zyjking
本帖最后由 zyjking 于 2021-3-22 12:27 编辑
在北233京时间2021年3月12日 1:00,开发者在游戏的官方Discord里举行了第二次你问我答。
涉及到游戏的各个方面。

下面节选并翻译了一些相对重要的问题

Asking as the 'leader' of the Speedrunning Community:
Is there anything that you'd like from the MCD Speedrunning community, whether to help the game (bugfixes, etc.) or otherwise?

Keep speedrunning! We've very much been enjoying watching streams and competitions. If you have feedback or thoughts, feel free to reach out! The feedback website is good, and we also look at Reddit fairly often.

问:以速通社区的“领233导人”身份问一下:
需要速通社区提供些东西吗?对游戏的帮助(bug修复等)也好,其他也好?
答:继续刷记录!我们非常喜欢看直播和竞赛。如果你有啥反馈或想法,欢迎联系我们!反馈网站很棒,我们也会经常刷Reddit。

Q: Why is there no endgame boss in Flames of the Nether DLC?

A: Whenever we make new content or features, we have to think about what we want to see the most, and then prioritize. While we like having narrative and bosses, we also wanted to try something new, with more of an "adventure" and "treasure hunt" feel. Instead of one very complex boss, we opted for making many variant bosses in the form of Ancient Mobs, and tried to make those interesting to find and fight.

问:为啥下界之焰DLC没有最终Boss?
答:每当制作新内容或特性时,都会先思考最想看到的是啥,然后确立优先级。尽管我们喜欢剧情和boss,但我们也想试些新东西,比如这次是更多的“冒险”和“寻宝”的感觉。所以没有做一个非常花哨的boss,而是用古代生物的变种Boss取而代之,并尽力让探索和战斗的过程变得有趣。

Q: Why the mob from the special 10 million players bundle is a baby pig?

A: We thought it was cute! Plus, we didn't have a baby pig in the game yet and everyone loves baby pigs.

问:为啥千万玩家纪念奖励的生物是猪宝宝?
答:我们觉得很可爱!而且游戏中还没有猪宝宝,以及大家都喜欢猪宝宝。

Q: how long do you plan on updating this game and bringing new content

A: We're certainly not stopping any time soon! We have hinted at the next few updates in a video at Minecon Live, and work on those is currently ongoing. I'm excited about what the future holds!

问:你们计划多久更新一次游戏并加点新内容?
答:离停止更新还早着! 我们已经在Minecon Live的中暗示了未来的几个更新,现在已经在做了。我对后继发展还蛮兴奋的!

Q: Where will the dungeon arcade machines be located?

A: They're slowly making their way out to arcades! More locations to come!

问:游戏的街机版会在哪里推出?(译者注:详见此处
答:他会慢慢地出现在机厅,并陆续出现在更多地方!

Q: Why isn’t everyone favorite Nether boat, the strider, in FOTN?

A: We pick and choose which mobs make sense to add to an update, which might have mechanics that would be useful to us, but have considerations for development resources. We can't just add all Minecraft mobs!

问:为啥大家都喜欢的下界船只——炽足兽,没有加进游戏里?
答:我们只会挑选并添加对我们和游戏机制有用的生物,以及对开发资源的考虑。因此不可能把所有的原版生物都加进去!

Q: Will you add shield to the game, since some squelettons already have some in the desert temple level ?

A: Shields is something we've been interested in and explored briefly during development. We've said that if we were to ever make them, we'd want to do them justice and make sure they're interesting. That might include making new enchantments for shields or adapting existing enchantments to put them on shields, plus adds a lot of complexity and requirements. In the end, the cost of the feature outweighed the benefits and we decided to focus our efforts on other areas. That doesn't mean we would never introduce something like shields, but it's not planned for the near future.

问:有加入盾牌的计划吗?沙漠神殿的有些生物已经有盾牌了。
答:盾牌是我们一直注意着的东西,在开发中也进行了简单的探索。我们说过,如果加入盾牌,就得让他们保持平衡,还有确保具有趣味性。这里面包括给盾牌制作新魔咒,或改动现有魔咒,以及加入很多数值微调和需求等。一顿操作算下来,开发成本比收益还要高,所以我们决定将精力集中在其他方面。但这并不表明永远不会加类似盾牌这样的东西,但近期并没有计划。

Q: Why are you giving regular bows all the good new enchantments? The Imploding crossbow is my favourite ranged weapon, but it doesn't get any of the new awesome ranged enchantments.

A: Frankly, some of the crossbows (including Exploding Crossbows and Harp Crossbow, for example) were really strong already, and most regular bows were a little underwhelming by comparison. We wanted to make sure that they felt viable too, and we also had some ideas for mechanics that we thought would work really well when tied into charged attacks (which aren't possible with crossbows).

