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Darkfall開發團隊最新的訪談

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Darkfall開發團隊最新的訪談 Empty Darkfall開發團隊最新的訪談

發表  Saul 周一 6月 29, 2009 11:10 am

晚點在稍微翻譯一下或有人有空的也可以幫忙翻譯一下

原址:
http://www.afraidyet.net/forums/news/90320-darkfall-expansion-lead-developer-interview.html

內文:
Darkfall is now 1 week from its opening its North American server. A product built for a "niche" market by developers who care more more about making a game they want to play then they do about producing another online fast-food MMO. Darkfall continues to be a work in progress, but like Google's GMail, it already has enough key features to gain and keep the user.

I sent Claus Grovdal, Lead Designer/Producer of Darkfall, 10 questions which I believed best summed up the four months of EU1 complaints/bitching about the game. Claus was good enough to supply us with answers. Take special note of his comments on PVE as many of us have long felt that easier PVE means more frequent small scale conflict and PVP. This one change will do tons for the vibrancy of the game. The Sinister core is stoked and were in hard core 'get ready for NA' mode, see you on the 7th.

Darkfall Lead Developer Interview - 10 Community Questions

1) PVE. Many folks on the forum claim that the PVE progression curve is to steep. Are you happy with the challenge level of PVE in Darkfall? Do you have any upcoming changes in PVE or Crafting you can discuss?
*關於PVE的改變

Quote:
PvE will change a lot with the new expansion that is coming in a few days. We have completely re-balanced all the mobs in Darkfall, both their difficulty levels and the loot they drop. As a general rule, most monsters have had their hitpoints and stats reduced, and loot drop rates increased. Especially gold, reagents and arrows have in most cases seen a substantial increase - in some cases more than double what they were dropping before.
*怪物將會 攻擊傷害減少 掉落物增加

Certain uncommon and rare drops have also had their drop rates increased, such as steedgrass and runestones. In addition, we have added many new rare drops to Darkfall mobs in the expansion. These changes should make Darkfall PvE more fun and more profitable.
*特殊物品掉落機率增加 並增加新的特殊物品

2) The interface. Users continue to be unhappy with the Darkfall interface and vocal opinion on this subject has been high since the beta. Do you have any interface improvements coming in the future you can share with us?
*關於UI的改善

Quote:
There are updates to the interface in almost every regular patch, and it is something we are always looking to improve. A complete revamping of the interface is under consideration.
*正在研議中

3) The Zerg. Players resent fights where the other side had more players. More often then not the call goes out "they zerged us" Are you happy with the siege sizes current in Darkfall? Do you have any upcoming mechanic changes you can discuss which influence siege sizes?
*關於玩家抱怨Zerg

Quote:
We have no plans to implement mechanics that artificially limit how many people you can bring to a fight. If someone wants fixed limit arena fights, there are plenty of other games that offer it already. Massive sieges where factors such as player skill, gear, numbers, politics, character development, strategies, leadership, battlefield tactics, preparation, coordination all influence the result of a fight to a great degree - I mean where else can you get sieges and wars on such a grand scale? I love it myself, and I don't want to limit it at all. If your enemy brought more people than you to a fight, consider making less enemies or more friends, or be prepared to fight greater numbers.
*DF不會限制戰爭人數 如果要玩有限制的 有很多遊戲都有提供
在DF大規模戰爭 有很多因素會影響結果 例如:玩家的技能、裝備、技巧、人數、戰略、戰術、領導能力、編制與協調...等等
如果你的敵人人數比你多 你要試著去減少敵人或增加朋友或者找更多人進來

Our job as developers is not to limit the number of people someone can bring to a fight, but instead try to improve on the technology so the fights run smoother, and offer tools for the players to beat a larger force. I feel both these areas have improved tremendously since release.
*DF不會限制戰爭人數,而會是去改善技術提供更流暢的戰鬥並提供工具使玩家戰勝大规模兵力

4) Skill Balance. Players frequently vocalize (read: bitch/complain) about skill and skill tree balance. The current rage is high end magic with senior players having 1 or 2 elemental schools maxed out. Are you happy with balance between melee, archery, and magic? Can you give us any examples of balance changes you are working on?
*關於技能平衡的問題

