很明显重生之境展现了很大的提升
直到体验完当前主线剧情,我们才彻底地感受到这个游戏的进化
当然,这个游戏目前还是有着这样或者那样的小问题
而且游戏末期的高端内容非常残酷而且很具有争议性
但是总得来说,这是一个非常棒的,用心的大型网络游戏
非常遗憾SE需要经历一段痛苦漫长的磨炼才把这个游戏做到这个程度
但是——重生之境证明了它值得我们的等待
视频作者：@speakers of hydaelyn 翻译：影那个卫丨校对：可能世界論 战月HmrHtg丨字幕：呜呜栗子
在经历了最终幻想14 2.0版本重生之境风波不断但成功的发布之后 After the troubled, yet successful relaunch of Final Fantasy XIV in the shape of A Realm Reborn,
玩家们重新回到了崭新却又熟悉的艾欧泽亚世界 players once again started to settle in the new old world of Eorzea.
重生之境这个版本最为突出的新特色之一 One of Final Fantasy XIV A Realm Reborn’s most prominent launch features was
就是推出了男性的猫魅族和女性的鲁加族 the introduction of the male Miqo’te and the female Roegadyn
这些在原来的游戏版本里都是没有的 – which were absent from the game’s original release,
非常像FF11里猫人族只有女性而巨人族只有男性的设定 much like how Mithraa were female, and Galka were male only in Final Fantasy XI.
角色创建模式获得了提升 The character creator got a facelift,
然而让玩家们失望的是,改良版的角色创建模式也只有几个预设的形象可以选择 however it would still retain it’s lists of presets over sliders,
附加几个简单的调整细节的滑块 to many players’ dismay.
在游戏发售后的几周里,最终幻想14持续获得了各个游戏媒体的一致好评 Final Fantasy XIV would continue to receive universal praise from most major video game critics for weeks after release.
如果不是制作组们一直在努力推出新的更新 But this would not last if the dev team didn’t work hard,
这个游戏的好评也不会保持这么久 pushing out updates frequently.
要知道,重生之境是在两年之内仓惶完成的 You see, A Realm Reborn was hastily knocked together in less than 2 years.
一款类似规模的大型网络游戏通常需要两倍或更长的开发周期 An MMO of this scale would normally require twice that time, if not more,
才能保证游戏质量达到“能玩”的程度 to be functional.
重生之境不止作为一个重制版的FF系列大型网游被人们赞叹 A Realm Reborn is not only impressive for being a remake of a Final Fantasy MMO,
它还作为一个只在两年内就完成且质量不错的3A级网络游戏而让人惊叹 but it’s impressive for being a fully functional AAA mmo that was developed and released after only 2 years.
但如果我们更深入的观察,就会发现这种创作模式带来的弊端 But once you started to look deeper, the cracks started to show.
因为要缩减制作周期和成本 To save time on development cost and time,
重生之境的很多素材,代码还有数据都是直接从1.0继承而来的 a lot of assets, code, and data from 1.0 was used in the creation of A Realm Reborn.
这也导致重新推出的游戏在第一天就陷入了技术负债 This would give the newly released game a technical debt from day one.
技术负债,或者代码债务是软件工程中的一个术语 Technical debt, or code debt,
可以类比为财务负债 is a concept in software development that can be compared to monetary debt.
比如你为了能弄一台高端大气的车子去毕业舞会装B You take up a loan, so you can, say,
跑去借了一笔钱 get a really fancy looking car quickly for prom night.
现在你有了一辆闪闪发光的车子 You now have a shiny car,
但是其实你根本还不清买车的钱 but you don’t actually have the money to pay off the car,
于是利息就开始堆积增长 so interest starts accumulating.
在最终幻想14的情景里 In FFXIV’s case,
制作组为了缩短制作周期和节约游戏成本只能重新使用1.0的素材 the team reused assets from 1.0, and avoided adding certain basic features to the game,
并减少了一些游戏必要特色的研发 to cut both cost and time.
