藤原亮政 发表于 2012-6-22 03:51:01

6/21/2012更新詳細資料(2樓有中文的更新概要)

Design Update 6/21/2012
6/21/2012
GPG Design Team
AI Difficulty ReductionsThe following changes have been implemented to help address AI difficulty. These changes will go live with the upcoming patch. Please understand that this does not represent the full scope of changes that are planned, just the changes that could be made quickly to begin addressing some of the most concerning problems being faced.
[*]Elite enemies have had their DPS and health boost reduced from 300% to 220%
[*]The benefits provided by the old Star Techs to defensive structures have been granted for free when questing (not in Champion Mode PvP):

[*]Fortress, Guard Tower, and Wall health has been increased by 25% (PvE Only)
[*]Fortress and Town Center damage has been increased by 20% (PvE Only)
[*]Guard Towers cost has been decreased by 20% (PvE Only)
[*]Level scaling, which automatically scales DPS and defenses for enemies, has been removed for quests that are one or two levels above player level.
More changes are planned, and we would like to share a bit about what we know and what changes are in development or being reviewed.Changes to Enemy GearEnemy gear usage was significantly modified for the Summer Update. We allowed enemies to keep pace with player gear levels (up to a point), and we also applied gear in a more consistent manner to our enemy character data. Meaning, we added gear where it had not been before, and we ensured that gear generally applied to core stats like health and DPS. Unfortunately, we now believe the gear we granted enemies was too powerful. The following changes are in development for a second patch, coming soon:
[*]Enemies who are designed to use Uncommon or Rare gear, will now use gear that is generally 5-10 levels lower than player level (before it was 2-5 levels lower)
[*]Enemies who are designed to use Epic gear are being reduced slightly as well, although to a lesser degree. (These enemies did not experience much of an adjustment in gear quality with the Summer Update)
Quest AI ChangesGenerally speaking, we think the Summer Patch AI changes were an improvement. There are some specific areas of concern we have already begun to address. The following changes are in development for a second patch, coming soon:
[*]We have shifted some of the AI economy management to be less efficient by default. The enemy will not be as effective at gathering resources, by about 20%. As the game progresses, if players are doing well enough to trigger the AI to escalate, this economic efficiency is restored.
[*]We have adjusted the attack intervals to be longer by default. Attack rates will be about 15% slower than before. However, as the game progresses, if the AI detects that the player is doing very well, the faster attack rate will be restored.
[*]Enemy usage of siege has been throttled to train less Siege units, especially AOE ranged units like Catapults, Palintonons, and Ballistas.
The quest AI will continue to be under review and additional changes are very possible. For example, we know that quite a few specific quests have issues that are not able to be addressed by these broad-level adjustments. These changes will take time as we hand-craft solutions.Elite EnemiesElite Enemies will continue to be under review until we are satisfied that their original design is back to working as intended. The reason for their increased power in the Summer Update was a combination of factors involving the tech tree and our new enemy character data. We will be looking closely to see if the reduction from a 300% boost down to a 220% boost is enough. Elite enemies are intended to be challenging, but not overwhelming mini-bosses. And in legendary and elite mode quests, we use them to add a layer of insanity to our most challenging content. We do not plan on removing them, but we do plan on generally avoiding elite enemies as a major component of new quest designs. There are many other fun ways to introduce challenge.Join the conversation! Discuss this blog post on our forums here:
https://forums.ageofempiresonline.com/forums/thread/225381.aspx

藤原亮政 发表于 2012-6-22 04:03:04

本帖最后由 藤原亮政 于 2012-6-22 10:58 编辑

以下是簡略中文翻譯
一.AI的難度降低
精銳單位的DPS和血量由原本的增加300%降低到增加220%
舊有的星級科技(防禦類)已經內置到PVE模式中
1.要塞,守衛塔,城牆的血量增加25%
2.要塞和城鎮中心的DPS上升20%
3.守衛塔的成本下降20%

以下為即將修改的更新

二.敵人裝備的變化
敵人改為使用罕見或稀有的裝備
敵人使用的裝備等級將會比玩家的等級低5-10級
設計上使用史詩裝備的敵人數量有所下降

三.任務AI的更改
敵人的經濟效率下降,不會有額外的20%加成
但如果玩家在遊戲中的表現較好,NPC將會恢復較好的經濟效率
調整敵人的進攻時間,攻擊頻率將會比以前慢大約15%,但隨著任務的進行,如果AI檢測到玩家表現好,將會恢復到更快的進攻頻率
敵人將會更少使用攻城兵器,尤其是遠程攻擊單位如投石車,弩炮,床弩

四.精銳單位
開發組將會繼續審核精銳單位,直到他們滿意為止.他們會密切關注精銳單位的能力值由上升300%下降到上升220%是不是足夠的
開發組不打算刪除精銳單位

藤原亮政 发表于 2012-6-22 04:06:47

根據實際體驗,重奪十二國中的阿瑪薩斯,敵人進攻頻率初期是有所下降,但中段開始瘋狂發動攻城兵器(攻城槌和投石車)進攻
投石車數量似乎是沒減少,但攻城槌數量是比更新前更多了...
城堡和塔樓比以前略微好用一些

YangBB 发表于 2012-6-22 05:44:50

Well I think you mention that 隨著任務的進行,如果AI檢測到玩家表現好,將會恢復到更快的進攻頻率.
That means if u play well, it will become insane and once u r down, they will stop attacking

The game is trying to keep u in the game and play, not to failed in the quest and leave.

YangBB 发表于 2012-6-22 05:44:58

Well I think you mention that 隨著任務的進行,如果AI檢測到玩家表現好,將會恢復到更快的進攻頻率.
That means if u play well, it will become insane and once u r down, they will stop attacking

The game is trying to keep u in the game and play, not to failed in the quest and leave.

maodia 发表于 2012-6-22 05:56:30

我觉得可能还是比较坑爹啊,不打算刪除精銳單位

狂~劇情狂 发表于 2012-6-22 10:58:32

看清楚點, 只有第一欄的是弄了, 第二三欄還是COMING SOON

藤原亮政 发表于 2012-6-22 11:01:33

改了,少看了一句

crosort 发表于 2012-6-25 00:09:26

现在单刷叛徒有希望吗

finblanco 发表于 2012-6-25 04:39:53

回复 crosort 的帖子

刷联盟吧,奖励比叛徒好

finblanco 发表于 2012-6-25 04:40:30

现在阿戈斯低级的真心没办法打

藤原亮政 发表于 2012-6-30 03:50:16

7月2號的更新內容
二.敵人裝備的變化
敵人改為使用罕見或稀有的裝備
敵人使用的裝備等級將會比玩家的等級低5-10級
設計上使用史詩裝備的敵人數量有所下降

三.任務AI的更改
敵人的經濟效率下降,不會有額外的20%加成
但如果玩家在遊戲中的表現較好,NPC將會恢復較好的經濟效率
調整敵人的進攻時間,攻擊頻率將會比以前慢大約15%,但隨著任務的進行,如果AI檢測到玩家表現好,將會恢復到更快的進攻頻率
敵人將會更少使用攻城兵器,尤其是遠程攻擊單位如投石車,弩炮,床弩
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