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【抄送】官网BUG报告和建议帖的中英对照本

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IP属地:上海1楼2012-07-22 09:29回复
    Some suggestions about this game:
    关于这个游戏的一些建议:
    These suggestions are our own ideas after detailed discussion and correct with our team. We play the game all the time and researched deeply. I have the graduate saves with all roles by almost every verson like 1.1L3, 1.1J&K,1.1I4, 1.1D and so on. I said so much just for Zwiebelchen would pay a little more attention to these suggestions. We hope this game perfectly more and more!
    这些建议是我们团队经过仔细探讨并反复修正后得到的点子。我个人拥有自1.1D,1.1I4,1.1JK,1.1L3以来所有版本的几乎全职业毕业的存档。我说这些只是为了让作者 Zwiebelchen 能够对我们的建议多一些关注。我们只是希望这个游戏越来越完善。
    1. About heal skills
    Mend: It could affect 3 targets with 165+HPS in all(55+HPS per targets) but just takes 9MP per 5s and almost taken 0 time to cast.
    Remedy: It affects only 1 target with 135+HPS cost 7MP per 5s and must keep casting all the time.
    Nature's Blessing: it takes 15s CD! And just affect a moment.
    Summon Nymph: Auto curer. But it often cures the target with no need for cure and takes no cure to the target needs cure indeed.
    I think Bishop is too powerful with the most powerful HPS and DPS.
    And Druid is not powerful enough to heal multi-targets because of its lon***.
    Druid is also further low DPS and MP than Bishop because of no more point to add Wis or Agi.
    1.关于治疗技能。
    愈合(主教E):能影响3个目标,高达总共165+HPS(每个目标55+HPS),却只是每5秒消耗 9MP,并且几乎不占用施法时间。
    自然祝福(德鲁伊S):需要15秒的CD!却只是作用于一瞬间。
    召唤治愈精灵(德鲁伊D):自动治疗,但是它经常治疗那些不需要治疗的目标却忽略了那些真正需要治疗的目标。
    我认为主教太过强大,他拥有最强大的治疗能力和输出能力。
    而德鲁伊对多人治疗时显得很无力,因为他的技能CD太长了。
    德鲁伊的输出能力和蓝量也远远少于主教,因为德鲁伊没有更多的点数去加 Wis 和 Agi
    Suggestion: Mend would affect 20s (4s per heal and also heals 5 times) but takes 10MP and 8s CD. It should be cast the target has already under the effect. Heal would takes 7MP like Remedy. Remedy and Bless should half there CD (3s and 8s) for saving other target timely when they need. Nymph should cure the friendly target only which the Druid controls it to attack. Attack the enemy target only with no cure as Druid control. And just cure with AI when whistled. Also should rise the Nymph's MP to at least 200+ by 170 because of its high overflow heal.
    建议:愈合(主教E)改为持续20秒(每4秒起效1次,共作用5次)消耗10MP,CD8秒。 但是应当允许对已经有愈合效果的目标施放来刷新持续时间。治疗(牧师Q)改为消耗7MP。 急救(游侠A)和自然祝福(德鲁伊S)CD时间减半,分别改为 A 3秒 和 S 8秒,这样才能在情况危急的时候更及时地帮到队友。治愈精灵(德鲁伊D)改为 1.如果德鲁伊控制它攻击队友,那么只治疗那个队友。 2.如果德鲁伊控制它攻击敌人,那么它就不进行治疗,只攻击敌人。 3.如果德鲁伊控制他撤回,那么它恢复自动治疗状态。
    2. About single Magic DPS skills
    Soul Strike: It's the most powerful single DPS skill in the game. It takes 3xSP to 4.5xSP Damage per 2.5s you could use it all the time. I use the skill DPS and use Plane shift to remove the threat. at the same time also keep well HPS to the other partners just rely on Mend and Divine Protection. Everything is very well perfect DPS and perfect HPS collection in my body. I kept 300+DPS and heal everybody to rush The Shade and other BOSSes like the picture showed.
    


