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【奇迹时代4】官网论坛被采纳的玩家建议

2023-06-16 23:24 作者:west1415  | 我要投稿

官网链接:https://forum.paradoxplaza.com/forum/threads/my-wyvern-patch-wishlist.1590177/

玩家 Kaige 说:

  这些只是我希望能在飞龙(Wyvern)补丁中看到的变化内容的概要,其中:

  1. 目前我没有看到或听到补丁中有于此相关的内容更新说明。

  2. 根据我个人经验,在代码中修复这些内容的快速而简单,如果 Triumph 能看到这个帖子,即使它们目前还没有被飞龙补丁所包含,也可能在补丁发布前并包含进去。

  我将根据它们潜在的争议程度对这些进行排序,其中大多数是普遍认可的 UI 问题。我可能会直接点出问题根源所在,以及实用的快速解决办法。当然,我列的所有内容都基于游戏的英文版本。

一、无争议部分

  1. 压制战术在单位属性面板上显示不正确。单位属性面板显示+10%暴击率,游戏中实际效果是+20%暴击率。可以对文件 FormTraits_World.rpk 中 "Overwhelm Tactics - Property Halo" 上的“Screen Description”字段进行修改。

  2. 鬼鬼祟祟在单位属性面板上显示不正确。单位属性面板显示+20%侧袭伤害,游戏中实际效果是+25%侧袭伤害。可以对文件 FormTraits_World.rpk 中 "Sneaky - Property Modifier" 上的“Screen Description”字段进行修改。

  3. 修复“××(地形)适应”描述

    1. 极地/沙漠适应 的描述为“在冻土/雪地/沙地地形上移动消耗-2点”。这是不准确的,实际效果是“在冻土/雪地/沙地地形上移动消耗变为5(原来是6)”,其中最需要澄清的地方是移动消耗是“从6变为5”而不是“-1”或“-2”,后两者意味着可以在冻土/雪地/沙地地形的道路上进一步降低移动消耗(实际上不会)。而且,最好进一步说明,这个特性的实际效果就是提供“极地行走/沙漠行走”,明确说明从多个来源获得的降低移动消耗的效果不会叠加。

    2. 地下适应技能跟其当前描述内容“洞穴(地下平地)、蘑菇林(地下森林)、真菌(地下草地)、岩地(地下岩滩)地形移动消耗-2点”差别很大,其实际效果是提供:洞穴行走(6变5)、岩地行走(8变6)、蘑菇林行走(8变6,名字仅作表述用,实际未命名)、真菌行走(6变5,名字仅作表述用,实际未命名),这意味着它不会与诸如地肤术之类的其他效果叠加。最后,该特性并没有说明在真菌地形建设农场时它消除了-2食物的地形惩罚效果,而实际上它确实有这个效果。

    3. 水域适应特性描述说它可以让你在沼泽上建造农场,但实际在沼泽地形上本来就可以建造农场。水域适应特性的实际效果是在沼泽地形上建设农场时消除-2食物的地形惩罚效果。

    4. 所有××适应特性都没有说明它们实际上会让你的王都在适应地形附近生成(如果地图上有,且允许放置王都的话)。你可能会认为这个应该是理所当然的,但并不是,“老练海洋旅者”没有(让玩家)获得类似的特性。

  4. 更改“身强力壮”特性描述,“身强力壮”特性描述说它增加了近战和远程攻击的物理伤害,但事实并非如此。它会增加近战和远程攻击的伤害,无论这些攻击造成的伤害类型如何。【译者注】这里应该是这个玩家理解错了,攻击方式和攻击伤害是两回事,例如:冰雪之灵远程伤害是物伤+冰伤,但其攻击方式是远程物理攻击(可以理解为扔雪球);砺钢者远程伤害是物伤,但其攻击方式是魔法攻击(可以理解为魔法拳)。“身强力壮”的描述是近战和远程物理攻击方式造成的伤害+10%,只限制攻击方式,不限制伤害类型。

