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1#
发表于 2016-9-30 09:40:32 |只看该作者 |倒序浏览 来自:法国
Developer Chronicles: ErasBlizzard Entertainment9/29/2016 62

Hi, everybody. Wyatt Cheng here again with a second installment of Developer Chronicles. Today, let’s discuss Eras.
When we introduced Seasons to Diablo III, we also debuted "Eras." The thinking was that while the seasonal leaderboard would naturally reset every season, there would be some players who would want the non-seasonal leaderboard to reset periodically as well. There is a certain excitement associated with a fresh leaderboard—a sense that you could maybe see your own name up there at the beginning of an Era. It can also be disheartening to see somebody who is not currently playing the game hold a top position on a leaderboard long after the record was set.
As Diablo III has evolved, it has become clear in hindsight that while the fresh excitement is there, it doesn’t last very long. First, the Era leaderboard is not something you "climb." If you are capable of achieving a particular Greater Rift tier, you're likely able to replicate that performance, or very close to it, at the very start of a new Era. Second, between patch changes, item buffs, and Paragon levels, there is built-in power growth over time—the concern of somebody holding a high Era ranking long after they've quit hasn’t really materialized.


Eras Going Forward
It has been our plan for some time to stop advancing the Era count every time a new season occurs. Expect that to be the norm moving forward. We are looking to move Eras to be 6–12 months in length.
Besides simply allowing Eras to be 6–12 months long, there is an additional circumstance in which we feel an Era reset will still be warranted: when we expect that the highest attainable Greater Rift is going to go down. As an example, in patch 2.4.2, we made changes to the Twisted Sword, Energy Twister, and crowd control mechanics that caused the highest cleared Greater Rift to go down. When we have strong reason to believe the highest cleared Greater Rift will significantly drop, we do need to advance the Era to keep the non-seasonal leaderboard from going stale. Though this was the case in 2.4.2, expect Eras to advance less frequently moving forward.
This brings us to a related question. When an Era advances, is it done before a patch goes live or after? The answer to this depends on the intent of Eras. Previously we advanced an Era as soon as a Season ended. This was back when there were season-specific items. The Era would advance in order to record the state of the non-seasonal leaderboards before all the season-specific items were transitioned to non-seasonal. We no longer have season-specific items and there is greatly reduced value in trying to memorialize the leaderboards at that particular moment in time. However, when we expect patch changes to cause the previous top ranks to be difficult or impossible to beat, it makes more sense to advance the Era AFTER the patch has gone live. Advancing the Era before the patch goes live would cause some players to lock in high ranks that become unbeatable once the patch hits. Advancing after the patch goes live allows players in the new Era to compete in a fresh environment based on the balance of the current live patch.
To summarize, seasons are for those who want a recurring fresh experience; Eras should represent periods of time closer to a year.



