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正式版的改變, 原文+翻譯

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正式版的改變, 原文+翻譯 Empty 正式版的改變, 原文+翻譯

發表  kahaman 周三 9月 15, 2010 3:20 pm

轉自巴哈的lawlaw


不知道板上有沒有貼過這個,我是在一個國外的論壇看到的,以下是原文+翻譯:

•Guildleve availability/cooldown
Right now, there is a 2 day cooldown for guildleves. This is not enough for a single person, but the aim was that people would share guildleves to extend this time. This is why we have the leve-link and the bonus rewards for higher difficulty selection, to make it more rewarding and better exp/skill gains to play in a party. However, the time was just too long, and we heard many complaints of this nature, so we will shorten it. With that, we can see the problem with having to travel via teleport more frequently, so we are currently tweaking an anima regen increase.

公會任務:
目前的公會任務,冷卻時間為兩天(48小時),這樣對於任何一個玩家來說也是不足夠的,
而設計師當初的目的是為了讓玩家藉著互相分享任務來延長這個時間. 為此,我們也加
入連續任務(leve-link?)和額外的獎勵來鼓勵玩家嘗試更高難度的任務,並且設定為組隊
解任可以獲得更好的經驗/技能點的報酬. 不過兩天的冷卻時間實在太長了,我們聽到許
多投訴的聲音,所以最後決定把時間縮短. 然而,冷卻時間縮短後將會導致玩家更常傳送
到其他傳送點,所以我們現在也在調整anima的回復量.

•Upcoming guildleve introduction
We will be adding not just normal guildleves, but a wide variety of types of guildleves. First, there will be higher level guildleves. Among those, many will have more variance in the rules/goals as well as being able to fight with more varied monsters in many more target areas. In particular, we heard many comments of "I want to fight more and more NMs!" so we want to respond to that quickly. Also, the faction leves that were in the Open Beta are designed to be a somewhat "different taste" from regular leves, with hidden starting conditions or npcs. The rewards for these are fairly good, so please try them out! Finally, we are going to be steadily adding more and more leves that encourage coordination between all the classes including gathering/crafting/magic/war. Please look forward to it!

即將更新的公會任務簡介:
我們將會增加很多不同類型的公會任務. 首先,我們將會加入高等級的任務,
其中包括很多不同的規則/目標,並且會在不同的目的地點接觸到很多不同類
型的怪物. 我們經常聽到許多玩家說"我們想要更多NM (就像在ffxi那些擁有
特殊名字的怪物)",因此我們想對此作出回應. (代表SE也將引入NM系統)
而在公測中的faction任務是特別為了身在公測的玩家設計,它們有此是有隱藏
的發動條件或npc,而且任務的獎勵更是不錯,所以希望大家可以盡量去嘗試.
最後,我們會繼續增加更多鼓勵不同職業玩家合作的任務,包括採集/生產/魔法/
戰鬥系. 請大家拭目以待!

•Notorious Monsters
Soon, there will be NM's even in the world of FFXIV. These will look very different from most of the other normal monsters. We're planning to introduce NM's that are so huge they make a Malboro look small. The tranquil era is about to end! We're going to torment adventurers with these powered up, aesthetically varied NM's which we've prepared "episodes" for.

Notorious Monsters (NM, 在ffxi中擁有特殊名字的怪物):
在FFXIV的世界裡很快就會出現各種NM,牠們的外表跟一般的怪物有很大的差
別. 我們正計劃推出一些超級巨型的怪物,就連Malboro跟牠們比也是小巫見大
巫. *最後兩句廣告就不翻了*

•Damaging monster body parts:
There are monsters which have different body parts that can be damaged. Using a specific weapon skill while standing in a specified position can lead to cutting a monster's body part off. For example, you can cut Malboro's vines or a horn/tail if the enemy has one. In addition to changing the monster's appearance, those actions can have the following effects:
- Weakening the monster
- Preventing monsters from using specific skills
- Acquiring materials from cut/damaged body parts

特殊部位傷害:
玩家可以運用某些特定的武器技能,站在特定的位置,對一些怪物製造特定部位的傷害,
甚至把該部位割下來. 例如,玩家可以割下Malboro的觸鬚或是角或尾巴. 這樣做除了
會改變怪物的外表之外,還會帶來以下的作用:
- 削弱怪物
- 阻止怪物進行某些特別的技能
- 獲得所割下的部位作為製作的原料