  5. 在游戏中引入一些提示来解释“状态抵消”效果。有些人可能不知道,某些状态效果会“抵消”另一种状态效果,而不会应用原始效果。例如,<湿润>抵消<燃烧>,这意味着对<燃烧>单位造成<湿润>效果时,会抵消目标身上的<燃烧>状态且不会增加<湿润>状态。虽然这在某些情况下这很明显,比如<隔断防御>抵消<鼓舞防御>。但也有一些更复杂的抵消作用,最明显的是<衰朽>可以抵消<再生>但反之则不行。事实上,这在游戏中任何地方都没有解释效果抵消机制的字面说明,因为有些时候它增加了相当多的深度。【译者注】个人理解<衰朽>效果说明是目标无法恢复生命(包括治疗和再生都无效),所以应该不属于抵消关系而更接近<衰朽>驱散<再生>的单向关系。另外,<冻结>和<燃烧>也是抵消关系,如果同时有<湿润>和<冻结>,<燃烧>不知道先抵消哪个。

  6. 让冲锋伤害加成体现到伤害预览效果中。目前游戏里冲锋伤害显示相当不直观,看到我们从充电中获得多少伤害的工具提示将大大有助于使其更容易理解。这需要将 Upgrades_BaseAbility_UnitProperties 中的 "Melee Charge Strike (Base) - Distance Damage Modifier" 里面的“"Display in Damage Previews" 选项设置为True。

  7. 巫师国王的“剑与盾”初始装备选项的说明里面会给你坐骑以及<活力1>英雄技能,这可能是游戏中初学者选择最多的初始装备,但它什么都没给。实际上,无论选什么初始装备,当卸下所有武器装备时都会默认获得一把剑与盾,所以这个初始装备选项目前完全没用,请修复它(【译者注】此条后文还有进一步建议)。这需要在 Hero_Definitions.rpk 文件中更改“"WK - Background Loadout - Sword and Shield" 选项。

  8. 更正“流血”的描述。它说亡灵免疫流血,但事实并非如此。此外,状态免疫通常被列在小图标栏上(例如亡灵),而没在游戏的状态效果中列出。

  9. 更正两栖描述。两栖特性描述可以让你在河流和沼泽上移动得更快,但事实并非如此,它只会让你在河流上更快地移动。因此要么需要修正描述,要么将沼泽行走添加到 Upgrades_Core_UnitProperties 的 "Amphibious Movement Group" 中。

  10. 修正龙和死神的维护费显示。与同级别的其他单位相比,龙的维护费额外高50%,而且玩家在哪里都没有被告知这一点,这真的很奇怪,因为<低维护费>特性是会向玩家显示的。死神的维护费有一个隐藏效果更令人震惊,它们的标准维护费-50%(直接达到最低水平)但额外+5灵魂,但同样没有被明确说明。这些效果请在单位属性面板上像<低维护费>一样显示出来。

二、略有争议部分

  1. 删除所有关于初始装备是单手武器+盾牌的奖励描述,因为当你卸下所有武器装备时,你会默认获得一把单手武器和盾牌,这意味着这些选项实际上并没有给你任何装备。现在冠军勇士选剑盾的话,实际上系统只给了坐骑+活力1,如果选长矛,实际上则获得骑枪+坐骑+格斗1,而当我把骑枪卸下来时就有了剑+盾,初始装备配置需要做平衡修改。

  2. 巫师国王默认单手武器“神祗剑”基础伤害是7物7精,比所有其他的初始单手武器10物伤要高出 40%(实际效果还要更高,因为拥有大多数单位都是防御高于魔抗)。这完全没必要,应该像其他初始单手武器一样改为10物伤。

