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1.05补丁内容简翻

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刚好晚上有空,给大家简洁翻译一下1.05补丁的内容,慢更


IP属地:浙江1楼2018-04-05 21:54回复
    Welcome to Patch 1.0.5 for Vermintide 2!
    Version 1.0.5 introduces large changes to combat balance. In order to maintain a close-combat focused game, some enemies are now more resistant to staggering. All weapons have also had their cleave tweaked in order to make some weapons more viable than others, against large hordes of enemies.
    We would like to extend our sincerest gratitude to all of our players who participated in the balance beta for version 1.0.5 over the weekend. We've listened to your feedback and adjusted accordingly. We feel that the balance in the game now is in a better state, and that is much due to your dedicated feedback.
    Going forward, we'll keep a close eye on balance and will continue making changes and adjustments to all areas of play, in order to make this all fair and balanced.
    简单概括,1.05对平衡做了大量的调整,为了维持近战在游戏中的主导地位,部分敌人获得了更高的韧性(更不易出现硬直),所有武器的穿透能力被削弱以使武器在面对尸潮时发挥不同的作用。
    剩下的部分就是在说:感谢大家在平衡测试中的反馈,但是我们认为这样调整使游戏处于一个更好的平衡状态(抗议是没有用滴),制作组会密切关注玩家的意见,会在将来进行进一步的调整


    IP属地:浙江8楼2018-04-05 21:59
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      Fixes / Tweaks
      Chest rewards from Veteran difficulties will be capped at 300 Hero Power, up from 200.
      "We don't want Hero Power progression in the game to stop at Veteran. This change makes it less punishing to stay in Veteran to gain Hero Power.
      The higher difficulty levels - Champion and Legend, are meant to really test the skill of the player."
      困难难度的箱子可以开出300power的物品了,噩梦和天劫难度作为两个较难的难度,则可用于检验玩家的技术,满足玩家自我挑战的需求


      IP属地:浙江11楼2018-04-05 22:03
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        We’ve changed how Hero Power is capped per difficulty.
        On Champion and Legendary, your Hero Power isn’t capped at all.
        On Recruit, Hero Power above 100 will be subject to scaling. Hero Power between 100 and 600 will be interpolated toward a maximum of 300.
        On Veteran, Hero Power between 200 and 600 will be interpolated toward 500.
        制作组添加了power平衡机制
        噩梦和天灾难度,英雄power不会被平衡,不受该机制影响
        普通和困难难度的power都会受到平衡:
        普通难度 - 超过100的power会被平衡至最高300
        困难难度 - 超过200的power会被平衡至最高500
        PS: 这里没有提出具体平衡方式,楼主猜测应该是按比例平衡而不是一刀砍至300、500


        IP属地:浙江12楼2018-04-05 22:07
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          Scaling has been tweaked for damage and cleave (using a 3.5 ratio rather than 3.0).
          power平衡将影响到伤害和穿透(使用3.5的倍率)
          Fixed an issue which caused projectiles to not properly trigger hit or crit procs from traits and talents for clients.
          修复了箭弹不能正确触发来自特性和天赋的伤害或暴击增益的问题
          Fixed an issue where the equipment trait Heroic Intervention wouldn’t function properly on clients.
          修复了装备特性Heroic Intervention不能生效的问题
          PS:这里提到了client,不确定是指区别于主机host的客机还是指所有玩家,个人倾向于前者
          On Champion and Legend, the Director will less frequently spawn hordes and specials while the players still are engaged with enemies.
          在噩梦和天灾难度下,在玩家对抗敌人时,特感和巡逻队的刷新频率降低


          IP属地:浙江13楼2018-04-05 22:18
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            英雄天赋技能调整部分就不翻译了,之前提到的QQ赏金bug、精灵回箭bug、还有法师的一些调整应该都实装了,剩下的就是一些数值上的调整,到游戏里一看即可


            IP属地:浙江14楼2018-04-05 22:20
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              Enemies 敌人调整
              Marauders have had their cleave hit mass reduced by 25% (they’ll be easier to cut through and hit an additional target).
              掠夺者(暗黑佟大为)抗穿透能力下降,更易被武器穿过。
              Blightstormer and Lifeleech Sorcerers are now considered unarmored, and have been given a headshot hitzone
              两个胖哥哥(水蛭和龙卷风)现在被视为无甲部队,并被给予了爆头判定区(可被爆头)
              Blightstormer Sorcerers have had their health reduced by a third.
              龙卷风胖哥哥生命值下降三分之一


              IP属地:浙江15楼2018-04-05 22:26
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                该楼层疑似违规已被系统折叠 查看此楼


                IP属地:浙江16楼2018-04-05 22:32
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                  Levels 关卡调整
                  Fixed an issue on Righteous Stand where double bosses and patrols might spawn near the end towards the temple.
                  修复了正义城堡神庙附近可能会刷新双boss和巡逻队的问题
                  Fixed an issue on Empire in Flames where Stormvermin patrols could get stuck on a ledge near the beginning of the level.
                  修复了燃烧的帝国中风暴巡逻队可能会卡在关卡开始处附近的壁架上的问题
                  The number of roaming elites have been slightly tuned down on Champion and Legend.
                  噩梦和天灾难度下漫游的精英数量被略微降低。


