
Dear Metas, When survival becomes predictable, challenges lose their meaning. We’ve decided to break the status quo by comprehensively upgrading the Pollution Zone gameplay and existing survival environment, ensuring every scenario journey presents a new excitement. On January 21(PT), after the version update, we’ll introduce you to a brand-new Pollution Zone experience. Details are as follows: I. Pollution Zone Experience Optimizations 1. New Pollution Zones We’ll add various types of Pollution Zones across different level areas on the map. After the January 21(PT) update, scenario servers (excluding RaidZone Mode) will randomly generate Pollution Zones, with each server having unique locations and quantities, creating a distinct experience for every scenario. Description: 1) Scenarios like "Endless Dream," "Prismverse's Clash," and "Deviation: Survive, Capture, Preserve" will feature fewer Pollution Zones. This is due to their inherently high challenge and unique narrative pacing, ensuring balance and focus on their core experience. 2) New scenario servers will randomly generate Pollution Zone locations upon launch, with positions and types fixed thereafter. 2. Pollution Zone Trait Adjustments In this update, we’re also refining the current Pollution Zone environment. Pollution value will now stabilize and no longer fluctuate with special resource quantities. Adjustments include: 1) To preserve resource value, higher Pollution value areas will yield more special resources, with increased chances of gold/silver ore spawns. Metas can use Stardust Miners for extraction in high-pollution zones. 2) Structures in Pollution Zones will continuously suffer Corrosion until destroyed. Metas can protect them by consuming specific materials, with Corrosion speed and material costs scaling with Pollution value. 3) If Metas remain in a Pollution Zone with resistance lower than the Pollution value, Sanity loss will slow significantly compared to the current version. However, the effectiveness of items, Deviations, and other Sanity recovery methods will also decrease. 4) The Fools will no longer spawn by default in low Sanity states and will only appear in [Wild Deviant] Pollution Zones. Additionally, their mechanics have been revised: new Fools will no longer instantly kill players, and they will not stop moving when observed by players. Detailed mechanics regarding Fools in Pollution Zones will be further explained in the [Wild Deviant] Pollution Zone section below. 3. Other Adjustments In the January 21(PT) update, we have also made the following adjustments: 1) The effects of [Stardust Malt Ale]/ [Stardust Corn Ale] have been adjusted to boost Pollution Resistance, while [Signature Ice Brew] now enhances Sprint Speed, better aligning with their food-themed naming (related crafting Formulas have been updated accordingly):[table equalcells="1" colwidth=",,"][tr][td] Item Name[/td][td] Effect Before[/td][td] Effect Now[/td][/tr][tr][td] Stardust Malt Ale[/td][td] Sprint Speed +20%[/td][td] Pollution Resistance +100 for 1800s[/td][/tr][tr][td] Stardust Corn Ale[/td][td] Sprint Speed +20%[/td][td] Pollution Resistance +100 for 1800s[/td][/tr][tr][td] Signature Ice Brew[/td][td] Pollution Resistance +30%. Sanity recovers quickly when out of combat, duration: 1800s[/td][td] Sprint Speed +20%[/td][/tr][/table] 2) Based on the current Pollution Zone’s gameplay philosophy of "high risk, high reward, intense challenge," we have implemented the following comprehensive adjustments: a. Increased rewards from Pollution Zones: - Defeating Elites in Pollution Zones may drop Deviations. - Defeating enemies in Pollution Zones will drop Stardust Source and Acid. - Pollution Zone chests may now contain Fuel. b. Adjusted Pollution Zone values to better reflect high-risk gameplay: - Reduced Pollution Resistance provided by gears and adjusted the values of certain dishes with Pollution Resist effects, changing them from percentage-based to fixed values. Metas must now strategize more carefully when using dishes, Deviations and other means to counter Pollution. 0 - Gear degradation is more severe upon death in a polluted zone. c. Streamlined and focused on open-world gameplay, removing the Mist feature: Based on long-term monitoring of online data and player feedback, we found that the current Mist feature failed to deliver the expected experience for Metas in terms of fun and playability, with consistently low participation rates. After careful consideration, we have decided to temporarily remove the Mist feature. The Deviations and items originally obtained from Mist can now be acquired by defeating Elites in Pollution Zones. We will revisit and revamp the Mist feature in the future to reintroduce it in a better form. 4. Survival Stats and Whim Optimization In this update, we have also adjusted Survival Stats and Whims: 1) Adjusted the impact of different Survival Stats on characters: Energy primarily affects HP, Hydration mainly affects movement, and weight influences temperature resistance. 2) Characters now recover Sanity much faster while sleeping. 3) Reduced the speed of Heatstroke and Hypothermia progression. 4) The trigger condition for Whims has been changed to occur when characters perform specific actions under low Sanity. Whim effects will now have more distinctive visuals and entertaining impacts. Example: After triggering a certain Whim, defeating enemies while having low Energy may cause them to drop meat instead of regular loot. More intriguing Whims await you to discover! II. Pollution Zone Types and Effects After this update, multiple new Pollution Zones will appear on the map. Different types of Pollution Zones have varying Deviant effects. Higher Pollution value intensify these effects. Each Pollution Zone comes with one mandatory Deviant effect and 1-3 Deviant Traits (affecting survival, exploration, or production), with the number of Traits increasing alongside Pollution value. Upon entering a Pollution Zone, players will see its type and Deviant effects displayed at the top of the screen (red pins for Deviant effects, yellow pins for Deviant Traits). Metas can click to view detailed effects in-game.

