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【真诚】7月15日国际服live官方英文版文字QA翻译

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原贴地址:http://forum.square-enix.com/ffxiv/threads/337124-Letter-from-the-Producer-LIVE-Part-XXXVII-Q-A-Update-Thread
字太多只简单翻译重要内容


IP属地:四川1楼2017-07-15 23:39回复
    被敏感词了……分段发
    Q1. Currently some tanks stack STR on their accessories to increase their DPS, are changes planned for tank accessories themselves?
    问1:T都穿270力量首饰,咋整啊?
    A1. We will be introducing adjustments in Tuesday’s patch 4.05.
    We have received feedback from tanks regarding continuing to equip item level 270 accessories
    This puts more stress on the healers, and a lack of VIT may become an issue as we enter Savage. However, top players may be able to clear even under those conditions, so we worry that that will become the norm
    As a result, we have decided to add a minimum amount of STR to accessories.
    When level syncing, only tanks will have STR stacked up, but we will overlook this for content up through 3.x
    Item level will increase in coming updates, but STR will not scale the same as VIT, so we would like you to keep that in mind.
    答1:我们4.05就改!以后T首饰给你添加“最低限度的STR”,但是装等提升时不会有VIT一样的提升幅度
    Q2. The tenacity attribute for tanks affects the attack and healing potency, and is very powerful; however, it feels like the effectiveness is somewhat held back. Could you please explain why it is set up this way?
    问2:坦克新属性不屈BALABALA……
    A2. Since it is very useful, we have held back the effect a bit. If we made it stronger, players would end up only focusing on this attribute.
    I believe players will be able to feel the effects of tenacity once the Savage mode of Omega launches next week.
    答2:肯定非常有用,我觉得你们打零式时就懂了!
    (之前楼主我看国际服一个靠谱点的测试结果是1000点约等于5%攻击提升,5%减伤,治愈量提升效果忽略)


    IP属地:四川4楼2017-07-15 23:40
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      Q3各种敏感词,只发翻译算了
      问3:白骑太OP啦!改改战爹和DK吧
      答3:我们要给战爹和DK加伤
      白骑的Holy Spirit(新魔法攻击)咏唱太短所以太强了,因此我们要针对这点修改。同时白骑切姿态不掉忠义值了
      战士的68技能将要修改,现在还在讨论,4.05以后的某天
      战士切姿态也不掉怒了,同时4.05开始暴风斩连段要加威力了。(没有说3连里给哪几招加)
      DK也会加连招伤害(没有说哪套连招哪个技能)


      IP属地:四川7楼2017-07-15 23:43
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        Q4. With role actions, each of the job are now able to take various roles; however, for healers, there are important role actions such as Protect and Esuna, so I am having trouble deciding on what to set. Do you have plans to increase the amount of role actions that can be set?
        问4:奶妈的护盾和康复我都想要,多给我个共享技能槽吧
        A4. Since players can select the actions, we have no plans to do this. However, during 4.0 we discussed on what do with Protect.
        We discussed that in actuality it doesn’t matter if it’s there or not, but we ultimately decided to leave it in. Please continue to leave your feedback regarding things like this!
        答4:不给。但是有可能通过砍掉护盾来解决你的问题。
        Q5. It was explained that in Patch 4.0 the focus was to reduce the large DPS disparity, but certain jobs feel more reliant on player skill than others. Are certain jobs intended to maintain that difference
        A5. One of the main concepts of FFXIV is that “when playing a job, you experience the uniqueness of that job.”
        Due to this, there is a difference in difficulty between the jobs, and it used to be that higher difficulty meant more DPS. We will be scaling down this factor.
        不重要的问答,忽略
        Q6. When comparing dragoon to other DPS jobs, for the amount of difficulty there is to play them, their DPS seems low. I understand that dragoon has strong support actions such as Battle Litany, but do you have plans to make adjustments so that dragoon can deal strong damage on their own, similar to how it was in 3.x?
        问6:龙骑团辅辣么DIO,再给加加自身攻击吧!
        A6. When it comes to increasing their damage, we’ll make adjustments by expanding on aspects that allow players to experience the uniqueness of the job.
        答6:我们会修改龙骑让他团辅更加DIO
        (差不多就是这意思)