这就意味着制作组需要在维护和更新游戏版本的同时 This would mean the dev team would have to rework and add these basic features over time,
重新制作并加入那些原计划中的必要特色 while still providing other new content to the game.
随着时间流逝,为了不被潮流淘汰,一款网络游戏需要提供的内容会越来越多 As time progress, more features will become standard for mmos,
这也会增加技术负债的额度 adding to the game’s technical debt.
如果不能偿还这些技术负债或者彻底无视这个问题 Failing to pay off their technical debt, or ignoring it altogether,
那么这个游戏就会迅速过气并无法与市面上其他的网络游戏竞争 would eventually lead to the game appearing aged and restrictive compared to competing mmo titles
解决的方法是巧妙地掩盖这些技术负债,并悄悄地一点点补偿这些技术债务 The trick was to hide it and try to resolve the debt silently over time.
这个游戏的过场动画在1.0版本曾经运用了领先潮流的动作捕捉技术 The game’s cutscenes, which used to be cutting edge motion captured in 1.0,
在重要的动画中还有口型同步 with lip synching occurring in certain instances,
而这些在2.0版本中变成了更经济的预设动作和情感表情,对话的口型也变成了非同步的模式 was replaced with more cost-effective in-game emotes and nonsynchronous lip movements.
这些都是为了缩减不同版本口型同步所需要的时间和人工的耗费 This was done to lower the time and cost of having to sync the lips to the different languages the game shipped with,
也节省了动作捕捉技术的花费 and the cost of motion capture.
游戏中有些特殊场景还是使用了动作捕捉 Some elements still used motion capture,
但是绝大部分情况下 but for the most part,
重生之境的过场动画在并没有影响游戏品质的前提下使用了预设的素材 A Realm Reborn’s cutscenes were standardized, without damaging the game’s overall quality.
这个游戏重新发布初期,一个不可避免的问题是因为历史问题造成的—— An inevitable issue that would face the game at launch was a direct result of A Realm Reborn’s past.
游戏内的经济生态 The game’s economy.
最终幻想14的1.0版本有很多极为富有的玩家 Final Fantasy XIV 1.0 had numerous extremely wealthy players
而他们也会介入重生之境新的经济生态中 who were now entering A Realm Reborn’s brand new economy.
在灵灾中幸存的服务器被设定为传承服务器 Servers that survived the Calamity was branded (Legacy) servers,
而这些传承服务器在游戏初期的经济情况会十分严峻 and these were expected to have a very rocky start.
为了避免游戏内的货币膨胀 To combat the imminent inflation of the game’s currency,
所有1.0玩家的存款都被直接去掉了一位数 all 1.0 players had their money slashed by removing one digit off the end.
同时重生之境内的货物价格也被同样处理 This also applied to the prices in ARR.
在1.0版本需要花费1000Gil的药水,在2.0版本只需要花费100Gil A potion which used to cost 1000 gil in 1.0,would only cost 100 in ARR.
不止如此,杂货商贩卖的货物也比1.0中的价格略高 In addition to this, vendor items would have prices set at a higher cost
这都是制作组在慢慢回收流通中的游戏金币 than they would in 1.0, in an attempt to slowly remove gil from circulation.
这也是这游戏未来的历史中无数次试图回收游戏金币的措施之一 This would only be one of many future attempts at regulating the gil.
通讯贝——在1.0版本中类似FF11的通讯贝 Linkshells – 1.0’s guild-like system
是让冒险者行会的玩家可以在私人聊天室中交流的系统 where players could talk to each other in private chat rooms,
这个设计也被延续到了2.0版本,而且并没有过多的改动 survived the transition, and would see very little change from its 1.0 version.
一个明显的改动是去掉了通讯贝的图标 One major change though was the removal of the Linkshell crest,
并引入了部队的系统 and the introduction of Free Companies.
