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[블루포스트] 7.2의 아이템 레벨에 따른 몹 스케일링에 대한 블쟈의 변명

엘나르핌
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2017-03-29 14:59:17
* 글을 올린 블리자드 스탭은 Watcher (전 닉네임 Ion) 입니다

출처 : https://us.battle.net/forums/en/wow/topic/20753795863?page=1

Apologies for the delay in getting information out on this - our initial focus was on putting out other patch-day fires.

Yes, this reflects a deliberate change, but it's also not working exactly as we intended. The scaling may be too steep, and the fact that unequipping a piece of gear can ever be helpful is a bug in the system. We'll be looking into making changes to correct this in the very near future.

Power progression is an essential part of the WoW endgame, and the last thing we want is to undermine that. We stressed the importance of that progression when discussing how the level-scaling system worked in Legion around the time of the expansion's launch, and explained why we then had no plans to scale foes' power based on gear. But as we've watched Legion unfold, we've come to observe some side-effects of our endgame content plan and the associated rewards structure that made us reconsider.

We've never had the initial outdoor world content stay relevant for this long in an expansion before. By the end of Mists of Pandaria, for example, the mantid of Dread Wastes that had once been reasonable foes were completely trivial. They'd basically evaporate if a raid-geared player looked in their general direction. But there wasn't much reason besides achievements or completionism to revisit the Klaxxi dailies once Isle of Thunder was out or, later on, Timeless Isle. And the enemies in those later zones could be tuned to a proportionally more challenging baseline difficulty.

But in Legion, while the new content in Broken Shore is the focus of 7.2, and we've made sure that the core outdoor rewards (both dropped and from Nethershards) are superior to the rep-related rewards from the original factions, the intent is not for the Broken Shore to completely replace the rest of the game. You'll still go back to the other Broken Isles zones for emissaries, Legion Assaults (coming next week!), Order campaign quests, improved world quest rewards, and more. And as 7.1 and 7.1.5 progressed, we could see that even with Nighthold gear the pacing of combat was getting a bit silly - what would happen once new content made that level of gear more common, and once the Tomb raid pushed limits even higher?

To reiterate, power progression is an essential part of the WoW endgame. We absolutely want you to feel overpowered as you return to steamroll content that once was challenging. But there's a threshold beyond which the game's core mechanics start to break down. When someone trying to wind up a 2.5sec cast can't get a nuke off against a quest target before another player charges in and one-shots it, that feels broken. And even for the Mythic-geared bringer of death and destruction, when everything dies nearly instantly, you spend more time looting corpses than you do making them. You spend an order of magnitude longer traveling to a quest location than you do killing the quest target. You stop using your core class abilities and instead focus on spamming instants to tap mobs as quickly as possible before they die. 

Our goal is basically to safeguard against that degenerate extreme. We tune outdoor combat for a fresh 110 around a 12-15sec duration against a standard non-elite, non-boss enemy. It's great for gear, over the course of an expansion to cut that time in half, or even by two-thirds. But once you get down to a duration of one or two global cooldowns, the game just wasn't built to support that as the norm. (Note that this is an current-content endgame concern; running legacy content for completion/transmog/etc. purposes is a totally different story.)

The intent of our change in 7.2 was to smooth out that progression curve a bit, not flatten it out, and certainly never to invert it. If you get a great set of item upgrades that make you 5% stronger, maybe the world gets 1-2% tougher. Perhaps instead of getting 400% stronger over the course of the expansion relative to the outdoor world, you only get 250% stronger. But you should always be getting more powerful in relative terms, and upgrades should always matter. From some reactions so far, it sounds like we may be off on that tuning. And as noted above, the fact that unequipping items can ever be helpful is a bug that we'll be investigating and fixing.

Finally, there's the natural question of why we didn't patch-note this. It was not to be deceptive; we know it's impossible to hide a change from millions of players. But the system was meant to feel largely transparent and subtle, just like level-scaling does if you don't stop and really think about it, and so we did want players to first experience the change organically. Your feedback and reactions and first impressions of the system are more useful in this particular case when they are not skewed by the experience of logging in and actively trying to spot the differences. Thank you for that, and I look forward to continued discussion.