•Other: By combining a particular race's equipment etc with city-state it's unavoidable that a certain degree of being tied down will occur, so this time we are not thinking of doing that. [I'm a little unclear here but I think this means they want to avoid certain races being tied to certain city-states]
Scenario's are balanced, basically, completely soloable or depending on the situation doable with a small number of people. "For the most part, soloable"

其他: 以往當玩家在選擇角色種族時會限制他們可以選擇出生的城市,這次我們
將會避免這種事情的發生. (英文版的翻譯者對這點翻得比較模糊,所以我也只翻
了他(英文翻譯者)所了解到的意思.)
整個故事的模式都會取得一定的平衡,而且大部分(的遊戲)都可以以單人模式前
進,在一些特別的情況下會需要幾個人來完成(任務).

•City-states' Guilds: Not all guilds are in every city-state
By passing a certain condition, "class quests" will become available at guilds. Class quests are of course related directly to the class itself, but at the same time are a way to truly learn the details of each city-state. Please enjoy the story revealed in these quests, in addition to the quest rewards themselves.
When you complete a quest, you will receive Guild Tokens [marks?]. We are planning to add more and more things to exchange tokens for.

各城市的公會: 不是每一個城市都擁有全部的公會
當玩家達成一定的條件後,玩家將可以在該公會接受"職業任務". 職業任務理所
當然是關於該職業,但同時亦給予玩家一個可以真正了解各城市的機會. 希望大
家可以用心享受這些任務背後的故事,以及任務的獎勵.
完成這類型任務將會得到Guild Tokens(應該是指guild marks吧),我們正在計劃
增加更多可用這些勳章換取的物品.

•Balances to enmity in party battle: In beta, they made adjustments to enmity based on magic and abilities, but they have plans for more. These changes, however, will probably take a while to implement. They plan on adjusting the enmity according to contents, equipment, abilities, monsters, and so on. These changes will be made continuously after service begins based on how things are going.

修改組隊時的仇恨值計算: 在測試期間,仇恨值是根據魔法和技能(的傷害)計算的,
但他們將會加入更多元素. 不過這些改變將需要一段時間慢慢加入遊戲內. 他們
計劃加入更多會影響仇恨值的元素,例如裝備,技能,怪物(種類?)等,這些改變將會
在遊戲正式發行後視乎情況而加入.

•Mana Regeneration: In FFXIV, management of your MP use is supposed to be an important part of strategy. They’d also like magic to have explosive power in fewer hits, and not just be used to spam enemies with light damage attacks. To promote this, they’d like to continue to balance the recovery methods used for MP, including the abilities and aetherite, as well as adding new methods later on.

魔法回復: 在FFXIV的世界裡,如何掌握魔法的使用量本來就是戰術當中很重要的
一環. 他們也希望魔法可以造成巨大的傷害,而非不停施放一些低傷害的攻擊. 為
此,他們會繼續平衡回復魔法的方法,包括技能和觸摸水晶,以及將來加入更多新方
法.

•Usefulness of Battle Regimen
Battle regimen serve a double purpose: to expand the strategy of party play, and to reduce the difficulty/rigidness in forming parties. They are not just for doing extra damage, there are lots of various effects. For example:

•- Phys Resistance Debuff
•Normal melee attack -> Normal melee attack (ex. slash -> punch [these are basic DoW abilities])
•- Magic Resistance Debuff
•Normal melee attack -> Normal magical attack (ex. slash -> spirit dart)
•- Cast speed down + MP consumption up
•Normal melee attack -> Magic (ex. slash -> Fire)
•- TP gain reduction + TP consumption up
•Normal melee attack -> Weapon skill (ex. Slash -> Red Lotus)
•- Action aptitude up (Using a different class ability on the current class grants the same effect as when used on the other class)
•Same class magic -> Magic
•Same class Weapon skill -> Weapon skill (ex. Trunksplitter -> Brandish)
•- Damage up
•Various class WS -> WS -> Magic
•Various class magic -> Magic -> WS (ex. Blizzard -> Scourge -> Puncture)
•For example, if it's difficult to continue dealing physical damage, use Phys resistance debuff. If it's a casting monster, use cast time debuff + MP consumption increase etc.
Battle Regimen的使用:
Battle Regimen系統現有雙重目的: 一是擴大組隊時戰術的運用,二是降低組隊
的難度. 這系統不單是給予怪物額外的傷害,其中也有很多不同的作用,例如:

- 降低怪物的物理防禦:
一般物理攻擊 -> 一般物理攻擊 (例如: 普通的斬擊 ->普通的拳擊, 就是DoW
的一般攻擊)

- 降低怪物的魔法防禦:
一般物理攻擊 -> 一般魔法攻擊 (例如: 普通的斬擊 -> spirit dart)

- 延長施法時間 + 增加魔法消耗:
一般物理攻擊 -> 魔法攻擊 (例如: 普通的斬擊 -> 火球術)

- 降低TP增加量 + 增加TP消耗量:
一般物理攻擊 -> 武器技能 (例如: 普通的斬擊 -> Red Lotus)

- 提升技能效果 (使用其他職業的技能時獲得的效果跟在使用該職業時使用該
技能的效果一樣) (這個有點模糊,我想意思應該是例如我在用劍術士時,當擁有
這個正面狀態時,我使用拳術士的Second Wind效果本來只有40%,但現在會有
100%)
同一個職業的魔法 -> 魔法
同一個職業的武器技能 -> 武器技能 (例如: Trunksplitter -> Brandish)

- 傷害提升:
不同職業的武器技能 -> 武器技能 -> 魔法
不同職業的魔法 -> 魔法 -> 武器技能

例如當玩家在打怪時感到大家所造的物理傷害都很低,那就可以用降低怪物的
物理防禦. 如果面對使用魔法的怪,則可以用延長施法時間 + 增加魔法消耗.

•Negotiations are another way of obtaining loot (other than battles). By choosing the right conversation subject with a NPC, player can engage in negotiations and receive items in exchange for items wanted by the NPC. If player does exceptionally well, it's possible to get some free stuff as an extra.

商討是另一個獲得物品的途徑 (在此說的是戰爭以外獲得的物品). 在跟npc談
話時選對選項,玩家可以跟npc進行商討,跟npc交易某些物品. 如果現在表現出
色(應該是指商討的過程),玩家更有機會獲得一些免費的物品作為獎勵.

•Ishgard: Ishgard's people have long been at war with man-eating dragons, and thus have not taken on Adventurers. In this city, there are already several quests appearing for the "Dragon Slayers" [faction?] who are at war with the dragons.

Ishgard: Ishgard的人民與吃人的龍一直維持著戰爭狀態,在這城市有著一些與
"屠龍"有關的任務. (應該是介紹新的城市吧.)

•Guildleves in the Beta: We sincerely apologize to our open beta testers for the client errors that would occur more frequently during guildleves in the beta. In the release version, we are dealing with these diligently.

Beta中的公會任務: 這段是說他們對在公測時解公會任務時經常發生問題感
到歉意,並說會在正式版會有所改進.

•Retainer: Right now, when you buy something from a retainer, there is an unnecessarily long delay. On release, we plan to make this a lot more smooth. We would like to make improvements to make commerce even easier for everyone.

Retainer: 這段是說他們也知道現在玩家跟retainer買賣時會很lag,他們也會
在正式版時作出修改.

•Relationship Crafting/Gathering & PC Status: PC's physical level & attributes will have an effect on crafting and gathering. There are hints in the game as to what does what, so please search for it.

生產/採集系與玩家屬性的關係: 玩家的人物等級和屬性(包括元素屬性)將會
影響生產和採集系的成果. 在遊戲中會有提示什麼屬性影響什麼,請大家自行
了解.

•Crafting
•Physical: Closely related to the tool being used and will particularly affect quality
•Attributes: related to "Godsend" [I think these are the extra result/HQ result] probability & "attribute stability" [?]
生產系:
人物等級: 影響使用的工具和品質
屬性: 影響HQ (高品質) 物品的機率?