以下将介绍新的污染区域类型及其效果: 1. 野性异变体 【异变体效果】:距离目标越远,伤害衰减越明显,同时野生植物的变异率提升。 【异变体特性1】:在野性区域种植时,农作物的变异几率增加。 【异变体特性2】:野性区域会出现特殊树木,砍伐时必定掉落种子/变异植物。若一段时间未被砍伐,这些树木将转变为愚者。愚者不再攻击元族,但会吞噬元族种植的农作物。 【异变体特性3】:在野性区域进行繁殖时,后代有机会提升其特性条目,且获得稀有花纹的几率增加。被驯服的动物更容易失去驯服度(即使能量和水分不为零,驯服度也可能开始下降),且污染值越高,驯服度的下降速度会进一步加快。

2. 镜像异变体 【异变效果】:在镜像区域内,伤害会随着攻击的正面程度而衰减。 loot或采集行为有几率获得双倍奖励。 【异变特性1】:镜像区域内会生成可交互的魔法镜。与之交互会召唤一个跟随你的克隆体,分担所受伤害。玩家攻击敌人后,克隆体进入战斗并嘲讽该敌人。 【异变特性2】:镜像区域内会生成背部带有反光镜的变形 crate。击败它们可获得丰厚奖励。元界行者必须运用智慧来战胜它们! 【异变特性3】:背刺击杀有几率使 loot 掉落翻倍。

3. 幻影异常体 【异常效果】:所有生物(包括元能者、敌人和动物)在虚无状态与实体状态之间交替。虚无状态降低物理伤害,实体状态降低元素和念力伤害。 【异常特性1】:更多敌人生成。 【异常特性2】:若元能者在动物处于虚无状态时捕获它,该动物将获得【幻影】特性。拥有此特性的动物呈现虚无外观,其攻击造成随机元素伤害。 【异常特性3】:精英敌人霜之精灵出现。霜之精灵会根据元能者的虚无/实体状态使用不同类型的攻击。

本期开发者日志到此结束。在污染区优化迭代后,新的幻象玩法也将与污染区一同上线。后续我们将公布元族的全新S3幻象轮盘玩法,敬请期待! 人类开发团队
2026-01-15 11:45:31 发布在
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