  3. 调整潮汐之灵的抗性以解释它们永久“湿润”的事实。游戏中的所有××之灵的单项抗性都是-6+6+4规格,综合效果是单项抗性+4。而潮汐精灵虽然本身是标准规格(-6电抗+6毒抗+4火抗),但它实际上是永久<湿润(-4电抗-4冰抗+2火抗)>的,这导致它额外减了6点单项抗性,电抗达到了-10。感觉应该是谁给它加了永久<湿润>特性,但忘了调整它和各个××之灵之间的抗性平衡。由于潮汐之灵永久<湿润>确实符合事实,最好的解决方法是调整 Wildlife_UnitProperties 中的 "Water Elementals - Resistances" 选项,以便在加上永久<湿润>状态效果之后,综合效果还是跟其他××之灵一样都是+4单项抗性。注:水元素永久<湿润>的事实并不会显示在他们的属性面板中。要使其面板显示永久<湿润>属性,请在Units_Wildlife 中将 "Tide Spirt - Unit" 和 "Lesser Tide Spirit - Unit" 区块中的 "Special Wet - Start Wet - Property" 属性替换为 "Wet - Property: Group (Guaranteed)" 。

  4. 改变某些蛛网的属性或者描述使其相匹配,例如<冻结蛛网>和<倒刺蛛网>,要么改为永不落空(miss),要么在技能上增加相应描述。我个人更倾向于前者,因为普通蛛网从不会落空,而更高级且准确率更高的蛛网却会落空。无论采用哪种方法,都需要去修改Wildlife_UnitProperties。

  5. 加强防御战术。它的触发条件太苛刻,跟无条件+2防御或无条件+2魔抗特性相比,有条件限制的+1防+1抗显得很糟糕。最好不要有一个跟其他特性进行简单数据对比时明显拉垮的特性。

  6. 加强水域适应特性。除了地下适应之外,其他适应特征都相当鸡肋,但水域适应尤其垃圾,根本没人选。我建议至少给它加上<河流行走>、<沼泽伪装>效果。

三、中度争议部分

  1. 以某种方式标准化沙地/雪地/沼泽与农场的相互作用。从理论上讲,沙地/雪地比沼泽更能削弱农业,因为沙地/雪地直接不能建造农场(只能建造棚舍);而沼泽可以让你建造农场(但有食物产量-2惩罚)。但是,当行省出现混合地形时,雪地+草原、沙地+草原可以让建造农场且无食物惩罚,而沼泽+草原仍然有食物产量-2惩罚。对于混合地形来说,沼泽反而比沙地/雪地更差。我个人意见是,在雪地+草原/沙地+草原上建农场也有食物产量-2惩罚,但不禁止玩家在沙地/雪地上建棚舍(而不是农场),这意味着玩家前期可以在沙地/雪地上建棚屋,后期可以在雪地+草原/沙地+草原混合地形上建农场但有食物产量-2惩罚。

  2. 修正幼体克拉肯说明,代码中的幼体克拉肯数据面板显示它们的魔法攻击造成+2物伤。我估计这是描述错误,应该是近战攻击造成+2物伤,主要是它们看起来很弱。这个可以在Units_Wildlife 的 "Kraken Spawn - Unit" 中修正。

  3. 移除蜘蛛的毒免疫、降低蜘蛛的毒抗。这个游戏中即使是的元素也不能免疫对应伤害,顶多+6对应单项抗性,比如岩浆元素只有+6的火抗,但奇怪的是高级蜘蛛要么+8毒抗,要么直接毒免疫,这很不合理。在大多数游戏中,能够免疫单项伤害的更多是元素而非动物,我希望看到蜘蛛抗性下降。

四、极具争议部分

  1. 要么删除劫掠造成的邪恶品性,要么增加摧毁性法术的邪恶品性。现在劫掠行省会增加邪恶品性,而对行省施放像星体破碎、火山喷发这样的法术却不会,这是超级愚蠢的。《奇迹时代3》有法术可以让你在施法时改变品性,但我还没有在《奇迹时代4》中看到这种效果,所以我先假设目前没有这个设定。如果利用法术杀人不增加邪恶品性,那劫掠行省也没有理由增加邪恶品性。如果施放这类法术增加邪恶品性,那么劫掠行省增加邪恶品性才显得正常。

