0.15.1更新日志
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2022-02-18更新
最新编辑:Whiar
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更新日期:2022-02-18
最新编辑:Whiar
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- 原文发布于北京时间2022年1月14日
- 装备等中文名采用当前游戏版本的译名,未来可能有调整
GREETINGS, CHOSEN!/你们好,天选者!
SEMC New Year's Resolutions/SEMC的新年决心:
1. Make Eventide More ... Even/让暮光更...黄昏
2. Better Ascension Rewards/更好的飞升券奖励
3. Quests for New Players/给新玩家的任务
4. Release the Game/发布游戏
Patch 0.15.1 goes 3-for-4 on our resolutions list, and we'll let you guess which one is still a work in progress. But you read those right! Our flagship mode has remained stagnant since its debut. This release addresses player pain points in order to turn Eventide into a shorter, more straightforward PvEvP experience. The new event structure makes comebacks more attainable both inside and outside of Final Harvest. Individual heroism is also heightened, with buffs being stronger and the potential for solo boss takedowns.
Ascension rewards also provide greater value for their level, and quests are seeing some additional catering toward new players. Discuss these changes and everything else in 0.15.1 on our Discord!
— SeanLagged
Eventide Refinement/暮光改善
Big improvements are here for Eventide! Previously, the repeating events could become enduring over the course of even lineups, and Final Harvest sometimes lasted over half of the match. Now, each event runs once, then Final Harvest immediately begins — cutting the typical match length in roughly half to 15-20 minutes./暮光模式迎来大改善。以前反复的事件持续太久,现在每个事件出现一次后立即开始最终收获,时长大大减少。
Final Harvest could also feel hopeless from quick changes in outpost control wiping out most point leads. The point drain was both confusing for new players and a deflating situation to lose in. These changes reduce the overall importance of Final Harvest. However, the nature of the event was a massive source of comeback potential. This has been shifted toward more exciting events, including boss takedowns and core shard returns./最终收获可能由于哨站控制的快速变化变得绝望,新玩家看到分数逐渐变少而感到困惑和沮丧。现在改善后应该能缓解,让玩家回到更激动的事件中,包括大怪争夺和核心碎片收集。
Finally, to improve the general feel of Eventide, the sense of individual heroism to stand out amongst other players has been intensified. Health has increased. Double damage buffs are more abundant, last a longer time, and transfer on kill — thus, allowing players to challenge Paragons or perform solo boss takedowns more effectively. More purple speed crystals have also been added, which now grant an even faster boost. Because of the shortened match duration, we want to minimize the amount of time spent walking across the map./ 最后,为增加暮光总体感觉,增强了个人在其他玩家中间突显个人英雄主义式的感受。增加了生命值。双倍伤害增益更充足,持续更长时间,能在击杀后转移——因此,玩家能更有效地挑战杰出玩家或者单挑大怪。增加了更多的紫色加速水晶,现在能变得更快。比赛时间减少是因为我们想把走在地图上花的时间变得很小。
Events/事件
- Event Structure/事件体系
- Each event runs once with no looping, then Final Harvest immediately begins / 每个事件出现一次后不再循环,最终收获立即开始
- New event order is Wild Surge ➔ Wild Moon ➔ Arena ➔ Flashpoint / 新的事件顺序是狂野 ➔ 狂月 ➔ 竞技场 ➔ 闪点
- Tighter timings between events, and some events are shorter / 事件间隔更紧密,一些事件变得更短
- Wild Surge is shorter / 狂野事件更短
- Wild Moon is shorter, and crystals to win decreased: 5 ➔ 3 / 狂月事件更短,获胜水晶变少
- Typical match length decreased: 30-35 min ➔ 15-20 min / 通常的比赛时长减少:30~35分钟 ➔ 15~20分钟
- Scoring/得分
- Events score value increased: 1500 ➔ 2000 / 事件得分值增加:1500 ➔ 2000