问:为啥只给弓加新的魔咒?我喜欢聚爆弩,但你们连一个新的魔咒都没给他。
答:说实话,部分弩(包括爆炸弩和竖琴弩等)已经非常强大了,相比之下,大多数弓都有些差强人意。我们想确保他们也可让人们觉得值得一用,以及也有一些想法,比如结合蓄力攻击的机制等(弩是不能蓄力的)。

Q: With the next DLCs do you intend to continue with the same formula as in the flames of the nether dlc, of having more levels but they are shorter ,or have less levels but they are longer as in the Holwing peaks DLC?

A: The Nether was a big one that we'd been working on for a while, that we knew would be a lot different. We'll mix and match a little, so you could expect to see something in the style of Howling Peaks, but you can also expect some unexpectedness in the future!

问:在下个DLC中,你们会像下界DLC那样,制作数量多但流程短的关卡;还是像嚎风山巅一样,制作数量少但流程长的关卡?
答:下界是一个开发已经有一段时间的东西,所以我们清楚会有很多不同。因此我们会混搭和照搬一些,所以你可以期待下,看到些嚎风山巅风格的东西,也可以期待下以后会令你喜出望外的东西!

Q: In the recent 1.8 update, was it the intention to make the Arch Haven drop a 100% chance to spawn? If so, are you aware its till not 100% guaranteed?

A: Definitely a bug. The intent was to make this a 100% drop in Pumpkin Pastures and are aware that it's not quite there

问:在1.8更新中,确定是让灾厄港口可以有100%的几率解锁吗?如果你们确定,那你们是否知道它(解锁地点的隐藏结构)并非100%出现?
答:绝壁是个bug。我们是想让它在南瓜牧场里会有100%的几率解锁,也发觉了还没做好

Q: did you think that the game would get 10 000 000 players in 1 year?

A: We were hoping to see a lot of players, of course - but it's still feels immensely surprising and rewarding to see so many enjoying the game. Personally, I don't know that I ever dared hope for this many, and it's both daunting and lovely that we got there!

问:你们有想过这游戏会在1年内达到千万数量级的玩家吗?
答:我们当然希望看到一堆玩家——但看到这么多玩家喜欢这游戏,我们还是感到非常惊讶和欣慰。就我个人来说,我从来都不知道我竟敢有底气达到这个数量级,但我们做到了!既让人望而生畏,又让人欣喜。

Q: I really like when you guys did the Halloween event and the gear within. Will there be another event like this one ever again?

A: Spooky Fall and Chills & Thrills were incredibly fun events! We like doing them and would love to do them again

问:我很喜欢万圣季节活动和里面的装备。以后还会有类似的活动吗?
答:惊悚深秋和凛冽战栗两个活动都非常有趣!我们喜欢搞,也想再搞一次。

Q: Speaking as a member of the modding community, have you considered releasing some of your internal level tools and/or making content like entities possible to create with mods? In my opinion, a lot of what makes Minecraft Minecraft is the community content, and bringing modded content closer to center stage seems like a great way to bring that spirit of community content to Minecraft Dungeons

A: Community content definitely makes Minecraft Minecraft, and that's going to remain true for Minecraft (the game with no additional text in the title). For Minecraft Dungeons, it's a very different kind of game, and the team isn't set up to expand and support the game in the same way as the most successful sandbox crafting game in history. We'd love to support it more, but the team is small enough that it's a matter of priorities: time spent on tooling is time taken away from bug updates and features.

问:以mod社区成员来问几句:是否考虑过发布一些内部关卡工具和/或通过mod让制作内容(比如实体)成为可能?在我看来,Minecraft之所以能成功,很大程度都跟社区内容有关。所以把mod内容带到接近于中心位置处,似乎是一个把社区精神带到我的世界:地下城中的好方法。
答:社区内容绝对是让Minecraft独一无二的原因,所以在Minecraft(原版游戏)上会继续保持此类精神。但我的世界:地下城类型与其非常不同,团队成员的安置并不与史上最成功的沙盒建造类游戏(即Minecraft)相同。因此,虽然我们也想更多往这方面做支持,但团队规模很小,这是一个优先级问题:在制作类似工具上的时间多花一秒,修复BUG和功能更新的时间就少一秒。

Q: Will there every be "Gilded Artifacts"? I know that Artifacts can't have enchants but will there ever be Unique or Gilded Artifacts that have special bonuses? (such as more damage or shorter cooldown)

A: We don't currently have any plans for gilded artifacts. Variant artifacts with special properties is something we've talked about many times during development and would absolutely love to do in some fashion. As always, it comes down to development priorities. For gear, enchantments ia already a big existing system that we could nicely tie into, while doing something similar for artifacts - all of which have vastly different types of effects - is more of a challenge. Not even cooldown is a consistently working mechanism for all artifacts, so it would have to be a whole new system. The scope of that is large and it becomes a trade-off against other features and content.