部队就是这个游戏的冒险者行会系统 Free Companies would become the game’s guild system,
与通讯贝类似,但是增加了部队特效的功能 similar to Linkshells, but with added bonuses such as Free Company actions,
可以给予部队内的玩家独特的好处 which could grand members unique perks,
比如增加获取经验或者降低传送的费用 such as increased exp gain or reduced teleportation costs,
并承诺在未来会提供部队使用的房屋 with housing planned to accommodate the companies in the future.
而通讯贝也从行会系统被转变为了聊天频道 Linkshells transitioned from being guilds to chat channels.
1.0版本最重要并为人称道的特色之一是它的玩家论坛 One of 1.0’s most important and prominent community features was its forum,
在这里可以收集玩家们对游戏未来的规划作出的建议 which was used to gather feedback from players for future development of the game.
在2011年中段开始,玩家群体的规模就在逐步散落 Since 1.0’s community had been falling apart in the mid-2011s,
这里也聚集着一群非常忠实的核心FF14玩家群体 it had garnered a rather loyal set of players that were, let’s say,
对这个游戏的重新发布起到了重要的推进作用 more than critical, to the re-release of Final Fantasy XIV.
而玩家论坛很自然的也被延续了下来 The forums naturally carried over,
并以更美观的形象搭配这款被品牌重塑的游戏 in a more stylized form fitting the rebranding of Final Fantasy XIV.
曾经"享受"过1.0版本的游戏内容 Players who… enjoyed… what 1.0 had to offer,
并在2012年的遗产玩家计划中支付过3个月月卡的玩家会被标记为"遗产玩家" and had an active subscription for 3 months during the Legacy Campaign in 2012,would have their accounts marked as “Legacy”accounts,
这些玩家不止享有更为廉价的月卡 which would award the players with a cheaper monthly subscription,
还被赋予了遗产陆行鸟——一只拥有独特外形的陆行鸟 and the Legacy Chocobo - a chocobo with distinct features.
它的羽毛颜色更深,并且羽毛末梢的颜色是黑色的 The color is darker in tone, and has black end feathers.
鸟甲的设计也是独特的,并且在它的鸟喙上印有遗产纹身 The barding is unique in design, and the beak is tattooed with the legacy mark,
这个纹身在遗产玩家的角色后背上也可以看到——十二神的标记 something that would also be visible on their characters’ back – The Mark of the Twelve.
如果玩家还完成了1.0版本中的卫月主线剧情寄托于祈祷 If the character had completed the 1.0 Dalamud questline – Living on a Prayer –
那么他们还可以拥有独特的紧密延续着卫月线的2.0主线剧情 they would also enjoy a modified storyline to make the transition feel more seamless.
他们的游戏起始动画字面意义上的直接衔接1.0版本的戏剧化结局 The starting cutscene literally continues where 1.0’s dramatic ending left off,
这些遗产玩家会直接被路易索瓦传送到5年后的未来 with the Adventurer is teleported away by Louisoix, 5 years into the future.
这些剧情的改动程度不浅,有一些主线剧情动画中的基调会有所变化 The changes went fairly deep, with certain cutscenes’ tones being completely different,
甚至有些剧情动画,例如2.0版本中天幕魔导城剧情之后会额外增加一段剧情 to certain cutscenes, like the ending to ARR’s dramatic Praetorium sequence having an additional scene
这些都是对那些在1.0版本中坚持并支援那个彻底失败了的1.0版本的玩家们的奖励以及感谢 – as a final reward, and thank you to the 1.0 players who struggled through and supported the failed 1.0 version of the game.
而对于遗产玩家们来说最大的奖励其实是这个游戏的第一个大型副本 The biggest reward for Legacy players, however, was the game’s initial raid,
巴哈姆特大迷宫 The Binding Coil of Bahamut.
这个大型迷宫直接延续着1.0版本中卫月线的剧情 The raid in many ways continued the “Living on a Prayer” questline from 1.0,
目的是为了探索巴哈姆特毁灭后对世界造成的影响和调查其神秘失踪的原因 with an exploration of the aftermath of Bahamut’s destruction and subsequent disappearance.
