第三赛季团队副本首领战设计
原题:官方蓝贴主题:Raid Encounter Design in Season 3
上周,我们对“毒液深渊”进行了一些调整,目的是减少因单个失误而导致你或整个团队死亡的伤害事件数量。我们认为这类严重的……
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受影响职业的技能监控、爆发提醒、减益追踪 WA
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上周,我们对剧毒深渊做出了若干调整,目的是减少那些可能因单个人失误就杀死你或整个团队的伤害事件。我们认为这种严重的机制惩罚在剧毒深渊中使用得过于频繁,导致相关机制随着赛季推进变得令人沮丧。这些改动的目标是确保伤害事件与玩家失误更相称,并减少个人失误轻易引发团队团灭的情况。以下是那批改动中的几个例子:
恶意伤害在史诗难度下降低了45%,在普通/英雄难度下降低了63%,这现在应有助于让一次打断失败感觉像是一个有惩罚但可恢复的团队失误。
对剧毒飞溅初始伤害(33%)和持续伤害部分(84%)的降低,应有助于确保单个玩家的失误不再感觉像必死无疑。
我们觉得,随着时间推移,我们的设计已经偏离,牺牲了普通史诗玩家的体验。进入第3赛季后,我们希望有意收回其中一些严重的机制惩罚,即使是在赛季初期。一旦第3赛季在公共测试服上线,我们想邀请你们测试新团队副本的各个难度,并亲自看看。
什么是“机制惩罚”?
一般来说,当首领战设计师创建一个机制时,他们也会设计相应的惩罚,以强化该机制旨在鼓励的玩法。
有时这可以非常简单。如果首领战中刷出一只小怪,而坦克没有迅速建立仇恨,它就能进行近战攻击并危及 other 玩家。坦克需要快速接住那只小怪,希望这对坦克来说是有趣的玩法。这相当直接。
其他时候,这些惩罚可能很复杂。让我们以英雄难度乌拉特克为例。如果没有足够多的个人玩家参与分担石毒,一名玩家就会受到钙化尸体影响,并且很可能导致团队团灭。玩家需要分成大致均等的小组,快速反应,并确保在石毒光环消失前一直跟各自分配的玩家待在一起。钙化尸体的存在只是为了强化我们希望玩家在该阶段享受的玩法。
“惩罚必须与过错相称”
在设计机制及其相应的惩罚时,确保它们之间的比例恰当至关重要。例如,一枚小型飞弹击中角色,通常不应使装备适当的角色从满血状态直接死亡。然而,如果团队中的每个玩家都忽视了玛拉卡斯施放的永恒夜幕,他最终会完成施法并摧毁整个队伍。
当机制与其惩罚不成比例时,通常会产生挫败感。这个阈值(即感觉“不公平”的程度)因玩家而异,我们内部会花费大量时间讨论每种团队副本难度下何种设定能让玩家感到合适。
我们收到了许多玩家关于团队副本难度这一要素的反馈。未来,对于以往可能导致玩家因一次伤害事件立即死亡或因单一失误迅速导致团队灭团的情况,我们将采取更为宽容的态度。我们的希望是保留完成遭遇战时的挑战性和成就感,同时让进步过程更加令人满意。减少那种感觉像是“瞬间死亡”的灭团,增加因团队犯错并从中有效学习而逐渐瓦解的灭团情况。
再次邀请大家,在第三赛季测试服开启后加入我们。请参与团队副本测试,并向我们分享您的想法。
Last week we made several adjustments to The Venomous Abyss with the intent of reducing the number of damage events that could kill you or your entire raid with a single individual mistake. We believe this type of severe mechanical penalty was used too often in The Venomous Abyss, causing the associated mechanics to become frustrating as the season wore on. Our goal with these changes was to ensure that damage events feel more proportional to player mistakes and to reduce the number of instances where individual mistakes could easily trigger group wipes. A couple examples from that list of changes:
Malice damage was reduced by 45% on Mythic and 63% on Normal/Heroic, which should now help a failed interrupt feel like a punishing but recoverable group mistake.
Reductions to Noxious Splash’s initial damage (33%) and damage-over-time component (84%) should help ensure that a single individual’s mistake no longer feels like a death sentence.
We feel that our design has shifted over time at the expense of the average Mythic player’s experience. Going forward into Season 3, we’d like to intentionally pull back on some of these severe mechanical penalties, even at the start of the season. Once Season 3 launches on the Public Test Realm, we’d like to invite you to test each difficulty of the new raid and see for yourselves.
What is a “mechanical penalty”?
Generally, when an encounter designer creates a mechanic, they also design a corresponding penalty to reinforce the gameplay that the mechanic is intended to incentivize.
Sometimes this can be very simple. If an add spawns in the encounter and the tank doesn’t establish threat on it quickly, it can melee and endanger other players. The tank needs to pick that add up quickly, which is hopefully fun gameplay for the tank. That’s pretty straightforward.
Other times, these penalties can be complex. Let’s use Heroic Ula’tek as an example. If enough individual players don’t contribute to soaking Stone Venom, a player will be affected by Calcified Corpse and very likely wipe the raid. Players need to split into roughly equal groups, react quickly, and ensure that they’re staying with their assigned player until the Stone Venom aura has expired. Calcified Corpse exists only to reinforce gameplay that we want players to enjoy in that phase.
“The Punishment Must Fit the Crime”
When we design mechanics and their corresponding penalties, it’s important for them to be proportional to each other. For example, a small missile landing on a character should generally not kill an appropriately geared character from 100% HP. However, if every player in the raid collectively ignores Malacrass’ cast of Eternal Nightfall, he will eventually complete his cast and destroy the raid.
When mechanics and their penalties are out of proportion, a sense of frustration usually sets in. This threshold (what feels “unfair”) can be very different from player to player, and we spend a lot of time internally discussing what will feel right for each raid difficulty.
We’ve heard a lot of player feedback about this element of raid difficulty. Going forward, we want to be more lenient in places where we’ve previously killed players in a single damage event or quickly wiped the raid as a result of a single point of failure. Our hope is to retain the challenge and sense of achievement you feel from completing encounters - but allow for more satisfying progression along the way. Fewer wipes that feel like “instant death” and more wipes that feel like a slow unraveling as the group makes mistakes and productively learns from them.
Again, we invite you to join us on the Season 3 PTR once it begins. Please join us for raid testing and let us know your thoughts.
