GGYYXZY 发表于 2017-3-29 11:51

Lunamos 发表于 2017-3-29 11:59

凡在公司做过程序员的人都知道,一切逻辑都是有需求文档规定的。需求是什么,程序就实现什么。

维克塔利昂 发表于 2017-3-29 12:10

建议全艾球推广,满级后所有野怪动态等级动态伤害

GGYYXZY 发表于 2017-3-29 12:11

喜欢吃肉 发表于 2017-3-29 12:14

幻想杀手 发表于 2017-3-29 12:43

7.0是我唯一玩不到3个月就a的版本,看来我的决定是对的

all730 发表于 2017-3-29 12:52

sjstephen 发表于 2017-3-29 12:53

一个阿三进去,最后整个公司都会是阿三的

因为阿三只招阿三

另外不是有手机APP嘛,全程手机操作,三天上一次线就行了

sjstephen 发表于 2017-3-29 13:10

那一天,联盟和部落回忆起了苏拉玛城的恐怖,还有被瘾君子们守尸的那份屈辱

“是谁??!!”

“这是幻象,你在掩饰什么!!”

“当我来到苏拉玛时,我被卫兵吊起来打,最后含恨拖尸虚弱复活。如今我神装在身神器在手,还是被苏拉玛卫兵吊起来打,更不用说破碎海滩的那群怪物了。”

GGYYXZY 发表于 2017-3-29 13:16

サーバイン 发表于 2017-3-29 13:16

sjstephen 发表于 2017-3-29 13:27

本帖最后由 sjstephen 于 2017-3-29 13:38 编辑

GGYYXZY 发表于 2017-3-29 13:16
现在是个DPS只要900左右都是拉起来一波A了 不对大概暗牧惨一点但是可以切戒律

“是你麻痹”

讹诈斯特拉瑞斯纨绔

明天有好戏看了
PS:世界任务以及苏拉玛和破碎海滩精英怪血量也会动态变动,直播里900装等火法不慎ADD引了5个怪之后被血虐守尸

PS2:怪物血量基于目标的虚装,所以脱装备打怪大法失效了


归蝶 发表于 2017-3-29 13:40

主要是从某个装等开始就完全没有正反馈了,越往上越难受压力越大,还要咬着牙去肝不然就有被大部队甩下的危险。
然而从7.2的方向来看暴爹还是不觉得这是个问题

Fermata 发表于 2017-3-29 13:44

恍惚 发表于 2017-3-29 13:45

因为6.0数值调整落实下去的解决方案跟津巴布韦解决他们国家通胀的方案一样——划掉后面的几个0
所以膨胀到这个版本又炸了,解决不了怎么办,动态呗。

这团队现在是没几个人了吧……解决问题的方法越来越糙。

真红眼教授 发表于 2017-3-29 13:55

暴雪这几年的设计师有没有一个不是弱智的

ChrisSnake 发表于 2017-3-29 14:15

真红眼教授 发表于 2017-3-29 13:55
暴雪这几年的设计师有没有一个不是弱智的

抱歉 星际和风暴两个dead gmae设计反而越来越靠谱了

asika 发表于 2017-3-29 14:28

泥暴给玩家喂屎又不是第一天了,eat or die

真红眼教授 发表于 2017-3-29 14:30

ChrisSnake 发表于 2017-3-29 14:15
抱歉 星际和风暴两个dead gmae设计反而越来越靠谱了

风暴大光头刚下葬没几天啊,星际不是说大围巾还在被喷么

nukacolamania 发表于 2017-3-29 14:33

蓝帖刚回复了:
Apologies for the delay in getting information out on this - our initial focus was on putting out other patch-day fires.

Yes, this reflects a deliberate change, but it's also not working exactly as we intended. The scaling may be too steep, and the fact that unequipping a piece of gear can ever be helpful is a bug in the system. We'll be looking into making changes to correct this in the very near future.

Power progression is an essential part of the WoW endgame, and the last thing we want is to undermine that. We stressed the importance of that progression when discussing how the level-scaling system worked in Legion around the time of the expansion's launch, and explained why we then had no **s to scale foes' power based on gear. But as we've watched Legion unfold, we've come to observe some side-effects of our endgame content ** and the associated rewards structure that made us reconsider.