  2. 让族群诞生不对英雄生效。族群诞生的缺点是,更高的模型数量使得伤亡惩罚更大,但这显然不适用于英雄,这使得这个法术对英雄的加成明显优于对单位的加成,而增强英雄多于增强单位与族群魔典的设计美学相反。族群魔典现在比较强势,所以稍微削弱一下关系应该不大。

这就是我现在能想到的,我能想到更多时可能会编辑这贴。

Triumph,你们知道,如果你们需要帮助,我不介意做一些免费工作。

嗯,说说而已(表情包)。


官方答复

  感谢您为整理这份清单所做的辛勤工作!我认为其中很多都可以直接采用,尽管所有的争议议题我们都需要先在内部讨论。

  对于飞龙更新来说为时已晚,但它有望在未来的更新中出现 :)

帖子原文

This is just a rundown of changes I'm hoping to see in the Wyvern Patch which 1. I haven't seen or heard announced in the patch and 2. I know from personal experience are quick & easy fixes in the code, making it so that even if they're not already in the patch, maybe there's a chance they'll be included if someone at Triumph sees this thread. I'm going to sort these by how potentially controversial they are, with most of them being universally agreeable ui issues. I'll even say where the problem is and how to fix it quick when applicable. Of course everything I'm complaining about will be in reference to the English version of the game:


Non-Controversial:

Overwhelm Tactics displays improperly on units. It says it only provides 10% Critical Chance when you view the effect on a unit's stat sheet, although it does actually provide 20% critical chance in game. FIxed by changing the "Screen Description" field on "Overwhelm Tactics - Property Halo" in FormTraits_World.rpk

Sneaky displays improperly on units. It says it only provides 20% Flanking Damage when you view the effect on a unit's stat sheet, although it does actually provide 25% Flanking Damage in game. FIxed by changing the "Screen Description" field on "Sneaky - Property Modifier" in FormTraits_World.rpk

Fix the description on every Adapatation Trait:

Arctic/Desert Adaptation say they make "Ice/Snow/Sand Terrain cost -2 Move Points". This is not accurate. It changes the move cost for these terrains from 6 to 5, which is both obviously only a decrease of 1, but I think it's important to clarify the difference between "Changes the move cost from 6 to 5" which is what it does, in comparison to "-1 Move Points" which implies you could stack it with effects like Road Walk. Also it might be nice to clarify that it gives Arctic Walk/Desert Walk, which means it won't stack with other sources of these bonii.

Underground Adaptation is significantly more complicated than the description states. It does not give "Cavern Floor, Mushroom Forest, Fungus Fields, Rocky -2 Move Points". It effectively gives Cave Walk, Rock Walk, and 2 other unnamed Walk Effects, which means it doesn't stack with other sources of these Walk Effects (such as Earthkin). Additionally, by terrain, it changes Cavern Floor & Fungus Fields movement cost from 6 to 5, Mushroom Forest & Rocky movement cost from 8 to 6. Finally, the trait doesn't say that it removes the -2 Food effect from Fungus Fields, even if the description for Fungus Fields says it does.

Water Adaptation says it lets you build farms on Swamp, but Swamp already lets you build Farms. What it actually does is remove the -2 Food debuff from Swamps.

None of the Adaptation Traits specify that they make you spawn near the target terrain if it's available on the map. Even if you think that seems obvious, it's not since Experienced Seafarers doesn't have a similar trait.

Change the flavor description for "Strong". "Strong's flavor text says that it increases the physical damage of melee and ranged attacks, but that isn't true. It increases the damage of melee and ranged attacks, regardless of what damage type those attacks do.

