Wednesday, August 25, 2010

Nobuaki Komoto

We’d like to thank all the beta testers out there for their hard work and support! We’re applying all those ideas you’ve sent us to make for the best possible Open Beta test and official release.
感谢所有的beta测试者

Now we’d like to take a moment to answer the many questions we’ve received about character balance in the current B3 phase.
在这里回答一些b3大家比较关心的关于用户成长的问题

First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian’s Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.
FF14是一个给LU设计的游戏,让没有什么时间的用户不会觉得不公平,因此例如水晶牌任务奖励和守护神神符的设计都是为了让用户在很短时间就可以升级很快。

To achieve this balance, the amount of possible skill/experience points earned after a certain period of time has a threshold. Think of it as real-life “fatigue” from working at improving your skills via battle *(aka. No one could train ad nauseam in the real world with no ill effects).
为了达到这种平衡,我们设计了技能等级和经验值上限,类似于真实生活中的疲劳系统。

Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.
第一个8小时你可以获得100%的经验,之后的7个小时你的经验会逐步递减至0.

This system is on a weekly timer. After a week has passed since you began skilling that particular weapon, the timer will reset. It will start anew when you skill up again.
这个系统目前以1周为单位更新,你当前的武器技能修炼值每周为单位重置。

Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly.
修炼值以潜在为形式保存,每个职业都有各自的潜在值,换不同的职业可以规避。

However, experience points are not specific to any class and therefore the decrease in experience points is not affected by changing classes.
但角色的物理经验值(的潜在)是不会根据职业转换而重置的。

That’s how the system stands as of right now.
现在这个系统是这样设计的

Also, this system wasn’t implemented just in B3 but was set in motion from the very start of beta. Despite this, we have received many opinions regarding it in B3. There are a few reasons why:
早在beta的前两个阶段这个系统就已经加入了,但直到B3才为大家所注意到,这是因为:

-B3 allowed for longer sessions in single sittings.
B3的测试时间段比较长
-In order to promote party play, skill/experience points earned were greatly increased.
为了促进大家组队游戏,技能修炼值和经验获取非常快。
-The skill/experience earned from weak enemies was lowered, but had failed to pop up on initial bug reports (and was later fixed via maintenance).
从较弱的怪物身上能获取的修炼值和经验值被降低了,但并没有被列在bug报告中(虽然在后面的维护中修正了)

According to the last bug report skill/experience able to be earned was above what had been planned, therefore people hit the limit much more quickly than hoped for. That is the biggest cause. Yet another problem was that we were unable to adjust guildleve experience and the experience-earned limit at the same time.
因为以上的原因,用户每周得到的技能修炼值和经验值过快的达到了我们设计中预定的上限,而且在现阶段我们还没有修正水晶牌任务的经验上限。

Our lack of explanation regarding all of this was a mistake, and we heartily apologize.
对于以上错失,我们很抱歉

This all is still currently under development, and we have plans to make the limit more palatable in answer to all the tester feedback we received concerning this. In particular we would like to address the speed with which experience begins to drop off and are already looking into it.
Also, since experience points fatigue carries over despite changing weapons, we plan to make it not so harsh.
这些还都在开发中,我们还需要从各位测试者这里获取更多反馈来调整,特别是经验开始降低的指标和速度并且已经在调整了。并且,当换武器后,物理经验值的疲劳非常显著,我们计划不要让这个显得过于严苛。

At the very least, we promise to not have people hitting these limits in a short period of time, such as during the start of B3.
至少我们保证用户不会像B3这样过早的到达上限。

We would also like to make an announcement regarding something else.
我们还想发布一些声明。

The decrease in earnings when gathering is based on your actions taken with that class and is unrelated to the aforementioned limits. This is also currently under review and is planned for adjustment in accordance with many testers’ opinions.
采集的产出率并不受前面所述的疲劳的影响,只取决于你的操作水平,我们还在根据测试者的意见进行调整。

Surplus experience is currently not being used. However, we have received many comments suggesting some sort of reward be put into effect regarding it, and we think that’s a pretty interesting idea. We don’t want to get ahead of ourselves, though, and we’re currently investigating the possibilities.
潜在经验目前没有用途,但我们收到很多建议希望把它作为某种有效的效果,我们对此也很感兴趣。我们不会独自闭门造车,并且我们正在进行可能性的调查。

Open Beta will not just see changes to the issues stated above but will also see adjustments made to encourage party play even more (such as an increase to skill points), which the team is currently hard at work on adjusting. We hope you’ll all test it out when the time comes.
公开测试中我们不仅会让你们看到以上问题的调整,也会更加的鼓励组队游戏,开发团队正在努力调整,我们希望大家能够在那时一起来测试。

Finally, we would like to apologize for the lateness of any developer comments due to my attendance of Gamecom this past week. In my absence much fuss was raised over speculation, old information and some mistranslations on overseas fansites *(what?! /panic. Though I wonder what that’s in reference to in particular). I hope to avoid this from happening again by delivering developer comments as promptly as possible. Thank you all for your understanding.
最后我们对上周德国游戏展上我的访谈内容被众多开发者误读而抱歉,从我们的角度来看,是某些过时的测试资料和某些海外fansite的翻译错误导致了大家的误解。虽然我并不清楚到底是怎么发生的,但希望以后不会再出现这样的错误。

感谢大家的理解。

And thanks in advance for your hard work to come in Open Beta!
同时感谢大家对即将到来的公开beta测试付出的努力

Final Fantasy XIV director
FF14监督 河本昭信
Nobuaki Komoto

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