这次的Devstream 我也有看完
希望利用收听/看直播的印象 以及WIKI 来帮忙翻译一下蓝字@@
ソーシャルの轴となるリレーステーションハブ等で使われる。
相关原文:
EMOTESMany Ask, including NinjaXthreeX2: When will we add emotes?
Geoff: The animations are ready to go content-wise, but our team is pretty bogged down in terms of UI work.
Steve: We definitely know we're going to be using them in the relay station hubs, which places more priority on socialization. It's a UI issue, but it can be going in pretty soon.Geoff: We have about 8 animations... We showed them awhile ago. Included go there, come here, etc.
表情
很多人问,包括NinjaXthreeX2这位玩家:在什幺时候会加入表情动作?
Geoff: 动作动画都已经準备好了,但我们的团队在UI 方面的问题越陷越深。
Steve: 可以清晰的告诉大家,我们是会把它们(表情)套用在relay station hubs中继站枢纽(指Tenno 的船吗?),并会更加重视社交的方面。这是一个UI 的问题,但很快就可以解决。
Geoff: 我们有大约八个动作动画... 我们刚展示过了. 包括"去那边"、"过来"之类。
3つの武器についてメッシュを公开して、それをもとにデザインを作れるようにする予定。
相关原文:
FAN MADE WEAPONS
Weird_stealth asks: Will there be new fan made weapon contests like the melee and enemy of tenno contests?
Geoff: Definitely.
Steve: What we want to try is releasing the raw meshes for three weapons, so that other people can make their own content directly. Our community is incredibly talented, so we're going to see if this interests people. We'll have a contest where people can vote, and the winners will be put into the game. What I'm also hoping is that once they begin selling, the creator gets a share of the platinum. We would probably just ask for skin submissions at first, but eventually we could open it up more to allow for more creativity. Baby steps.
玩家製作的武器
玩家Weird_stealth 问:会不会有新的武器製作(例如近战),以及敌人之类的设计比赛?
Geoff: 绝对会有。
Steve: 我们想尝试发布三个武器的原型,这样大家就可以直接地製作他们的内容。我们的社区(各位玩家)是难以置信地有才能,所以我们会想知道这能不能吸引大家。我们会有一个能够让大家投票的比赛,而胜出的作品将会成为游戏内容的一部份。同时,我希望当这些作品有消费者购买的时候,作品的设计者能分到一部份的白金。基本上,我们现在希望先试试"皮肤"设计比赛,但我们终于能够打开这一道创意之门。Baby steps 婴儿的步伐(意指正刚起步)。
クランドージョーで部屋を作り、それを元にして戦场のレイアウトやアイテム设置などをできるようにしたい。
相关原文:
SOLAR RAILS
Scott: We do have a new mission type for the Solar Rails, which we can show off.
Steve: We have a small team working on a new mission mode to go with the Dark Sectors.
This answers the question of what it would be like to actually defend our Solar Rails, and battle the clans that are attacking? So it will be a new asymmetrical attack and defense based mode, where one team of Tenno attacks accompanied by creeps, specters and more, attacking a smaller defending team with fewer AI. It's a ticket-based system, defending the Solar Rail generator until the attackers run out of respawns. We're putting together a Tenno-style environment, kind of like the Dojo. Players can place turrets, generators, and design the battlefield as it goes along. Also, we have a new mechanic where your abilities are de-energized when you enter the battle, so you basically go in unranked. The energy comes back over time, which brings mods back online in the order that they were equipped.
Glen: That would work in PvE as well. I would love to play that as a defense map.
Steve: Maybe it could be a Nightmare mode of the mission. The Dark Sectors will still be there, but it will be played when the sector is in a conflict phase. We have some video to show.
Steve: As you can see, the mods show up on the right as they come online. What we want to do is have a Dojo room that can be built, and during conflicts it takes that as a template, affecting layout and where the items are placed on your Rail. PVE vs. PVP
Glen: I think this will appeal greatly to high-level players, but you may not ever have to go near this mode. It's totally up to you.
Steve: For instance, the specters were originally introduced for Solar Rails, but they're also useful for solo play.
Glen: It's a clan effort. If you don't want to fight, you can always help with resource collection.
Steve: We were aiming to release this for U14, if possible.
Steve: Right now, trying to contest a Rail basically comes down to a ping race, where you're trying to click it first. We're adding in a feature that allows clans who did damage to the Rail earlier to attack much sooner. PS4 STUFF
太阳轨道
Scott: 我们有新的太阳轨道任务类形,我们可以展示一下。
Steve: 我们有一个小团队正在处理暗黑领域的新任务模式。这回答了一个「在防卫或攻击太阳轨道的时候,实际应该是什幺情况?」的问题。这将会是新的「非对称式的进攻」及「基地模式的防卫」。攻击方的队伍将会由天皇伴随着野怪(指小兵)、幽灵以及更多所组成。而防守方的队伍会有几个AI 所组成。这将会是一个扣分制的系统,你需要防卫太阳轨道的发电机,直到攻击方用光了复活次数。我们将会使用天皇风格的战斗场景,像道场一样。在战争期间,玩家能放置炮塔、发电机及设计战场。同时,我们有新的机制,你将会失去技能,所以你基本上会变为0等。能量会根据时间而回复,这能令你本来装备了的技能再次变为可用。
Glen: 这系统会以PvE (Player versus Environment)打怪的方式运行。作为防卫关卡我会很喜欢。
Steve: 这任务可能会有恶梦模式。暗黑领域会依然存在,但只能在冲突阶段游玩。我们有一些影片用作展示。
Steve: 如你所见,当你的技能恢复的时候会显示在画面右方。我们想做的是想要有一个能建造的道场房间,而在冲突时这房间就会成为範本,并影响着布局及道具位置。PVE vs PVP
Glen: 我想这会吸引大多的高等玩家,但你不需要去接近这模式。那是完全由你作主的。
Steve: 例如,幽灵最初被引入太阳轨道,但他们在单人游戏时同样有用。
Glen: 这是公会的成就。如果你不想战斗,你也能去帮忙收集资源。
Steve: 如果可以的话,我们会把发布日期瞄準在U14第十四次大更新。
Steve: 现在,轨道的对决基本上变成了网路延迟比赛,情况就是你尝试更早的点进去。我们加入了新的功能,让更早攻击轨道的公会能越早的发动。PS4 的东西。
コンテンツの量が倍増し、データが断片化しているのでHDDでのロードが遅くなっている。
相关原文:
Question: When are we getting the weapons that PC has?
