sliced_lime: 关于bug修复的一些再补充(续)
know there's a popular view that Mojang dislikes farms and automation - this is not true. What is important to us is that the game remains balanced and true to its core ideals - that is, huge efforts bring stellar rewards. The flip side of that is that very little effort also brings relatively small rewards.我知道江湖传言我们Mojang讨厌农场和自动化——非也. 于我们而言, 游戏本身要的是平衡和本真——大力才能出奇迹, 摸鱼只有毛毛利.
Having farm designs in the game where after half an hour of playing give you access to chests full of treasure enchantments is convenient, of course, but it also takes something away from the achievements of players who get that same gear through legitimate means - it cheapens the experience. That is why today those exploits are being removed from the game.
要是问我: 游玩半小时, 收获满箱子, 这样的农场设计方不方便啊? 那我肯定回答: 方便啊! 但这同时也将成就感从那些认真设计, 脚踏实地地来获取同样资源玩家们身上剥去——体验变得廉价了起来. 这就是为什么我们把这些暴利的设计剔除出了游戏.
Of course, we always aim to support as much customizability as possible in the game. If you really want to play with easy access to treasure enchantments, they remain only a data pack away.
当然, 我们的目标总是要往游戏里添加更多的可自定义要素. 如果你真的很想要简简单单地就可以获取到这些宝藏附魔的话, 那你距离它们只有一个数据包之遥. 卧槽,都是大佬 卧槽,都是大佬
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