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впервые опубликовано в: Can someone from Bungie explain why the armor affinity system exists?
Изменено (RPColten): 11/9/2019 5:28:45 AM
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They did. From [b]TWAB[/b] 10/17/2019 "[i]From Launch to Orbit[/i]": Spoiler text box is very large. [spoiler]One of the new systems rolled out along with Shadowkeep is the new Armor 2.0 system. We have been monitoring the feedback around the system. Today, the Destiny Dev Team has some goals for Armor 2.0 and some upcoming changes that are coming. Hi everyone! We wanted to check in and talk a little about Armor 2.0, its goals, your reactions, and upcoming additions and tweaks to the system. The most frequent questions and feedback come from the energy affinity system, which determines which mods can be socketed into which armor pieces. We wanted to kick this discussion off with a little bit more information on the reasons why the energy system came about, and what it’s intended to accomplish. The armor energy system has the three following primary goals: 1. Give players the freedom to experiment with builds, while also requiring players to make creative choices when putting together those builds. The biggest reason why mods became unlocks instead of consumables is to encourage players to experiment with perk combinations. The energy type and cost of a mod asks players to consider which mods they value most for a particular build, sometimes requiring them to make choices or come up with creative combinations of armor energies across all five equipped armor pieces. 2. Give players the ability to balance mods above and beyond pure effectiveness. When mods have no restrictions on their use (as was the case prior to Armor 2.0), each mod is only evaluated on its strength and usefulness (or access, in the case of consumables). Giving mods an energy cost gives us a knob to turn that gives weaker mods value and stronger mods a drawback. Giving mods an energy type allows us to limit the scope of combinations within a single armor piece (making their use cases easier to predict and balance for), and also gives us room for other perks and mods (for example, artifact mods) that break these restrictions. This means the perks and mods that break the rules can be compelling choices, without them having to also be significantly stronger to be appealing. 3. Relieve information overload pressure on the mod UI. Early playtests, which did not have the energy system, had all mods for a particular slot visible each time you moved your cursor over them. This resulted in a huge amount of information overload, and also made it hard to quickly find, and change out, mods that you were seeking. Cutting down on the number of mods visible for a particular armor piece makes it easier to process this information. There’s a lot more to it than that, but those are the most notable points. When it comes to deciding which weapons were associated with which affinity, there were three main criteria used to choose where to put them: 1. Ammo Type: Each energy type needed to have a good mix of primary, special, and power ammo weapons. 2. Range: Each energy type needed to have a good mix of short, middle, and long-range weapons. 3. Thematics: Each energy type should have weapons that are similar thematically, when possible, and feel like the kinds of weapons that match other mechanics associated with that energy type. We have seen feedback suggesting that, instead of locking mods into an energy type, the affinity should simply be a discount on the energy cost of the mod. That’s actually what the broad-category mods (such as Rifle Loader, Precision Weapon Targeting, etc.) are meant to represent: a higher cost for gaining the benefit with a weapon not normally associated with that energy type. So, instead of having to display every mod for that slot when you move your cursor over the socket, you see only the two to three broad-category mods in that socket, plus the ones with energy types associated with it. Of course, not every mod type got a broad-category version, notably the mod types that affect the ammo economy. That’s because any mods that tinker with the ammo economy have a lot of caveats and exceptions, mostly due to weapons that use ammo types not normally associated with that weapon archetype, such as Eriana’s Vow, the Mountaintop, Whisper of the Worm, and so forth. We needed a bit more time to build the broad category versions of these mods and test them thoroughly, but at the start of next season there will be broad-category mods for both the ammo finder and ammo scavenger categories, and they will be automatically unlocked for all players (no need to hunt them down!). This should help round out your builds more easily, and give you more options for tinkering with your ammo no matter what armor energy type you use. We’re also working on some broad category ammo capacity mods, but those need some more work before they’re ready for primetime. Another big change coming up is the loosening of stacking restrictions on Armor 2.0 mods. Starting next season, the restrictions on having multiple mods of the same type in a single piece of armor will be removed (with a few exceptions). So, you’ll be able to run two Hand Cannon Loader mods, or two Shotgun Ammo Finder mods, and so forth. The only exceptions to this stacking come from mods that provide no benefit when stacked, such as Fastball and Traction. We needed a little more time to make sure that stacking mods wouldn’t cause any major technical issues, and think that stacking mods of the same type gives more flexibility in crafting your build, provided you have the armor energy to spend in socketing them in. One thing to be aware of with mod stacking: In most cases, stacking up identical mods will provide diminishing returns on their effectiveness. For example, two Hand Cannon Loader mods don’t provide twice the benefit; instead, they provide about 1.5x the benefit of one Hand Cannon Loader mod. However, this puts them on equal footing with the enhanced mods. So, two Hand Cannon Loader mods provide the equivalent benefit of a single Enhanced Hand Cannon Loader. We’re also going to be lowering the energy costs of some of the armor mods to better reflect the value of an enhanced mod. One last bit of news on Armor 2.0. When we created the system, we wanted to include armor mods in Collections, so you can see how many you have gathered, and where they can be acquired. This also presented a good opportunity to do some housekeeping on the Collections tab in general, but, unfortunately, proved to be a little more time-intensive than we’d hoped, so the changes didn’t come alongside Shadowkeep. Good news, though! In the 2.6.1 patch, coming later this month, armor mods will be visible in your Collections, allowing you to browse through all the possibilities and see which ones you have already collected. Additionally, starting next season, the armor mod Collections will get a UI upgrade, allowing them to display armor energy type and cost on the icon, just like they do in your armor socket.[/spoiler]
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