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[原创] 1.1补丁更新中英文对照内容及点评(4月12日) [复制链接]

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发表于 2016-4-7 19:22:05 |只看该作者 |倒序浏览
本帖最后由 yuyang1shi 于 2016-4-13 18:51 编辑

个人兴趣翻译,如有不当,凑合看吧。


Greetings, Agents!
Here is the list of changes that will be implemented with the update 1.1, deployed on Tuesday, April 12th.这是1.1补丁改动之处的列表,将在4月12日星期二实施。

NEW FEATURES 新特色

Falcon Lost 猎鹰之失落

  • Falcon Lost is a new incursion available in the Stuyvesant area
  • 猎鹰之失落现在是史岱文森区的一个新的入侵(副本)
  • You must be level 30 and have completed the mission "General Assembly" to access this mission
  • 你必须达到30级,并且完成“大会厅”任务才能取得这个任务
  • The encounter is balanced for 4 players with high level gear
  • 这个遭遇战对4个高装备等级玩家是平衡的(意思是不会太简单,装等要有相当基础)
  • 点评:希望这个新增的强力党专属副本,能确实带来一点新鲜感。(据说这个模式也是抄袭魔兽世界的挑战模式,失败就要重来。不知道有没有限时要求)

Gear Sets 套装

  • Gear set equipment can be found by completing the most challenging activities in Manhattan
  • 套装工具能在完成曼哈顿最具挑战性的活动中找到
  • Collecting and wearing gear sets grant powerful stat bonuses and talents
  • 收集和装备套装会提供强大的额外属性和天赋
  • Gear sets of varying gear scores can be found for many playstyles. Find the set that best suits yours
  • 为众多游戏风格提供的多样化的套装评分现在可以看到了,找出最适合你的套装吧(下面详细说明)
    • “Tactician's Authority” – enhances electronics and support capabilities
    • 战术家的权威——增强电子和辅助能力 (电工流)
    • “Striker's Battlegear” – provide bonuses for assault capabilities
    • 攻击手的战争装备——提供额外突击能力 (火力机枪流)
    • “Sentry's Call” – enhances marksman capabilities
    • 哨兵的呼唤——增强狙击手的能力 (狙击流)
    • “Path of the Nomad” – provides bonuses for lone wanderers
    • 流浪者之路——为孤独的流浪者提供额外的奖励 (独狼流)
    • 点评:希望套装自身基本属性够强才行,否则,还是替代不了金装,成为无意义的添头。


Trading 交易

  • Items dropped by enemies can be shared with other players
  • 敌人掉落的物品现在可以被其他玩家分享了
  • Trade items by dropping them as loot from your inventory, so players in your group can pick them up
  • 通过把你背包里的物品丢在地上来实现交易,这样你队里的玩家们就可以把它们捡起来了
  • You can only share items for during the first 2 hours after you have acquired them
  • 你仅能分享在刚获得物品的2小时内分享它们(我擦,直接抄袭魔兽世界。)
  • Items can only be shared with players who are currently in your group and who were also in your group when the item was originally dropped
  • 物品被分享的条件是:1、必须是你队里的玩家。2、他们在物品掉落时也在你的队伍里。(这点抄魔兽世界抄的真完整。。。)
  • 点评:实用的带小号功能。不过对于提升意义不大。

Assignments 任务

  • Assignments are automatically obtained when you log in and can be tracked from the map via the menu called “Mission Overview”
  • 任务将在你登陆时,通过追踪地图上菜单名为“使命概述”来自动获取
  • Assignments are available for a limited time (24h for Daily Assignments and 7 days for Weekly Assignments), after which, they will be replaced by different assignments
  • 任务现在都会限时(24小时的日常任务,和7天的周常任务。。尼玛,又是魔兽啊),之后(过期后),他们将被不同任务取代。
  • Assignments come in different categories:
  • 任务分为不同类型:
    • Combat 战斗类
    • Dark Zone 暗区类
    • Crafting 制作类
  • Most assignments can be completed while playing alone but some will require enlisting other agent’s assistance to complete
  • 大部分任务玩家一人就可以搞定,但一些依然需要其他特工们的协助。
  • 点评:这些任务貌似缓解了目前凤凰币严重不足的问题——除非你当初从枪弹之王身上已经刷了5000点以上。。。

