Grab Bag du 12 Octobre

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Quelqu'un pourrait le traduire ? j'avoue que j'ai un peu la flemme, mais ca a l'air pas mal

Citation :
Welcome to another edition of the Grab Bag!

Please click the 'More' link to review this round of questions from our fervent players. Among today's topics are: pet buffs, upcoming events, and some information on the priority order for combat events such as blocking and evading. Read on, there's some good information in there!

Please visit the Post Count Grab Bag Submission page to submit question for our next Grab Bag on Frday, October 25th!


Q: Some of the template programs give a Utility number based on the amount of stats on an item. I find this handy to tell the power of an item at a glance, and then I can look at the stats to decide if its an item I can use. Would you consider adding utility scores to items in game to help people see the sheer amount of stats on an item at a glance?

A: We won’t be adding anything like this to the items themselves, but we would like to make changes to the UI system so that UI designers can add things like this to their custom UIs.


Q: When can we expect the changes to legendary weapons?

A: We are still planning to roll out those changes with 1.115, which is tentatively scheduled for the end of the year.


Q: Archer block mechanics, it appears unless I engage arrows can not be blocked, why is it that I block 50% of melee blows and that arrows are at best 1%?

A: We tested this with a RR1 L50 Ranger (50+9 Archery) vs. RR1 L50 Warrior (50+10 Shield) standing still, facing each other. The warrior passively blocked at least 2 out of each of 5 shots fired of each Archery shot type. This was a cursory test but it demonstrates that blocking arrows does not require engage and happens more often than 1%.


Q: Any chance on getting new weapons? Would be really awesome to see some new weapons to throw in templates or even update states on a lot of old TOA weapons that used to be good

A: We can certainly look at this. Once the NF revamp is done and enjoyed a few weeks of being stable and fun, we’ll be shifting our focus back to endgame PvE content as a lot of it needs polishing and updating. Expect more weapons around then. In terms of Class Balance (because we know you are all wondering!), we’ll still be adding changes here and there but we’d rather not introduce huge Class Balance changes (like last patch) around the same time of something as impactful as a New Frontiers revamp.


Q: How do player concentration buffs affect pets? (ie: druid base/specs on an enchanter's pet)

A: Strength buffs increase a pet’s melee damage.

Constitution buffs decrease damage done to a pet.

Dexterity buffs reduce a pet’s spell cast timer, decrease damage done to the pet and increase its chance to hit with archery and bolts.

Quickness buffs reduce a pet’s melee attack timer.


Q: Will there ever be any interest in giving incentives to boost the idea of 8v8? I understand the large scale of this game is 'zerg warfare', yet no offense to them- The elite players of this game do in fact 8v8, it is who has the better group of players to best the other group.

A: We respect all play-styles. Certainly 8v8 combat can be some of the most strategic, rewarding, and compelling in the game. The idea of the various ‘best’ group setups comes into play heavily when we determine the direction of class balance and is also a big factor in our upcoming changes to the New Frontiers. Indeed part of our goals for those changes is to make NF a smaller and more engaging landscape for all players, including our fervent 8v8’ers. I suspect, however, that your question has more to do with incentivizing group vs. group fights in a general way.

We’ve had wish list meetings where we talked about an Arena system (2 groups enter…1 group /rofls.) but features such as this would almost certainly pull players away from the Frontiers to say nothing of the fact that it would require the dedication of nearly all of our resources for a nontrivial amount of time – so we always return to the feedback and do our best to apply the resources we have to features and changes that are requested most often by the highest number of players. That said, we’re always open to suggestions, so leave feedback, start a thread on PostCount, or get a discussion going amongst your friends and realm mates. We’re listening.


Q: What is the order of operations used to determine whether a combat swing hits the enemy? (ie: miss/fumble/block/evade/parry/etc)

A: They’re checked in this order: target Evade, Parry and Block, then attacker Fumble and Miss.


Q: I recently read somewhere that if a class has access to a certain level of armour (say plate), that any levels below that armour, except cloth, will give them the same absorb bonuses. People often run studded chests/sleeves because the procs are better or the stats fit, and I thought it was a trade off on defense - but is it in fact the same?

A: It is a tradeoff with defense. An Armsman wearing Leather is going to get melee’d for a lot more than one wearing Plate armor.


Q: All my artifacts have a /reuse of 15 minutes apart from Traitors Dagger which has a /reuse of 30 minutes. Why is this?