        IP属地:四川8楼2017-07-15 23:44
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          Q7. The new Monk skill “Riddle of Fire” is a very powerful buff, but because the effect increases the GCD, it is very stressful to play. Monk had a feeling of speedy combat, so if adjustments are possible, please implement them.
          问7:和尚的红莲极意辣么强的爆发你还加个“增加GCD”的负面效果恶心人,能去了不啊?
          A7. We were considering a Greased Lightning IV, but felt it would become too fast and widen the gap between player DPS even further. We believe it may be difficult to understand the weaponskill recast time increase without trying it out in Savage.
          It may be easier to understand during longer fights.
          If there are requests despite this, we will consider them. For the moment, things are somewhat complete, so we would like to ask for feedback after players have tried Savage.
          答7:我们本来是想加疾风迅雷4,可他太快了你们驾驭不了。你们还没打零式不懂,多打打就懂了。
          要是多打打还不懂就再来提问吧
          Q8. From Patch 4.0, cards that you draw and your Aetherflow stacks aren’t displayed on the party list anymore. Because of this, if the party has two astrologians or scholars, we cannot check each other’s status and this is very inconvenient. Do you have plans to revert this so, the status can be checked through the party list?
          A8. I believe this is mainly an issue when matched using the Duty Finder.
          The difficulty is set so you don’t have to be particular about the status; however, I’ve been told by someone who’s particular with their job that they want to make sure that they aren’t the same as their partner. We’re looking at each of the jobs, and we’re thinking of reverting it so that players can check the status of scholar Aetherflow and which card astrologians have drawn. However, we aren’t able to make it in by Patch 4.05, so it’ll be 4.1. Please wait a bit longer for this.
          We’re also looking into situation where when there are two white mages in the party, and they have trouble telling which confession stack is which.
          问8就是双学者,双召唤,双白魔彼此间“看不到”或“看的到”对方的BUFF导致的不好配合或互相干扰的问题,4.05来不及改,可能在4.1改


          IP属地:四川12楼2017-07-15 23:51
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            关于奶妈的提问由于包含“色情低俗内容”,只发翻译
            问9:学者少了个DOT砍了传染又削了本体,你还让不让我们活了?
            答9:我们做了3奶平衡后,学者本体还是太DIO,所以我们要砍本体一刀
            不过在尽可能的砍完以后,AOE砍过头了,所以我们4.05要改(原话有些怪,不过这样理解没啥问题)
            修改内容:
            学者:
            专门只给学者加回瘴疠(总伤80的那个AOE DOT),这可是连召唤都没有的AOE!
            应急改为20秒
            不屈不挠【敬请期待】(原话就是如此)
            深谋远虑加强
            原谅光线增加为15米
            即使消耗以太的技能没有产生实际效果,都可以增加原谅能量
            添加一个缩短以太超流CD的被动特性!(比较奇怪,现在68的特性就是缩短以太超流CD)
            占星:
            新的两张卡和神圣路可以用技能扔掉啦
            白魔:
            修改使用技能获得百合发的概率(不知上调还是下调)
            70级技能会有重大调整