问:有没有“镀金法器”?我知道法器不能附魔,但会不会有独特品质和特殊加成呢?(比如更高伤害或更短冷却)
答:目前没有镀金法器的计划。但具有特殊属性的变种法器已经在开发中多次讨论过,绝对希望能用某种方法出现在游戏里。如同往常,这得看开发优先级。再说到装备,附魔已经是一个很大的现有系统了,所以两者可以很好地结合,但法器的效果类型都不尽相同——所以做类似的东西难度更高,因为连冷却时间(法器都有的属性)都不同,所以它必须是一个全新的系统。这个范围很大,也会对其他特性和内容的平衡有所影响。

Q: Will the Dungeons team continue its work on accessibility? This game has insane amounts of potential for blind and visually impaired gamers, due to its incredible sound design, however many accessibility bugs exist.

A: We'll keep on trying to improve the game as much as possible to make it accessible and easy to play for all kinds of players

问:开发团队会继续在无障碍方面下功夫吗?因为音效设计不可言喻,所以它对视障和听障人士非常不友好。而且现有无障碍的bug也一堆。
答:我们会继续努力,尽可能地改进游戏,让游戏对所有玩家来说都容易上手,且没有障碍。

Q: When will you be adding cloud saves to Minecraft Dungeons?

A: We have no specifics to announce yet, but it's still coming. We're making progress!

问:云存档啥时候来?
答:在做了在做了,但目前没啥可说的!

Q: In the ending of the Nether Fortess level, the final room has a large statue of the MOB D/Hovering Inferno, and it seems like the room should contain a boss, such as the Inferno itself, which has been found in files by some people on Reddit/the modding community. Is there any reason for this?

A: Mob D, the Hovering Inferno, is now... the Wildfire. Wildfires were originally slated to be a new event mob alongside the Ghast. The statue was done earlier and was "easier" work compared to the actual mob. While partial work on the mob was completed, it wasn't ready in time; it still needed some work on behaviors, balancing, testing, etc.

We may see a Wildfire pop up again in Dungeons, if we find a place to slot in that work in our busy roadmap. If not, maybe it'll pop up again someday in the Minecraft universe.

问:下界要塞关卡的结尾,最后的房间里有一个生物D(Hovering Inferno)的大型雕像,看样子这里应该有一个boss,比如Hovering Inferno,Reddit/mod社区的一些人在文件中发现了。这里面有什么隐情吗?
答:生物D(Hovering Inferno)现在被我们叫做......野火(Wildfire)。原本计划是作为和恶魂一样的新事件生物。与实际生物相比,做一个雕像就显得“非常容易”了,所以雕像早就做好了。虽然这部分工作已经完成,但还没准备好,它需要再来一些行为、平衡、测试等工作。
如果能在忙碌的路线图中找到合适的空缺,那可能会再次出现。如果没有,也许有一天它会再次出现在Minecraft宇宙中。

Q: Will there be a Minecraft Dungeons 2 or sequel?

A: Is that something that you all would want?

问:会有地下城2或续作吗?
答:这就是你们都想要的吗?(((((

Q: What inspired you to add ancient hunts

A: We really wanted an interesting end game feature, and in a brainstorm meeting
Pontus asked "What if the player could affect how the missions play?" and that created an avalanche of ideas and thoughts that eventually ended in Ancient Hunts

问:远古狩猎这个点子是咋来的
答:我们很想要一个游戏终局后的东西,以及在一次头脑风暴会议上,Pontus问了一句:"如果玩家可以控制任务玩法,那会怎样?"这句话引发了一个雪崩式的想法和思路,最终以远古狩猎结束。

Q: Please tell me how you guys got the ”WAWAWAWA” sound for the vine whisperer thing in the Jungle Awakens dlc
A: It's inspired by Age of Empires, and a lovely voice acting person just went for it

问:请告诉我你们是怎么给觉醒丛林DLC的唤藤者弄上“哇哇哇哇哇”的音效的?
答:灵感来自于《帝国时代》,然后一个可爱的配音者就去搞了(

Q: Do you think there could be an art book for the concept art of MCD? I know there probably isn't any plans for any book but is it a possibility?

A: It is a possibility for sure! We have tons of concept art by now including lots of scrapped ideas. Personally I hope we do

问:你认为MCD的概念艺术有足以出一本画集吗?我知道可能没有任何出书的计划,但这有可能吗?
答:怎么没可能!我们已经有了一堆概念画,其中包含了很多废弃的想法。我个人希望能来一本。

Q: Would some of the development team from Minecraft Earth move to the development team of Minecraft Dungeons?

A: Earth development was in our Redmond location, while the Dungeons team is in Stockholm, so there isn't likely to be overlap there. But there's lots to do at Mojang!

问:Minecraft Earth的一些人会转移到Minecraft Dungeons来吗?
答:Minecraft Earth的开发在雷德蒙德,而Dungeons团队则是在斯德哥尔摩,把人迁过来就会有多余重叠,所以这是不可能的。而且他们在Mojang还有很多事情要做呢!

Q: What are your thoughts on the modding work the Dokucraft Team has done? Like CCCode's Custom Skin Loader
A: We love it! We enjoy seeing the crazy things that people can put in the game

问:你们对Dokucraft团队的mod工作有啥看法?比如CCCode的自定义皮肤加载器(译者:这是个非常牛的换肤Mod)
答:这可NB了!我们喜欢看到人们对游戏做的疯狂行为

Q: In the last scene of the epilogue of the Obsidian Pinnacle level, Orb's parts were merged and regenerated, but in DLC packs the Orb was still fragmented and scattered around the overworld.
Why....