Quote:
We are always looking at balancing issues, and we try to address them as they come up. Our main concern is not to make everything equally powerful, but to make sure there are as many options to counter certain tactics as possible. Beating someone in Darkfall doesn't always mean you have to beat him in a fair 1:1 odds fight. Again like I said earlier - it's a wargame, not an arena game. If someone proves stronger than you on an even battlefield, avoid those fights and fight them differently. Use guerrilla tactics, use diplomacy and politics, attack their assets, attack their harvesters, infiltrate them... There are literally hundreds of way to beat someone in Darkfall, and that is exactly how we want it.
*DF試圖解決這些問題 但關心的不是讓所有東西都很強 而是提供更多的選擇在戰術上的應用
因為這是一個戰爭遊戲 不是競技場類型的遊戲 如果有人比你強
你可以選擇其他方式:游擊戰術、外交或破壞他們的資源...等等 你有很多種方式可以擊敗某人

5) Mobility. One of the more violently debated topics of recent note was the removal of Jump Casting and Jump archery. Players appear polarized in either for or against the change. Are you happy with the results? Do you have any other mobility changes planned you can discuss?
*關於跳射或跳躍施法的問題

Quote:
Jump fighting will be re-introduced in the future, but as an option you choose in our upcoming character customization system. The first stage of this system will be introduced in the expansion in a few days.
*跳射或跳躍施法將會再次回到遊戲內

6) Siege Mechanics. Darkfall with its conquest system has challenges similar to prior games with city building and capturing. One such problem is the "hey no fair, you sieged us when we were asleep" issue. Can you give us a hint at changes, if any, you have planned for the Siege mechanics?
*關於宣戰系統

Quote:
We are considering adding a system that let you protect assets up to 12 hours every 24 hour cycle. This was something we planned to add in the last stages of beta, but decided to put it on hold for a while. While it is true that you can be attacked while you are sleeping, in some cases that is the only way for smaller clans and groups to beat you. Should the game guarantee a fair fight, or should we allow as many dirty tactics as a real war would allow? There are good arguments for both, and we would like to hear more about what the players think on this issue.
*DF有再考慮一個系統每天保護你的城市12小時 但後來決定暫停
當你的城市受到攻擊時你在睡覺 在某些情況下這樣可以讓一些小的公會有能力可以擊敗大的公會
會再聽取玩家的意見

7) Assets. The world of Darkfall is beautifully unique and the awesome integration of cities and hamlets into the terrain is breathtaking. Players frequently lament about the 'grass is greener' at asset X. Do you have balance plans for cities you can discuss, do you plan to add anymore assets to the map?
*關於城市系統

Quote:
Isn't it awesome that cities are so different though? The players are absolutely right - some assets are great, and some are not so great. There are so many factors that influence if an asset is great or not; location, resources, structures, mob spawns, defensibility, layout, accessibility - and best of all - if you ask ten players to name their favorite city, you'll probably get 10 different answers.
*每個城市有每個城市的優缺點

We are introducing a completely new type of asset in this expansion called Village, which we think will add a lot to small scale PvP, and provide a great source of income and fun for the players.
*會增加一個新的城市類型"Village"

8 ) The World. With the diverse map of Darkfall and the limited traveling options, regional territory control has real value. Players have asked frequently for more of the same. Do you have any plans to make the world round? Do you have any plans for gates/portals of transport outside runestones?
*關於移動上更方便的計畫

Quote:
We are strongly considering player spawned portals, and it is high on the list of things we want to add to the game. We have no plans to make the world round for now.
*

9) Banks: Localized, restricted access, etc. Any changes, plans here you can share?
*關於銀行

Quote:
Localized banking is something we are considering, and we may introduce it in a limited form sometime in the future. Possibly connected to our Village-system.
*可能會跟Village系統一起推出新的bank系統

10) Ships & Warhulks. Are you happy with Ships, Warhulks, and their useage/adoption by the player base, can you share any insight into whats to come for them?
*關於船隻與戰車

Quote:
We are looking at ways to make ships and warhulks more attractive and slightly more common on the battlefields. We are considering many changes to them, including making ships faster, automatically returning ships, warhulks and mounts to players backpacks in case of a server crash, and other improvements.
*正在研究使船隻與戰車 能更有吸引力並能更常出現在戰場上 考慮一些改變 例如 速度更快、自動返回、當server crash時會回到包包內和其他的改變
Saul
Saul
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執事騎士(板務)

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發表  nvisyip 周一 6月 29, 2009 1:17 pm

1) PVE. Many folks on the forum claim that the PVE progression curve is to steep. Are you happy with the challenge level of PVE in Darkfall? Do you have any upcoming changes in PVE or Crafting you can discuss?