    IP属地:上海3楼2012-07-22 10:25
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      2.关于单体魔法输出技能
      灵魂打击(牧师A): 这个是游戏中最强大的单体攻击技能了。它能每2.5秒 造成 3.0到4.5倍SP的输出。你可以一直使用它。 我使用这个技能输出,使用空间传送(主教V)来清除仇恨。同时我还能依靠愈合(主教E)和神圣之盾(牧师W)对队友保持非常好的治疗。 世界是如此美好,完美输出,完美治疗集于一身。 我能保持每秒300+的高输出并同时治疗每个队友速推鬼王以及其他BOSS,就像下图所展现的。

      Mage's Fireball and Lightning Charge is only 2.5xSP per 2.5s.
      Water Globes is just 4xSP per 4s and the soaked is effect 5s only not 10s now.
      Every Skeleton could take at least 18-50 DPS with 50AP and 18Arp.
      The Skeleton mage takes 1.2xSP per 2.5s about 50 DPS by Shadow Blot.
      3 Skeletons and 1 Skeleton mage could offer about 100-200 DPS additional with 0 threat by the Summoner. And the Skeleton mage's Curse is often covered the Bishop's. I think it’s too powerful.
      法师的火球(法师Q)和闪电冲击(术士T) 每2.5秒只能造成2.5倍SP的输出。
      水球术(法师E)每4秒只能造成4倍SP的输出,而浸湿效果(对闪电魔法加成20%)只持续5秒而不是面板显示的10秒。
      每个骷髅战士能造成至少 18-50的输出因为骷髅战士有50攻击,18破甲。
      而每个骷髅法师的暗影弹 每2.5秒能造成 1.2倍SP的输出,约相当于50DPS。
      3个骷髅和1个骷髅法师 能提供大约 100-200的DPS 却不会为召唤者造成额外仇恨。
      然而骷髅法师的诅咒经常会覆盖掉主教的。我认为骷髅法师太过强大了。
      Suggestion: Fix the soaked effect to 10s and add the Lightning Charge's damage to 3xSP. Soul Strike could take 3xSP damage only and take double Cri% to Undead. It also could stun Undead target 2s when Cri. Reduce Skeleton's AP to about 70% but keep its Arp and reduce the Shadow Blot to 1xSP. Just like most DPS skills is taken about 50% effect to HPS skills
      建议:修复浸湿效果的持续时间到面板显示的10秒。提高闪电冲击(术士T)的攻击力到3倍SP。灵魂打击(牧师A)只能造成3倍SP伤害但是对不死生物时 CRI几率加倍。如果对不死生物产生暴击将使不死生物眩晕2秒。降低骷髅战士的 AP 到原来的 70%但是维持原来的ARP。降低骷髅法师的暗影弹到 1倍SP的伤害,正如大多数攻击法术的效果通常只有治疗法术的一半。
      3. About Mage's AOE skills
      Fireball takes 1.25xSP area DPS per 2.5s. (About 0.5xSP DPS)
      Incinerate takes 0.5xSP area DPS per 2s. (About 0.25xSP DPS)
      Fire Shield takes 0.15xSP area from per attack (about 1.5-2s per attack). It usually used to provide the additional threat for the MT. I think Incinerate is too powerless as an advance skill. And the Fire Shield's worth is also very low. Low damage provides low additional threat.
      3. 关于法师的AOE技能
      火球(法师Q)每2.5秒能造成1.25倍SP的输出(约 0.5SP每秒)。
      燃烧(术士R)每2秒能造成0.5倍SP的输出(约 0.25SP每秒)。
      火盾(法师S)每次遭受攻击能造成 0.15倍SP的反馈伤害(每个怪物约1.5-2秒才会攻击1次)
      火盾通常用来为 MT 造成额外的仇恨。 我认为燃烧作为一个进阶职业技能太弱了。 火盾的价值也非常低,因为低伤害能产生的仇恨也非常之低。
      Suggestion: Raise the Incinerate Damage to 0.8xSP and raise the Fire Shield's damage to 0.25xSP. Don't worry the Sorcerer will over power. There is threat limited him.
      