A: There are a good number of spells which require revision and normalization. Customarily, longer re-use timers were an indication of a more powerful spell or ability, but what was true several years ago may not hold up in today’s game. We can look at adjusting these (and other) spells or abilities with a significant disparity in re-use timers. Please don’t hesitate to bring them to our attention via feedback or bug reports!


Q: Why do we still have to lvl arti's on test servers? They should be lvl 10 for testing purposes!

A: We can look into a Mob or an item which grants Artifact Experience for Pendragon. It’s certainly possible.


Q: Could we get some info on the next set of events planned? Halloween quest? Infernal merchant tents perhaps?

A: Halloween event is just around the corner. We’ll then be capping the final piece of the Pict event at or just after the NF revamp. Once the dust has settled around that we’ll begin a brand new long-term event and quest line in addition to the usual seasonal events we do. And yes, we’ll do the Infernal Merchants again, but probably not until next year.

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Once again, we thank our question contributors and our friends at http://www.postcount.net for their participation in the Grab Bag! We encourage you to submit more questions for us - there's so much left to learn about Dark Age of Camelot!

Until the next edition, friends - we'll see you in the Frontiers

Dernière modification par (y) ; 13/10/2013 à 12h11.
J'ai modifié le message d'origine pour la mise en page. Traduction vite fait, j'ai volontairement écourté certains passages de langue de bois pas très utiles.

Citation :
Welcome to another edition of the Grab Bag!

Please click the 'More' link to review this round of questions from our fervent players. Among today's topics are: pet buffs, upcoming events, and some information on the priority order for combat events such as blocking and evading. Read on, there's some good information in there!

Please visit the Post Count Grab Bag Submission page to submit question for our next Grab Bag on Frday, October 25th!
Bienvenue dans une autre édition du "tirage de sac".

Prochain Grab Bag vendredi 25 Octobre.

Citation :
Q: Some of the template programs give a Utility number based on the amount of stats on an item. I find this handy to tell the power of an item at a glance, and then I can look at the stats to decide if its an item I can use. Would you consider adding utility scores to items in game to help people see the sheer amount of stats on an item at a glance?

A: We won’t be adding anything like this to the items themselves, but we would like to make changes to the UI system so that UI designers can add things like this to their custom UIs.
Q: Certains calculateurs de SC donnent un score "d'utilité" d'un item basé sur son montant de stats. Je trouve ça pratique de pouvoir voir la puissance d'un item d'un simple coup d'oeil, et ensuite je peux regarder ses stats et me décider. Pensez- vous intégrer cette feature IG?

R: Nous n'intégrerons pas cette feature aux items, mais nous aimerions faire des changements dans l'UI pour que les traficoteurs d'UI puissent l'intégrer dans les UI custom.

Citation :
Q: When can we expect the changes to legendary weapons?

A: We are still planning to roll out those changes with 1.115, which is tentatively scheduled for the end of the year.
Q: Quand pouvons-nous espérer des changements pour les armes légendaires?

R: Nous pensons déployer ces changements en 1.115, qui est programmé pour la fin d'année.

Citation :
Q: Archer block mechanics, it appears unless I engage arrows can not be blocked, why is it that I block 50% of melee blows and that arrows are at best 1%?

A: We tested this with a RR1 L50 Ranger (50+9 Archery) vs. RR1 L50 Warrior (50+10 Shield) standing still, facing each other. The warrior passively blocked at least 2 out of each of 5 shots fired of each Archery shot type. This was a cursory test but it demonstrates that blocking arrows does not require engage and happens more often than 1%.
Q:Question sur les mécaniques de blocage des flèches. Quand je suis en mode engage, pourquoi est ce que je ne bloque qu'au maximum 1% des flèches alors que je bloque 50% des attaques au cac?

R: Nous avons testé avec un ranger rr1 lvl 50 (50+9 arc) contre un war rr1 lvl 50 (50+10 Shield). Le war bloque au moins 2/5 des flèches tirées sur toutes les flèches du skill archery. C'était un test sommaire mais il démontre que le blocage de flèche ne requiert pas de mode engage et que le blocage intervient plus souvent que 1% du temps.

