些类似的问题.

  Q. All specs get a proc weapon from ICC25, except frost death knights and feral druids. Any plans to give these specs ICC25 proc weapons?

  A. It's tough when you get into the design mode of "everyone must be able to get something from every boss." We try to cover a reasonable spread of players, but as with the Ashen Verdict rings and the Quel’delar, there are going to be some specs skipped over. We still love you.

  问: 除了冰DK和野德, 所有的职业天赋都能得到一个有触发效果的武器. 有没有计划给他们也加入自己的武器

  答: "每个职业都应该在每一个boss上收获点东西", 这种设计模式是很痛苦的. 我们在可以接受的范围内尽可能的覆盖绝大多数的玩家, 但是对于灰烬制裁军的戒指和奎尔达拉剑, 有些天赋是被跳过的. 我们依然爱你. : )

  Q. What is your stance on fire mage single target dps in comparison to arcane?

  A. Fire mage is a little low. It's also somewhat self-selecting because the most dps-obsessed players know arcane is higher and will gravitate accordingly. Fire will do better on multi-target fights, but there just haven't been a lot of those so far. (We have adds, but they come in slowly.) Ideally fire would be closer to arcane.

  问: 关于火法单体DPS同奥法相比,你有什么看法?

  答: 火法有些偏低. 这也是玩家的自己选择,因为大多数追求DPS的玩家都知道奥法比较高,所以会被奥法吸引. 火法在多个目标的战斗中表现得会更好一些, 只不过目前并没有太多这种战斗. (我们会增加, 但是要一步一步的来) 理论上火法和奥法的DPS应该更接近一点

  Q. Icecrown introduced new gameplay mechanics similar to that of platform games/consoles. Will you continue this trend in Cataclysm?

  A. Many of you guys and many of us have been playing WoW for a long time. We think it's important to keep introducing new things to keep it feeling exciting and fresh. Some things work and we try and improve them over time. Some don't work as well and we move on. We try to never move too far away from the core experience of swinging your sword / tossing a spell though.

  问: 寒冰王冠加入了类似其他平台游戏的新游戏机制,在大灾难中你们会继续这种趋势吗?

  答: 我们玩魔兽已经玩了很长一段时间了. 我们认为要保持大家的热情和新鲜感很重要的一点就是不停地加入新的东西. 有些有用的东西我们会慢慢的改进. 有些没用的我们就放弃. 我们也不会远离这个游戏最核心的东西, 那就是挥舞手中的长剑/吟唱魔法.

  Q. Any plans to increase the size of the backpack?

  A. Yeah, it's something we discuss a lot. On the other hand, the madness has to end somewhere. I'm not sure I want a 100 slot bag with that much stuff to manage. We'd need to make sure you could easily upgrade the existing backpack; we wouldn't want anyone to manage to just be without any bags.

  问: 有没有增加初始背包容量的计划?

  答: 有的, 我们也已经讨论过很多次了. 但是从另一方面来说, 我们也不希望做的太过. 即便我有一个100格的包, 我也懒得管理包里那么多的东西. 我们要确保玩家能很容易的升级现有的背包, 我们也不希望因为初始背包太大而有的玩家就不用其他的包裹了

  Q. Siege weapons were a unique game mechanic for Ulduar. What was the reasoning for not adding some form of Siege engine encounter in ICC?

  A. We didn't want to overdo it. In some ways the Ulduar vehicles was our chance to show that yes we can make vehicles a lot of fun (after say the experience of Malygos). Flame Leviathan was unique. The boat battle in Icecrown is unique. Not every raid needs siege tanks.

  问: 载具战是奥杜亚所特有的. 为什么不在ICC设置某种形式的载具战呢?

  答: 我们不想做的太过火. 奥杜亚的载具战说明了我们可以让载具也变得非常有趣(在经历了玛利苟斯之后). 火焰巨兽是独一无二的. 寒冰王冠的飞艇战也是独一无二的. 并不是所有的战斗都需要攻城坦克的. :)

  Q. Why were party leader rewards for the random heroic daily removed?

  A. We didn't want to encourage players who had no business leading groups to do so.

  问: 为什么取消每日随机英雄副本的队长奖励?

  答: 我们不想强迫那些不愿意领导一个队伍的玩家去做队长.

  地雷不可怕,怕的是地雷还当队长,地雷中的战斗雷!

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