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◆ Remove Trap
2019年 04月 20日 |
Pub 105 トレハンのUpdateで罠解除スキルが必要になるかもしれない?

メインに入れるの難しいかもしれないな。サブキャラでトレハン専用キャラを作るか~。
地図作成と鍵開けに50振って、新規キャラ作成。

まず探知スキルが50ないと罠解除スキル使えないので、まず探知上げ。
ヘイブン郊外の鍵箱にて。
単純作業に飽きてきたので、青チラシ食べてようやく50。
Remove Trap_c0062717_19221615.png

















まぁ、探知スキルは繰り返してできるから時間さえあれば、そのうち上がる。

で、本題。罠解除スキル上げ。


めちゃスキル上げ、大変じゃね?

難易度制で、10秒遅延あるし。
ちょうどいい難易度の罠箱作るのがまず面倒。
細工スキル上げながらだと失敗も多いし。
解除したら、また細工スキルで罠作ってかけないといけないし。
UOAがない垢だとキツイかなぁ。。

べスパー銀行内の沸き箱は、スキル30くらいだと、「やや難しい」の難度。
沸きは早いけど、失敗すると毒くらうし、これも効率がいいとは言いづらい。
Remove Trap_c0062717_20205031.png


















まだ調教上げのほうが楽なんじゃなかろうか。
(楽しみがあるという点で)

初期50振っても大変そうだな。(前提スキルがあるので初期振れなかった)
最終手段、カスタム使って90にしても、そこからも長いかも。
ん~。

一応、罠解除スキルに関しては、ここにフォーラムの議論を参照とある。
Pub 105

UO開発チーム Kyronix氏が立てているスレッド

「The role of remove trap in the Treasure Hunting process
 (it has been temporarily removed, and will come with a future update and we will focus on that then).」

トレハンでの罠解除スキルの役割について
一時的に削除している、とある。


これまでの議論は、こちらを見るといいかも。
Kyronix氏の返信を中心に(下にいくつかピックアップしてみました)

テレキネシスではなく、罠解除スキルで罠を解除しないと得られない、なにか"特別な報酬"を検討している、という感じなのかな。
(※のちに、"secret compartment"のアイデアは初期の段階のみだったとありますね)

あと、罠解除スキルに、探知スキルは必要がなくなる、ということも。

本当は、こういう議論に日本からのプレイヤーも参加すべきなんだろうね。
まぁ、まだ何も決定事項じゃないので、これからのフィードバックやら検証などが反映されていくんだろうけど。

しかし、これだけ上げにくいスキルを入れられるとなると、ちょっと大変だなぁ。
でも、上級シャードでは、すでに必須なんだよね。

あと、、全然話変わるけど、トリトンの実装はどこ行ったのかなぁ‥。



以下、いくつかコピペ。
メモ用。
~~~
High Seas Update: Treasure Chests & MIB Treasures

Two major areas we hope to focus on in Forgotten Treasures are Treasure Chests & MIB/SoS treasures.
(MIB:message in a bottle)
Forgotten Treasuresにおいて焦点を当てたい2つの主要分野は、宝の箱と、SOS/メッセージボトルのお宝です。

~~
As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates. Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms. That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis. Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work. I'm not a fan of allowing mages to unlock higher level chests. Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think.


~~
the initial idea would be that telekinesis would prevent access to the specialty loot, providing a reward for the investment in the skill. I think it's a good idea to talk about T-Hunter templates in general.


~~
I think the overall goal with the trapped compartment is that it gives a reason to have Remove Trap. We've got plenty of uses for DH, but remove trap not so much. We would likely explore removing the DH requirement for Remove Trap and take a good look at traps completely. Would have to dig into it more to nail down some details, but at the onset it would be 100 skill points invested in an otherwise mostly useless skill to get some new loot. Once its worthwhile to have we can expand it further to trapped areas in encounters and such - but I'm getting ahead of myself. At least that's the current thinking with remove trap - free up the mining slot on T-Hunter templates and make Remove Trap worthwhile to a better extent.

~~
中間まとめ

The broader concern over Remove Trap is that it serves little, if any, purpose anywhere in game. The same impact for investing in a skill can be obtained with a scroll purchasable from an NPC (save for Siege). This results in an often asked for request - "Make the useless skills worthwhile again". That's what we are talking about at this point in the thread.

Let me reiterate and summarize some of what is on the table for those joining the conversation later in the thread...
  • Condensing the number of treasure map levels from 7 to 5, existing maps would convert to the new scheme.
  • Rebalancing the levels so 1-3 could be done solo, and 4-5 would be more geared towards group efforts.
  • Moving the mass quantities of resources out of higher level chests into lower level chests, so should you wish to acquire resources you could target lower level maps for that purpose.
  • Reducing the quantity of equipment but increasing the quality. This would be subject to very fine and hardline balancing. Not every item you pull out of a 4 or 5 is going to be an uber-item despite the reduction in quantity, or the desire for the to be.
  • Mining would no longer be required to gain a bonus to chest detection distance. The effect would be migrated to Cartography.
  • Magic Unlock would continue to work on lower level maps, lockpicking would be required for higher end.
  • Remove Trap would become more useful in some context of Treasure Chests. The exact nature is TBD, but some thoughts are to untrap chests in leiu of telekensis and/or accessing additional loot in the chest, removing traps that are protecting the treasure chest itself (Think of a blend between Champ Spawns, The Curse of Oak Island, and the final scene of Indiana Jones and the Last Crusade). This would mean you do not need Detecting Hidden in any context to train/use Remove Trap.
  • Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

Thanks again for everyone's participation - look forward to the continued conversation!
Again let me reiterate - nothing is final, this is all subject to change.

~~
幸運について
Luck - it will play a roll in some regard, how it factors with other chest generation variables is TBD at this point, but we have no plans to ditch luck from Treasure Hunting right now. Shooting from the hip, I'm thinking it will factor into whether you get a rusty, standard, gold chest (currently that is based solely on Carto skill).

~~
沸きモンス
There's actually no plan to change any of the mobs that currently spawn - making new creatures is a fairly work intensive process so re-using what we have spawning in chests is much easier.



4/27 追記

Anyway, Some thoughts:
1) What is happening (or not) to the "secret compartment" that was discussed?
2) When will y'all seperate the need for both Remove Trap and Detect Hidden?
3) Why is the loot quality WORSE (on armor, weapons, and jewelry) than before it "fixed"?(The upgrade in the gold is nice though)
4) Tell us how luck will figure in to the equation
5) Are whatever changes y'all make to the Treasure Chests permanent, or is it a limited time event?

1 - The secret compartment idea was just that, an idea. Currently there are no plans to implement it. This is why early discussions, and this are prefaced with the disclaimer that things can and will change. If we are to continue (which I hope they do because they've been incredibly fruitful) with early discussions, this needs to be 100% understood.
2 - It's already been done internally, when our RT release comes it'll be part of that release.
3 - See my comments about this being an iterative process. As we move through the process we can tweak things up. It's more productive to nudge the dial up then dial it back down.
4 - Luck will likely factor into random magic equipment similar to the way it does now. The final implementation is TBD as we work through that process.
5 - These are permanent changes.


by izublo | 2019-04-20 20:36 | Ultima Online | Comments(0) |
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