Include some tooltips explaining the Status Effect opposition system in game. For those who don't know, some status effects "Oppose" other status effects, and whenever you attempt to apply these effects to a unit that has an opposed effect, the opposed effect is instead dispelled and the original effect isn't applied. For instance, Wet opposes Burning, which means if you apply Wet to a unit that is Burning, Burning is instead removed and Wet is not applied. While this is obvious in some cases, like how Sundered Defense opposes Bolstered Defense, there are also some more complicated interactions, most notably that Decay opposes Regeneration, but not vice versa. The fact that this is never explained literally anywhere in game is odd since there are moments where it adds quite a bit of depth

Let us see the bonus we're getting from charge damage when we look at the damage preview. The way charge works in this game is fairly unintuitive imo, and seeing the tooltip for how much damage we're getting from charge would go a long way in making it easier to understand. This just requires setting "Display in Damage Previews" for "Melee Charge Strike (Base) - Distance Damage Modifier" in Upgrades_BaseAbility_UnitProperties to true.

The Wizard King's "Sword & Shield" loadout, probably the most picked loadout for beginners in the game, does not give you either Vigor 1 or a Mount, even though it says it does. In fact, since you get a Sword & Shield by default when you unequip everything, this loadout gives nothing. The first, top loadout pick, probably the single most common loadout for first time players in the game, gives nothing. Please fix this. Requires changing "WK - Background Loadout - Sword and Shield" in Hero_Definitions.rpk

Correct the Description for "Bleeding". It says Undead are immune to Bleeding, but that simply isn't true. Additionally, immunities tend to be listed on the Subtype card (In this case, Undead) and not on the Status Effects in this game

Correct Amphibious. The Amphibious trait says it makes you move faster over Rivers & Swamps, but that's not true, it only makes you move over Rivers faster. Either the description needs updated, or Swamp Walk needs to be added to "Amphibious Movement Group" in Upgrades_Core_UnitProperties

Display the hidden upkeep modifiers on Dragons & Reaper. Dragons have +50% upkeep compared to other units of their tier, and no where is the player told this, which is really odd since Low Maintenace is also a trait that is displayed to the player. Reapers are more egregious; they have a hidden effect which increases their upkeep by 5 Souls and reduces their standard upkeep by 50% (instantly reaching the upkeep minimum), but again nowhere is this said. I'm sure lots of players have gotten really excited to get Reapers only to find out after the fact that they didn't want to pay the upkeep on them. Again, just make this a visible effect on their stat sheet, like Low Maintenance please

Slightly Controversial:

Remove any descriptions for starting loadouts that say they start you with a 1-Handed Weapon & Shield. You get a 1-Handed Weapon & Shield by default when you unequip everything, meaning these perks do not actually give you anything when they say that. Also balance the starting loadouts accordingly; why would I take Sword + Shield on Champion, which really only gives a Mount + Vigor 1, if I could take Lance, which gives Mount + Lance + Fighting 1, and I can just unequip the Lance if I want the Sword + Shield.

The Wizard King's default "Godir Sword" 1-Handed Weapon does 40% more raw damage than any of the Champion starting items (7 Physical, 7 Spirit vs 10 Physical, which is probably even better than just 40% more damage since there are more units with really high armor than units with really high resistance). There's just no need for this, change it to 10 Physical like the other 1-handed starting weapons.

Adjust Tide Spirit resistance to account for the fact that they are permanently "Wet". All the spirits in the game have -6 to one Resistance, +6 to one resistance, and +4 to another one for a total of +4 Resistances overall. Tide Spirits do this as well (+6 Blight, +4 Fire, -6 Lightning) but are also permanently wet, (-4 Lightning Resistance, -4 Frost Resistance, +2 Fire Resistance) which gives them a total of -2 Resistances, and a massive -10 Lightning Resistance. It feels like whoever gave them the permanently wet trait is different from whoever gave them their resistances, and the interaction here was never considered. Best way to fix it, since it does make sense for the Tide Spirits to be permanently wet, is to adjust the "Water Elementals - Resistances" in Wildlife_UnitProperties so that they end up with +4 Resistances overall when accounting for the Wet status effect. Edit: Also, the fact that Water Elementals are always wet isn't displayed in their stat sheet. To make it appear there and have their stats reflect the Wet effect, replace the "Special Wet - Start Wet - Property" with the "Wet - Property: Group (Guaranteed)" in the "Tide Spirt - Unit" and "Lesser Tide Spirit - Unit" blocks in Units_Wildlife