Dark Zone Supply Drops 暗区补给掉落

  • Dark Zone Supply Drops are a global event where the Strategic Homeland Defense agency airdrops multiple supply caches to assist Division agents
  • 暗区补给掉落时一个全球性事件(服务器随机事件),是战略国土防御局空投多种补给品来协助全境封锁的特工们。
  • Supply drops will occur multiple times over the course the day
  • 补给品掉落将在一天内出现多次
  • The supply drops will contain non-contaminated gear of all types that will be ready to use without the need for extraction
  • 补给掉落将将包括各种“非污染类”装备,他们可以直接装备,无需回收。(开始空投送装备了。。如果刷新规律被掌握的话,到时候这个区域又是一片腥风血雨。。。)
  • These supply drops will be heavily sought after by other agents and enemy factions that roam the Dark Zone, so be ready for resistance
  • 暗区的敌军和其他特工会大力寻找这些补给品,所以,届时要准备好抵抗
  • 点评:不是每个人都会顺着育碧意图,为了区区几件紫色装备就能打1晚上。除非有金色物品,或者掉落大量紫色装备(可以当成拆材料),否则估计玩家的新鲜感持续不了多久。如果刷新时间的规律被掌握,甚至会沦为少数组队玩家的专属利益。

Gear Score 装备评分

  • Every non-vanity gear piece that can be found when your agent is level 30 has a Gear Score value. The higher an item’s Gear Score, the stronger the item
  • 在你达到30级时,每一个非无用类型的装备都会有1个装备评分价值。更高评分的,就是更强的装备 (又是魔兽GS的系统。。。。)
  • The overall Gear Score of your agent can be seen in your main menu next to your player level. Gear Score indicates the advancement of an agent
  • 你人物装备评分总和将在你主菜单上人物级别的旁边显示。装备评分显示一个玩家的装备程度。
  • Other agents’ Gear Scores are displayed next to their health bars
  • 其他玩家的装备评分显示在他们生命条的旁边
  • Improving your gear and increasing your overall Gear Score will grant your agent access to the most dangerous high-end challenges
  • 提高你的装备和总的装备评分将使你的人物能获取最危险的“高档”挑战任务(high-end游戏中翻译是高档,对应金色级别的装备)
  • 点评:强力党现在终于有了1个嘲讽队友的工具和合法依据了。不过他们还缺乏另外一大武器——RECOUNT,记录副本输出总伤害和秒伤。(。。。又是魔兽世界的感觉。。。)

Group Spectator Camera 观察组视角镜头(队友观察视角)

  • The Group Spectator Cam lets players spectate members of their group while waiting to be revived or the entire group to be down
  • 观察组视角能让玩家观察整个队伍里其他成员的“等待复活”和“倒下“的镜头
  • Players can use RB/LB, R1/L1 or Q/E keys to switch between group members
  • 玩家可以使用手柄的RB/LB, R1/L1或键盘的Q/E在组成员之间切换
  • 点评:这个功能因该挺好玩的,切到死掉后在爬行求助的队友身上,找到各种槽点后,果断截图。。。

New High-End Named Weapons 新增高档有名字的武器(金色装备)

  • Added new High-End named weapons:
  • 增加了新“高档”有名字的武器:
    • Warlord: Assault Rifle
    • 战争领主:突击步枪
    • Valkyria: Submachine gun
    • 女武神:冲锋枪
    • (Historian: Marksman Rifle) Please note that while the Historian will be implemented in the game with this update, it will not be acquirable in-game until update 1.2
    • 历史学家:狙击枪。这个武器将在1.2补丁时加入游戏。
    • 点评:前面有名字的武器大多因为自身限制,比不了随机天赋的武器。希望这3把能给力点。别像迈达斯之手那样,稍微强一点就被当成BUG改掉了。