这个副本是游戏制作组第一次尝试制作“大规模”的团队副本内容 The raid would be the dev team’s first attempt at a “large scale” raid experience,
而这个迷宫的难度被分成了若干章节,也就是我们的“邂逅之章1至5章” and the tiers were split into “turns” going from “turn 1 – 5”.
不幸的是,游戏的制作组没有领会到玩家们真正想要的团队副本是什么样子的 Unfortunately, the dev team didn’t quite understand what players expected from a raid,
其中的一章没有boss没有奖励 and added a turn that had no bosses or loot,
要求玩家完成一系列的跳跃谜题达到终点才能继续 and required the players to complete a jumping puzzle to reach the exit.
更糟糕的是,因为邂逅之章的层数不能被跳过 Worse – since turns had to be completed in order,
所以玩家团队们每周都要重新跳一次这个迷宫才能达到第4和第5章 this turn had to be cleared every week by statics to proceed to Turn 4 and 5.
总之…很糟糕 It was… bad.
玩家们很费解为什么要在副本中加入这样的一个环节 Players were left puzzled as to why this was even in the Coil series at all.
游戏玩家猜测这也许是一个未被完成的章节,制作组或许急于推出这个内容没来得及加入boss和奖励 Some believing it was an unfinished turn shoved into release without the bosses and loot in them,
然而在这个问题在玩家论坛上被提出不久 but shortly after these questions hit the official forums,
官方的社区代表Bayohnne回答了这个问题 community rep Bayohne ensured all players that this turn was
事实上这个章节原本就是这么设计的 -in fact– how it was designed from the start.
玩家群体表达了强烈的反对态度 Immediate player backlash ensued.
这怎么能算是这个游戏中难度最高的副本内容之一呢? How could this turn even be considered as part of the game’s highest difficulty content?
各个开荒团队的玩家们都很愤慨 Raid teams were furious.
这个内容只是单纯的浪费时间,又不会提供任何回报 It was a waste of time, and offered no reward.
而这个系列的最终章,也就是第五章 The end of The Binding Coil of Bahamut, turn 5 to be exact,
大幅度弥补了第三章的设计漏洞 would quickly make up for turn 3’s horrible design.
然而邂逅之章的女皇(双塔尼亚)的设计本身也是有瑕疵的 But the Queen of the First Coil was not without faults.
这个战斗中充满了各种在特定情况下会产生的bug Her fight was riddled with bugs that would occur under certain conditions,
在团队副本开放的第一周里游戏经历了数次的紧急维护， and maintenances were conducted several times,
玩家有数个小时甚至无法挑战这个副本 rendering Turn 5 completely inaccessible for hours at a time during the raid’s first weeks.
双塔尼亚一战中最影响玩家体验的问题 The most pressing issues Twintania suffered from were related to the additional enemies
是在打到特定条件后会出现小怪 that would appear during a specific point in the encounter.
如果将他们击杀过快,或者在他们眩晕的状态下将其击杀 These would, if killed immediately after spawning, or stunned prior to being killed,
那么他们将会保持0血量的状态保留在场内 remain alive with 0 HP, ultimately killing the party.
而在邂逅之章开放后还有一个流传了很久的谣言 There was one rumor that has persisted long after The Binding Coil had concluded,
声称这场战斗中的"旋风"就是彻底的设计BUG claiming that the Twisters were flat out broken in ARR.
虽然后期旋风确实被削弱了 Though the twisters WERE nerfed,
但是这个旋风设计有BUG的指控其实是错误的 the claim that they were broken is incorrect.
旋风是双塔尼亚战中后期会出现的一个读条技能 Twister was an attack cast by Twintania during the latter half of the fight.
它有着极快的施法速度 It would have an incredibly quick cast time,
要求玩家们全神贯注并立刻做出反应 and required the raid’s immediate and full attention.
在读条结束后 队伍中的4名随机玩家脚下将会出现一个小型的旋风 4 random party members would shortly after have a small twister form behind them.
如果玩家接触到这个旋风则会立即死亡 If the player made contact with the twister, it would instantly kill them.
