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国服二测ArenaNet给大家的一封公开信

作者:《激战2》官方 发布时间:2013-09-16 09:46:43
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亲爱的中国玩家:

欢迎大家来到《激战2》九月的国服二测!

借此测试的大好时机,我们希望尽可能多让你们了解一些我们为《激战2》中国版本所做的计划。

《激战2》内容庞大,体验独特,要确保这样一款游戏在一个全新的大洲顺利发行,就需要问及以下几个重要的问题。

为中国版本所做的改变

不同地区之间游戏内容需要有所不同吗?如有必要,是什么样的区别?

关于这个问题,我们考虑了许久,而我们认为《激战2》是一个能让全球玩家都能尽情享受乐趣的游戏。一个不断成长的世界、高度的可玩性、久经考验的平衡性、优秀的美工和引人入胜的故事情节都是每一个玩家都所喜闻乐见的,我们将不会做出任何可能影响到《激战2》独特而出色的游戏风格的改动。

这不代表我们不会改动《激战2》中国版本,但我们会尽力确保所做出的改动会大幅提升游戏品质。《激战2》在欧美自从开服至此一年多的经历让我们得到了很多宝贵的经验。这些经验让我们明白,如果有机会重新开始,我们该做出什么样的改变。而将《激战2》带到中国则给了我们这珍贵的第二次机会,让我们可以实践之前的所得。最完美的是,各位玩家将会是因此受益。

从上次封测中学到的三条经验

我们从上次封测中主要学到三条经验。

首先,我们得到了关于字体方面的反馈,并与空中网的工作人员共同努力,谨慎选择新的字体,以便阅读更加轻松,风格更加美观。

其次,我们集中大量精力改善新用户的游戏体验。虽然此次测试中还不能看到这些改进,但我们一直在修改游戏的提示系统、新手教程和新手地图,使得新手体验更加清晰,方向性更加明确。

最后,我们深入分析了人物的成长过程,然后进行了一些变动。有些改动同时适用于国服和美服,另一些则是特地为中国玩家打造。国服的人物每提升一级,奖励会更加丰厚。如此,国服上的成就与物品的价值也将大大提升。

节奏的改变

我们将在今后的测试版中加入一些改动。这些改动可以概括为三种节奏的调整:

活动节奏

首先是活动的节奏。我们致力于让玩家看到《激战2》的方方面面:Living world、动态事件、世界之战、PvP以及其他功能,这就像是享受美餐:世界之战也许是你的最爱,但你也会尝尝Living world,最好再来点PvP作为配菜。

为了鼓励这种游戏方式,我们改变了一些游戏事件的经验奖励。我们想让玩家不仅仅关注单人或重复的游戏内容,而是更要去探索新区域、发现新物品、参与游戏的社交活动。我们的目标是确保玩家们能够通过欣赏更多的各地风景、破解新谜题、发掘新秘密和参与更多动态事件而感觉收获良多。

此外,我们改变了生活技能对玩家升级的影响。提升生活技能不会直接获得人物经验值,我们正在研究其他一些与升级相关的奖励,提供给制作爱好者们。毕竟,整天足不出户的人是不可能成为举世闻名的冒险家的。

难度节奏

除了改变上述获取经验值的方法,我们还调整了经验曲线,增加了高等级升级时所需的经验值。但是我们这么做并不是为了让游戏更难。

泰瑞亚很大——非常,非常大。我们有大量可以探索的区域,每片区域都有特别的动态事件和独有的奖励,比如武器和护甲皮肤。我们希望玩家能够探索这个世界的每一处角落,并始终感到满足、或者即将发现特殊的物品。

当你探索世界,变得更强时,我们需要平衡角色升级速度。经验太少,升级就太难,经验太多又会导致无聊的刷怪。通过在高等级时引入新经验曲线,我们能延长玩家在各个区域〝最佳地点〞上所花费的时间。如此,当玩家探索的新区域时会感到危机四伏,而机遇更是无所不在。

奖励节奏

我们进行这些改动时始终秉持的理念就是,每次你进入游戏,都应该享受到完整的体验。此外,游戏应该保持频繁的奖励节奏——冒险者少了宝藏怎么行呢!我们在寻找各种方法维持高频率的奖励节奏,包括增加新的装备和 奖励方式。

我们目前针对国服已经完成与计划进行的一些修改将会使游戏更具可玩性,进一步增强《激战2》已在外服上被证明的、原本就非常出色的游戏体验。不过,我们并不完美。我们想听取你们的意见,为你们不断完善《激战2》和泰瑞亚世界。

——ArenaNet

公开信的英文原文:

Welcome to the September Guild Wars 2 Beta Test!

