轉發
原址:http://www.gamebase.com.tw/forum/60895/topic/96407699/1#1382658493
http://na.leagueoflegends.com/en/news/game-updates/features/preseason-draws-closer
原文網址
The preseason draws closer!
By Morello
Hey Summoners,Over this week and next week, we'll be kicking off a series of posts that discuss some of our high-level philosophies when it comes to preseason and this upcoming season. You should be able to find our discussions going forward on both the forums and on reddit, but here's a basic overview of some of the changes we'll be making.
在這週和下週,我們會發表一系列的文章來討論對於接下來的第四季前及第四季的設計理念.
你會發現我們的討論同時在論壇和reddit上進行,而這裡是接下來修正的基本預覽.
With the season coming to an end, we've been hard at work figuring out what's next for League of Legends. With preseason the closest thing to a lull between competitive seasons, it's the perfect time to make big changes to balance and core gameplay mechanics. The Live Design team has been listening closely to player feedback throughout this year as we take a look at some of our underlying game systems. Ultimately for this new season, we're on a quest to refine League of Legends while also creating a deeper, clearer and more satisfying player experience.
隨著第三季邁入尾聲,我們想要找出聯盟下一季該是怎樣.
而季前的這個時間點會是在兩個賽季間的喘息空間,
這會是是個完美的時機來調整平衡和遊戲的核心機制.
遊戲設計小組在過去一年內密集的接受了玩家的想法,並設計了一些相關的遊戲系統.
以結論來說,在第四季我們的任務是改善聯盟,並創造一個更有深度,更易懂,
且更滿足的遊戲體驗.
=====================================================================
所以,會發生什麼事呢?
First, let me share this year's preseason goals:Introduce more gameplay and strategy when it comes to map vision and wards.
Ensure all roles and positions can experience power-growth and progression in ways that promote skill
Improve game pacing and reduce team snowballing
首先,讓我們分享今年季前的目標:
1.對於地圖視野和眼睛帶來更多的不同玩法和策略
2.保證全部的角色和位置都能因為技能強化而感覺到力量的成長和進化
3.強化遊戲的脈動並降低團隊雪球(的影響)
To us, these goals are benchmarks for a more competitive and enjoyable environment, and they particularly focus on systems in need of love.
What are you changing?The team will be sharing details on a lot of the specific adjustments to each system, but allow me to give a preview of what to expect:
對我們來說,這些目標是創造更有競爭性且更好玩的環境的基準.
而它們和許多需要觀注的系統有關.
所以,會有那些改變呢?
我們團隊會針對每個系統有更多的細節資訊分享給大家,
但請先讓我為大家作個簡介:
Xypherous and Xelnath (Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords) will be coming by to talk about wards, vision and the new Trinket system. Fundamentally we want to shift vision from being less of a raw gold race to more of a strategic part of the game with deeper opportunities for gameplay. We're going to be doing a lot of work here, including a new item slot for specialized vision items, per-player ward limits, and more ward options.
Xypherous和Xelnath(又可稱之為巫師王,第七黑耀石黑暗巫技領主的右手)
將會和大家討論眼,地圖視線和新的配件系統.整體而言,
我們要把爭奪視野從單純的經濟競賽改成遊戲中更有策略性的,也更有表現機會的一部份.
我們在這塊下了很多工夫,其中包含了一個新的物品欄來專門擺視野道具,
每個玩家的眼上限,和更多的眼選項.
A new jungle is inbound – including new items for carry-style junglers, better rewards/gold flow, and a new fourth monster camp that will provide new clear routes and strategies while opening up the jungle role to more champions. Solcrushed will give you the skinny here.
新的野區將被劃入-包含了針對農兵型的打野新設計的物品,更好的報酬/金錢流動,
和一個新的野怪群來提供新的清野路線和策略,會讓更多英雄適合當打野手.
Solcrushed會給大家內容資訊.
Support gold is going to be heavily adjusted to put more money in the pockets of duo-lane supports; we'll also be introducing new items (and refining old ones) to put that gold to good use. Along with this, we're making changes to help core support champions scale their utility instead of their damage to reinforce their unique identity. To discuss this change we've collected all 13 demonstones to summon Xelnath, who will likely destroy us all.
輔助的金錢會有重大的調整,並讓雙人線的輔助有更多金錢可用.