这个机制的处理方法在副本推出的数个月之内都是一个谜 The mechanic remained a mystery for weeks and weeks after release.
任何试图挑战这个副本的团队都会遭遇团灭 Wiping all who attempted to clear the turn.
玩家群体非常愤怒,并要求制作组立刻“修复”这个错误 The community was outraged, and demanded the fight be “fixed”.
然而制作组的回应是旋风的实际效果就是他们设计之中的 However, the official response from the dev team was that the Twisters were working as intended
并表示玩家们所认为的旋风“完全随机,无法躲避”的观念是错误的 and the claim by the community that the Twisters were entirely random, thus making them impossible to dodge was wrong.
在2013年的10月26日,在推出这个团队副本的两个月后 On October 26th 2013, two months after the raid’s release,
"Order of the Blue Gartrs"团队成功通关了邂逅之章的最终章 The Order of the Blue Gartrs finally cleared Turn 5.
也成功在旋风机制被削弱之前完成了这个副本 Before any nerfs befell the Twister mechanic.
玩家们这才发现旋风原来可以通过保持移动躲避 It turned out that the Twisters could be avoided by moving
玩家需要在读条结束的瞬间保持顺时针或逆时针 – immediately after the cast bar appeared – in a clockwise circle
然后在即将踩到旋风时停止移动 and coming to a stop just before reaching the starting point of the circle.
原因是旋风会在读条期间你经过的某个位置随机出现 The reason for this is that the Twisters would spawn at random wherever you had previously moved during the cast.
如果你在读条结束的时候距离刚才的位置过远 If you moved too far away from where you were positioned during the Twister cast,
那么旋风就会刷新在玩家当前的位置脚下，立刻判定击杀 the twister would appear directly below you and kill you.
尽管最终章被踏破,因为玩家们的要求,旋风还是在接下来的一周被削弱 Despite the clear, a nerf was issued the following week, based on player feedback.
吉田制作人在削弱补丁推出的那天在官方论坛发帖 Yoshi-P responded in an official forum post on the day of the nerf
表示他们设计中的旋风的判定过于严苛 that they believed the attack was too unforgiving,
于是他们决定调整旋风的判定时机 so the twisters timing would be adjusted.
在Blue Gartrs获得了邂逅之章最终章首杀的荣誉之时 When Blue Gartr was crowned World First Champions,
其他因为旋风机制无法通关的团队非常不满 the teams that failed to clear the raid due to Twisters flared up in rage,
有些人甚至称BG作弊 even going so far as to call them cheaters.
然而吉田制作人平息了这场纷争 However, Yoshi-P laid it all to rest in the same post
并在关于旋风削弱的帖子里正式恭喜Blue Gartrs的首杀成绩 that announced the twister nerfs by officially confirming BG’s world first.
事实上玩家们无法完成旋风机制并不是因为机制设计的问题 The reason so many struggled with Twisters wasn’t necessarily the mechanic’s fault alone,
而是因为客户端的问题 but also the servers.
重生之境的首发客户端实在无法承担游戏内容的压力 A Realm Reborn’s launch servers were really not up to the task,
很多玩家承受着巨大的延迟 and players experienced high levels of latency.
而欧洲的玩家群体尤其受其影响 It was especially bad for players in Europe,
因为SE决定把欧洲服的服务器数据中心放在北美 as Square Enix had decided to place their data center in North America.
更确切的说是加拿大 Canada, to be exact.
像是双塔尼亚或者极泰坦的战斗变得极为严苛 Fights such as Twintania and Titan hard and extreme became unbearable,
SE不得不考虑升级并转移欧洲的服务器 and Square Enix was forced to consider upgrading and moving their servers.
水晶塔,一个致敬FF3的24人团队副本 Crystal Tower, a 24-man raid inspired by Final Fantasy III,
曾在1.0后期就被提到过,然而在2.0版本都没有出场 was teased as far back as late 1.0, was nowhere to be found in 2.0.
制作组实在拿不出时间在游戏发售时完成这个内容 The dev team simply didn’t have time to complete the content before release.