A: One of two things must be true:
1) Some shards got scattered all across the universe, and some shards were shown being pulled together. Whether those two are exactly the same shards and whether the thing happened to all of them remains to be seen...
2) As @danielbjorkefors puts it, the shards all had a meeting, couldn't get along, and decided to spread all across the overworld.

问:在黑曜之巅关卡的结尾动画中,支配之球自行重组再生了。但在DLC剧情里面,支配之球还是破碎飞散,散落在整个世界中的。这是为啥...
答:二选一,你猜猜:
      1)只有一部分碎片散落纷飞了,另一部分就重组到了一起。 是碎片都变成了这两种结局之一呢,还是两种原因之外还有意外发生呢,事情还有待观察......
      2)就像@danielbjorkefors说的那样,这些碎片开了个会,结果互相合不来,于是决定自行解散闯荡天地去了。

Q: Will there be a boss for the Flames of the nether dlc in the future?

A: No, this was never part of the DLC. I know that some had expectations of there being a boss because DLCs 1-3 had three levels and a boss, but Nehther had 6 levels and Ancient Hunts, so it wasn't planned to be consistent with any patterns. The Nether is a fun adventure, rather than a story piece.

问:下界之焰DLC以后会有Boss吗?
答:没,Boss从来都不属于下界DLC的一部分。我知道有些人依然抱有期望,因为前三个DLC都是3个关卡和一个Boss,但下界有6个关卡和远古狩猎,所以并无计划与其他保持一致。下界是一个有趣的冒险,而不是其中的一个故事。

Q: For what will nether portal in camp be used for?

A: It's broken, and I can't seem to pick up blocks! So it looks like it'll be broken.

问:营地里的下界传送门是用来干啥的?
答:它坏了。我找不到被撸掉的方块,看来它要坏了。(((((



Q: Could you modify the Chinese simplified translation?There are many mistakes in Chinese simplified translation and some translations are even difficult to understand.
A: We're trying our best to improve our translations. We are aware of the issues and we'll keep on working hard to fix them!

问:能改善下简中翻译吗?简中翻译中存在大量基翻,有些甚至翻译地莫名其妙。
答:我们正在努力改进翻译问题。同时已经注意到了,会继续努力解决这些问题。



This isn't a bug report. I'm more curious about the nature of these things.

-A lot's been done to balance the game, especially the damage of things like Fire Trail, Burning, Electrified. However, there are some things (like if you get Gravity Pulsed onto Fire Trail, you can die immediately from full health without Reckless and with Iron Hide. And as your weapons grow in power, Radiance heals less and less % of what it should, until it's only healing 157k out of the 224k it's supposed to at power 251).

My Q is: Are these unintended bugs, and if so, are they known and with plans to work on them (and others)?

A: Balance is ongoing work, of course. Generally speaking, I'd say we want to avoid instant deaths, but we also want to make sure the game is challenging at high difficulties. When there's a variety of playstyles and some builds are much tankier than others, these things become very tricky. Making things less damaging risks making things too easy for seasoned players, and upping the damage risks making it too hard for certain builds.

As for Radiance, I'm not totally sure off the top of my head - I'd have to look into it more to answer that specifically.

    这不是漏洞报告。我更好奇这些东西的性质。
      我知道你们为了平衡游戏做了很多调整,特别是对于焰尾、燃烧、电击魔咒。但还是有些东西(比如引力脉冲+焰尾,在没有莽撞魔咒和有铁皮护身符法器的情况下,你依然会满血直接瞬间挂掉。而且随着你的武器等级的提升,治愈光辉的治疗量越来越低,在等级251下只有15.7万,按理来说应该有22.4万)。
我的问题是:这些都是意外的漏洞吗? 如果是,你们是否知道了,并且有计划去解决这些问题(和其他问题)吗?
答:当然,平衡是持续性的工作。一般来说,我想说的是我们会避免瞬间挂掉,但我们也想确保游戏在高难度下具有挑战性。当游戏有各种各样的搭配玩法,而有些搭配比其他的要肉厚得多时,事情就变得非常棘手了。因为降低伤害可能会让经验丰富的玩家觉得太小儿科,而提高伤害有就可能让某些搭配变得太难。

至于治愈光辉,我也不太确定——我得多研究一下才能给出具体回答。(译者:也就是说你也不知道是啥问题咯)

(完)

更多内容请至MCD的官方Discord,dungeons-dev-answers-march-2021频道中查看(全英文)
https://discord.gg/minecraftdungeons


2021.12 数据,可能有更多内容在北233京时间2021年3月12日 1:00,开发者在游戏的官方Discord里举行了第二次你问我答。
涉及到游戏的各个方面。


下面节选并翻译了一些相对重要的问题


Asking as the 'leader' of the Speedrunning Community:
Is there anything that you'd like from the MCD Speedrunning community, whether to help the game (bugfixes, etc.) or otherwise?