GAME CHANGES 游戏改动

Gameplay 游戏

  • Turret skill can no longer suppress enemy NPCs, as this allowed named NPCs to be defeated too easily
  • 炮塔技能现在不能再压制NPC,因为这会导致有名字的NPC太容易被击败
  • Recalibrating High-End items will now cost normal Credits instead of Phoenix Credits
  • 校准“高档”物品现在将花费普通点数来取代之前的凤凰点数。(终于。。。以前洗装备太痛苦了。不过希望不要动辄几万点。。。)
  • Phoenix Credits drop have been increased on lvl 31 and 32 named enemies:
  • 现在31和32级有名字怪掉落凤凰点数增加了:
    • Level 30: 1-3 Phoenix Credits 1-3点
    • Level 31: 2-4 Phoenix Credits 2-4点
    • Level 32: 3-5 Phoenix Credits 3-5点
    • 点评:凤凰点这下只能用于买邮局科技部的配方,洗装备和暗区特殊高级配方也不用凤凰点了。凤凰点获取途径依然少,但应该够用了,不用像现在不刷个2000次枪弹之王就根本不够用的地步。


Dark Zone 暗区

  • The vendor in the Church Safe House will now sell items in Dark Zone Funds instead of Phoenix Credits
  • 教堂安全屋的商人现在将出售用暗区币购买的物品,来取代以前的凤凰币
  • Ranks requirements for Superior and High-End quality items at the Dark Zone Vendors have been adjusted:
  • 现在暗区商人卖的紫色和金色装备所需的(暗区)等级限制被调整了
    • Superior (Purple) items: Rank 15 instead of 30
    • 紫色物品:现在仅需15级(以前30)
    • High-End (Gold) level 30 (Gear Score 163): Rank 25 instead of 50
    • 30级金色(GS:163分)现在需要暗区25级(过去50级)
    • High-End (Gold) level 31 (Gear Score 182): Rank 40 instead of 50
    • 31级金色(GS:182分):现在需要暗区40级(以前50级)
  • Added a new Dark Zone bracket for characters with Gear Score 160+
  • 为人物增加了一个新的暗区托架(枪架部件?),GS积分会在160以上
  • 点评:凤凰点不够用危机稍微得到缓解。

Crafting 制作

  • Increased costs for converting crafting materials and crafting High-End items:
  • 增加了转化材料和制作“高档”物品的材料消耗:
    • 10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
    • 10绿=1蓝,之前5绿=1蓝(变相延长游戏时间,不知道国外玩家抗议不)
    • 15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
    • 15蓝=1金,之前5蓝=1金(这个改动简直丧心病狂。。。)
    • 10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item
    • 制作1个“高档”物品需要10个金色材料,替代以前的8个材料
  • Changed deconstruction yield of Standard (Green) and High-End (Gold) items:
  • 改变了分解绿色和金色装备的产量:
    • Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
    • 拆绿色物品=1个绿色材料,取代以前2个
    • Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2
    • 拆金色物品=1个金色材料,取代之前2个(这2个改动也是不得人心的)
  • Added new level 31 and 32 High-End items Blueprints to Vendors
  • 增加了新31和32级“高档”物品设计图供应商
  • Removed Division Tech requirements from some level 31 High-End Blueprints
  • 从一些31级“高档”设计图上移除了科技部门(或是科技材料)的需要
  • 点评:制作上看,育碧是打算大砍一刀,通过减少玩家材料的方式,来延长游戏后期生命,不过估计他不知道这2周AFK的玩家已经有多少。。。。如果现在还没有一把趁手主武器,4月12号前抓紧做出来!

User Interface 用户界面

  • Added gamepad deadzone calibration in settings menu (all platforms)
  • 在设置菜单里增加了手柄盲区校准(所有平台)