      IP属地:上海4楼2012-07-22 10:25
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        5. About the most worthless role for the team in the game.
        Monk: Only about 80SP with Heal and Divine Protection must not be a real healer. About 44Ar even lower than Berserker's and about 41Evasion could not make Monk to be a Tank. The elemental Damage is very dangerous to such a low HP tank. And within about 80AP and 40SP could not offer enough threat to protect other players also. So I think Monk must not be a main Tank. 80AP and 65SP with almost not any attack skill also could not make Monk to be a DPSer. The Steel Body could not offer enough protection to Monk and just despoiled heal skills from it.
        5.关于本游戏中团队价值最小的职业。
        武僧:只有80SP 和治疗(牧师Q)和神圣之盾(牧师W) 根本不可能成为一个治疗者。 比狂战士还低的 44AR 和 41闪避 也不能让和尚成为一个肉盾,元素伤害对于这样一个低血量的肉盾是非常致命的。而且80AP和40SP 也无法提供足够的仇恨去保护队友。所以武僧注定不能成为一个主力肉盾。 武僧只有80AP和65SP 却几乎没有攻击技能的支持 完全不可能成为一个输出者。 钢铁之躯不仅不能提供足够的保护还让武僧失去了治疗能力。
        suggestion: Make high Evasion(about 60+) medium Ar(about 40+) and reduce the elemental Damage to the Monk(about 50%). e.g. The Steel Body could additional Evasion by Agi, Ar by Str and an protection by Int which could reduce by elemental damage as a percent just different from resists and like Berserker's Rage. It also take Monk could not use heal spell but could use Divine Protection. The Divine Fist could keep its increases effect and not consuming this debuff by the burst. I just hope Monk could be a secondly tank with reasonable DPS or be a basic HPSer when really need. At least it should be the role was hardest of the death. Of cause remove some Evasion from the equipment which is offered both Agi and Evasion like Runes.
        建议:给予武僧高闪避(60以上)中等的护甲(40左右)以及元素伤害减免的能力(50%左右)。举个例子 钢铁之躯根据AGI属性为武僧提供闪避,根据STR提供AR,根据INT属性提供元素伤害减免。(元素伤害减免是一个不与抗性同时计算的百分比数值,类似于狂战士的狂暴所产生的受伤害增加)。希望神圣之拳能保持DEBUFF,而并不因为爆发的伤害而取消了DEBUFF。我只是希望武僧能够成为一个拥有合理输出的副T,并可以在必要的时候转换成辅助的治疗者。至少武僧应该是游戏中最难以被杀死的角色。当然根据以上改变,同时提供AGI和闪避的装备,例如符文(武僧主手武器)也应该取消其中的闪避加成。
        Bard: By my thought Bard should offer all kinds of buffs as an area effect.
        When Bard cast a song the effect could affect all person who was near Bard because of hearing and keeping affect them until cancelled. As the song was played cost a lots of MP and keeping lose MP per 2s until cancelled. When the song cancelled the effect could keep a short time(about 15 - 30s). Then Bard should change the songs as needed. And Bard also could recover HP by one kind of songs slowly. It also could affect enemys by debuffs. MP, move speed, attack speed, or any other effects you could think of. And the effect's power or range should be base on Int. Perhaps Bard like this would weaker for Damage but I think it would more useful for the team and more fun for themselves because of choice.
        


        IP属地:上海6楼2012-07-22 10:27
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          http:
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          forums
          bug-report-forum-651
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          IP属地:上海13楼2012-07-22 10:57
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            貌似度娘刷重楼了,下个版本出来了汉化吧。


            IP属地:湖北21楼2012-07-22 21:19
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              这翻译的工作量可不小啊~楼主辛苦了
              卡女王的bug以前开荒用得不亦乐乎的……
              (重楼已删)


              24楼2012-07-24 12:29
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                2012年7月22日 国外玩家 Vestra User 的回复
                Is that thing were lieutenant being blockable on the bridge being fixed as well?
                那是像中尉会被卡在桥上一样,将被修复的事情么?
                The ranger thing is more strategy, pulling its agro on to a minion and netting it. If you'd like it to be more difficult zwieb you could get the healing shadows to re-configure their targets to the boss now and then. Either that or make the shadows spawn in a set aoe.
                游侠的事件更具有战略性,将它拉离并将它网住。如果你希望增加难度,作者可以随时重置他们的目标并且一直治疗影子。抑或给影子添加一个AOE效果。