Keep speedrunning! We've very much been enjoying watching streams and competitions. If you have feedback or thoughts, feel free to reach out! The feedback website is good, and we also look at Reddit fairly often.

问:以速通社区的“领233导人”身份问一下:
需要速通社区提供些东西吗?对游戏的帮助(bug修复等)也好,其他也好?
答:继续刷记录!我们非常喜欢看直播和竞赛。如果你有啥反馈或想法,欢迎联系我们!反馈网站很棒,我们也会经常刷Reddit。


Q: Why is there no endgame boss in Flames of the Nether DLC?


A: Whenever we make new content or features, we have to think about what we want to see the most, and then prioritize. While we like having narrative and bosses, we also wanted to try something new, with more of an "adventure" and "treasure hunt" feel. Instead of one very complex boss, we opted for making many variant bosses in the form of Ancient Mobs, and tried to make those interesting to find and fight.

问:为啥下界之焰DLC没有最终Boss?
答:每当制作新内容或特性时,都会先思考最想看到的是啥,然后确立优先级。尽管我们喜欢剧情和boss,但我们也想试些新东西,比如这次是更多的“冒险”和“寻宝”的感觉。所以没有做一个非常花哨的boss,而是用古代生物的变种Boss取而代之,并尽力让探索和战斗的过程变得有趣。


Q: Why the mob from the special 10 million players bundle is a baby pig?


A: We thought it was cute! Plus, we didn't have a baby pig in the game yet and everyone loves baby pigs.

问:为啥千万玩家纪念奖励的生物是猪宝宝?
答:我们觉得很可爱!而且游戏中还没有猪宝宝,以及大家都喜欢猪宝宝。


Q: how long do you plan on updating this game and bringing new content


A: We're certainly not stopping any time soon! We have hinted at the next few updates in a video at Minecon Live, and work on those is currently ongoing. I'm excited about what the future holds!

问:你们计划多久更新一次游戏并加点新内容?
答:离停止更新还早着! 我们已经在Minecon Live的中暗示了未来的几个更新,现在已经在做了。我对后继发展还蛮兴奋的!


Q: Where will the dungeon arcade machines be located?


A: They're slowly making their way out to arcades! More locations to come!

问:游戏的街机版会在哪里推出?(译者注:详见此处
答:他会慢慢地出现在机厅,并陆续出现在更多地方!


Q: Why isn’t everyone favorite Nether boat, the strider, in FOTN?


A: We pick and choose which mobs make sense to add to an update, which might have mechanics that would be useful to us, but have considerations for development resources. We can't just add all Minecraft mobs!

问:为啥大家都喜欢的下界船只——炽足兽,没有加进游戏里?
答:我们只会挑选并添加对我们和游戏机制有用的生物,以及对开发资源的考虑。因此不可能把所有的原版生物都加进去!


Q: Will you add shield to the game, since some squelettons already have some in the desert temple level ?


A: Shields is something we've been interested in and explored briefly during development. We've said that if we were to ever make them, we'd want to do them justice and make sure they're interesting. That might include making new enchantments for shields or adapting existing enchantments to put them on shields, plus adds a lot of complexity and requirements. In the end, the cost of the feature outweighed the benefits and we decided to focus our efforts on other areas. That doesn't mean we would never introduce something like shields, but it's not planned for the near future.

问:有加入盾牌的计划吗?沙漠神殿的有些生物已经有盾牌了。
答:盾牌是我们一直注意着的东西,在开发中也进行了简单的探索。我们说过,如果加入盾牌,就得让他们保持平衡,还有确保具有趣味性。这里面包括给盾牌制作新魔咒,或改动现有魔咒,以及加入很多数值微调和需求等。一顿操作算下来,开发成本比收益还要高,所以我们决定将精力集中在其他方面。但这并不表明永远不会加类似盾牌这样的东西,但近期并没有计划。


Q: Why are you giving regular bows all the good new enchantments? The Imploding crossbow is my favourite ranged weapon, but it doesn't get any of the new awesome ranged enchantments.


A: Frankly, some of the crossbows (including Exploding Crossbows and Harp Crossbow, for example) were really strong already, and most regular bows were a little underwhelming by comparison. We wanted to make sure that they felt viable too, and we also had some ideas for mechanics that we thought would work really well when tied into charged attacks (which aren't possible with crossbows).

问:为啥只给弓加新的魔咒?我喜欢聚爆弩,但你们连一个新的魔咒都没给他。
答:说实话,部分弩(包括爆炸弩和竖琴弩等)已经非常强大了,相比之下,大多数弓都有些差强人意。我们想确保他们也可让人们觉得值得一用,以及也有一些想法,比如结合蓄力攻击的机制等(弩是不能蓄力的)。


Q: With the next DLCs do you intend to continue with the same formula as in the flames of the nether dlc, of having more levels but they are shorter ,or have less levels but they are longer as in the Holwing peaks DLC?