BUG FIXES 错误修正这部分就不翻了,因为这些BUG只包括已知,永远有N多未知的BUG。

  • Fixed a bug that could prevent characters from accessing the game if they had too many items in their inventory
  • Fixed a bug where sometimes the weapon talents would not activate if the player has the exact stat requirements
  • Fixed a bug where players could exit the Dark Zone on East 43rd street
  • Reloading stripper clips is now correctly interrupted by firing the weapon (marksman rifles and shotguns)
  • Fixed an issue where buying a weapon with a pre-attached scope using the buy and equip feature sometimes caused the scope to un-equip
  • Fixed an exploit where players could shoot through corners of covers
  • Fixed a number of locations where NPCs could shoot through walls
  • Fixed an exploit where players could ignore the fire rate of certain weapons
  • Fixed some locations where players would get stuck in Queen Tunnel Camp mission
  • Fixed various prop collisions so that players no longer become stuck
  • Fixed a bug where the final cut scenes would unlock before the final missions were completed
  • Fixed a bug where the Water Supply side mission would not activate
  • Fixed an issue where the Morphine Supply side mission sometimes would not complete
  • Players no longer receive too much XP for completing the Morphine Supply side mission
  • The buff from Smart Cover no longer stacks if multiple teammates are using it on the same piece of cover
  • Fixed some bugs where deployable skills would not activate under certain circumstances
  • Fixed a bug where voice chat volume indicators would overlap in the group UI frame
  • Fixed a bug where receiving a group invite via Matchmaking would sometimes not show up on the screen
  • Fixed a bug where the dead teammate icon would turn into a blue dot instead of a red cross if the players were too far away from each other
  • Fixed an issue where a player would be unable to inspect the appearance of his/her character while changing outfits
  • Fixed some UI elements for mission overview frame and adjusted some of the misaligned icons
  • Corrected the colors for the appearance items in the Mission rewards list
  • NPC’s will no longer ignore the player while they are attempting to interact with props (arming/disarming bombs)
  • Fixed a bug where a NPC would sometimes not leave its spawn area during the Morphine Supply side mission
  • Fixed a bug where NPC’s would sometimes not respawn at one of the landmarks in the Dark Zone
  • Several clipping issues have been fixed with various appearance items
  • Some tooltips have been updated with more clear information
  • And many more

PC specific 电脑专属

  • Added new resolution scaling and lighting options
  • 增加了新的分辨率缩放和照明选项
  • Added support for reporting players on PC. Players can now type in chat /report
  • 增加了PC平台的举报选项。玩家可以输入聊天/举报
  • Improvements to resolution detection and switching between display modes
  • 改进分辨率检测和显示模式的切换
  • (下面都是修复BUG,不一一翻译了)
  • Fixed some issues with camera movement while using Tobii Eye Tracker
  • Fixed screen look for minimap when using Tobii Eye Tracker
  • Fixed several issues with Logitech peripherals
  • Fixed several graphic issues due to dual monitor display
  • Fixed an issue where players could move UI elements out of the visible screen area


//- End Transmission_

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沙发
发表于 2016-4-9 11:08:45 |只看该作者
4月12日还没到吧?

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板凳
发表于 2016-4-11 16:52:32 |只看该作者
本帖最后由 yuyang1shi 于 2016-4-11 20:15 编辑
xialei_026 发表于 2016-4-9 11:08
4月12日还没到吧?

这种大补丁都是提前1-2周公告的,好让大家做好准备。不然哪项影响较大改动而没有事先通知,会引起玩家老爷狂喷,育碧要背锅的。
另外,早点公布出来,也可以看看玩家反映,对一些反对强烈的地方再修改。
比如15个蓝色合1个金色材料,我估计实际上线后,有可能会改为10个。


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地板
发表于 2016-4-12 14:47:03 |只看该作者
本帖最后由 yuyang1shi 于 2016-4-12 15:35 编辑

1.1补丁的补充说明(改动思路说明)


THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1

04.07.2016 11:00AM

Agents,

As you already know, we will be deploying update 1.1 in a few days. This is very exciting for all of us as it will be the first major content update since the release of the game! With it, we will implement new End-Game activities and a new layer of character progression with gear score 204 (equivalent level 32) items and Gear Sets items.

However, as we add this new layer of character equipment to the game, we also wanted to seize this opportunity to address something that will change your end game experience significantly: the importance of crafting versus item drops.

State of Crafting

The Division is primarily a RPG. As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are completed and max level is reached.

As part of the End-Game loop, players are expected to obtain their equipment by trying to beat challenging activities, and be rewarded for it. As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build. Looking for one specific item can be quite tedious, but it should also feel extremely satisfying when the item is finally acquired.


The way our crafting feature is designed is to offer an alternative for players to temporarily complete their gear, by crafting missing pieces of their level. For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear compared to loot dropped from named enemies. If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead. It will not replace the item, but you will still be rewarded for your persistence.


However, at the moment, loot drops are just too rare and disappointing, putting too much of an emphasis on crafting: you are looking for crafting materials and may sometimes end up dropping an interesting item in the process.