We've never had the initial outdoor world content stay relevant for this long in an expansion before. By the end of Mists of Pandaria, for example, the mantid of Dread Wastes that had once been reasonable foes were completely trivial. They'd basically evaporate if a raid-geared player looked in their general direction. But there wasn't much reason besides achievements or completionism to revisit the Klaxxi dailies once Isle of Thunder was out or, later on, Timeless Isle. And the enemies in those later zones could be tuned to a proportionally more challenging baseline difficulty.

But in Legion, while the new content in Broken Shore is the focus of 7.2, and we've made sure that the core outdoor rewards (both dropped and from Nethershards) are superior to the rep-related rewards from the original factions, the intent is not for the Broken Shore to completely replace the rest of the game. You'll still go back to the other Broken Isles zones for emissaries, Legion Assaults (coming next week!), Order campaign quests, improved world quest rewards, and more. And as 7.1 and 7.1.5 progressed, we could see that even with Nighthold gear the pacing of combat was getting a bit silly - what would happen once new content made that level of gear more common, and once the Tomb raid pushed limits even higher?

To reiterate, power progression is an essential part of the WoW endgame. We absolutely want you to feel overpowered as you return to steamroll content that once was challenging. But there's a threshold beyond which the game's core mechanics start to break down. When someone trying to wind up a 2.5sec cast can't get a nuke off against a quest target before another player charges in and one-shots it, that feels broken. And even for the Mythic-geared bringer of death and destruction, when everything dies nearly instantly, you spend more time looting corpses than you do making them. You spend an order of magnitude longer traveling to a quest location than you do killing the quest target. You stop using your core class abilities and instead focus on spamming instants to tap mobs as quickly as possible before they die.

Our goal is basically to safeguard against that degenerate extreme. We tune outdoor combat for a fresh 110 around a 12-15sec duration against a standard non-elite, non-boss enemy. It's great for gear, over the course of an expansion to cut that time in half, or even by two-thirds. But once you get down to a duration of one or two global cooldowns, the game just wasn't built to support that as the norm. (Note that this is an current-content endgame concern; running legacy content for completion/transmog/etc. purposes is a totally different story.)

The intent of our change in 7.2 was to smooth out that progression curve a bit, not flatten it out, and certainly never to invert it. If you get a great set of item upgrades that make you 5% stronger, maybe the world gets 1-2% tougher. Perhaps instead of getting 400% stronger over the course of the expansion relative to the outdoor world, you only get 250% stronger. But you should always be getting more powerful in relative terms, and upgrades should always matter. From some reactions so far, it sounds like we may be off on that tuning. And as noted above, the fact that unequipping items can ever be helpful is a bug that we'll be investigating and fixing.

Finally, there's the natural question of why we didn't patch-note this. It was not to be deceptive; we know it's impossible to hide a change from millions of players. But the system was meant to feel largely transparent and subtle, just like level-scaling does if you don't stop and really think about it, and so we did want players to first experience the change organically. Your feedback and reactions and first impressions of the system are more useful in this particular case when they are not skewed by the experience of logging in and actively trying to spot the differences. Thank you for that, and I look forward to continued discussion.

翻译过来就是:虽然我们没做什么新内容,但是还是不能让你们这么安逸地碾压野怪,因为这一点也不 方便我赚钱 酷。

dllplayer 发表于 2017-3-29 14:34

喜欢吃肉 发表于 2017-3-29 12:14
我10年前和别人津津乐道,暴雪的游戏好,暴雪是良心公司,因为暴雪做游戏的人都是玩游戏的,会为玩家着想。 ...

饿.....10年前的时候我大概就已经在说暴雪做的都是玩人的游戏了...

