天賦珠寶插槽與終局玩法吸引力的關係(Balancing the Attraction of Gem Slots and Endgame Playability in Talent Trees)

珠寶插槽的減少與裝備技能等的共同削弱是錯誤的.
裝備與技能的削弱是可以被接受的,他們不會過多影響游戲内容的參與度,只影響游戲的難度與通關的時常.
但是天賦中珠寶插座的大幅減少,導致了終局玩法中珠寶失去了他們吸引力,因爲我只能爲了特定的屬性而選擇普通的珠寶而不是傳奇珠寶.
珠寶插座的減少導致珠寶的需求減少,進而導致傳奇珠寶的需求減少,需求的減少又導致終局玩法吸引力的減少.我粗淺的認爲,如果要增加游戲挑戰性,你們可以選擇削弱普通珠寶的屬性,而不是減少珠寶的需求,珠寶是讓終局玩法保持吸引力的關鍵.

我的結論是:削弱普通珠寶的屬性,增加珠寶插座,要比減少珠寶插座的效果更好,我們必須保持傳奇珠寶的需求和强度才能使終局玩法具有足夠的吸引力,希望你們能考慮這個建議

(The reduction of jewelry slots, along with the general weakening of equipment skills, was a mistake. The weakening of equipment and skills is acceptable as it primarily affects game difficulty and通关 time rather than participation in game content. However, the significant reduction of jewelry sockets in talents has caused jewelry to lose their appeal in endgame play. This is because I can only choose ordinary jewelry for specific attributes rather than legendary jewelry. The reduction of jewelry sockets has led to decreased demand for jewelry,进而 leading to decreased demand for legendary jewelry, which in turn reduces the appeal of endgame content. In my humble opinion, if you want to increase game challenge, you should consider weakening the attributes of ordinary jewelry rather than reducing the demand for jewelry. Jewelry is the key to maintaining the appeal of endgame play. My conclusion is that weakening the attributes of ordinary jewelry while increasing jewelry sockets would be more effective. We must maintain the demand and strength of legendary jewelry to ensure endgame play remains sufficiently appealing. I hope you will consider this suggestion.)
Last bumped on May 2, 2025, 4:33:50 AM
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珠寶插槽的減少與裝備技能等的共同削弱是錯誤的.
裝備與技能的削弱是可以被接受的,他們不會過多影響游戲内容的參與度,只影響游戲的難度與通關的時常.
但是天賦中珠寶插座的大幅減少,導致了終局玩法中珠寶失去了他們吸引力,因爲我只能爲了特定的屬性而選擇普通的珠寶而不是傳奇珠寶.
珠寶插座的減少導致珠寶的需求減少,進而導致傳奇珠寶的需求減少,需求的減少又導致終局玩法吸引力的減少.我粗淺的認爲,如果要增加游戲挑戰性,你們可以選擇削弱普通珠寶的屬性,而不是減少珠寶的需求,珠寶是讓終局玩法保持吸引力的關鍵.

我的結論是:削弱普通珠寶的屬性,增加珠寶插座,要比減少珠寶插座的效果更好,我們必須保持傳奇珠寶的需求和强度才能使終局玩法具有足夠的吸引力,希望你們能考慮這個建議

(The reduction of jewelry slots, along with the general weakening of equipment skills, was a mistake. The weakening of equipment and skills is acceptable as it primarily affects game difficulty and通关 time rather than participation in game content. However, the significant reduction of jewelry sockets in talents has caused jewelry to lose their appeal in endgame play. This is because I can only choose ordinary jewelry for specific attributes rather than legendary jewelry. The reduction of jewelry sockets has led to decreased demand for jewelry,进而 leading to decreased demand for legendary jewelry, which in turn reduces the appeal of endgame content. In my humble opinion, if you want to increase game challenge, you should consider weakening the attributes of ordinary jewelry rather than reducing the demand for jewelry. Jewelry is the key to maintaining the appeal of endgame play. My conclusion is that weakening the attributes of ordinary jewelry while increasing jewelry sockets would be more effective. We must maintain the demand and strength of legendary jewelry to ensure endgame play remains sufficiently appealing. I hope you will consider this suggestion.)




另外一點是關於通貨的消耗問題,當前游戲中通貨的消耗太低了,這導致游戲從一個月之後通貨的產出與消耗就變得極不平衡.需要推出新的消耗通貨的方法.

建議:增加一個藏身處功能物品,他可以消耗一定量的通貨來使裝備的數值為當前階級中的最大值.消耗多少個通貨可以指定增加某一特定詞綴.當然這會導致高數值裝備的大幅增加,需要更加完善的功能,這是一個構想,完美的方法我還沒有想到.或者是在當前的重組裝置中增加使用通貨提高概率也是一種方法 這都會導致高數值裝備的大幅增加.

(Another point is about currency consumption. Currently, in-game currency consumption is too low, which leads to a severe imbalance between currency production and consumption after just one month. New methods for currency consumption need to be introduced. Suggestions: 1. Add a functional item called 'Hideout' that consumes a certain amount of currency to maximize equipment stats within the current level range. Consuming a specific amount of currency can be designated to increase a particular affix. Of course, this will significantly increase high-stat equipment, requiring more refined functionality - this is just a concept, and I haven't thought of a perfect solution yet. 2. Another method is to increase the probability of success in the current reforge device using currency. Both methods will lead to a significant increase in high-stat equipment.)
還有一個是怪物的强度與數量的關係

强度越高數量越少,强度約弱數量越多,當前在實際體驗中,精英怪物與普通怪物的是沒有區別的,都是一下打死,對玩家來説,一群普通怪物和一個精英怪物是一樣的,一群怪物會圍攻致死,精英怪物是也是1-2下被打死.如果不想定位成刷圖類游戲,就要減少普通怪物的數量or減弱普通怪物的攻擊强度,精英怪物方面 增加精英怪物的血量,使區分與普通怪物.

關於怪物技能,所有技能,傷害越高的技能就需要越明顯的技能效果及傷害範圍,對玩家來説,失敗可以被接受,但不明原因的失敗是非常令人沮喪的,例如尸體的爆炸與怪物扔出的炸彈,傷害很高,還不容易看到,這樣的體驗出現在任何游戲中都是不能被接受的.
(The higher the intensity, the lower the quantity; the weaker the intensity, the higher the quantity. In current actual gameplay, there is no difference between elite monsters and regular monsters - both can be killed instantly. For players, a group of regular monsters is the same as one elite monster: a group of monsters can围攻致死 (overwhelm and kill), and elite monsters are also killed in 1-2 hits. If the game is not intended to be a "grinding" type game, we need to either reduce the quantity of regular monsters or weaken their attack intensity. For elite monsters, we should increase their health to differentiate them from regular monsters. Regarding monster skills, the higher the damage, the more noticeable the skill effect and damage range should be. For players, failure can be acceptable, but failure without clear reason is very frustrating. For example, explosions from corpses and bombs thrown by monsters deal high damage but are hard to see - such experiences are unacceptable in any game.)

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