                IP属地:上海25楼2012-07-24 21:23
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                  2012年7月22日地图作者Zwiebelchen的回复:
                  Seperating the minions from the boss to disallow them to heal is a creative way to use the game mechanics. I wouldn't consider it unwanted or exploitation. In fact I considered it as a possible tactic when creating the encounter.
                  将奴才从BOSS身边分离是不允许他们进行治疗。这是一个创造性的举动去利用游戏机制。我不认为去开发它是有害的?(我认为应该是for exploitation漏写了个f)。实际上当我创造这个BOSS战的时候我曾将它作为一个可能的策略深思过。


                  IP属地:上海26楼2012-07-24 21:35
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                    2012年7月23日 中国玩家 afeige2012 的回复:
                    run-to, U can upload pic like this。。。
                    Run-to, 你可以像这样上传图片。。。


                    IP属地:上海28楼2012-07-24 21:56
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                      2012年7月23日 地图作者 Zwiebelchen 的回复:
                      Don't worry about this. I've read everything and be assured I will take everything into consideration, check it out by myself, and try to change it if needed.
                      不要担心这些。我已经阅读了每个情况,我保证我会将每件事都纳入考虑,亲自检查他们,并设法去设计那些必要的改变。
                      About the AI of the nymph, this is still subject of change. Currently, it heals every unit in range depending on their percent-health-loss. It doesn't make any difference between minions and players. I will adjust the AI so that heroes have priority no matter what. Also, some people reported the AI to be sometimes bugged, attacking instead of healing where there was clearly a target in range to be healed. You can expect this to be fixed in the future.
                      关于小鹿(德鲁伊D)的人工智能,这仍然是改变的主要方向。事实上,他通常会治疗那些他治疗范围内最低百分血量的单位。而这对于玩家和召唤单位是没有任何差别的。我将调整人工智能无论如何都会优先治疗英雄而非召唤单位。此外一些人报告人工智能存在一些BUG,小鹿有时会在他治疗范围内明显有单位需要进行治疗的时候去进行攻击。你可以指望这个BUG将被修复就在不远的将来。
                      About the other balance issues, I will check them by myself and compare them to how the new upcoming spells and contents have an impact on the use of it. Remember that the upcoming content is most likely not undead at all, so that crucify and soul strike deal much less damage than they do now.
                      关于其他平衡问题,我将亲自检查并比较他们,看看那些即将加入的新技能和内容将如何影响他们的使用。
                      Also, as I said lots of times before; I am aware of the monk and bard currently being quite useless, due to the lack of base class synergy. Monk and Bard simply change the role of the base class by a 180 degrees turn. It's pretty clear that this doesn't work without a good load of new spells to support this change. Be assured that monks and bards will get more skills in the future that will further determine and improve their class roles, whereas those classes that are already "defined" will mostly get utility spells.
                      就想我以前一直说的,我意识到当前来说武僧和诗人是相当地弱,只因他们从基础职业得到的协同作用不足。武僧和诗人单独180度地切换了角色。这样的改变显然无法在脱离了其他新技能的支持下很好地运作起来。我保证武僧和诗人将在未来得到更多的技能以进一步确认和提高他们的角色,而那些基本已经定型了的角色通常得到一些基本的技能。
                      Skeletons of the necromancer will also get nerfed in the future. It turned out that necromancer damage was way to high last time I tested it. I will keep the way minions are affected by the hero stats, but will probably reduce the multipliers.
                      亡灵巫师的骷髅也将在未来削弱。事实证明亡灵巫师的DPS比我最后一次测试的时候高了。我将保持召唤兽能力和英雄属性之间的联系,但很可能会降低他们的乘数。
                      About heaven's edge, actually, you are the first player complaining about its damage. Most people reported to me Berserkers actually dealing too much damage instead of too less.
                      关于跳斩(狂战T),实际上,你是第一个抱怨他的伤害的玩家。大多数玩家报告狂战士造成了过多伤害而不是太少。
                      Remember that crucify can not be compared to heavens edge, as crucify is a channeling spell that prevents you from attacking for a given amount of time, whereas heaven's edge is mostly instant cast. Also, crucify deals cross-shaped damage, whereas heaven's edge deals a full circle. I will check the numbers again, though, just to be sure that heaven's edge can be considered a damage spell compared to crucify.
                      请记得圣光十字(十字T)不可以完全拿来和跳斩(狂战T)作比较,圣光十字是一个通道法术将使你短时内无法进行攻击,而跳斩是个即时技能。并且圣光十字造成的伤害是十字型的,而跳斩是一个完整的圆周。我将再次确认他们的伤害数,尽管只是要保证跳斩相对于圣光十字来说确实能算是个伤害法术。
                      