然而,吉田和他的团队保证将在该年年底推出一个大容量的内容更新 However, Yoshi-P and the rest of the dev team promised to deliver a big content patch by the end of the year.
于是在2013年12月14日他们推出了重生之境的第一个版本更新 And on December 14th 2013, they delivered A Realm Reborn’s very first patch.
觉醒之境 A Realm Awoken.
这次版本更新包含了极多的内容 This behemoth of a patch contained an incredible amount of content,
包括调查员支线剧情,水晶塔系列的第一个副本,究极神兵破坏作战,蛮族任务 including Hildibrand, Crystal Tower’s first tier, Ultima Weapon Hard, Beast Tribes,
以及游戏最初的两个高难副本——骚乱坑道铜铃铜山和恶灵府邸静语庄园 the first ever Hard Mode dungeons – Copperbell Mines and Haukke Manor,
这次更新中还迎回了1.0版本中粉丝们的最爱莫古力贤王 The patch also saw the return of a fan favorite from 1.0, Good King Moggle Mog.
更新中不仅仅增加了新的游戏内容,还对游戏玩法和特色进行了增添和调整 But the patch didn’t only offer content, it offered features and changes to the game.
在2.0初期的装备等级系统中,玩家无法得知自己的确切装等 ARR introduced the item level system but made it nearly impossible to really tell what your average item level actually was.
在角色菜单中是不显示玩家的平均装等的 There was no average item level displayed anywhere in the character screen.
玩家们或者需要自己计算自己的装等 You would either have to do the math yourself,
或者使用玩家论坛中好心人制作的装等计算器 or simply use one of the many community-made item level calculators to find your average item level.
在2.1更新之前游戏内没有设定最低进入副本的装等 Prior to the patch the game had no restrictions built into the Duty Finder
无法阻止装备等级过低的玩家进入特定的副本 to restrict players with inadequate item level from entering certain content.
2.1更新中不仅增加了高难度副本中要求的最低装等 2.1 not only introduced item level restrictions on high level content,
还在角色面板增加了平均装等的显示 but also finally made it possible to see your own item level from the character screen.
缓解游戏内服务器压力的手段也被加入,例如重点针对的任务搜索器 Measures were also taken to alleviate server strains, mostly aimed at duties within the Duty Finder.
在游戏发售之初,游戏无法处理在副本中离开过久的玩家 At launch, there was no system to prevent players from leaving their computer,
他们会一直保留在副本中增加服务器压力 and keeping their characters logged into a duty.
这也会造成副本服务器的堵塞 And so, this started to clog up the instance servers.
为了缓解这个情况,SE增加了副本内的待机限制 To combat this, SE implemented a system
如果一个玩家在副本中超过10分钟没有操作,他们将会被踢出副本 whereas a player character was automatically kicked if they remained inactive for 10 minutes.
任务搜索器,也就是将玩家随机匹配成一个队伍进入副本的系统 The Duty Finder – which would pair you up with a party and place you in a dungeon
也有着各种玩家滥用的情况 - also suffered abuse by players
如果副本的进度不理想或者他们就是不想继续打了,有些玩家会直接退出副本 who would abandon duties if they didn’t go as smoothly as they expected or they simply didn’t want to complete a duty,
留下一群无法继续副本的迷茫队友 leaving players clueless and without any way of completing the dungeon.
为了阻止玩家们无故离开副本 To deter players from leaving a duties in progress,
任务搜索器增加了15分钟的退出惩罚 the Duty Finder imposed a 15 minute lockout on release.
然而15分钟的惩罚显然力度还不够大 However this seemed to not really bother people that much,
在2.1版本,这个惩罚被增加为了30分钟 so in 2.1, the lockout was increased to a whopping 30 minutes.
队友招募的系统也在2.1被加入 The Party Finder was also introduced in 2.1,
玩家们从此可以招募队友自行组队 which made it possible for players to form parties prior to entering with the duty finder.