Citation :
Q: Any chance on getting new weapons? Would be really awesome to see some new weapons to throw in templates or even update states on a lot of old TOA weapons that used to be good

A: We can certainly look at this. Once the NF revamp is done and enjoyed a few weeks of being stable and fun, we’ll be shifting our focus back to endgame PvE content as a lot of it needs polishing and updating. Expect more weapons around then. In terms of Class Balance (because we know you are all wondering!), we’ll still be adding changes here and there but we’d rather not introduce huge Class Balance changes (like last patch) around the same time of something as impactful as a New Frontiers revamp.
Q: Est-ce que nous allons avoir de nouvelles armes? Ça serait vraiment sympa d'avoir de nouvelles armes pour les SC ou même mettre à jour les stats des vieilles armes de TOA qui ont été intéressantes.

R: Après le refonte de NF et après quelques semaines de stabilité, nous allons nous concentrés à nouveau sur le contenu pve endgame, de nombreuses choses doivent être revues et améliorées. Attendez vous à plus d'armes. En terme d'équilibre des classes (parce que nous savons que vous vous posez tous la question!), nous ajoutons toujours des changements par-ci par-là, mais nous préférons ne pas introduire de trop gros changements (comme dans le dernier patch) en même temps que la refonte de NF.

Citation :
Q: How do player concentration buffs affect pets? (ie: druid base/specs on an enchanter's pet)

A: Strength buffs increase a pet’s melee damage.

Constitution buffs decrease damage done to a pet.

Dexterity buffs reduce a pet’s spell cast timer, decrease damage done to the pet and increase its chance to hit with archery and bolts.

Quickness buffs reduce a pet’s melee attack timer.
Q: Comment affectent les buffs sur les pets?

R: Les buffs de force augmentent les dégâts pour un pet cac.

Les buffs de constit réduisent les dégâts fait aux pets.

Les buffs de dext réduisent le temps de cast pour un pet caster, réduisent les dégâts fait aux pets et augmentent ses chances de toucher en archerie et avec les bolts.

Les buffs de viva réduisent le timer d'attaque des pets cac.

Citation :
Q: Will there ever be any interest in giving incentives to boost the idea of 8v8? I understand the large scale of this game is 'zerg warfare', yet no offense to them- The elite players of this game do in fact 8v8, it is who has the better group of players to best the other group.

A: We respect all play-styles. Certainly 8v8 combat can be some of the most strategic, rewarding, and compelling in the game. The idea of the various ‘best’ group setups comes into play heavily when we determine the direction of class balance and is also a big factor in our upcoming changes to the New Frontiers. Indeed part of our goals for those changes is to make NF a smaller and more engaging landscape for all players, including our fervent 8v8’ers. I suspect, however, that your question has more to do with incentivizing group vs. group fights in a general way.

We’ve had wish list meetings where we talked about an Arena system (2 groups enter…1 group /rofls.) but features such as this would almost certainly pull players away from the Frontiers to say nothing of the fact that it would require the dedication of nearly all of our resources for a nontrivial amount of time – so we always return to the feedback and do our best to apply the resources we have to features and changes that are requested most often by the highest number of players. That said, we’re always open to suggestions, so leave feedback, start a thread on PostCount, or get a discussion going amongst your friends and realm mates. We’re listening.
Q: Est-ce que nous pensez faire quelque chose pour promouvoir l'idée du 8v8? Je comprends l'idée du jeu à grande échelle en mode zerg, mais sans offense, l'élite des joueurs de ce jeu dans les faits font du 8v8.

R: (je prends le principal) On veut faire de NF une zone plus petite attrayante pour tous les profils de joueurs y compris les 8v8eurs (prononcez uivéuiteur).

Nous avons discuté d'un système d'arène pour groupe, mais cela drainera très certainement les joueurs en dehors de la ZF en plus de monopoliser toutes nos ressources pour un temps non-négligeable.

Citation :
Q: What is the order of operations used to determine whether a combat swing hits the enemy? (ie: miss/fumble/block/evade/parry/etc)

A: They’re checked in this order: target Evade, Parry and Block, then attacker Fumble and Miss.
Q: Quel est l'ordre des opérations pour déterminer quand un swing touche un ennemi?

R: Ils sont fait dans cet ordre: la cible évade, pare et bloque, ensuite l'attaquant fumble et manque sa cible.

Citation :
Q: I recently read somewhere that if a class has access to a certain level of armour (say plate), that any levels below that armour, except cloth, will give them the same absorb bonuses. People often run studded chests/sleeves because the procs are better or the stats fit, and I thought it was a trade off on defense - but is it in fact the same?

