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https://www.pathofexile.com/forum/view-thread/1299837 As part of the launch of Path of Exile: The Awakening, we've created two new challenge leagues - Warbands and Tempest. In this article, I'd like to talk about how these leagues work and give some insight into their development. (將推出2個新的挑戰聯盟:Warbands 跟 Tempest。) Like the ten previous challenge leagues, Warbands and Tempest are self-contained economies that are essentially an optional fresh start for players. They have a set of difficult challenges with prizes that reward mastery of Path of Exile. Challenge leagues are extremely popular, so we put substantial development resources towards them. (跟之前10個挑戰聯盟一樣,Warbands 跟 Tempest 是獨立的經濟環境,無法從其他聯盟 帶東西進去這裡,對玩家而言也會有新的開始新的體驗。 同時也包含了一些有獎勵的挑戰項目。) While these two leagues play very differently from each other, they both share a design goal - to make the area that you're playing in matter more. In their own unique ways, both Warbands and Tempest provide fluctuating incentives and obstacles for playing in various world areas. (這2個新的聯盟的目的是讓玩家更有意願去探索各地。 Warbands League In the Warbands league, warring clans have spread throughout Wraeclast. During your travels, you'll occasionally encounter one of their Warbands - a tight-knit group of enemies who cooperate to take you down. (在 Warbnads 聯盟裡,氏族分佈世界各地。在你冒險旅行的同時,將會遇到各個氏族的 戰隊,有組織會協同作戰的一群敵人。) Our primary design goal with the Warbands league was to create an encounter where your enemies feel intelligent and work together. In addition, adding mechanics that allow the presence of these Warbands to wax and wane throughout Wraeclast based on player behaviour creates some very interesting economic consequences regarding the exclusive items that they can drop. (在 Warbands 聯盟的設計初衷就是會遭遇一群有智慧又一起作戰的敵人。 此外,根據玩家的行動去呈現各氏族戰隊的消長,並且獲得特殊掉落物。) Not only are the Warbands designed to use skills in synergistic ways, but each of the Warband members has a distinct role. The regular warriors try to engage you in combat directly. Their behaviour can change substantially based on pack composition. Supporting Warband members generally use support skills that help the warriors without attacking you unless you get in their way. The higher elites and warband leaders start out by directing combat, making sure that their subordinates are attacking the right targets. They commonly have auras to improve their allies. If much of the Warband is slain, the elites and leaders will take matters into their own hands and become very aggressive, trying to finish the encounter quickly with their own deadly attacks. (戰隊裡面不只有技能的協同合作,戰隊成員的角色也有分工。 戰士類會直接找你對打,後援類的會使用技能輔助戰士。 精英或領導會指揮作戰並且通常帶有靈氣,如果手下死傷慘重時它們會積極參與作戰。) Each of the Warbands was designed by a different Grinding Gear Games designer, to give them a distinct personality. (每個戰隊是由不同的GGG設計者所設計的,確保各個戰隊有不同的特性。) As you progress through the game, you meet Warbands with more senior members. In Normal difficulty, you encounter Warbands that just consist of Warriors and support members. Elites start appearing in Cruel difficulty and Leaders start appearing in Merciless, becoming more frequent in Maps. (在普通難度,你所遇到的戰隊只有戰士類跟輔助類。 在殘酷難度,會多一種精英類。 在無情難度,再多一種領導類。 在 Map 裡,戰隊出現的頻率會更高。) Each of the Warbands has several exclusive Unique Items that can only be obtained by killing their members. While we don't want to reveal the full details right now, there are Unique Shields that can be obtained from any member of the Warband, plus very rare Unique Rings that only come from the most senior members. Rumour has it that they sometimes drop magic items that have a new mod exclusive to their Warband. (每一個戰隊會有幾個特有的獨特物品。 例如某個獨特盾,罕見的獨特戒,或者獨特詞綴的物品。) Warbands aren't tied to a specific world area. They each control various parts of the world map and these areas of influence ebb and flow over time. If players target and hunt a Warband in a particular area, then they can wipe out its influence in that area, causing it to move elsewhere. Only areas with very strong influence can spawn the most senior Warband members. (各地區的戰隊不是固定的。) Warbands is the standard challenge league, where death is not permanent, so we've been able to balance the encounters to be challenging and the rewards to be worth it. Tempest League In the Tempest league, Wraeclast is affected by magical Tempests. These can cause a variety of effects that influence both monsters and players, such as changing their sizes, causing damage, altering drop rates or even automatically animating weapons that drop. (在 Tempest 聯盟裡,世界各地受到魔法暴風雨的影響。 魔法暴風雨會改變玩家或怪物的體型/傷害/掉落率等等。) When you're in an area affected by a Tempest, you'll occasionally see markers on the ground. They signal that the tempest is about to strike that area. When it strikes, it affects everything caught within the radius - either players or monsters. Depending on what the effect is, it can have either negative or positive consequences for those caught within the blast. This produces some really hectic gameplay situations. (當你進到一個暴風雨區域時,你將會在地面上看到暴風雨的源頭。 