https://www.reddit.com/r/pathofexile/comments/bjmndc/an_update_from_chris/
Synthesis was more work than we expected. It was developed over the Christmas
holiday, and its gameplay prototype came in very late. We didn't have a lot
of time to iterate on it before release or to make drastic changes that it
potentially needed. While our improvements after its launch have helped a lot
and many players are enjoying it, we fully acknowledge that it is not our
best league and is not up to the quality standards that Path of Exile players
should expect from us. It will not be merged into the core game in 3.7.0.
Maybe we can do something with it in the future, but we have no current plans.
梦遗联盟比我们想像的更费工。去年圣诞节,我们发展了这个想法,很晚才开发出最早期
的游戏内容,释出之前也没有太多时间反复测试或者进行该联盟机制可能需要的大改动。
虽然,联盟正式推出之后的改善确实有用,许多玩家也很享受,但我们非常清楚,这个联
盟绝对不是最好的,也不符合 POE 玩家对我们的期待标准。所以,这个联盟不会在
3.7.0 时加入核心游戏。也许以后会有些改变,但目前为止没有计画。
好了,没有跟到死词,没有靠赛洗中鞋子或弓的朋友,要靠赛就趁这波 ^_^
我已经贷款买了十张年底去新西兰参加展懒的门票,版友要一起去吗?
[Edit] 大家的反应我都看到了,希望大家可以根值台湾,心怀新西兰,征服宇宙。
早上把整篇文章看完之后,觉得这段很好:
A big topic in the gaming industry recently is development crunch. Some
studios make their teams work 14 hour days to pack every patch full of the
most fixes and improvements possible. Sometimes when we read our own Patch
Notes threads and community feedback, we feel that we are being asked to do
the same. I will not run this company that way. While there's inevitably a
bit of optional paid overtime near league releases, the vast majority of a
Path of Exile development cycle has great work/life balance. This is
necessary to keep our developers happy and healthy for the long-term, but it
does mean that some game improvements will take a while to be made.
在游戏开发产业里,近来的一个重要主题是“开发难题”(Development crunch)。
有些工作室让员工一天工作十四个小时,才能够在每一次的更新档案中,竭尽所能地
改善大多数的议题。有时候,阅读官网的 Patch Note 讨论串或社群玩家的反应,我们
会认为玩家社群也要求我们做到同样的付出。但我不会用这种方式经营 GGG。快要推出
新联盟之前,公司势必要支付一点加班费,让员工超时工作,但 POE 泰半的开发过程都
保持良好的工作生活平衡。这是让开发人员长期保持快乐和健康的必要元素,同时也代表
游戏中的一些改善措施必须等待一段时间。
虽然我们可以大喊:“ㄟㄟㄟ我有买赞助包,你们也有腾讯的资金了”,
但愿意在风头上还想要保护员工(劳工)权益的总裁已经没几个了,
光是这点就蛮值得支持的。