            IP属地:四川14楼2017-07-16 00:15
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              Q10. Demi-Bahamut is quite large. Do you have any plans to make adjustment to his size or transparency?
              问10:召唤的巴哈姆特太大了,能调整下大小不?
              A10. We’ll make it so that you can change the size of Demi-Bahamut using a text command. I’m sure there will be players who would like the size to remain as is, so we’re making it so that players can adjust the scale on their own. However, we won’t be able to make it by Patch 4.05.
              答10:我们可以让你通过输入文字命令来调整巴哈姆特大小。不过4.05来不及
              Q11. Sustain was very useful in some content. I would like to know why this was removed.
              问11:召唤、学者的维持辣么有用怎么给砍了
              A11. We had it set so that pets would take reduced damage from enemies and we figured it wouldn’t be an issue as long as players don’t place the pets directly in front of the enemy. However, there were some players that used it quite a lot, so we would like to discuss some more with the dev. team.
              答11:我们觉得给本体加减伤就够了,你们又不会把本体丢在怪的正面。不过既然你们诚心诚意的发问了,那我们就大发慈悲的再研究下。
              Q12. Red mage’s Vercure is affected by the INT attribute, but would it be possible to change summoner’s Physic so that the cure potency changes with INT?
              问12:赤魔智力加血,我大召唤能不能行?
              A12. Red mage was born from both white and black magic; however, summoner is different.
              Summoner can raise players, while black mages cannot. This is part of their role. If we made it so that all jobs can do everything, every job will just become the same, and I don’t think that’s how a game should be.
              答12:人家赤魔是白魔和黑魔的杂交,你召唤只是个赠品,为了避免职业同质化你就省了这条心吧


              IP属地:四川15楼2017-07-16 00:23
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                Q13. Other job adjustments
                Black mage
                We made a couple of adjustments which black mage players will understand.
                Also, when doing their skill rotations, there are moments where they lose all their MP, so we’re making some adjustments to the MP.
                - MP cost for Foul has been removed.
                - Recast time for Triplecast has been reduced from 90 to 60 seconds.
                - Recast time for Fire IV and Blizzard IV has been reduced from 3 to 2.8 seconds.
                Ninja
                - Potency for Gust Slash will be reduced. The reason for this is because the players found a stronger skill rotation than those the dev. team was using while making adjustments.
                其他职业修改
                黑魔:
                我们做了些只有黑魔玩家才懂的修改。
                此外,黑魔打循环时有时会空蓝,所以我们对MP也做了修改
                1、70级大招免费用啦!
                2、三连魔CD重置时间90s-60s
                3、火四,冰四咏唱时间3.0s-2.8s
                忍者
                1、绝风(4级那个,123连招的2)威力降低。这是因为你们玩家用的循环比我们设计组用的循环还要强。


                IP属地:四川16楼2017-07-16 00:35
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                  Q14. Because Sprint no longer consumes TP, it is easier to use in combat. However outside of combat, the increased cooldown is inconvenient. Would it be possible to make adjustments, such as lowering the cooldown in cities
                  A14. We increased the effect duration of Sprint outside of combat, but it was not as effective as players run between NPCs during quests.
                  We are considering adjustments, but it will take some time.
                  问14:冲刺虽然不耗TP但是加了CD,城里十分蛋疼
                  答14:我们增加了战斗外的冲刺持续时间
                  Q15. For PvP, would it be possible to change the system so that you can earn experience points for the job you entered with, rather than the job you finish the match with? I think this would help those who participate in the content for leveling purpose, so they can still change their jobs inside to meet the need of the party.
                  A15. This idea was on the table when we were making PvP-related adjustments in Patch 4.01. We discussed how it’ll create a situation where the players are earning experience points for a job they didn’t play, which goes against the entire point of earning the experience points. We want to some more time to continue discussions regarding this.
                  为了更方便的用PVP练职业等级问的问题,略过
                  Q16. Due to the large amount of job action changes in 4.0, some jobs may feel very different when level synced in dungeons level 50 and below. Concerning tanks, in 4.01 it became easier to maintain aggro. Will other jobs see similar changes
                  A16. Adjusting each job’s skills according to each level synced low level dungeon isn’t very practical. Dungeons will be undergoing overall adjustments, such as actions used at low levels, and the HP of mobs in dungeons.
                  4.0大改全职后低等级本各职业不太平衡的问题,略过
                  Q17. It's hard to get a group for alliance raid content, such as the Crystal Tower. Do you have any plans to address this
                  A17. We’re currently working on an alliance raid roulette aimed for Patch 4.1. Players will also be able to make alliance raid parties across other Worlds as well. This is also scheduled for Patch 4.1. As for Labyrinth of the Ancients, we’re making adjustments so the party structure will only require one tank rather than two; however, we may not be able to make this adjustment in time.
                  问17:24人本太难排
                  答17:4.1加了24人日常,同时古代人迷宫以后也只要3个T了
                  Q18. I would like the rewards for Seal Rock achievements, but queues take a very long time to pop. Would it be possible to make it so these achievements would be progressable even in Shatter
                  A18. We’re currently discussing Frontline overall
                  Currently there are different game modes, and often times it is difficult to be matched into the desired mode. We are considering changing the featured game mode every week. However, this means introducing a new rule to the servers, so more time is needed to make a decision.
                  关于战场的。不打PVP不懂规矩就不翻译了
                  Q19. As an FFV fan, I was really excited to see how Omega: Deltascape was recreated. I’m really curious to find out if there’s any backstory for this. Could you please tell us anything
                  A19. Thank you! In Final Fantasy V, Omega’s lore was set in a way where you didn’t know where it came from; therefore, people thought it came from the void. As for the bosses, they aren’t the same bosses from that game, but we did some trial and error to make them fit into FFXIV
                  Also, there’s a rumor that there will be a V5.0, but there is no V5.0. We did mention that we’ll prepare a difficulty for those who complete Savage mode of V4.0; however, this isn’t V5.0.
                  问19:欧米伽涉嫌抄袭狒狒5
                  答19:不,我们没抄。