A: The Nether was a big one that we'd been working on for a while, that we knew would be a lot different. We'll mix and match a little, so you could expect to see something in the style of Howling Peaks, but you can also expect some unexpectedness in the future!

问:在下个DLC中,你们会像下界DLC那样,制作数量多但流程短的关卡;还是像嚎风山巅一样,制作数量少但流程长的关卡?
答:下界是一个开发已经有一段时间的东西,所以我们清楚会有很多不同。因此我们会混搭和照搬一些,所以你可以期待下,看到些嚎风山巅风格的东西,也可以期待下以后会令你喜出望外的东西!


Q: In the recent 1.8 update, was it the intention to make the Arch Haven drop a 100% chance to spawn? If so, are you aware its till not 100% guaranteed?


A: Definitely a bug. The intent was to make this a 100% drop in Pumpkin Pastures and are aware that it's not quite there

问:在1.8更新中,确定是让灾厄港口可以有100%的几率解锁吗?如果你们确定,那你们是否知道它(解锁地点的隐藏结构)并非100%出现?
答:绝壁是个bug。我们是想让它在南瓜牧场里会有100%的几率解锁,也发觉了还没做好


Q: did you think that the game would get 10 000 000 players in 1 year?


A: We were hoping to see a lot of players, of course - but it's still feels immensely surprising and rewarding to see so many enjoying the game. Personally, I don't know that I ever dared hope for this many, and it's both daunting and lovely that we got there!

问:你们有想过这游戏会在1年内达到千万数量级的玩家吗?
答:我们当然希望看到一堆玩家——但看到这么多玩家喜欢这游戏,我们还是感到非常惊讶和欣慰。就我个人来说,我从来都不知道我竟敢有底气达到这个数量级,但我们做到了!既让人望而生畏,又让人欣喜。


Q: I really like when you guys did the Halloween event and the gear within. Will there be another event like this one ever again?


A: Spooky Fall and Chills & Thrills were incredibly fun events! We like doing them and would love to do them again

问:我很喜欢万圣季节活动和里面的装备。以后还会有类似的活动吗?
答:惊悚深秋和凛冽战栗两个活动都非常有趣!我们喜欢搞,也想再搞一次。


Q: Speaking as a member of the modding community, have you considered releasing some of your internal level tools and/or making content like entities possible to create with mods? In my opinion, a lot of what makes Minecraft Minecraft is the community content, and bringing modded content closer to center stage seems like a great way to bring that spirit of community content to Minecraft Dungeons


A: Community content definitely makes Minecraft Minecraft, and that's going to remain true for Minecraft (the game with no additional text in the title). For Minecraft Dungeons, it's a very different kind of game, and the team isn't set up to expand and support the game in the same way as the most successful sandbox crafting game in history. We'd love to support it more, but the team is small enough that it's a matter of priorities: time spent on tooling is time taken away from bug updates and features.

问:以mod社区成员来问几句:是否考虑过发布一些内部关卡工具和/或通过mod让制作内容(比如实体)成为可能?在我看来,Minecraft之所以能成功,很大程度都跟社区内容有关。所以把mod内容带到接近于中心位置处,似乎是一个把社区精神带到我的世界:地下城中的好方法。
答:社区内容绝对是让Minecraft独一无二的原因,所以在Minecraft(原版游戏)上会继续保持此类精神。但我的世界:地下城类型与其非常不同,团队成员的安置并不与史上最成功的沙盒建造类游戏(即Minecraft)相同。因此,虽然我们也想更多往这方面做支持,但团队规模很小,这是一个优先级问题:在制作类似工具上的时间多花一秒,修复BUG和功能更新的时间就少一秒。


Q: Will there every be "Gilded Artifacts"? I know that Artifacts can't have enchants but will there ever be Unique or Gilded Artifacts that have special bonuses? (such as more damage or shorter cooldown)


A: We don't currently have any plans for gilded artifacts. Variant artifacts with special properties is something we've talked about many times during development and would absolutely love to do in some fashion. As always, it comes down to development priorities. For gear, enchantments ia already a big existing system that we could nicely tie into, while doing something similar for artifacts - all of which have vastly different types of effects - is more of a challenge. Not even cooldown is a consistently working mechanism for all artifacts, so it would have to be a whole new system. The scope of that is large and it becomes a trade-off against other features and content.

问:有没有“镀金法器”?我知道法器不能附魔,但会不会有独特品质和特殊加成呢?(比如更高伤害或更短冷却)
答:目前没有镀金法器的计划。但具有特殊属性的变种法器已经在开发中多次讨论过,绝对希望能用某种方法出现在游戏里。如同往常,这得看开发优先级。再说到装备,附魔已经是一个很大的现有系统了,所以两者可以很好地结合,但法器的效果类型都不尽相同——所以做类似的东西难度更高,因为连冷却时间(法器都有的属性)都不同,所以它必须是一个全新的系统。这个范围很大,也会对其他特性和内容的平衡有所影响。


Q: Will the Dungeons team continue its work on accessibility? This game has insane amounts of potential for blind and visually impaired gamers, due to its incredible sound design, however many accessibility bugs exist.


