[蓝帖] 6.2的装备掉落机制

楼主: asgard1991 (蟹脚)   2015-05-21 16:13:22
http://eu.battle.net/wow/en/blog/19162236
*更新了内容
TL;DR:
1. 个人拾取机制调整,由团队规模决定团队的掉落数量
2. 新的UI可以看到你的团队成员掉了什么
3. 第二属性的数值差异变大(30/70、50/50、70/30),请见同主题orz65535的解释。
4. 装备等级区分
Patch 6.2 掉落分配机制调整
In World of Warcraft Patch 6.2, we’re making some changes to our Raid itemiza
tion with the goal of improving the Personal Loot experience, creating more in
teresting distinctions among items, and providing rewards that more closely re
flect the challenge players face to earn them.
在WOW6.2中,我们对装备掉落机制做了点调整,借此改善个人拾取的体验,创造装备的差
异性及提供反映出你挑战的首领难易度的奖励。
Personal Loot Improvements
The Personal Loot system offers several advantages to certain group types, but
there are still several areas where we think we can make improvements. Our go
als with Personal Loot going forward are threefold:
Make Personal Loot more consistent and rewarding.
个人拾取机制改善
个人拾取系统对于某些团队类型提供了些许好处,但仍有一些地方让我们思考我们可以做
出调整。我们的目标是让个人拾取达到这三项改善:
1. 让个人拾取更一致化、更有效益。
Bring Personal Loot up to be competitive with Group Loot, so players who prefe
r Personal Loot receive rewards comparable to those you get from groups using
Master Loot or Need/Greed.
Celebrate rewarding Personal Loot within the group in a way that captures the
excitement of receiving rewards in Group Loot.
让个人拾取与队伍拾取相比后具有竞争力,所以玩家比较队长拾取/贪需制后会比较喜欢
个人拾取。
First, rather than treating loot chances independently for each player—someti
mes yielding only one or even zero items for a group—we’ll use a system simi
lar to Group Loot to determine how many items a boss will award based on eligi
ble group size. As a result, groups will receive a much more predictable numbe
r of drops when they defeat a boss. In addition, set items will reliably drop
in Personal Loot, just like they do in Group Loot today. The end result is tha
t groups using Personal Loot will acquire their 2- and 4-piece set bonuses at
around the same time as groups using Group Loot acquire theirs.
首先,与其调整玩家的独立掉落机率-有时候整个团队可能只掉落1件或什么都没掉-我
们用了类似队伍拾取的机制以团队的规模去决定一个首领掉落几件装备。这个结果将使队
伍击败首领时,能获得更可预测的装备数量。此外,套装将会更容易掉落,就像现在队伍
拾取一样。最终结果就是使用个人拾取的队伍,获得套装的机会将会与用队伍拾取的机会
差不多。
We’re also increasing the overall rate of reward for Personal Loot, giving pl
ayers more items overall to offset the fact that Personal Loot rewards can’t
be distributed among group members. We know that finding that one awesome spec
ific trinket to round out your gear set can be difficult with Personal Loot, a
nd this should help increase your odds.
我们同样也增加个人拾取的整体掉落率,借由给予玩家更多装备,以抵消个人拾取无法分
配给团队成员的缺点。我们了解使用个人拾取时,获得一个超棒的饰品更换匹配你现有的
装备是件困难的事,而这项调整应该能增加可能性。
Finally, the most visible change is the new Personal Loot UI. Part of the fun
of raiding is progressing and improving as a group, not just as an individual.
The previous Personal Loot system celebrated your own rewards, but would bury
what your groupmates received in the chat log. However, the moment when your
friend finally wins that long sought-after sword can be just as important to y
ou as that moment you won your boots—and we wanted the game to help you celeb
rate it, too. Now when you loot an item, everyone in your group will see what
you won!
最后,最显著的改变-新设计的个人拾取接口。团队的部分趣味来自于推展副本进度及提
升队伍的装备等级,不单单仅限于个人的改变。过去的个人拾取系统仅会祝贺你个人所获
得的奖励,但其他成员所获得的则会被淹没在聊天纪录中。然而,你的朋友终于拿到等待
已久的某个长剑,与你拿到长靴的时刻一样重要,所以我们想要让游戏同样庆贺这难得的
时刻。 现在当你获得一样装备,每个团队成员都能看到你赢得了什么!
These Personal Loot improvements aren’t limited to Hellfire Citadel—we’re u
pdating all of our Draenor dungeons, including Mythic dungeons, to use the sam
e system.
这些调整不仅适用于地狱火堡垒,我们将会套用到德拉诺的所有副本,包含传奇5人副本
都会使用相同的系统。
Secondary Stats
第二属性
In the early days of World of Warcraft, Raid bosses didn’t have that many ite
ms to drop—there were only 150 items in all of Molten Core, and more than hal
f of those were set items. This small amount of total gear in a Raid meant the
re might only have been one or two items per slot in an entire tier that were
appropriate for your class—and if you were a Hunter or a Shaman in a place li
ke Molten Core, that meant your only option for a belt in the entire Raid zone
was your class set piece. On top of that, if an item wasn’t class restricted
, it was shared between many other specializations with wildly different ideas
of which stats were good or bad. When very few items were available to fill a
ny given slot, the desire to make sure they were useful for many specs led us
to keep from straying too far from a 50/50 split on secondary stats.