Either change the Web ability to have accuracy, like the Frozen & Barbed Webs ability, or change the Frozen & Barbed Webs abilities to never miss, like the Web ability. I'd personally prefer the former, but either way it's strange the standard webs never miss, while the stronger upgraded webs have accuracy & can miss. Either way you go for it, the web abilities are in Wildlife_UnitProperties

Buff Defensive Tactics. The condition on it ranges from mildly inconvenient when you run entirely racial units, to incredibly inconvenient if you use lots of summons, and when you compare it to the unconditional +2 Defense, or unconditional +2 Resistance traits, the very conditional +1 Defense, +1 Resistance trait is obviously bad. There don't need to be traits that are obviously bad by simple numbers contrast to other existing traits

Buff Water Adaptation. The Adaptation traits with the exception of Underground Adaptation are fairly underwhelming, but Water Adaptation really stands out as being unimpressive among the lot. I recommend having it give River Walk & Swamp Camouflage at the least

Moderately Controversial:

Standardize the Sand/Snow/Swamp interaction with Farms somehow. In theory, Sand/Snow is more debilitating to farming than Swamps are, since Sand/Snow stops you from building farms, and you can only build huts, while Swamp lets you build Farms, but the Farms produce 2 less food. However, the trick is when you have mixed terrain provinces; a Snow/Grassland province or Sand/Grassland province lets you build Farms, no problem, while a Swamp/Grassland province still gives you the -2 Food debuff. Meaning for mixed provinces, Swamp is the worse effect, and Sand/Snow isn't an issue. Personally I'd like to see the -2 Food effect from Swamp provinces also apply to Sand/Snow without removing the hut restriction, meaning you could only build huts on provinces that are entirely Snow/Sand, but you'd also get the -2 debuff from mixed provinces.

Fix Kraken Spawn? The Kraken Spawn statsheet in the code says they do +2 Physical damage on magic attacks. I think it's fair to assume this is a mistake, and it's meant to be +2 Physical damage on melee attacks, especially since they seem fairly weak. Fixed in "Kraken Spawn - Unit" in Units_Wildlife

Remove Blight Immunity/Reduce Blight Resistance on Spiders. Even the elementals in this game aren't immune to their element, and only get +6 Resistance, which I'm personally not a fan of, but it's very strange how a Magma Elemental only gets +6 Fire Resistance, while the high tier spiders either get +8 Blight Resistance or are straight up immune to Blight. Since most of the game is much closer to the elementals in terms of how the game handles resistances, I'd like to see the Spider resistances toned down

Most Controversial:

Remove the Evil Alignment on pillaging or add Evil Alignment to spells. The fact that pillaging gives you evil alignment, but spells like Astral Shattering or Pyroclastic Eruption don't is super dumb. AoW3 had spells that gave you alignment changes on cast, but I haven't seen that effect on anything in AoW4, so I'm assuming it might not be possible; if that's the case however, there is no reason for pillaging to give evil alignment as long as literally killing people by ripping holes in reality in their village doesn't. If you do implement Evil Alignment on casting those spells however, I'm cool with keeping the Evil Alignment on pillage effect

Edit: Make it so that Spawnkin doesn't work on Heroes. The drawback of Spawnkin, the higher model count making it easier to lose damage output when being damaged, obviously doesn't apply to heroes, making this spell significantly better at buffing heroes than it is at buffing units, even though buffing your uber heroic units is the opposite of the intended aesthetic of the Tome of the Horde. It also helps that Tome of the Horde is in a really good place right now, I'm certain it could weather a nerf like this.

That's all I can think of for now. Will probably edit this post if I can think of more.


And you know Triumph if you need some help, I don't mind doing some free lancing work. Just saying <3


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