                      IP属地:上海32楼2012-07-24 22:01
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                        2012年7月23日 地图作者 Zwiebelchen 的回复:
                        Of course it will become obsolete. It's not endgame content. It's the case for all MMORPG with dungeons before end level. I don't see any problems here.
                        1.3 was thought of an update shipping the heroic mode of all dungeons until then, along with new skills (possibly we will also delay the talent feature to 1.3, I haven't decided about it yet). But we will concentrate on D4 and balancing it before we even think about it, as we simply do not have to time to do everything at once.
                        当然3本将变得废弃,3本并非游戏最终的内容。这是网络游戏中最终等级以前的所有地下城都会出现的情况。我不觉得有任何问题。等到1.3版本将考虑更新所有地下城的英雄模式。伴随着新技能一起(也许我们将把天赋系统推迟到1.3版本,我还没有决定好)。但是我们将集中精力制作4本并且平衡它。在此之前,我们甚至考虑不需要花太多的时间去一次完成所有的事情。
                        I don't see a problem with the waves. With D4 taking the place of the final dungeon, D3 will be merely a place to gear up - meaning the people won't be as strong as they are now when they enter it. Which means the waves will actually be challenging. The waves are basicly part of the first boss encounter. That's why you need to repeat them if you get defeated by the boss. I won't put the waves aside, simply because I feel that D3 would be way to short without them.
                        我没有发现守城有任何问题。随着4本作为最终副本的到来,3本只是作为一个提高装备的地方-意味着玩家不必像现在一样强壮当他们进入3本。意味着守城将是非常有挑战性的。守城是与第一BOSS遭遇战的基础。这就是为什么当你被第一BOSS击败以后你需要充值它。我不会单独撇开守城,因为我觉得没有守城3本将显得很小。


                        IP属地:上海35楼2012-07-24 22:49
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                          2012年7月24日 国外玩家 Ihazdialup 的回复:
                          well zweib, by obsolete I meant d3 will become an obsolete place to gear up, if we can spend half the time getting almost equivilant if not better gear from the world bosses, unless you truely are just going to fill majority of their drop tables with junk, forcing people to D3. But in that case the bosses would be pointless to an extent. Tiny-teaser, im basically maxed on 8/10 characters, I've ran D3 hundreds of times, I know D4 won't be a push over, but again, there are going to be World Bosses before D4 that are I imagine going to be stronger than shade, which of course I iamgine would drop d3 equivilant gear, making running D3 pointless due to the big time sink in waves. Sorry if i'm complaining, I'm just concerned about the fate of D3.
                          很好,废弃。我的意思是如果我们能从野外BOSS那节省1半的时间并得到大部分的装备从而使3本成为一个废弃的场所。除非你真的打算改变他们的掉落表,并移除一些没用的装备,强迫玩家去3本。但如果那样的话,某种程度上BOSS将变得没有意义了。Tiny-Teaser,在所有的10个职业中我拥有8个满级的人物,我跑3本跑了成百上千次。我知道4本将不会一下就通过。但我猜想在4本之前会有一些比鬼王强大的野外BOSS。理所当然地我猜想他们会掉落3本的装备,使得花很多时间去守城通过3本变得没有意义。对不起我在抱怨,我只是非常关心3本的命运。


                          IP属地:上海37楼2012-07-24 23:03
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                            2012年7月24日 中国玩家 Run-to 的回复:
                            I think you're right. It's what I'm worrying about too.
                            So I suggested to divide the map to some area based on the Dungeons.
                            我想你是对的。这也正是我所担心的。(关于4本和野王的出现将使得需要投入过多时间去完成守城才能进入的3本被废弃的问题)
                            所以我才建议基于地下城的分布将整个地图分割成若干区域。


                            IP属地:上海39楼2012-07-25 06:28
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