在早先的魔兽世界中,团队首领没有太多的掉落装备-像是熔火之心总共只有150件装备
,而且超过一半是职业套装。 这样的数量表示一个团队副本中,每个装等范围的每个栏
位中,只有一到两件物品是适合你的职业。假使你是个猎人或萨满在熔火之心中,整个副
本中,你只有1条腰带,而且还是你的套装部位。
最重要的是,如果一个物品不是职业限定,那便是共享于不同职业专精的物品,且会有这
些数值对于你的专精是好或坏的不同想法。当有极少数物品是可以满足任何需求时,我们
渴望确保他是对于多数专精是有用的,且保持不让他的第二属性离50/50太过遥远。
As the game has evolved, we’ve increased the number of items that bosses drop
per kill, as well as the variety of items they drop. We’ve made secondary st
ats more competitive with one another, and we’ve reduced the frequency of odd
ball items that were only useful to a few classes. This made more items useful
to more people, but eroded the distinction and sense of identity that items h
eld in the past. Too rare became the situation where you knew for sure that th
is drop was your awesome piece of equipment, and that feeling of finding a tru
ly special item came less often than we would have liked.
当游戏渐渐演变,我们增加了每次击杀首领的掉落装备数量,同时也增加掉落的多样性。
我们使不同第二属性间各有竞争性,并且减少仅适用于少数职业的古怪装备,但将冲刷掉
这些古怪装备过去的卓越及认同感。
过于稀有所造成的情况是,你会肯定知道这个掉落是你的最佳装备,而这种找到超级特别
装备的感觉并不是我们所想要的。
To help bolster that sense of excitement, we’ve decided to shake things up wh
en it comes to how secondary stats appear on Raid loot in this patch. Inside H
ellfire Citadel, you’ll see a wider range of high and low secondary stat valu
es on items than you have in a long time. Alongside some tuning adjustments th
at should ensure your attuned stats are the right choice, this change should a
lso make it easier for you to identify which items are good for you in a more
interesting way than just “equip the highest Item Level.” Our goal is to hel
p make Hellfire Citadel Raid items more distinct and meaningful to you, and we
hope you’ll let us know how things feel once you start collecting your new g
ear.
为了加强这个快感,我们决定这次团队副本中的装备,第二属性的数值间的差异便的更加
宽广。在地狱火堡垒中,你会发现比起过去的装备,装备的第二属性数值差距加大了。
借由些许调整应该能让你确保你所改变的状态数值是正确的选择,这项调整也应该能让你
更清楚了解到“哪些物品对我是有好处的”而非“就穿上最高等级的物品吧!”
我们的最终目标是使地狱火堡垒的物品对你是明显不同且有意义的,当你开始在此收集新
装备的时候,我们希望你让我们知道你的感受。
Item Level Ramp
装备等级区分
As this expansion has progressed, it’s become increasingly apparent that ther
e is a mismatch between challenge and reward for guilds that delve deep into l
arge Raid zones. When the Item Level for rewards across a given difficulty of
a zone is flat, a caster staff from Heroic Imperator Mar’gok is largely equal
in power to one from Heroic Tectus, despite Mar’gok being the far more chall
enging boss. We often see and hear about guilds killing a late-zone boss like
Blast Furnace for the first time, only to disenchant most of the drops because
everyone already has loot from earlier bosses in those slots. On top of that,
many guilds move on to higher difficulties before they fully complete a diffi
culty, because Heroic Darmac loot is stronger than Normal Blackhand loot—and
you can get it for much less effort.
资料片逐渐更新的情况下,团队深入副本时,不相称的挑战难易度与奖励变得越来越明显
。当掉落装备的物品等级在特定副本是相同时,尽管英雄难度的【统治者马尔戈克】(天
槌 - 7)是个相当具有难度的首领,掉落的法杖能力却与英雄难度的‘活动山峰’泰克塔
(天槌 - 4)几乎相同。
我们常常听到或看到像是某个公会第一次杀掉高炉这个区域尾王时,却分解掉大部分掉落
的装备,起因于大家在前面的首领就已经拿到那个部位的装备了。最重要的是,许多公会
在尚未完成一个难度就前往下一个难度挑战了,因为英雄难度的兽王达玛克掉的装备比普
通难度的黑手还要好,而且更轻易的就能拿到了。
To address this, we are structuring Hellfire Citadel so that the Item Level of
the loot awarded by bosses increases as players proceed deeper into the zone,
culminating in Archimonde—providing both the ultimate challenge and the ulti
mate reward.