Rebecca: I believe they're bundling it right now. It hasnot been sent to certification yet, though.
Glen:I know load times are a real issue. The reason is that we now have twice thecontent, which is fragmented, meaning the game has to load by jumping place toplace within the system's hard drive. With help from Sony, we're hoping to puteverything all in one place; we tried it out last night as an experiment, andit improved load times by three times.
问题:我们(PS4玩家)什幺时候能得到那些PC版的新武器?
Rebecca: 我相信他们正在把这些武器捆绑到更新档。虽然他们还没发送认证。
Glen: 我知道载入时间是一个真正的问题。原因是现在我们已经有两倍的内容,他们是支离破碎的,意思就是当游戏在读取的时候,是在硬碟中跳来跳去的。Sony 的帮助下,我们希望把所有东西放在同一地方;我们昨晚已经作为一个实验的试过了,改善的结果就是载入速度快了三倍。
64bitのみに最适化された部分がいくつかあるので、そこを改善していきたい。
最初は4つのフレームしかなかったが今は16ものフレームが実装されている。つまり4倍。
现时点では起动时にすべてのアセットを読み込んでいるが、U14ではクライアントに半分のデータしか読み込まないようにさせるようにする。
これにより特に低スペックのPCは恩恵を受ける。
相关原文:
PC FRAMERATE
Glen: We received some stats about hardware usage... 1 in 6 users are running Intel HD graphics on laptops, and only 1 in 4 are on 64-bit systems, while the rest are 32-bit. We have a team of people who work solely on performance in art and coding, and it's improving all the time. We have some things that are optimized for 64-bit, but the survey made me refocus.
PC帧率
Glen: 我们得到一些玩家硬体资料... 1/6的玩家在笔记本电脑使用Intel HD graphics(内显)游玩,而只有1/4的玩家是使用64位元的系统(例如Window 7 64-bit),其他全都在32位元系统。我们有一个队伍是独立地处理艺术设计与编码的效能优化,这是不断地改进的。我们有一些东西是为64位元系统优化的,但现在的情况让我们重新把焦点放在不同的地方。
THE REVOLUTION
Glen: When we started we had 4 Warframes, but now we have 16, so our content has quadrupled at least. So we made some decisions early on that are not as effective now. Right now we load everything on launch, so what we're working on for U14 is asking the client to load half the content. This should improve stability and graphics greatly on low-end systems.
革命
Glen: 当初我们只有四件战甲,但现在我们有十六件,所以我们的内容至少比原来的多了四倍。所以以前我们作出的一些决定现在已经不太有效。现时我们在登入器那边载入了所有东西,而我们在U14要做的就是让客户端载入一半的内容而不是全部。这应该能在低阶电脑上大幅改善稳定性及画质。
何かに特化させたいならトレードオフができる。
相关原文:
ARMOR STATS
WarHeroman: With the new Warframe Armour attachments can they include stats like (examples of boosts to combat, etc?)
Steve: I think it's a conversation we need to have because there's no one consensus. I've gotten a lot of questions about armor stats. We already have helmets which have stats. whether we're paying for cosmetics or crafting them limits what we can do with them power-wise.
Glen: If you're only interested in making your frame look cool, use the Arcane. If you want to spec it out, you can do some trading off. So I think it's an interesting gameplay dynamic.
Steve: We're always thinking of min/maxing. I wish we had put more thought into tradeoffs, like we did with the channeling, making you have to choose between mods instead of piling on all of the best ones.
装甲饰物属性
WarHeroman: 那些新的战甲装甲饰物能不能有附加属性?
Steve: 我想这是需要讨论的,因为目前我们没有共识。我已经收到一大堆有关装甲饰物属性的查询。我们已经有一些有附加属性的头盔。到底是单纯的饰物,还是製作他们会限制了我们对这些道具的能力设定呢?
Glen: 如果你只对让你的战甲更帅气感兴趣的话,用Arcane 吧。如果你想出售它,你可以进行交易。所以我认为游戏进程这幺动态是满有趣的。
Steve: 我们经常在想min/maxing 最小/最大化(意指把东西做到最好的效果)。我希望有更多东西能放进权衡之中,像我们对近战充能所做的,让你在配mod的时候从中选择,而不是把所有最好的mod都放进去。
翻译完毕,没有懒人包不好意思,现在没有,以后也不会有以下题外话...
吼!!!你们知不知道我翻译这鬼直播多幺辛苦!!!边吃边翻肚子还是很饿!!!
所以我要吃精华跟GP把肚子医好!!!
吼......