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2#
小学生毕业的奶爸坐等翻译
发表于 2016-9-30 09:46:29 |只看该作者 来自:广东
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3#
我来机翻
大家好。Wyatt Cheng这里再次与第二批开发人员的历代记。今天,让我们讨论一下时代。
当我们引入季节到了暗黑3,我们还推出了“时代”的思维,而季节性的排行榜自然会重置每一个季节,会有一些球员谁想要非季节性排行榜定期重置以及。有一个新鲜的leaderboard-a感觉你可能会看见自己的名字出现在一个时代的开始相关的某些兴奋。它也可以是令人沮丧的看到有人不玩游戏后的记录是保持在排行榜上的位置。
随着暗黑破坏神III的进化,它已经变得清晰,在事后,而新鲜的兴奋是有,它不会持续很长时间。首先,时代的排行榜是不是你“爬”。如果你有能力实现一个特定的大断裂层,你可能能够复制这样的表现,或非常接近它,在一个新时代的开始。第二,斑块间的变化,项目的爱好者,和Paragon等级,有内置的功率随时间增长的人长后,他们放弃了还没有真正实现保持高排名的关注时代。
时代的前进
这是我们的计划一段时间停止推进的时代计数每一个新的季节发生。期望成为规范前进。我们正在寻找移动时代为6至12个月的长度。
除了简单地让时代是6 - 12个月长,有一个额外的情况下,我们认为一个时代的复位仍然是必要的:当我们预计,最高可达到更大的裂痕将要下降。作为一个例子,在补丁2.4.2,我们改变了扭曲的剑,能量旋风,和人群控制力学导致最高清除大裂谷走。有理由相信,最高清除大裂谷将显著下降时,我们,我们需要推进的时代保持非季节性排行榜过时。虽然这是在2.4.2案例,期望时代推进较少前进。
这给我们带来了一个相关的问题。当一个时代的进步,是它做之前,一个补丁去现场或之后?这个问题的答案取决于时代的意图。以前,我们先进的一个时代,一个赛季结束。这是回来时,有季节性的项目。时代会提前为了记录非季节性排行榜国家所有季节性物品之前被转换到非季节性的。我们不再有季节性的项目,这是在试图纪念排行榜在那个特定时刻的价值将大打折扣。然而,当我们期待补丁的变化,导致以前的排名是困难或不可能的节拍,这使得更多的意义上推进的时代后,补丁已经活了。推进时代的补丁上线前会导致一些球员锁定高排名,成为一旦补丁打不败。推进后的补丁去现场允许玩家在新时代的竞争在一个新的环境,根据目前的现场补丁的平衡。
总结,季节是为那些谁想要一个经常性的新鲜的经验;时代应该代表一个一年接近一年的时间。
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发表于 2016-9-30 09:46:41 |只看该作者 来自:河北
君子尚拙,君子不器。
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4#
猪油糕 发表于 2016-9-30 02:46
小学生毕业的奶爸坐等翻译

大意就是 賽季變得很長 myb 更新補丁的頻率減少
发表于 2016-9-30 09:52:50 |只看该作者 来自:法国

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5#
粑粑说…老子不想更新了,你们,爱玩玩,不玩…
发表于 2016-9-30 09:55:23 来自凯恩之角App |只看该作者 来自:陕西
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6#
估计是非赛季的排行榜也会像赛季一样,在一个时段内永久保留。
这是这个时段可能比赛季的时段长。
很明显,这是在鼓励大家玩非赛季。
发表于 2016-9-30 10:00:10 |只看该作者 来自:福建

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7#
看明白了   大致意思就是赛季延长到半年至一年 。。。 欧了个耶~~  
发表于 2016-9-30 10:01:21 |只看该作者 来自:云南
QIAKE#3584

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8#
在赛季的基础上提出了era(时代)的概念 说白了就是一年内基本没有大更新了 大家洗洗睡吧
发表于 2016-9-30 10:15:50 来自凯恩之角App |只看该作者 来自:天津

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9#
本帖最后由 西瓜查理 于 2016-9-30 10:20 编辑

意思是说下次更新要明年 以后每次更新都是改改数值 你们慢慢玩 老子跳槽去了
发表于 2016-9-30 10:18:18 |只看该作者 来自:福建
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10#
你这字色看得清的是那个,
发表于 2016-9-30 10:21:47 来自凯恩之角App |只看该作者 来自:江苏

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11#
赛季改为赛年,OMG

暴雪你不能懒成这样
发表于 2016-9-30 10:23:28 |只看该作者 来自:广东

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12#
暴雪影业专心做电影了
发表于 2016-9-30 10:24:08 来自凯恩之角App |只看该作者 来自:山东

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13#
暗黑三彻底没戏了。     
发表于 2016-9-30 10:25:49 来自凯恩之角App |只看该作者 来自:河南

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14#
别啊,我还在期待新赛季呢。。。
发表于 2016-9-30 10:28:21 |只看该作者 来自:浙江
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15#
基本不更新了!!!!!!!
发表于 2016-9-30 10:34:25 来自凯恩之角App |只看该作者 来自:贵州
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