•Gathering
•Physical: Affects difficulty in obtaining items in the "gather" phase as well as the number of items obtained

•[translator note].. this is a literal translation of "physical" and "attribute" I wasn't sure here if they're talking about skill level or what, but judging from the use of katakana for Physical, I must assume it means physical level, even though that sounds odd to have an effect here.

採集系:
人物等級: 影響在採集時成功採集的機率和所獲得的物品數量

(英文版翻譯者的註明) 在這翻譯的"Physical" 和"attribute"是直接從日文的
katakana翻譯過來的,所以筆者認為應該是指人物等級和屬性.

•Market: We don't want crafters and gatherers to simply "put up" their items on the market and that's it. We want them to also act as salesmen and learn to play the market intelligently. For this purpose, we will begin with focus on the Bazaar market system. On that note, in order to be able to tell "What's for sale?" etc, we are planning to adjust policy and add functionality to improve the user friendliness.

市場系統: 我們不希望生產系玩家和採集系玩家單單把他們物品丟到市場上
販賣. 我們希望他們亦可以充當售貨員的角色,而且可以學會更明智地使用
這個系統. 因此我們一開始會集中在Bazaar的買賣系統. (就是一開始不會有
AH,玩家只會向其他玩家的retainer買賣東西) 為了可以讓玩家更明顯的顯示
他們所售賣的物品,我們正計劃加入更多更容易使用的功能給大家嘗試.

•Retrying guildleves: The best way to level is with guildleves, that is, even without the guardian's favor, you will earn way more exp and skill points per each kill. For this reason, we wanted to prevent abusive use of leves by killing all the monsters but failing right at the end and then retrying on the spot. However, if you visit the NPC that gave you the leve, you can retry it.

重試公會任務: 公會任務是升級的最有效方法,即使沒有使用guardian's favor,
玩家可以獲得很多經驗和技能點. 為了防止玩家濫用這個系統,例如把所有任
務怪殺死但最後使任務失敗,然後再在原地重試任務. (我不知道可以這樣耶...)
不過任務失敗的話再去跟npc談話的話即可以重試任務.

•There will be hardware mouse support!

•We believe that the item selection interface should be very responsive, and by release we will have introduced a MUCH improved version. After release we will continue improving this.

•The FFXIV development team acknowledged that there's issues with the mouse and user interface and apologized about it. Hardware Mouse + UI improvements will be a major focus for them.
他們也知道現在要用滑鼠玩這遊戲簡直是一種折磨,所以他們說在正式版時會
大幅提升這功能. 而且在遊戲正式運作後也會繼續修正相關問題.

•There will be package discount pricing on the subscription (Japan-3months, NA/EU 3/6 months)

這遊戲會有付費優惠. 日版3個月優惠,美/歐版3/6個月優惠.

•Due to game balance consideration, the level cap on release will be 50

為了讓遊戲平衡,等級限制一開始會是50級.

•We will change it so you do not lose disabled abilities when changing class any more. [assume this means they won't leave the ability bar, they will probably just gray]

我們會對更換職業時某些技能會消失的問題作出修改. (英文版的翻譯者
猜測是當你更換職業時,那些無法使用的技能並不會消失,而是變成灰色.)

•There aren't any "open world" NMs outside of guildleves.

NM只會出現於公會任務.

•New hairstyles will be added, as well as the ability to change hairstyle in game after you make your character.

正式版將會增加更多髮型供玩家選擇,在遊戲中玩家也可以改變人物的
髮型. (但方法暫時不知道)

•Crafters will be able to cooperate in large-scale projects (boats, cannons, wedding cakes! YUM) so more fun for you and your company!

生產系將會在一些大型項目的中與其他玩家合作 (造船,大砲,結婚蛋糕等)

•There will be guildleves where crafters and adventurers have to cooperate.

一些公會任務將需要生產系玩家與戰鬥系玩家合作完成.

•The guildleve issue will be fixed so they cooldown will be significantly decreased from 48 hours.
公會任務將會作出調整,48小時的冷卻將會大幅下降.

•Anima regeneration will have to be raised since you'll have to travel more for more frequent guildleves.

Anima (用來傳送的點數) 回復量將會提升,因為玩家需要傳送到更多地方
解任務.
出處: www.zam.com
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kahaman
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發表  nvisyip 周四 9月 16, 2010 4:32 pm

辛苦kaha了~~ afro
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