阿拉贡 发表于 2017-3-29 14:34

抄gw2都抄不好

维克塔利昂 发表于 2017-3-29 14:35

nukacolamania 发表于 2017-3-29 14:33
蓝帖刚回复了:




“而且我们要把脱了装备会打得更快这个bug修复掉”

琦言 发表于 2017-3-29 14:49

iqbsh38 发表于 2017-3-29 15:00

101级就AFK是正确的选择

贝希摩斯 发表于 2017-3-29 15:02

希奈 发表于 2017-3-29 15:19

真红眼教授 发表于 2017-3-29 15:20

琦言 发表于 2017-3-29 14:49
如果这算是脑残的话。

武僧两条橙色腰带的处理手法应该算什么。。。。


你看下武僧和萨满的T20就知道这两职业连狗都不如

zero33333 发表于 2017-3-29 16:09

很庆幸我早早afk了

影流之主 发表于 2017-3-29 16:10

真红眼教授 发表于 2017-3-29 16:20

希奈 发表于 2017-3-29 15:19
http://bbs.ngacn.cc/read.php?tid=11282452&_ff=7
我们再重申一次,角色能力的成长是《魔兽世界》后期游戏 ...

那么设计装等数据提升那么快的又是谁呢?

平贺才人 发表于 2017-3-29 16:22

要清楚一点,对我们而言没有任何类似装备更弱的装备,脱下装备,或者做任何能降低你“绝对”战斗力的行为,是正确的情况。现在确实有很多的漏洞,不过我们会把这些当成最优先级别处理的问题,并且在一两天内修改掉。

同样还要清楚一点,废除这个系统仍旧是选择之一,我之前的回复不是“too bad,get used to it”(习惯它吧)类的公告。

但我确实想申明我们现在是在考虑一个非常重要的问题,我也明白你们很多人觉得这个问题根本不重要,所以看上去我们像在给你扔障碍不让你好好玩游戏。

拥有力量的感觉一直很好,5秒杀一个怪当然比10秒杀一个怪更爽,尤其是你还记得你用了10秒的时候。2秒自然就更爽了。2秒内能打死4,5只那就更不要说了。但是不是到某一个点的情况下,这些效果就太过分了呢?我们觉得是的,所以我们只是松开了一点油门。我们不是想让这个上升曲线停下来,也绝不是想翻转我们只是想在让走向“版本末期那种玩家走在一碰就死的怪旁边轻松地获取任务奖励”的路更长一点而已。

真红眼教授 发表于 2017-3-29 16:24

影流之主 发表于 2017-3-29 16:10
讲道理,你暴已经基本上在山囧山里实现了所有免费网游才会用的“通过劣化游戏体验增加痛苦促使玩家投入更多 ...

差不多了,赌博系统已经实装,下个版本内购血岩碎片就行了

sjstephen 发表于 2017-3-29 16:26

真红眼教授 发表于 2017-3-29 16:20
那么设计装等数据提升那么快的又是谁呢?

这届设计师不行

主要是骂了也没用

“你滚开,让我来”

“我就是死都不走开”

真红眼教授 发表于 2017-3-29 16:29

sjstephen 发表于 2017-3-29 16:26
这届设计师不行

主要是骂了也没用


主要是反馈比较慢,还得玩家用脚投票

杰伦,大光头,这几个已经埋下去了,嗯。。。螃蟹要不也算上吧

炉石加基森营收历史最低,BB我看也差不多了

下个就是WOW的吊路灯

喜欢吃肉 发表于 2017-3-29 16:32

sjstephen 发表于 2017-3-29 16:32

真红眼教授 发表于 2017-3-29 16:29
主要是反馈比较慢,还得玩家用脚投票

杰伦,大光头,这几个已经埋下去了,嗯。。。螃蟹要不也算上吧


9块9去骂了,然后给的反馈感觉就是这帮人没脑子

给个正确的提案又会来一句“你的想法我们觉得不好”

然后我看暴雪改叫暴死得了

真红眼教授 发表于 2017-3-29 16:37

sjstephen 发表于 2017-3-29 16:32
9块9去骂了,然后给的反馈感觉就是这帮人没脑子

给个正确的提案又会来一句“你的想法我们觉得不好”


反正玩家怎么恶心怎么来的设计师也是举世罕见,7.0以来每条改动都写着我求求你AFK把

利冯兹 发表于 2017-3-29 16:43

美服已经喷了60页了,这还是美国凌晨,大部队还没起床,群众怒火滔天啊

猫出没注意 发表于 2017-3-29 16:59

居然他妈是真的,说不出话。
页: [1] 2 3
查看完整版本: 到底设计师脑子里装得是屎还是阿三脑子里装的是屎