很多人在論壇抱怨說DF的PVE難度太高了, 請問你們認為DF的PVE難度是否太高? 有沒有將會對PVE及工匠的更新可以透露?

PvE will change a lot with the new expansion that is coming in a few days. We have completely re-balanced all the mobs in Darkfall, both their difficulty levels and the loot they drop. As a general rule, most monsters have had their hitpoints and stats reduced, and loot drop rates increased. Especially gold, reagents and arrows have in most cases seen a substantial increase - in some cases more than double what they were dropping before.

PVE在即將來臨的改版內將會有很多改變. 我們徹徹底底的重新平衡過DF內所有的怪物, 包括怪物的難度及掉落物品. 所有的怪物血量及抗性將會有所降低, 掉了物品的幾率將會提高, 特別是 金錢,施法藥材及弓箭, 他們將會有明顯的增加有些甚至比現有的掉落多一倍.

Certain uncommon and rare drops have also had their drop rates increased, such as steedgrass and runestones. In addition, we have added many new rare drops to Darkfall mobs in the expansion. These changes should make Darkfall PvE more fun and more profitable.

一些稀有的物品的掉落幾率也會有所增加,例如馬草,傳送石等. 在這次的改版內我們還給部分怪物增加了一些新的稀有掉落物品. 這些改變將會讓DF的PVE更加有樂趣

2) The interface. Users continue to be unhappy with the Darkfall interface and vocal opinion on this subject has been high since the beta. Do you have any interface improvements coming in the future you can share with us?

游戲界面, 很多玩家不滿意DF的游戲界面, 你們有沒有一些將來的計劃去改善游戲界面?

There are updates to the interface in almost every regular patch, and it is something we are always looking to improve. A complete revamping of the interface is under consideration.

我們一直都有注意及改進DF的游戲界面,每個patch都有一些對游戲界面的更新. 一個完全改善的游戲界面目前還在開發中

先翻2個, 繼續去睡覺....
總的來看, 只有幾個是比較實用的,其他的基本上都是很婉轉的在說廢話
晚點再翻其他
nvisyip
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Darkfall開發團隊最新的訪談 Empty 回復: Darkfall開發團隊最新的訪談

發表  Admin 周一 6月 29, 2009 2:04 pm

關於問到是否可以限制戰爭人數和提供城市每天無敵時間的問題上
設計團隊還是拒絕了
這點倒是讓我更欣賞了她們一些

整篇看下來她們最主要增加的是小村莊系統
期待DF會有一些新的面貌

最近有覺得她們好像開始在混 原來都在搞這些東西 不錯 不錯
這遊戲絕對還是有實力的
Admin
Admin
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發表  義雲龍 周一 6月 29, 2009 7:12 pm

Admin 寫到:關於問到是否可以限制戰爭人數和提供城市每天無敵時間的問題上
設計團隊還是拒絕了
這點倒是讓我更欣賞了她們一些

整篇看下來她們最主要增加的是小村莊系統
期待DF會有一些新的面貌

最近有覺得她們好像開始在混 原來都在搞這些東西 不錯 不錯
這遊戲絕對還是有實力的

所以我們公會是否要思考一下新的遊戲方針
包括成為朝制霸天下的公會邁進
因為官方有一句話說的很實在
打不贏人家可以想辦法
辦法來自於謀略
人沒有人多那又要怎麼拉人?
總是需要有一個明確吸引其他玩家加入的夢想吧
給其他玩家一個夢
人生築夢踏實,遊戲築夢於人!
因為如果無法築夢於人或許遊戲再怎麼好玩
但是對於多數其他玩家都還沒玩到時
可能就先已經被其他玩家當成愉樂殺到不玩了
=======================================
普通玩家:DF真的那麼好玩嗎?
實力玩家:對阿!非常好玩一個殺戮的亂世!
普通玩家:確實是一個亂世!但是上班已經很累了,下班回家上網還要被人當愉樂殺,什麼鳥遊戲阿!
實力玩家:...........
=======================================
上述或許是一個笑話
但是凝真的線上戰爭遊戲
因為凝真也可以看到人性的現實面
現實世界中為什麼很多人都要移民呢?
因為這群人在自己國家看不到未來!
而遊戲世界中為什麼很多玩家都一直換遊戲呢?
因為這群玩家遊戲中一樣看不到未來也找不到自己快樂的意義!

WH熱已經退燒目前是我方公會大張起鼓招兵買馬的時機
義雲龍
義雲龍
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