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Official Forums | Producer's Letter - 5.20.09

發表於 : 2009年 5月 21日, 01:06
DevTracker
Hello all,

Just like any evolving game, things change. Since release, we've had an ongoing and heavy interest in game balance. Much of the critical implementation work in the last several years for EverQuest II has been on the shoulders of Aeralik, but the discussion and decisions are shared across the entire team, as we review information that you provide us in various ways. Data comes from the many reports we run against our log files, from the posts you make in the EQII forums, and even from external forums. Once we gather that data, we process it so that we can see the underlying issue it reveals.

Fairly often the data confirms something that one of you has pointed out in a post, or in feedback, or a ticket with Customer Service, and we start looking at ways that we can correct whatever that issue is. There is not a one of us who enjoys putting something into the game that eventually needs to be "nerfed", but at times changes get in that end up doing something completely unexpected, despite our testing. Even the most innocuous item or change can make a significant difference in a game with the complexity of an MMO, especially with the size and scope of EQII.

This is the situation we've run into now. We've discovered that with the items that we released with The Shadow Odyssey, that proc additional damage, the amount of damage being caused has grown considerably, and we need to adjust it. So, in the next game update, we're going to be adjusting to the way triggered procs on items work.

The first change of note is that we're removing critical damage from the item's base proc. This will help us even out damage from the items we've already released, and also assist us in maintaining a standard going forward.

The next thing you'll see in this update is that the values of the procs can no longer be modified, with a few notable exceptions like achievements or item set enhancements. Generic bonuses will no longer apply to triggered damage generated from items. This will allow us to move forward with creating items that can have higher damage item procs in the future.

Predators will see a change to Toxic Expertise, The spell will now improve the base damage of poisons. We're also making adjustments to the Death Mark and Inspired Daring spell lines so that they trigger melee attacks instead of spell based attacks. This is to refocus the combat art back to improved poison damage, rather than the spell crit damage it has been doing.

We recognize that these are substantial changes. We wouldn't be making them if we didn't feel that things were currently unbalanced, and becoming more so as the game continues to grow. These changes will bring the item procs and spells back to a reasonable standard.

What about the rest of the content in this game update? Well, there are a bunch of additional changes you'll be seeing, beyond the spell rename that we've been talking about on the boards for a while now; you can expect to see a brand new x2 raid, two single group instances, lots of overland solo content, player created books, a whole new and more efficient shadow system, and research assistants to help you study up for your next spell upgrade.

We're expecting to have most of this rolled out to the test server sometime during the week of May 18th, and then out to the live servers in June, around Fan Faire. We'll be sure to keep you updated if dates change.
We hope to see your feedback on all of these matters and hope that you'll join us on the Test server once we update. Until then, please give us your feedback in the Official Forums.

Finally, this will be my final Producer's letter to you all. I'm moving on within SOE to another position, but wanted to thank each of you for your continued comments, concerns, and discussion. Between the team and the players, it's been a most enjoyable experience for me again, and I will certainly miss you all - without being too far away. Fortunately, I'm leaving you in good hands, and I think the future of EverQuest II will continue to shine.

I'll see you in game!

Bruce A. Ferguson

Kiara
http://forums.station.sony.com/eq2/posts/list.m?topic_id=451254&post_id=5027583#5027583

Re: Official Forums | Producer's Letter - 5.20.09

發表於 : 2009年 5月 21日, 01:56
Crlight
新貼的開發團隊信,話說好久沒有這麼嚴肅的文章了,顯然事情很重要,以下是一些重點整理。

1. 因為 TSO 的 proc 額外傷害造成傷害量過高,下個 GU 要調整 proc 的方式。
2. 裝備上的 proc 將不會產生 critical dmg。
3. 無法透過其他裝備、特效、法術來強化 proc 的傷害,簡單來說就是 proc 上寫打多少就是多少。
4. Bruce A. Ferguson 要轉調其他職位了,所以這是最後一封信。

總而言之,我認為這個改變影響的層面非常廣,不過也只能說是要幫無法收拾的 proc dmg 斬草除根,否則繼續下去這屁股會擦不完,以後每做一個新的裝備都要考慮到全職業 / 其他裝備會不會影響這個裝備的 proc 值,太累了...這次的改變勢在必行。

當然,負面影響就是玩家的 dps / heal 會大幅降低,建議有需要在進度上推進的,最好把握現在到 6 月底前這段時間,免的 AE nerf 之後大改小修不斷...。

Re: Official Forums | Producer's Letter - 5.20.09

發表於 : 2009年 5月 21日, 11:00
Innermirror
Crlight 寫:...
3. 無法透過其他裝備、特效、法術來強化 proc 的傷害,簡單來說就是 proc 上寫打多少就是多少。
...


這一點仍然有少數例外,像是AA的加成或是成套裝備的加成仍然維持。

還有一點,ASSN與RNGR的毒藥專精(Toxic Expertise)會有改變,變成提升毒藥的基本傷害(base damage)。Death Mark 及 Inspired Daring 戰技系列也會有所調整,變成依肉搏攻擊發動而不是依法術類型攻擊發動。這是為了將戰技重新聚焦在增進毒傷,而不是原先的法術暴擊傷害。