A: We'll keep on trying to improve the game as much as possible to make it accessible and easy to play for all kinds of players

问:开发团队会继续在无障碍方面下功夫吗?因为音效设计不可言喻,所以它对视障和听障人士非常不友好。而且现有无障碍的bug也一堆。
答:我们会继续努力,尽可能地改进游戏,让游戏对所有玩家来说都容易上手,且没有障碍。


Q: When will you be adding cloud saves to Minecraft Dungeons?


A: We have no specifics to announce yet, but it's still coming. We're making progress!

问:云存档啥时候来?
答:在做了在做了,但目前没啥可说的!


Q: In the ending of the Nether Fortess level, the final room has a large statue of the MOB D/Hovering Inferno, and it seems like the room should contain a boss, such as the Inferno itself, which has been found in files by some people on Reddit/the modding community. Is there any reason for this?


A: Mob D, the Hovering Inferno, is now... the Wildfire. Wildfires were originally slated to be a new event mob alongside the Ghast. The statue was done earlier and was "easier" work compared to the actual mob. While partial work on the mob was completed, it wasn't ready in time; it still needed some work on behaviors, balancing, testing, etc.


We may see a Wildfire pop up again in Dungeons, if we find a place to slot in that work in our busy roadmap. If not, maybe it'll pop up again someday in the Minecraft universe.

问:下界要塞关卡的结尾,最后的房间里有一个生物D(Hovering Inferno)的大型雕像,看样子这里应该有一个boss,比如Hovering Inferno,Reddit/mod社区的一些人在文件中发现了。这里面有什么隐情吗?
答:生物D(Hovering Inferno)现在被我们叫做......野火(Wildfire)。原本计划是作为和恶魂一样的新事件生物。与实际生物相比,做一个雕像就显得“非常容易”了,所以雕像早就做好了。虽然这部分工作已经完成,但还没准备好,它需要再来一些行为、平衡、测试等工作。
如果能在忙碌的路线图中找到合适的空缺,那可能会再次出现。如果没有,也许有一天它会再次出现在Minecraft宇宙中。


Q: Will there be a Minecraft Dungeons 2 or sequel?


A: Is that something that you all would want?

问:会有地下城2或续作吗?
答:这就是你们都想要的吗?(((((


Q: What inspired you to add ancient hunts
A: We really wanted an interesting end game feature, and in a brainstorm meeting
Pontus asked "What if the player could affect how the missions play?" and that created an avalanche of ideas and thoughts that eventually ended in Ancient Hunts

问:远古狩猎这个点子是咋来的
答:我们很想要一个游戏终局后的东西,以及在一次头脑风暴会议上,Pontus问了一句:"如果玩家可以控制任务玩法,那会怎样?"这句话引发了一个雪崩式的想法和思路,最终以远古狩猎结束。


Q: Please tell me how you guys got the ”WAWAWAWA” sound for the vine whisperer thing in the Jungle Awakens dlc
A: It's inspired by Age of Empires, and a lovely voice acting person just went for it

问:请告诉我你们是怎么给觉醒丛林DLC的唤藤者弄上“哇哇哇哇哇”的音效的?
答:灵感来自于《帝国时代》,然后一个可爱的配音者就去搞了(


Q: Do you think there could be an art book for the concept art of MCD? I know there probably isn't any plans for any book but is it a possibility?


A: It is a possibility for sure! We have tons of concept art by now including lots of scrapped ideas. Personally I hope we do

问:你认为MCD的概念艺术有足以出一本画集吗?我知道可能没有任何出书的计划,但这有可能吗?
答:怎么没可能!我们已经有了一堆概念画,其中包含了很多废弃的想法。我个人希望能来一本。


Q: Would some of the development team from Minecraft Earth move to the development team of Minecraft Dungeons?


A: Earth development was in our Redmond location, while the Dungeons team is in Stockholm, so there isn't likely to be overlap there. But there's lots to do at Mojang!

问:Minecraft Earth的一些人会转移到Minecraft Dungeons来吗?
答:Minecraft Earth的开发在雷德蒙德,而Dungeons团队则是在斯德哥尔摩,把人迁过来就会有多余重叠,所以这是不可能的。而且他们在Mojang还有很多事情要做呢!


Q: What are your thoughts on the modding work the Dokucraft Team has done? Like CCCode's Custom Skin Loader
A: We love it! We enjoy seeing the crazy things that people can put in the game

问:你们对Dokucraft团队的mod工作有啥看法?比如CCCode的自定义皮肤加载器(译者:这是个非常牛的换肤Mod)
答:这可NB了!我们喜欢看到人们对游戏做的疯狂行为


Q: In the last scene of the epilogue of the Obsidian Pinnacle level, Orb's parts were merged and regenerated, but in DLC packs the Orb was still fragmented and scattered around the overworld.
Why....


A: One of two things must be true:
1) Some shards got scattered all across the universe, and some shards were shown being pulled together. Whether those two are exactly the same shards and whether the thing happened to all of them remains to be seen...
2) As @danielbjorkefors puts it, the shards all had a meeting, couldn't get along, and decided to spread all across the overworld.