我們也會導入新的物品(並更新舊的物品)來讓金錢有更好的利用空間.
除此之外,我們也會更動輔助英雄的核心加成讓效用更強化,而不是傷害強化來突顯他們的特色
(這邊應該是講技能的AP/AD/血量加成).
為了討論這個議題,我們收集了13顆惡魔之石來招喚Xelnath,一個將會毀滅我們全部的人.
Game flow and mathematical system changes will reduce team snowballing. Changes to tower and first blood rewards, assist streaks, dragon rewards, a revised brush layout and experience changes will all create an experience that constantly rewards good play. Our rabid equine FeralPony will be around to discuss these changes.
遊戲流程和數學機制將會有改變來降低團隊雪球的效應.
爆塔,首殺,助攻和殺龍的金額將被調整,
而重新設計過的草叢和經驗值將會創造持續獎勵玩的好的人.
我們的暴走小馬FeralPony將會在這理討論這些變化.
Finally, ricklessabandon and FeralPony will be joining forces to talk about out-of-game strategy, with a specific focus on Runes and Masteries. Masteries will be revamped along with our seasonal update and, while we won't be doing a significant Mastery rebalance (except when targeting specific roles), we'll be aiming to offer more opportunities for diversity. For Runes, our core focus will be on creating more dynamic and balanced Rune options while smoothing out the overall experience of customizing your strategies outside of the game.
最後,ricklessabandon和FeralPony將會加入討論關於遊戲外的策略話題,特別是和天賦符文有關.
天賦會隨著季前更新有所翻新,但我們不會不會作太大的天賦平橫修正
(除了對打特定位置的點法外).我們的目標依然是提供多種點法的機會.
對於符文,我們會有更動態且平衡的符文選項來讓客製化自己的遊戲外策略更加平順.
======================================================================
More strategic options!
Tens of millions of players with thousands of extra gold, items and options in their pockets will uncover tens of millions of combinations and strats that the Live Design team couldn't dream of (even after months of constant testing!), and we're really excited to see what you'll think up. As an addendum, we do want to pick and choose our battles with these kinds of changes, and the systems we chose to overhaul are the ones that we felt needed the most love while requiring a season break to do right. There are other outstanding projects remaining, so this is by no means an exhaustive list of things we'd like to tinker with, but this post covers the ones we've targeted for this update.
更多策略選擇!
當數千萬的玩家都有了額外的幾千金後,
他們口帶中的道具選項會有了百萬種遊戲設計小組無法想像的組合變化.
(就算經過數個月的測試也一樣!)而我們對於大家的想法感到十份興奮!
作為補遺,我們選擇了這些地方並作出這些改變來當成我們的戰場,
而這些我們選擇要改變的地方是我們認為需要靠季間休息的時間來調整的重要系統.
還有其他需要改善的地方,而這也不是我們工作中的完整清單.
但這份清單中包含了我們這次更新的目標.
Anyway, we'll be taking a couple months here to make rapid iterations to our new systems while fine-tuning these updates, so expect this to be a test of your evolutionary league skills. Balance will typically be a bit chaotic in the short-term but, with extensive changes like these, it's important that we get the right levers in place to get to a balanced state in the mid-to-long term.
無論如何,我們都需要對這新的系統作出幾個月的快速長期調整來讓系統更完善,
並且期待這會是你的技巧進化的測試機會.
遊戲平衡很正常的會有一小段混亂時間,但隨著像這種巨大的變化,
重點是讓我們得到正確的調節機制來讓遊戲中長期有更多機會達到平衡狀態.
In the coming days, we'll be following up with a series of posts on our upcoming system changes, so you can expect Xypherous and Xelnath to kick things off with vision changes. You'll also be able to join us on reddit for deeper discussions (no hard specifics!) as we reveal each feature. See you then!
在接下來的日子中,我們會有一系列的文章討論將要發生的系統變化,
所以你能期待Xyhperous和Xelnath把視野變化當作開場.
當我們發表內容時,你也能夠在reddit中加入我們來作更深入探討!
期待再見你!
原文網址: [一般] 第四季修正方向! 第 1 頁 :: 綜合討論 :: 英雄聯盟LeagueofLegends 討論板 :: 遊戲基地 gamebase http://www.gamebase.com.tw/forum/60895/topic/96407699/1#ixzz2j1uZpAeA
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