为了解决这个问题,我们调整了地狱火堡垒,当你越深入每个副本区域时,掉落装备的装
备等级也会增加;而最高峰位于阿奇蒙德
作者: nogard   2015-05-21 16:16:00
不用骰,数值还是统一的,只是两个副属性数字差距增大
作者: rainveil (多栗)   2015-05-21 16:21:00
跟制造装同字首但属性数值分布不同一样啦
作者: orz65535 (′‧ω‧‵)   2015-05-21 16:21:00
怎么说...个人改成这样也只会变成初期个人末期团队
作者: DEVIN929 (厌倦)   2015-05-21 16:22:00
结论:龟著等尾王不解释
作者: rainveil (多栗)   2015-05-21 16:22:00
反正RAID应该还是ML,但对myth5人还是不错
作者: orz65535 (′‧ω‧‵)   2015-05-21 16:24:00
因为PL始终无法解决后期LOOT趋近饱和后无法互通的缺陷倒是初期对于快速累积装备有非常好的帮助
作者: tcancer (Vairocana)   2015-05-21 16:30:00
抽! 抽了再抽 让你有动力为了顶装打卡打到出新资料片
作者: nogard   2015-05-21 16:36:00
跟制造不同吧,蓝帖没用说属性会浮动没有*
作者: SuM0m0 (Part Time Player)   2015-05-21 16:37:00
D3噩梦吗...
作者: rainveil (多栗)   2015-05-21 16:43:00
喔 我误会了
作者: koexe (独酌)   2015-05-21 16:52:00
BLZ要让装备随难度增加装等无所谓 请把阿克做成武器库不然后面一定会出问题
作者: DEVIN929 (厌倦)   2015-05-21 16:54:00
阿克掉个精华可以提升前区装等同第四区就可以了做成武器库也不过是压缩loot数量治标不治本 同时让前区装备形同过度产品想想无印圣诞树...
作者: koexe (独酌)   2015-05-21 16:58:00
也可以 不过得要看爆雪有没有意识做...
作者: usoko (time to face reality)   2015-05-21 17:00:00
结论:等啊奇蒙德被nerf
作者: aabbabcd (Infinity )   2015-05-21 17:18:00
呃..有没有6.2新的武器模组可以看
作者: DEVIN929 (厌倦)   2015-05-21 17:24:00
http://0rz.tw/cvLfz 补个推特内容 那个QA超白痴的阿Joe Fran:萨的最佳武器装等输人 这样对吗A:普通阿克装等输人 你不会打英雄吗
作者: cookieyue (有力/没力)   2015-05-21 17:41:00
其实这样比较好奇的是个人拾取的掉落数量...
作者: NoLimination (啊啊啊啊)   2015-05-21 17:45:00
难到真会多到比分配容易收满套装?
作者: ef9527 (奶油狼)   2015-05-21 17:49:00
现在个人拾取最大的缺点就是掉落数量了,希望能改好。
作者: cookieyue (有力/没力)   2015-05-21 18:01:00
如果说改成 由团队规模决定团队的掉落数量 的话..可能连个人拾取团都只招收无进度的了XD
作者: toloveXD (史卡诺)   2015-05-21 18:10:00
跟有无进度有什么关系?有进度又不会算在团队规模里面他不会帮你增加loot也不会抢你loot的机会
作者: rayba (rayba)   2015-05-21 18:20:00
G团掰掰 普通天锤限680+的年代又要来临了
作者: cookieyue (有力/没力)   2015-05-21 18:22:00
我的问题就在这 有进度的人会不会算近团队规模内不然如果以组满30人必掉6件的话那就固定6个人没拾取过装 找24个有进度帮打 不就必出装
作者: TrueX67 (夏日的季节)   2015-05-21 18:23:00
*所以玩家比较队长拾取/贪需制后会比较喜欢个人拾取。*
作者: cookieyue (有力/没力)   2015-05-21 18:23:00
还是说有进度打一样无限有装拿@@?
作者: cookieyue (有力/没力)   2015-05-21 18:39:00
算了 好像也不重要 算一算之后跟队伍分配其实差不多..
作者: nogard   2015-05-21 21:28:00
Bring Personal Loot up to be competitive with Group <-这段是说, 让偏好PL的玩家获得的奖励不输ML/NG不是让玩家比较喜欢个人拾取喔~
作者: Dheroblood (神手1号)   2015-05-21 21:56:00
不!!! 抓马魔兽最大的乐趣阿!!!!!
作者: adasin (ada)   2015-05-21 23:17:00
掉落数量增加又不代表会掉在你身上 ~~会不会明明一起打团 结果有人一直拿装 自己还是0
作者: ckknkaiya (废柴鲁蛇)   2015-05-21 23:52:00
楼上在说什么冬的吗
作者: Sarvmill (奇怪耶你)   2015-05-22 09:58:00
‘你让我们知道你的感受’我的感受是-干你娘BZ
作者: supertalker (威哥)   2015-05-22 10:11:00
都你在说,啊之前不是说让玩家"穿装等高的就好"吗之前不是觉得不喜欢玩家推倒王后拿到装备还要去计算这件装的副属性对我是不是帮忙最大,想要玩家穿装等高的就对了,不用去考虑那么多吗

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