                  IP属地:四川21楼2017-07-16 00:49
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                    Q20. The blowdart quests were very fun! Are there plans for the mechanic to return in future content
                    A20. There were many comments regarding the amazing lung capacity that would be required, piercing the armor and machines, and not being able to land headshots despite hitting the head..
                    During side quest development, there were discussions to increase the variations of quest gameplay. It is very expensive to have a programmer create something from scratch, so we came up with the blowdarts. We saw a very positive response regarding the unique gameplay available in these subquests. However, we do not have any plans to include them in battle content at this time.
                    问20:某某任务好好玩,我还要再玩!
                    答20:做那个任务很花钱,让你爽一次就够了
                    Q21. Do you have plans to implement quests where Magnai will find his moon
                    A21. I was thinking it was Sadu. On the internet, some were saying it may be Cirina, or it may be the Warrior of Light. There may be a quest for Magnai and Sadu. Only the Dawn Father knows.
                    貌似是剧情提问……
                    Q22. I really likes the performance from the last boss in the main scenario quest. Was this done to bring back the experience from the Super NES days where your lose your precious play time from not saving?
                    A22. I lost a lot of my play time right in front of a save point in Final Fantasy V..
                    The manager from the design team, Takai, also lost his precious play time to this trap, and the debug team said we should make some adjustments to tone it down (referring to the Tidal Wave mechanic in the first phase of the battle) but Takai told them “I fell into this trap before as well” and left it alone.
                    For the overall battle itself, we were worried about the difficulty level, but since it’s the last boss, we made it strong. We also talked about how we won’t make anything stronger than that.
                    问22:我好喜欢4.0最终BOSS啊!
                    答22:BALABALABALA……
                    Q23. I really liked the area where we had our showdown with [the last boss] and I would like to visit it again freely after the main scenario quests
                    A23. There were many requests regarding this, and the area is actually set up so it has collision and such. However, the area is locked to always appear as evening. We have plans to return there one more time in the scenario.
                    There are other areas such as the Archbishop’s room that are only visited in events, which are heavily requested to be visitable outside of quests. They will be considered as well!
                    问23:我好喜欢我干最终BOSS时站的那块地儿啊!好想再去逛逛!
                    答23:以后有的是机会
                    Q24. Please let us know if you’ve finalized the number of slots that will be added in the second Inventory and Armoury Chest expansion
                    A24. Unless we change from the current method, we do not think we can add any more slots. There are other factors to consider, such as managing inventory through the upcoming app, so this will take a little more time. It would be difficult to implement it by 4.1, but it is not so far off.
                    问24:道具栏和兵装库再扩点容吧
                    答24:扩不了了。我们现在在做“可以管理道具栏”的手机APP,所以4.1都很难赶上,不过也不是很遥远的事
                    Q25. The inventory and Armour Chest expansion has helped a lot, but would it be possible to increase retainer’s inventory as well?
                    问25:再给雇员扩点容吧
                    A25. The number of items available has increased in Patch 4.0. We’re making sure that important data isn’t lost, and also so that it can’t be exploited, so it’s difficult to just simply add more slots. Currently, the disparity between those who use a lot of retainers, and those who don’t, is quite large, and we’re a bit worried about this. We would like to observe the amount of retainers being used post the launch of 4.0 before we make future adjustments.
                    答25:我们怕造成数据破坏,而且每个人雇员数量都不一样所以很难搞。4.0后我们观察下情况再说