As this beta test begins, we felt it was a good time to provide you with a little more insight into our plans for Guild Wars 2 in China.

Faced with the task of preparing a game as large and unique as Guild Wars 2 for a whole new continent, there were a couple of important questions that needed to be asked.

Faced with the task of preparing a game as large and unique as Guild Wars 2 for a whole new continent, there were a couple of important questions that needed to be asked.

Changes for China

Should anything be different between the regions? And if so, what?

We have thought about this question quite a lot. We believe that Guild Wars 2 is a game that people from all over the world can enjoy. A constantly growing world, great gameplay, strong balance, excellent art, and compelling stories are universal and we won’t make any changes that threaten what makes Guild Wars 2 unique and great.

This does not mean there will not be any differences in China, but we can assure you that that we will only consider making changes which improve the game in significant ways. We have learned quite a lot about Guild Wars 2in the first year since our launch in the West and with this knowledge come some things we would do differently if given a second chance. Bringing Guild Wars 2 to China gives us thatsecond chance to apply the lessons that hindsight gives us. And best of all, you get to reap the benefit of our learning.

Three Lessons from the Last Beta

We learned three major lessons from the last beta test.

First, we heard the feedback about the font and we’ve worked together with the KongZhong team on carefully selecting a new font that we think is much improved for legibility and style.

Second, we have put a lot of focus and effort towards improving the new user experience. While these changes are not yet ready in this upcoming beta test, we are revising the game’s hint system, tutorials, and early maps to make the starting experience more clear and provide better direction.

Third, we have taken a very deep look at character progression and are making changes both in the West and a few changes specifically for China to give a greater sense of reward and accomplishment for each level gained. These improvements should make the value of your achievements and items that much greater.

A Change of Pace

We’re making a number of changes for the next beta test and beyond. The changes we’ve made can be thought of as adjustments to three paces:

Pace of Activities

First is the pace of activities. It is important to us that players see many different parts of Guild Wars 2. The Living World, our dynamic events, World vs. World, PvP, and all the other features are meant to be enjoyed like a meal; World vs. World may be your favorite, but you’ll also want to dine on the Living World, and sample some PvP on the side. 

In order to reward this approach to gameplay, we’ve changed some of the XP rewards for in-game activities. We wanted to make sure players saw less emphasis on solo or repetitive content and more on exploring new areas, discovering things, and participating in social parts of the game. Our goal is to make sure players feel rewarded for seeing more of the world, discovering new puzzles and secrets, and taking part in more dynamic events.

We have also changed how Crafting affects players who are leveling. Instead of directly earning experience for increasing your crafting skill, we’re researching other systems that give crafters rewards relevant to leveling. After all, you can’t become a world-famous adventurer just by hanging out in a shop all day!

Pace of Difficulty

We have also made some changes to our leveling curve by increasing the amount of experience it takes to earn higher levels. We didn’t do this just to make the game harder, though.

Tyria is big – really, really big. We have a lot of zones to explore, each with their own special dynamic events and unique rewards like weapon and armor skins. We want players to explore all this world and feel like they’re always either doing something rewarding, or just about to find something special.

As you’re exploring the world and getting more powerful, we have to keep a balance of how quickly characters get stronger.  If we give too little XP the game becomes too tough, but if we award too much XP, the game becomes a boring grind. By introducing a curve at the higher levels, we can increase how long players can spend in the ‘sweet spot’ for a particular zone. This makes each new area players explore feel rich with danger –and opportunities.

Pace of Rewards

One thing that is really important to us while making these changes is that every time you play, it should feel like a complete experience. Moreover, there should be a frequent pace of rewards during play – what is being an adventurer without treasure?Wearestudying lots of ways to keep the pace of rewards high, including adding additional items and new ways to earn rewards.

The changes we have made and are planning for China make Guild Wars 2 stronger and improve upon the already great experience that the game provides in the West.  However, we are not perfect and we want to hear your opinions on how we can continue to make Guild Wars 2 and the world of Tyria even better for you.

——ArenaNet

空中网

《激战2》中国运营团队

2013年9月16日 

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