问:在黑曜之巅关卡的结尾动画中,支配之球自行重组再生了。但在DLC剧情里面,支配之球还是破碎飞散,散落在整个世界中的。这是为啥...
答:二选一,你猜猜:
   1)只有一部分碎片散落纷飞了,另一部分就重组到了一起。 是碎片都变成了这两种结局之一呢,还是两种原因之外还有意外发生呢,事情还有待观察......
   2)就像@danielbjorkefors说的那样,这些碎片开了个会,结果互相合不来,于是决定自行解散闯荡天地去了。


Q: Will there be a boss for the Flames of the nether dlc in the future?


A: No, this was never part of the DLC. I know that some had expectations of there being a boss because DLCs 1-3 had three levels and a boss, but Nehther had 6 levels and Ancient Hunts, so it wasn't planned to be consistent with any patterns. The Nether is a fun adventure, rather than a story piece.

问:下界之焰DLC以后会有Boss吗?
答:没,Boss从来都不属于下界DLC的一部分。我知道有些人依然抱有期望,因为前三个DLC都是3个关卡和一个Boss,但下界有6个关卡和远古狩猎,所以并无计划与其他保持一致。下界是一个有趣的冒险,而不是其中的一个故事。


Q: For what will nether portal in camp be used for?


A: It's broken, and I can't seem to pick up blocks! So it looks like it'll be broken.

问:营地里的下界传送门是用来干啥的?
答:它坏了。我找不到被撸掉的方块,看来它要坏了。(((((




Q: Could you modify the Chinese simplified translation?There are many mistakes in Chinese simplified translation and some translations are even difficult to understand.
A: We're trying our best to improve our translations. We are aware of the issues and we'll keep on working hard to fix them!

问:能改善下简中翻译吗?简中翻译中存在大量基翻,有些甚至翻译地莫名其妙。
答:我们正在努力改进翻译问题。同时已经注意到了,会继续努力解决这些问题。




This isn't a bug report. I'm more curious about the nature of these things.


-A lot's been done to balance the game, especially the damage of things like Fire Trail, Burning, Electrified. However, there are some things (like if you get Gravity Pulsed onto Fire Trail, you can die immediately from full health without Reckless and with Iron Hide. And as your weapons grow in power, Radiance heals less and less % of what it should, until it's only healing 157k out of the 224k it's supposed to at power 251).


My Q is: Are these unintended bugs, and if so, are they known and with plans to work on them (and others)?


A: Balance is ongoing work, of course. Generally speaking, I'd say we want to avoid instant deaths, but we also want to make sure the game is challenging at high difficulties. When there's a variety of playstyles and some builds are much tankier than others, these things become very tricky. Making things less damaging risks making things too easy for seasoned players, and upping the damage risks making it too hard for certain builds.


As for Radiance, I'm not totally sure off the top of my head - I'd have to look into it more to answer that specifically.

    这不是漏洞报告。我更好奇这些东西的性质。
   我知道你们为了平衡游戏做了很多调整,特别是对于焰尾、燃烧、电击魔咒。但还是有些东西(比如引力脉冲+焰尾,在没有莽撞魔咒和有铁皮护身符法器的情况下,你依然会满血直接瞬间挂掉。而且随着你的武器等级的提升,治愈光辉的治疗量越来越低,在等级251下只有15.7万,按理来说应该有22.4万)。
我的问题是:这些都是意外的漏洞吗? 如果是,你们是否知道了,并且有计划去解决这些问题(和其他问题)吗?
答:当然,平衡是持续性的工作。一般来说,我想说的是我们会避免瞬间挂掉,但我们也想确保游戏在高难度下具有挑战性。当游戏有各种各样的搭配玩法,而有些搭配比其他的要肉厚得多时,事情就变得非常棘手了。因为降低伤害可能会让经验丰富的玩家觉得太小儿科,而提高伤害有就可能让某些搭配变得太难。


至于治愈光辉,我也不太确定——我得多研究一下才能给出具体回答。(译者:也就是说你也不知道是啥问题咯)


(完)


更多内容请至MCD的官方Discord,dungeons-dev-answers-march-2021频道中查看(全英文)
https://discord.gg/minecraftdungeons



❤️🍓
问:能改善下简中翻译吗?简中翻译中存在大量翻,有些甚至翻译地莫名其妙。
这个🐔。。

Watcher233
大佬,你知道这个是咋回事么,这玩意(披风+宠物)在哪领,还是说会自动出现在库存???
都3.13了,库存里还是没看到


zyjking
Watcher233 发表于 2021-3-13 20:01
大佬,你知道这个是咋回事么,这玩意(披风+宠物)在哪领,还是说会自动出现在库存???
都3.13了,库存里 ...

自动出现在物品栏
如果没有,请检查游戏是否更新。或者卸载重装

AkashaMCPK
是把简体中文的问题框起来了吗...

Amateur-
内容非常好,要是排版颜色跟论坛底色一样就好了,白色有点晃眼

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