                    IP属地:四川23楼2017-07-16 01:05
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                      Q26. Estinien was really cool! Will there be an opportunity to meet him again
                      A26. Perhaps there is a chance if everyone wishes for it. Personally speaking, I believe he is a member of the Scions, but he isn’t the type to directly interact with them. My image of him is that he helps members in need from the shadows.
                      貌似剧情提问,略过
                      Q27. The jumping challenge in Kugane was really fun. Could you please tell us how this was created?
                      问27:新城的跳跳乐好好玩,能讲一讲这个咋做的吗?
                      A27. When I got the request to do the final check on Kugane, I discovered that the team made it so you could only get up about half way. It wasn’t that difficult to create a route to go up higher, but in order to make the stress load from the graphics as low as possible, we had to simplify some parts. We checked over to see whether or not any portions of the graphic were cut off, such as the ocean, and then extended it so you couldn’t see this. The background team worked very hard to create this, and I believe it turned out really well.
                      They let me know that players were posting "clear" videos, and we were surprised it was cleared it in under 40 seconds the next day
                      I would like to like to add some more in future and I would like to increase the number of jumping puzzle games in Gold Saucer as well.
                      答27:BALABALABALABALA……
                      我以后打算再加一些这种跳跳乐,而且我打算在金蝶里也再加一些跳跳乐!


                      IP属地:四川24楼2017-07-16 01:09
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                        机工修改
                        Q28. I’m a Machinist main, but I am concerned because despite the difficulty of the rotation and managing the Heat Gauge, my DPS is not very high. Machinist itself is enjoyable, but in comparison to Bard, it feels lacking in support abilities as well as DPS. Please let us know if there are any adjustments planned
                        问28:我是机工,我好苦……
                        A28. Perspectives vary from player to player regarding what they would like to see done for Machinist.
                        Due to the current difficulty of Heat management and how it is affected by fights, as well as the visible difference between Machinist and Bard in content, we have made it easier manage the Heat Gauge. In addition, we will be raising overall base damage.
                        答28:我们要修改机工了
                        [General Adjustments]
                        ・Hot Shot
                        Increased physical damage effect from 5% to 8%.
                        Increase to Heat Gauge reduced from 10 to 5.
                        ・Removed the Heat Gauge reduction effect from Quick Reload.
                        ・Increased Rook Overload potency from 400 to 800.
                        ・Increased Bishop Overload potency from 300 to 600.
                        And more.
                        修改内容:
                        1、热弹。伤害增加BUFF从5%提升为8%
                        2、热量槽增加量从10降为5
                        3、快速装填不降热量槽了
                        4、车塔自爆威力从400升为800
                        5、象塔自爆威力从300升为600
                        还有更多!(等patchnote)


                        IP属地:四川25楼2017-07-16 01:14
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                          Omega: Deltascape (Savage
                          Since we now have 15 jobs, we’ve made it easier to obtain equipment
                          The Presentation showcased some of the following new points:
                          Upon completing each Version (once a week)
                          - Gear will appear inside the chest
                          - Everyone will obtain tokens that can be exchanged for equipment.
                          *Parts which can be obtained through each version, and the amount required for exchange varies.
                          Upon completing Version 4.0 (once a week)
                          - A new item will drop which can be used to obtain a weapon of your choice
                          - Players will obtain the weapon for the job they are on when using the item.
                          欧米伽零式掉落修改
                          4层掉落一个武器箱,可以让你自选一把武器。其他不变


                          IP属地:四川26楼2017-07-16 01:18
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