요약

1. 버그 아니고 일부러 추가한거 맞어. 그런데 좀 과도했네. 장비를 벗는게 더 도움이 되는 지금 상황은 버그임. 빠른 시일안에 고치겠음

2. 판다 클락시 평작부터 7.2 부서진 해안까지 대형 필드 노가다 컨텐츠를 만들었는데 장비빨로 걍 녹이니까 의미가 없음. 그래서 이런 아이디어를 냈음

3. 우리 진짜 의도는 난이도 상승 곡선이 좀 더 스무스하게 올라가는거였음. 장비빨로 니가 5%가 쎄지면 월드는 1~2%만 어려워지도록. 보통 확팩 세기말까지 가면 초기보다 400% 쎄지는데 이젠 250%만 쎄지게 될거임. 그런데 의도대로 되지 않았고 장비를 벗는게 오히려 도움이 되는 지경까지 갔음. 이건 버그 맞고 고칠거임

4. 이런 중요한 패치를 왜 패치노트에 안쓰고 숨겼냐면 너네들을 기만하려던게 아니고 굳이 패치노트에 적지 않아도 자연스럽게 체감할 수 있게 만들려고 해서임 (한마디로 개소리죠)

5. 이 사안에 대해 너네들의 토론을 앞으로도 지켜보겠음

** 유저의 비아냥에 대한 블쟈의 추가 리플

유저: So now we have to consult ilvl spreadsheets to figure out which pieces of gear we need to unequip to make our daily chores as painless as possible. 

Fun.

그래 이제 아템레벨 시트까지 만들어서 일퀘할떄마다 입고 벗고 해야한다는거야? 재밌네

** 블쟈의 리플

To be clear, it's unacceptable to us for the "right" thing in any form to ever be equipping weaker gear, unequipping items, or doing things that in any way lower your "absolute" power. There are a couple of loopholes where that is true currently, and they'll be high-priority fixes for us in the next day or two.

Also to be clear, scrapping the entire system is certainly still an option. My post was not meant to be a "too bad, get used to it" proclamation.

But I did want to lay out what we consider to be the very real problem we're trying to solve here. I also understand that to many folks it doesn't appear to be a real problem at all, and it seems like we're just trying to throw up pointless obstacles.

Power always feels good. It feels better to kill something in 5 seconds than in 10, especially when you remember when it took 10. Even better when you can do it in 2. Better still when you can kill 4 or 5 things in that time. But is there a point where that goes too far? We think so, and we're just looking to ease up off the gas pedal a little bit. We don't want to halt the power curve, and certainly never to go in reverse, but rather to take a bit longer on our road to an endgame world where everyone effectively walks around death-touching mobs for quest credit.

명확하게 말해서, 그런식으로 캐릭 스펙을 낮추는 건 올바른 방식이 아니야. 현재 스케일링에 헛점이 몇가지 발견됐고 하루나 이틀 안에 고칠거야

그리고 분명히 말하지만, 스케일링 시스템 전체를 없애는것도 여전히 옵션중 하나라는거야. 위에 올렸던 글이 "유감이지만, 어쩄든 적용했습니다" 같은 뜻의 성명은 아니었어

우리도 이거 진짜 큰 문제인거 잘 알고 있다니깐? 많은 사람들이 잠수함 패치가 진짜 문제라고 하는것도 이해하고 있고. 우리가 뻘짓하는것처럼 보이는것도 인정해

당연히 템빨이 오를수록 좋아져야지. 10초 걸리던 몹을 5초만에 잡아야겠지. 2초밖에 안걸리면 더 좋을거야. 한번에 4~5마리씩 잡히면 더 좋겠지.

근데 포인트는 이 속도가 너무 빨라지면 그땐? 이라는거야. 우린 그저 가속 페달을 조금 늦추는 방법을 찾았을 뿐이야. 템빨 올라가는걸 멈추고 싶지도 않고 반대로 약화시킬 생각은 추호도 없다고. 하지만 모든 사람들이 한방에 퀘몹을 녹이게 되는 상태까지 가는데 예전보다 좀 더 많은 시간이 걸리는게 낫다고 봐.

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