                  IP属地:浙江18楼2018-04-05 22:40
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                    Weapon Changes 武器调整
                    We’ve fixed some weapons that were using single target priority while not being single target attacks. This caused some swings to ignore other targets hit during the same frame as the aimed target. The affected weapons are Sienna’s Mace, Kerillian’s Elven Spear, Glaive, Dual Swords, and Sword and Dagger, Kruber’s Executioner Sword, and Halberd.
                    修复了一些武器不能正确击中多个目标的问题,受影响的武器包括:
                    法师的权杖、精灵的长矛、剑、双剑、剑 匕、 马库斯的斩首剑和戟
                    We fixed ranged weapon switch priority. If a weapon switch is triggered, it should enter the input queue with the highest priority. Which means that pressing ‘Q’, following by an instant RMB to go to “panic-block-mode” should work better now.
                    修复了武器切换问题,目前武器切换拥有最高优先级,点击Q后可以立刻切换武器,从而更便于切武器格挡
                    Increased speed of fire for Elven Repeating Crossbow slightly. The next attack can be chained after 0.5 seconds, reduced from 0.6 seconds.
                    提高了精灵连弩的射速,从0.6调整至0.5
                    Fixed the Beam Staff which sometimes incorrectly saved the number of consecutive hits between attacks. This caused an unintentional damage increase.
                    修复了Beam Staff有时会有时会错误地保存攻击之间连续命中次数从而使伤害增加的问题。(Beam staff是什么我玩的时候没有注意过
                    Dual wielded swords have had their headshot multiplier increased.
                    双手剑爆头倍数增加
                    Stagger and cleave thresholds on Legends set to match Champion values.
                    天劫难度的韧性和穿透阈值被设定为与噩梦难度匹配
                    Stagger and cleave thresholds have been tweaked for all enemies to more evenly match power scaling across difficulties. This affects nearly all types of weapons.
                    各个难度对所有敌人的韧性和穿透阈值被调整至更为均匀的水平,这将影响到几乎所有武器
                    Added a boost to stagger strength on headshots.
                    增加了爆头的削韧效果
                    Reduced friendly fire multiplier to 0.1 on Champion, down from 0.25.
                    降低了噩梦难度的队友伤害,从0.25降低至0.1
                    Reduced friendly fire multiplier to 0.25 on Legend, down from 0.5.
                    降低了天灾难度的队友伤害,从0.5降低至0.25
                    Critical strike effectiveness is now added later in the damage bonus calculation. Which means it will have a higher impact, especially on headshots.
                    暴击效果会在伤害计算之后计算(在其他伤害计算之后再乘以暴击倍率),这将会提升暴击对伤害的影响,特别是爆头
                    Added an attack intensity threshold of 10 to Legend. This is a limit on the amount of consecutive attacks a player can receive before given a brief grace period to act.
                    给天灾难度增加了攻击强度阈值,这将会限制玩家在受到攻击硬直期间可以受到的连续攻击次数(个人理解应该是让玩家不会在连续攻击时无限硬直,承受攻击次数超过这个攻击强度阈值就可以行动了)


                    IP属地:浙江22楼2018-04-05 23:05
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                      Stability / Performance 稳定性、性能
                      Fixed a crash when leaving a game while carrying an item from that level, like a barrel or a cannon ball.
                      修复了玩家带桶、炮弹结束游戏时游戏崩溃的问题
                      Fixed a rare crash when hitting a dismembered body part as client.
                      修复了一个少见的客户机击中肢解肢体时游戏崩溃的问题


                      IP属地:浙江23楼2018-04-05 23:08
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                        twitch mode由于国内不常用,在此不作翻译
                        由于楼主个人一直以来使用英文版游玩,在翻译过程中很多内容可能与中文翻译不匹配,请大家见谅


                        IP属地:浙江24楼2018-04-05 23:09
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                          谈一下这次更新的个人感觉,削弱是有削弱的,但是确实如肥鲨所说,游戏向着一个更平衡的方向发展了,包括power的平衡机制、一些影响平衡的恶性bug的修复、一些全能多面手的削弱等,这确实会降低部分玩家的游戏体验。
                          但很多调整、修正是我很喜欢的:武器切换优先度的提高、部分武器不能击中多目标bug的修正、队友技能cd提示等,都能一定程度上加强玩家的游戏体验。
                          此外我未翻译的天赋技能调整部分也有很多数值上的调整,加强多于削弱,特别是格挡等保命相关的部分天赋有较大的增强,这也明确了肥鲨对于本作近战主导地位的想法。
                          此外,噩梦、天劫难度队友伤害的降低也是个巨大的buff,特感、精英刷新的调整应该也会一定程度上降低难度,个人不负责任预测,更新后噩梦和天灾的整体强度不会增强太多,大家还是可以愉快的好好玩耍的。


                          IP属地:浙江26楼2018-04-05 23:21
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