- Final Harvest now counts up, with the first team to 30,000 points claiming victory / 最终收获现在第一支共计获得30000分的队伍赢得胜利
- Final Harvest no longer awards points to the team holding the most outposts; instead, each outpost generates double points when captured during Final Harvest / 最终收获现在不再给拥有最多哨站的队伍奖励分数;而是每个占领的哨站在最终收获期间生成双倍分数
Bosses/大怪
- Overseers/监察者
- Spawn independently of each other when their own team reaches 20,000 points; thus, the losing team has more time to take down the enemy Overseer /
- Health checkpoints at 33% and 66% that they cannot regenerate past / 在33%和66%的生命值临界点时不能回血
- Health increased: 175k ➔ 210k / 生命值增加:175k ➔ 210k
- Core Behemoth/核心巨兽
- Spawns when one team reaches 22,500 points / 队伍一方到达22500分后现身
- Score value decreased: 4500 ➔ 3500 / 降低得分值:4500 ➔ 3500
- Imperial Guardians/帝国守卫
- Health checkpoint at 50% that they cannot regenerate past / 在50%的生命值临界点时不能回血
- Health increased: 68K ➔ 80K / 生命值增加:68K ➔ 80K
Core Runners/核心持有者
- Score per returned core shard increased: 125 ➔ 250 / 每个核心返还得分增加:125 ➔ 250
- Active during Final Harvest as well / 在最终收获也出现
- Keepers spawn slower, but core shards spawn faster / 看守者现身更慢,但核心碎片现身更快
- Core shards advertise their point value / 核心碎片会显示分值
General/通用
- Health/生命值
- The 2x health buff from Slayer has been added to Eventide / 屠戮者2倍生命值增益已添加到暮光模式
- No additional bonus health in Arena now that the time to kill is generally slower / 竞技场现在取消额外的生命值增加,击杀时间通常更慢
- Buffs/增益
- More (and stronger) purple speed crystals to help you get around the map / 更多的(且更强的)紫色加速水晶帮助你走遍地图
- Double damage Meganaughts are now the main source of damage boosts / 双倍伤害巨兽现在是伤害增效的主要来源
- Two more Meganaughts in the southeast and southwest who still grant double damage / 在东南方和西南方有2只获取双倍伤害的巨兽
- Buff cannot be brought into Arena / 增益不能带进竞技场
- Lasts much longer than in Slayer / 比在屠戮者模式持续更长时间
Minor Updates/小更新
- Ascension rewards provide better value, especially as you level up. / 飞升券奖励提供更好价值,尤其是你升级后
- More gear, no more Moon Chests at later levels, and Astral Chests appear at key milestones. / 更多的装备,等级不再有月亮宝箱,在等级特别处增加星界宝箱
- Extended the level limit from 120 to 150. / 等级从120延伸到150
- Removed mods as rewards. / 改装件从奖励移除
- Post-match rewards no longer apply XP to gear. Instead, Dust is granted, allowing you to choose what to upgrade. / 比赛结算奖励不再给装备加经验。而是获得粉尘让你升级目标装备
- Item purchases via Dust in the rotating shop have been replaced by Marks. Dust is now only used to level up gear. / 轮换商店的物品购买用马克取代粉尘。粉尘现在只用来升级装备
- Quests are receiving a few additions, particularly crafted for newer players. / 任务增加了一些,特别是为新玩家准备的
- New campaign quest chain centered around leveling up gear and infusing. / 新的战役任务队伍围绕升级装备和灌注
- After completing the above chain, a successor chain offers duplicate gear as its completion reward. / 完成上面的任务后,任务队伍会提供2件装备作为完成奖励
- A new daily quest has been added called "Gear up!" granting the opportunity to receive a duplicate item from your inventory. / 日常加入收到重复物品的“整装待发”任务
- Previously, the combination of Findlay and Warborn Amulet made for an unpleasant fight. Warborn Amulet has been changed from healing a set number to healing 10-14% of the damage dealt from firing your heavy weapon. Thus, AoE damage is more effective at healing, but high ammo weapons such as Findlay no longer make the player unkillable. / 以前芬德利和战神护符组合给别人的战斗造成了坏体验。战神护符从一个固定治疗量变成治疗发射重武器所造成伤害的10-14%。因此现在AOE伤害对治疗更有效,而像芬德利这样的高弹药武器不再让玩家变得杀不死。