当时的队员招募系统是面对同服务器的玩家 The party finder was server-wide,
许多试图挑战团队副本和高难副本的玩家都会利用这个功能 and would see a lot of use by players trying to beat raids and extreme-content.
这次更新中还增加了PvP The patch also introduced PvP to the game,
然而玩家反响有好有坏 and it got mixed reception.
虽然FF14的新战斗系统已经经过精简 FFXIV’s new battle system, albeit it streamlined,
在PvP时还是会显得缓慢且臃肿 felt slow and sluggish in PvP,
整个PvP系统都显得没有新意且很容易被钻漏洞 and the whole system felt uninspired and prone to cheesing.
这个系统在推出后就充满了各种各样的问题,不久后就被大部分玩家群体抛在脑后 The system was riddled with issues at launch and was quickly shunned by the FFXIV community.
而PvP的排本时间在几个星期后,也很快地增加到了30分钟以上 Queue times would quickly rise to more than 30 minutes mere weeks after release.
之后的几年里PvP系统经历了无数次的改革 The PvP system would see countless updates over the years.
而广受玩家们期待的房屋系统也在这个版本实现 The much anticipated housing system was also launched with this patch,
艾欧泽亚中各个部队纷纷涌入了海雾村,薰衣草苗圃和高脚孤丘寻找他们理想中的新家 so Free Companies all over Eorzea swarmed to Mist, The Lavender Beds, and The Goblet in search of their Company’s new home.
然而玩家们遭到当头棒喝 But players were in for a rude awakening.
如同天价的房产价格 Prices were steep.
而遗产服的情况尤其严峻 And no servers felt it worse than the old 1.0 legacy servers.
SE发现了终极的回收游戏金币的方法 SE had found the ultimate gil sink.
在Aegis,Durandal,Gungnir,Ridill或者Masamune服务器, A small fifth-class plot (the cheapest) on Aegis, Durandal, Gungnir, Ridill or Masamune
最小(s型)位置最差的(5级)一个土地都要花费4千万 would cost you a whopping 40 million gil.
而一个5级的大型(L)地皮 A large one.
要花费5亿 Would cost you 500 million gil.
如果你不幸的是一个遗产服的萌新部队 If you were new player in a new Free Company on a Legacy server,
那么要在这个服务器里买一块地(不论大小)的可行性极小 your chances of being able to afford a house at the time, regardless of size, was slim.
总之 这次更新的内容量惊人 The sheer size of the patch was impressive.
这次更新的内容甚至可以被称为一次资料片级别的更新 The patch was almost worthy of being called an expansion,
在艾欧泽亚世界中带来了巨大的变化 and brought massive changes and additions to Eorzea.
重生之境成功获得了新生 A Realm Reborn has survived the rebirth,
坎坷地推出了第一个团队副本 weathered through its first raid,
并进行了第一次资料更新 and successfully implemented its first content patch.
对于这个游戏的制作团队,我们无法要求更多了 For a game developer, you couldn’t ask for a better outcome.
然而重生之境的未来还是充满了各种尚未解决的问题 But A Realm Reborn still has a lot of issues to resolve,
在地平线边际还有无数未知的苦难等待着 and danger looms on the horizon.
但那就是将来再聊的内容啦! But that’s a story for another time!
非常感谢你们观看这一期的最终幻想14的衰落与重生 Thank you so much for watching this episode of the Fall and Rise of Final Fantasy XIV!
如果觉得不错请投个硬币,如果想关注后续内容请关注我们 Leave a like if you enjoyed and subscribe for more FFXIV content!
我们有着一个长期的FF14广播节目,两个回顾过去的系列 (一境之谜和遗留之境) We have a FFXIV podcast, two FFXIV retrospective series, Remnants and Secrets of a Realm,
还有最低装等闯副本的系列! as well as a minimum item level run series!
总之,我们在下一期最终幻想14的衰落与重生再见! Anyways, I’ll be back in the next episode of the Fall and Rise of Final Fantasy XIV!
在那之前,愿水晶给予你指引! Until then, may you ever walk in the light of the Crystal!