A: It is a tradeoff with defense. An Armsman wearing Leather is going to get melee’d for a lot more than one wearing Plate armor.
Q: J'ai lu récemment que les classes ayant accès à un certain type d'armure (disons plate), qu'importe le type d'armure en dessous, à l’exception du tissu, il va donner le même bonus d'absorb. Les gens jouent souvent avec un/des BP/manches cloutée parce que les procs sont meilleurs ou que les stats vont bien dans la SC, je pensais que c'était un compromis sur la défense, mais qu'en est-il en réalité?

R: Il s'agit bien d'un compromis. Un MA qui porte du clouté va prendre plus de dégât qu'en portant de la plate.

Citation :
Q: All my artifacts have a /reuse of 15 minutes apart from Traitors Dagger which has a /reuse of 30 minutes. Why is this?

A: There are a good number of spells which require revision and normalization. Customarily, longer re-use timers were an indication of a more powerful spell or ability, but what was true several years ago may not hold up in today’s game. We can look at adjusting these (and other) spells or abilities with a significant disparity in re-use timers. Please don’t hesitate to bring them to our attention via feedback or bug reports!
Q: Tous les artéfacts ont un timer de 15 minutes à part la dague du traître qui a un timer de 30 minutes, pourquoi cela?

R: Il y a un bon paquet de sorts qui requiert une révision et une standardisation.
Habituellement, les timers d'utilisation plus longs sont un indication d'un sort plus puissant, mais c'était vrai il y a quelques années et probablement plus maintenant. Nous pouvons regarder pour ajuster ses sorts ou les /use qui ont un écart trop important dans les timers de re-use.

Citation :
Q: Why do we still have to lvl arti's on test servers? They should be lvl 10 for testing purposes!

A: We can look into a Mob or an item which grants Artifact Experience for Pendragon. It’s certainly possible.
Q: Pourquoi devons nous encore xp nos artefacts sur le serveur test? Ils devraient être de suite à 10 pour que nous puissions faire nos tests!

R: Nous pouvons regarder pour un Mob ou un item qui donne de l'xp d'arté pour Pendragon, c'est tout à fait possible.

Citation :
Q: Could we get some info on the next set of events planned? Halloween quest? Infernal merchant tents perhaps?

A: Halloween event is just around the corner. We’ll then be capping the final piece of the Pict event at or just after the NF revamp. Once the dust has settled around that we’ll begin a brand new long-term event and quest line in addition to the usual seasonal events we do. And yes, we’ll do the Infernal Merchants again, but probably not until next year.
Q: Est-ce nous pouvons avoir des informations sur les prochains events qui arrivent? La quête d'Halloween? Les marchands des manches infernales peut-être?

R: La quête d'Halloween n'est pas loin. Ensuite, nous allons mettre en place la dernière partie de la quête picte pour ,ou juste après, la refonte de NF. Une fois qu'un peu de temps sera passé, nous commencerons un nouvel event en addition des évènements saisonniers habituels. Et oui, les marchands infernaux reviendront, mais pas avant l'année prochaine.

Voili voilou.

Dernière modification par (y) ; 13/10/2013 à 12h09.
Merci pour le grab bag.

On n'apprend pas énormément sur les mécaniques du jeu.
Le bon signe, c'est la planification de patches. Cela fait penser qu'il y a une vraie volonté d'amélioration et les ressources qui vont avec.
Je pensais la campagne Picte achevée. Apparemment ce n'est pas le cas .

Par contre, il me semble qu'ils avaient dit que les camps resteraient (enfin je crois) après la fin de la campagne.


Content d'entendre parler de projets sur la ZF et le contenu end game. Cela risque de me remotiver sous peu .

Dommage par contre qu'ils ne comptent pas s'occuper de SI (grab bag précédent). La zone était vraiment chouette, tout royaume confondu .
moi perso j'ai jamais eu la sensation que les Grab bag apportai du fondamental dans l'ancien temps,

Ca apportai surtout les réponses des fana de théorycraft

Ce qui pour moi reste positif, c'est que ca communique et que le jeu garde son avenir,
En tout cas ils ont vraiment l'air de travailler sur la refonte de NF, ça à l'air d'être prioritaire! Ce qu'il serait intéressant de savoir c'est sur quels types de changement ils sont en train de travailler
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