當暴風雨開始時,它會感染範圍內的所有人,給予正面或負面影響。) We initially tested this idea with blanket mods that affected the entire level, but found it far more engaging if the mods are stronger but only affect entities in a specific location. With careful positioning you can deny monsters from getting positive buffs or kite them into negative ones. (在良好的風箏走位拖怪下,你可以讓怪物得到負面的暴風雨影響。) Some rare tempests are positive for you in both directions. For example, the Glimmering Tempest causes you to find better items and for monsters to drop better items. If you manage to hit yourself and some monsters with the same blast, then you'll get compounding results. (一些稀有的暴風雨會讓你有雙重正面效果。 例如 Glimmering Tempest 讓你打好寶讓怪掉好寶。) Like other systems in Path of Exile, Tempests have prefixes and suffixes. The prefixes dictate the effects caused by the periodic tempest strikes that occur, and the suffixes cause the entire area affected by a tempest to exhibit a new behaviour. For example, a Tempest of Animation causes all of the weapons dropped by monsters to rise up and fight you before you can claim them. (Tempest 有前綴跟後綴。) When a Tempest affects an area, it affects it for everyone in that league. Approximately 50% of areas are affected by a tempest at any one time. These tempests change every hour, on the hour. You can look at the world map to see what Tempest affects each area. Some of the tempests are rarer and much more valuable than the others, so it's good to keep a lookout for them. (暴風雨每一小時改變一次。任何時刻大約有50%的地區會受暴風雨影響。 在世界地圖上可以查閱暴風雨發生地。) Tempests can also affect end-game Maps. Because there's no world map for maps, the community will need to collaborate to share information about which valuable tempests affect which areas at the moment. ( Map 也會受暴風雨影響,因為沒有世界地圖的查閱方式, 所以分享各 Map 發生什麼暴風雨是很重要的。) As Tempest is a hardcore league, death is a one-way trip to Standard. Because the Tempests change every hour, players can choose to take risks to maximise how much they get out of good tempests, or potentially play in other areas until the tempests move, in order to get past places where they are stuck. (因為 Tempest 聯盟是 HC 聯盟,所以人物死掉會去 Standard永久聯盟。 要生存下去或是冒著下凡的風險取決於自己。) Challenges There are a set of eight challenges that span across both leagues and other new content introduced in The Awakening, such as the Jewel system. As you complete challenges, a Totem Pole decoration in your hideout grows to permanently display your accomplishment. In addition, the first 50 players to complete all eight challenges will receive an exclusive Warbands/Tempest t-shirt. (八個挑戰。 藏身處有圖騰柱裝飾。 前50位玩家有T-shirt。) These two challenge leagues launch alongside The Awakening on July 10. We're greatly looking forward to playing them alongside you! (7月10日發行。) -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 1.160.207.239 ※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1435700690.A.19E.html
danchen1120: 感覺頗有趣!!期待 07/01 06:20
bnn: 兩個新聯盟看起來Tempest很有趣啊,Warbond有點像Invasion 07/01 08:46
gkkcast: 聯盟專屬傳奇呢? (敲碗) 07/01 08:59
bnn: 兩個新聯盟trailer https://youtu.be/SkpUIKt8V5I 07/01 09:04
fff417: 感覺影片裡暴風雨的半徑有點小 不知道是不是每個都這樣 07/01 11:14
DiAbLoE: 戰吼..... 就這樣..... o.0?? 07/01 11:15
FlutteRage: Warbond感覺像a3倉庫的boss 一群小隊戰鬥 07/01 11:30
FlutteRage: 感覺這次的聯盟跟卡片是強化農一般區域的報酬 07/01 11:32
FlutteRage: 最後那個圖騰真的是e-p到極點 07/01 11:33
aker0357: Warbond就是一群流亡者嘛= = 07/01 12:09
bnn: 發現我推文錯字害底下跟著錯(遮臉) Warbands 07/01 12:17
alanhwung: 有趣的改版 暴風雨想玩可是是hc怕怕 07/01 12:59
tony820708: 沒人質疑的bnn大XDDDDD 話說A3倉庫那邊那群該不會是在 07/01 13:44
tony820708: 測試Warbands的其中一群(? 07/01 13:44
tony820708: alan反正你只是想玩暴風雨 死了就死了怕甚麼(? 07/01 13:45
FlutteRage: 複製貼上的錯啊XDDDDDDDD 07/01 13:53
aker0357: 群眾是盲從的!! 07/01 14:00
kirhan2002: 其實是文字列排不響影閱讀 07/01 17:41
FayeOwO: 暴風雨看起來好潮XD 所以應該會有很機車的前後綴吧 07/02 11:22
alanhwung: let the storm rage on~ 07/02 12:29
https://www.pathofexile.com/forum/view-thread/1302066 Eternal Orbs We introduced Eternal Orbs in the 0.11.0 patch two years ago. Since then, the impact they've had on Path of Exile and its economy hasn't been what we initially intended. (2年前導入永恆珠寶,但它的經濟效用不如GGG的預期。) With the release of The Awakening this weekend, Eternal Orbs will no longer drop. Ones that still exist in the permanent Standard and Hardcore leagues (and their imprints) will still work. (2.0正式上線時,永恆珠寶將不再掉落。 而存在在SC/HC永久服的永恆珠寶仍會存在且有作用。) We feel that the ideal time for this change is now, because of the introduction of new top-tier Maraketh Weapon base types and new item mods. (因為2.0有新的武器基底與新的詞綴,所以GGG認為這是進行這項改變的好時機。) At the release of the next Path of Exile expansion after The Awakening, we'll review economic data and make a decision about whether they are restored or will continue to be disabled. (2.0上線後,GGG將重新檢討經濟貨幣面,決定永恆珠寶是否真的要取消。) Master mods that were priced in Eternal Orbs will be modified (and cheaper) in The Awakening. (2.0大師詞綴需要用到永恆珠寶的價格會更動且便宜一點。) ※ 編輯: IamCoolKing (1.163.206.116), 07/06/2015 10:16:57
aker0357: 經濟面與實用面的考量 囧 07/06 12:58