This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting compared to items acquired as loot drops.


As many of you pointed out in the past weeks, the end result does not provide the level of fun that we had hoped for.


To address the situation, and simply make End-Game more satisfying and more focused towards improving your build one piece at a time, we will be implementing a series of changes with update 1.1, some of which have already been communicated in the Patch Notes, and others that we are about to reveal now.


More High-End Items

From now on killing a named NPC will grant you a guaranteed High-End drop! That’s right, you will now always get a High-End item from killing a named NPC of level 30+.


The gear score of said High-End will be determined by the level of the NPC. For example, a level 30 named will guarantee a gear score 163 High-End. With so much more High-End drops, you’ll quickly notice that crafting High-End items, while more expensive, will not necessarily be much more complicated. To make sure that crafting remains a viable alternative, we will also increase drop rates of Division Tech materials to 40% on level 32 named enemies in the Dark Zone.


New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need. Each named NPC will now have more chances to grant a specific type of High-End item. By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.


Crafting as an alternative

You have already seen the changes that will be brought to crafting, but let’s go through them in more details here. Increased costs for converting crafting materials and crafting High-End items:

  • 10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
  • 15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
  • 10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item

Changed deconstruction yield of Standard (Green) and High-End (Gold) items:

  • Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
  • Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2

By changing the conversion rates, we will encourage players to use their low level materials while they are leveling up, instead of saving them until they reach level 30. It will also bring more decision making between selling and deconstructing low quality items. Most High-End materials should come from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones. Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.


Once again, we want you to consider deconstructing and material converting as an alternative when you get an item that doesn’t contribute to your build, and not the main mean to develop your build as a whole.


Conclusion

To sum up the list of changes brought with update 1.1 in regards to item drops and crafting, we will:

  • Increase drop rates of High-End items on named NPCs (100% drop rate, actually)
  • Increase drop rates of Division Tech, to make it less of a bottleneck than it currently is
  • Modify loot tables for each named NPC, to make the hunt for loot more controlled
  • Increase conversion costs of lower quality materials to high quality ones, making it harder to convert low quality materials into high quality ones
  • Decrease construction yields, making it less interesting to farm lower quality items in order to obtain crafting materials, and because you’ll get more High-End items as a whole
  • Increase cost of crafting High-End items, because High-End materials will be much easier to come by

These changes will not only make crafting and dropping more coherent towards each other, but will also make it feel much more fun and rewarding.


Balancing an online game is no easy task, and while we believe that these changes are a step in the right direction for the future of the game, we will keep monitoring the situation and address what needs to be modified. But more than that, we will have an eye on all aspects of your experience, and balance things when needed. Sometimes it means making hard decisions that might not be appreciated, and when this happens we will make sure to give you the visibility you need to understand why these decisions are made.


Your feedback is very valuable to us, so keep the discussions going, we will be reading!


-The Division Team

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文章具体有用内容不多,所以就不逐句翻译了。讲下大意:


首先,这个1.1补丁是游戏发售后第一次重大更新,工作组也很激动。随着这个补丁更新,以及高达GS204(对应等级32)装备和套装的加入玩家可以体验游戏后期精彩内容,并把自己的人物提升到一个新境界。


其次,由于过去玩家装备大多数源于合成。工作组觉得这样会很无趣,影响玩家热情。所以他们进行了调整,希望调整后,玩家装备来源大致上和上面那个图比例一致(图为31级装备)45%以上成来自合成制作,30%以下来自商人购买,20%以上直接源于NPC掉落。


再次,现在击杀一个30级以上有名字的NPC将必掉一件“高档”(金色)装备。30级怪保底会掉落一件GS163的金色装备。


同时,还提高了升级材料的耗费,提高了合成装备所需材料,同时还降低了分解装备的产出(上文有翻译)。这样做的目的,是让玩家觉得自己收材料制作太昂贵,从而鼓励玩家更多杀怪。


此外,还把暗区32级有名字NPC掉特工材料几率提高到40%(PS:其实以前貌似也不算太低,不过就是绿色、蓝色太多,金色太少。这样的好处也是显而易见的,避免暗区箱子被少数人所控的尴尬)










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